Merge branch 'master' into careminster
Conflicts: OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.csavinationmerge
commit
4ccb15290e
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@ -75,6 +75,7 @@ what it is today.
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* Chris Yeoh (IBM)
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* controlbreak
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* coyled
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* ctrlaltdavid (David Rowe)
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* Daedius
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* daTwitch
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* devalnor-#708
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|
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@ -2942,15 +2942,13 @@ namespace OpenSim.ApplicationPlugins.RemoteController
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/// </summary>
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private void ApplyNextOwnerPermissions(InventoryItemBase item)
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{
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if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
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if (item.InvType == (int)InventoryType.Object)
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{
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if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
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item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
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if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
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item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
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if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
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item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
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uint perms = item.CurrentPermissions;
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PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref perms);
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item.CurrentPermissions = perms;
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}
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item.CurrentPermissions &= item.NextPermissions;
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item.BasePermissions &= item.NextPermissions;
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item.EveryOnePermissions &= item.NextPermissions;
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@ -0,0 +1,87 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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||||
* * Redistributions in binary form must reproduce the above copyright
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||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
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||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
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||||
* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Text;
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using log4net;
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namespace OpenSim.Framework
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{
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public static class PermissionsUtil
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// Logs permissions flags. Useful when debugging permission problems.
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/// </summary>
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/// <param name="message"></param>
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public static void LogPermissions(String name, String message, uint basePerm, uint curPerm, uint nextPerm)
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{
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m_log.DebugFormat("Permissions of \"{0}\" at \"{1}\": Base {2} ({3:X4}), Current {4} ({5:X4}), NextOwner {6} ({7:X4})",
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name, message,
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PermissionsToString(basePerm), basePerm, PermissionsToString(curPerm), curPerm, PermissionsToString(nextPerm), nextPerm);
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}
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/// <summary>
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/// Converts a permissions bit-mask to a string (e.g., "MCT").
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/// </summary>
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private static string PermissionsToString(uint perms)
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{
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string str = "";
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if ((perms & (int)PermissionMask.Modify) != 0)
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str += "M";
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if ((perms & (int)PermissionMask.Copy) != 0)
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str += "C";
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if ((perms & (int)PermissionMask.Transfer) != 0)
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str += "T";
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if (str == "")
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str = ".";
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return str;
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}
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/// <summary>
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/// Applies an object's folded permissions to its regular permissions.
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/// </summary>
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/// <param name="foldedPerms">The folded permissions. Only the lowest 7 bits are examined.</param>
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/// <param name="mainPerms">The permissions variable to modify.</param>
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public static void ApplyFoldedPermissions(uint foldedPerms, ref uint mainPerms)
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{
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if ((foldedPerms & 7) == 0)
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return; // assume that if the folded permissions are 0 then this means that they weren't actually recorded
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if ((foldedPerms & ((uint)PermissionMask.Copy >> 13)) == 0)
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mainPerms &= ~(uint)PermissionMask.Copy;
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if ((foldedPerms & ((uint)PermissionMask.Transfer >> 13)) == 0)
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mainPerms &= ~(uint)PermissionMask.Transfer;
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if ((foldedPerms & ((uint)PermissionMask.Modify >> 13)) == 0)
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mainPerms &= ~(uint)PermissionMask.Modify;
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}
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}
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}
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@ -2084,8 +2084,10 @@ namespace OpenSim.Framework
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#region Xml Serialization Utilities
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public static bool ReadBoolean(XmlTextReader reader)
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{
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// AuroraSim uses "int" for some fields that are boolean in OpenSim, e.g. "PassCollisions". Don't fail because of this.
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reader.ReadStartElement();
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bool result = Boolean.Parse(reader.ReadContentAsString().ToLower());
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string val = reader.ReadContentAsString().ToLower();
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bool result = val.Equals("true") || val.Equals("1");
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reader.ReadEndElement();
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return result;
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|
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@ -440,16 +440,27 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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if (item == null)
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return null;
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// Can't know creator is the same, so null it in inventory
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item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
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item.CreatorData = objlist[0].RootPart.CreatorData;
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|
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if (objlist.Count > 1)
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{
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item.CreatorId = UUID.Zero.ToString();
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item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
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// If the objects have different creators then don't specify a creator at all
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foreach (SceneObjectGroup objectGroup in objlist)
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{
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if ((objectGroup.RootPart.CreatorID.ToString() != item.CreatorId)
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|| (objectGroup.RootPart.CreatorData.ToString() != item.CreatorData))
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{
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item.CreatorId = UUID.Zero.ToString();
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item.CreatorData = string.Empty;
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break;
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}
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}
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}
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else
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{
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item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
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item.CreatorData = objlist[0].RootPart.CreatorData;
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item.SaleType = objlist[0].RootPart.ObjectSaleType;
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item.SalePrice = objlist[0].RootPart.SalePrice;
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}
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@ -470,13 +481,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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}
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else
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{
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AddPermissions(item, objlist[0], objlist, remoteClient);
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item.CreationDate = Util.UnixTimeSinceEpoch();
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item.Description = asset.Description;
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item.Name = asset.Name;
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item.AssetType = asset.Type;
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AddPermissions(item, objlist[0], objlist, remoteClient);
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m_Scene.AddInventoryItem(item);
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if (remoteClient != null && item.Owner == remoteClient.AgentId)
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@ -531,16 +542,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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}
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effectivePerms |= (uint)PermissionMask.Move;
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//PermissionsUtil.LogPermissions(item.Name, "Before AddPermissions", item.BasePermissions, item.CurrentPermissions, item.NextPermissions);
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if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
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{
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uint perms = effectivePerms;
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uint nextPerms = (perms & 7) << 13;
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if ((nextPerms & (uint)PermissionMask.Copy) == 0)
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perms &= ~(uint)PermissionMask.Copy;
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if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
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perms &= ~(uint)PermissionMask.Transfer;
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if ((nextPerms & (uint)PermissionMask.Modify) == 0)
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perms &= ~(uint)PermissionMask.Modify;
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PermissionsUtil.ApplyFoldedPermissions(effectivePerms, ref perms);
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item.BasePermissions = perms & so.RootPart.NextOwnerMask;
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item.CurrentPermissions = item.BasePermissions;
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@ -548,10 +555,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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item.EveryOnePermissions = so.RootPart.EveryoneMask & so.RootPart.NextOwnerMask;
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item.GroupPermissions = so.RootPart.GroupMask & so.RootPart.NextOwnerMask;
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// Magic number badness. Maybe this deserves an enum.
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// bit 4 (16) is the "Slam" bit, it means treat as passed
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// and apply next owner perms on rez
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item.CurrentPermissions |= 16; // Slam!
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// apply next owner perms on rez
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item.CurrentPermissions |= SceneObjectGroup.SLAM;
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}
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else
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{
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@ -570,6 +575,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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7); // Preserve folded permissions
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}
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//PermissionsUtil.LogPermissions(item.Name, "After AddPermissions", item.BasePermissions, item.CurrentPermissions, item.NextPermissions);
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return item;
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}
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@ -864,12 +871,16 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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group.RootPart.Shape.LastAttachPoint = (byte)group.AttachmentPoint;
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}
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if (item == null)
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{
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// Change ownership. Normally this is done in DoPreRezWhenFromItem(), but in this case we must do it here.
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foreach (SceneObjectPart part in group.Parts)
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{
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// Make the rezzer the owner, as this is not necessarily set correctly in the serialized asset.
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part.LastOwnerID = part.OwnerID;
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part.OwnerID = remoteClient.AgentId;
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}
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}
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if (!attachment)
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{
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|
|
|
@ -205,13 +205,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
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item.InvType = (int)InventoryType.Object;
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item.Folder = categoryID;
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uint nextPerms=(perms & 7) << 13;
|
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if ((nextPerms & (uint)PermissionMask.Copy) == 0)
|
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perms &= ~(uint)PermissionMask.Copy;
|
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if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
|
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perms &= ~(uint)PermissionMask.Transfer;
|
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if ((nextPerms & (uint)PermissionMask.Modify) == 0)
|
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perms &= ~(uint)PermissionMask.Modify;
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PermissionsUtil.ApplyFoldedPermissions(perms, ref perms);
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|
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item.BasePermissions = perms & part.NextOwnerMask;
|
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item.CurrentPermissions = perms & part.NextOwnerMask;
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|
|
|
@ -664,17 +664,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// a mask
|
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if (item.InvType == (int)InventoryType.Object)
|
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{
|
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// Create a safe mask for the current perms
|
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uint foldedPerms = (item.CurrentPermissions & 7) << 13;
|
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foldedPerms |= permsMask;
|
||||
|
||||
bool isRootMod = (item.CurrentPermissions &
|
||||
(uint)PermissionMask.Modify) != 0 ?
|
||||
true : false;
|
||||
|
||||
// Mask the owner perms to the folded perms
|
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ownerPerms &= foldedPerms;
|
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basePerms &= foldedPerms;
|
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PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref ownerPerms);
|
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PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref basePerms);
|
||||
|
||||
// If the root was mod, let the mask reflect that
|
||||
// We also need to adjust the base here, because
|
||||
|
@ -1235,9 +1231,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
|
||||
if (taskItem.InvType == (int)InventoryType.Object)
|
||||
agentItem.CurrentPermissions = agentItem.BasePermissions & (((taskItem.CurrentPermissions & 7) << 13) | (taskItem.CurrentPermissions & (uint)PermissionMask.Move));
|
||||
{
|
||||
uint perms = taskItem.CurrentPermissions;
|
||||
PermissionsUtil.ApplyFoldedPermissions(taskItem.CurrentPermissions, ref perms);
|
||||
agentItem.BasePermissions = perms | (uint)PermissionMask.Move;
|
||||
agentItem.CurrentPermissions = agentItem.BasePermissions;
|
||||
}
|
||||
else
|
||||
{
|
||||
agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions;
|
||||
}
|
||||
|
||||
agentItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
|
||||
agentItem.NextPermissions = taskItem.NextPermissions;
|
||||
|
|
|
@ -111,6 +111,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
STATUS_ROTATE_Z = 0x008,
|
||||
}
|
||||
|
||||
// This flag has the same purpose as InventoryItemFlags.ObjectSlamPerm
|
||||
public static readonly uint SLAM = 16;
|
||||
|
||||
// private PrimCountTaintedDelegate handlerPrimCountTainted = null;
|
||||
|
||||
/// <summary>
|
||||
|
@ -3810,13 +3813,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// needs to be called with phys building true
|
||||
Vector3 oldPos;
|
||||
|
||||
// FIXME: This improves the situation where editing just the root prim of an attached object would send
|
||||
// all the other parts to oblivion after detach/reattach. However, a problem remains since the root prim
|
||||
// still ends up in the wrong position on reattach.
|
||||
if (IsAttachment)
|
||||
oldPos = RootPart.OffsetPosition;
|
||||
oldPos = m_rootPart.AttachedPos + m_rootPart.OffsetPosition; // OffsetPosition should always be 0 in an attachments's root prim
|
||||
else
|
||||
oldPos = AbsolutePosition + RootPart.OffsetPosition;
|
||||
oldPos = AbsolutePosition + m_rootPart.OffsetPosition;
|
||||
|
||||
Vector3 diff = oldPos - newPos;
|
||||
Quaternion partRotation = m_rootPart.RotationOffset;
|
||||
|
@ -3832,6 +3832,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
AbsolutePosition = newPos;
|
||||
|
||||
if (IsAttachment)
|
||||
m_rootPart.AttachedPos = newPos;
|
||||
|
||||
HasGroupChanged = true;
|
||||
if (m_rootPart.Undoing)
|
||||
{
|
||||
|
|
|
@ -5294,6 +5294,64 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
ParentGroup.AddScriptLPS(count);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets a prim's owner and permissions when it's rezzed.
|
||||
/// </summary>
|
||||
/// <param name="item">The inventory item from which the item was rezzed</param>
|
||||
/// <param name="userInventory">True: the item is being rezzed from the user's inventory. False: from a prim's inventory.</param>
|
||||
/// <param name="scene">The scene the prim is being rezzed into</param>
|
||||
public void ApplyPermissionsOnRez(InventoryItemBase item, bool userInventory, Scene scene)
|
||||
{
|
||||
if ((OwnerID != item.Owner) || ((item.CurrentPermissions & SceneObjectGroup.SLAM) != 0) || ((item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0))
|
||||
{
|
||||
if (scene.Permissions.PropagatePermissions())
|
||||
{
|
||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
|
||||
{
|
||||
// Apply the item's permissions to the object
|
||||
//LogPermissions("Before applying item permissions");
|
||||
if (userInventory)
|
||||
{
|
||||
EveryoneMask = item.EveryOnePermissions;
|
||||
NextOwnerMask = item.NextPermissions;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
|
||||
EveryoneMask = item.EveryOnePermissions;
|
||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
|
||||
NextOwnerMask = item.NextPermissions;
|
||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
|
||||
GroupMask = item.GroupPermissions;
|
||||
}
|
||||
//LogPermissions("After applying item permissions");
|
||||
}
|
||||
}
|
||||
|
||||
GroupMask = 0; // DO NOT propagate here
|
||||
}
|
||||
|
||||
if (OwnerID != item.Owner)
|
||||
{
|
||||
//LogPermissions("Before ApplyNextOwnerPermissions");
|
||||
ApplyNextOwnerPermissions();
|
||||
//LogPermissions("After ApplyNextOwnerPermissions");
|
||||
|
||||
LastOwnerID = OwnerID;
|
||||
OwnerID = item.Owner;
|
||||
Inventory.ChangeInventoryOwner(item.Owner);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Logs the prim's permissions. Useful when debugging permission problems.
|
||||
/// </summary>
|
||||
/// <param name="message"></param>
|
||||
private void LogPermissions(String message)
|
||||
{
|
||||
PermissionsUtil.LogPermissions(Name, message, BaseMask, OwnerMask, NextOwnerMask);
|
||||
}
|
||||
|
||||
public void ApplyNextOwnerPermissions()
|
||||
{
|
||||
// Export needs to be preserved in the base and everyone
|
||||
|
|
|
@ -916,48 +916,27 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// Since renaming the item in the inventory does not affect the name stored
|
||||
// in the serialization, transfer the correct name from the inventory to the
|
||||
// object itself before we rez.
|
||||
// Only do these for the first object if we are rezzing a coalescence.
|
||||
if (i == 0)
|
||||
{
|
||||
rootPart.Name = item.Name;
|
||||
rootPart.Description = item.Description;
|
||||
|
||||
SceneObjectPart[] partList = group.Parts;
|
||||
}
|
||||
|
||||
group.SetGroup(m_part.GroupID, null);
|
||||
|
||||
// TODO: Remove magic number badness
|
||||
if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
|
||||
foreach (SceneObjectPart part in group.Parts)
|
||||
{
|
||||
if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions())
|
||||
{
|
||||
foreach (SceneObjectPart part in partList)
|
||||
{
|
||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
|
||||
part.EveryoneMask = item.EveryonePermissions;
|
||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
|
||||
part.NextOwnerMask = item.NextPermissions;
|
||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
|
||||
part.GroupMask = item.GroupPermissions;
|
||||
}
|
||||
// Convert between InventoryItem classes. You can never have too many similar but slightly different classes :)
|
||||
InventoryItemBase dest = new InventoryItemBase(item.ItemID, item.OwnerID);
|
||||
dest.BasePermissions = item.BasePermissions;
|
||||
dest.CurrentPermissions = item.CurrentPermissions;
|
||||
dest.EveryOnePermissions = item.EveryonePermissions;
|
||||
dest.GroupPermissions = item.GroupPermissions;
|
||||
dest.NextPermissions = item.NextPermissions;
|
||||
dest.Flags = item.Flags;
|
||||
|
||||
group.ApplyNextOwnerPermissions();
|
||||
}
|
||||
}
|
||||
|
||||
foreach (SceneObjectPart part in partList)
|
||||
{
|
||||
// TODO: Remove magic number badness
|
||||
if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
|
||||
{
|
||||
part.LastOwnerID = part.OwnerID;
|
||||
part.OwnerID = item.OwnerID;
|
||||
part.Inventory.ChangeInventoryOwner(item.OwnerID);
|
||||
}
|
||||
|
||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
|
||||
part.EveryoneMask = item.EveryonePermissions;
|
||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
|
||||
part.NextOwnerMask = item.NextPermissions;
|
||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
|
||||
part.GroupMask = item.GroupPermissions;
|
||||
part.ApplyPermissionsOnRez(dest, false, m_part.ParentGroup.Scene);
|
||||
}
|
||||
|
||||
rootPart.TrimPermissions();
|
||||
|
|
|
@ -1903,6 +1903,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
ControllingClient.SendAgentTerseUpdate(this);
|
||||
|
||||
PhysicsActor actor = PhysicsActor;
|
||||
|
||||
// This will be the case if the agent is sitting on the groudn or on an object.
|
||||
if (actor == null)
|
||||
{
|
||||
SendControlsToScripts(flagsForScripts);
|
||||
|
|
|
@ -71,7 +71,7 @@ public abstract class BSShape
|
|||
lastReferenced = DateTime.Now;
|
||||
}
|
||||
|
||||
// Called when this shape is being used again.
|
||||
// Called when this shape is done being used.
|
||||
protected virtual void DecrementReference()
|
||||
{
|
||||
referenceCount--;
|
||||
|
@ -868,6 +868,8 @@ public class BSShapeHull : BSShape
|
|||
public class BSShapeCompound : BSShape
|
||||
{
|
||||
private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]";
|
||||
public static Dictionary<string, BSShapeCompound> CompoundShapes = new Dictionary<string, BSShapeCompound>();
|
||||
|
||||
public BSShapeCompound(BulletShape pShape) : base(pShape)
|
||||
{
|
||||
}
|
||||
|
@ -875,7 +877,9 @@ public class BSShapeCompound : BSShape
|
|||
{
|
||||
// Base compound shapes are not shared so this returns a raw shape.
|
||||
// A built compound shape can be reused in linksets.
|
||||
return new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene));
|
||||
BSShapeCompound ret = new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene));
|
||||
CompoundShapes.Add(ret.AddrString, ret);
|
||||
return ret;
|
||||
}
|
||||
public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim)
|
||||
{
|
||||
|
@ -913,10 +917,21 @@ public class BSShapeCompound : BSShape
|
|||
BulletShape childShape = physicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(physShapeInfo, ii);
|
||||
DereferenceAnonCollisionShape(physicsScene, childShape);
|
||||
}
|
||||
|
||||
lock (CompoundShapes)
|
||||
CompoundShapes.Remove(physShapeInfo.AddrString);
|
||||
physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo);
|
||||
}
|
||||
}
|
||||
}
|
||||
public static bool TryGetCompoundByPtr(BulletShape pShape, out BSShapeCompound outCompound)
|
||||
{
|
||||
lock (CompoundShapes)
|
||||
{
|
||||
string addr = pShape.AddrString;
|
||||
return CompoundShapes.TryGetValue(addr, out outCompound);
|
||||
}
|
||||
}
|
||||
private static BulletShape CreatePhysicalCompoundShape(BSScene physicsScene)
|
||||
{
|
||||
BulletShape cShape = physicsScene.PE.CreateCompoundShape(physicsScene.World, false);
|
||||
|
@ -928,10 +943,13 @@ public class BSShapeCompound : BSShape
|
|||
private void DereferenceAnonCollisionShape(BSScene physicsScene, BulletShape pShape)
|
||||
{
|
||||
// TODO: figure a better way to go through all the shape types and find a possible instance.
|
||||
physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,shape={1}",
|
||||
BSScene.DetailLogZero, pShape);
|
||||
BSShapeMesh meshDesc;
|
||||
if (BSShapeMesh.TryGetMeshByPtr(pShape, out meshDesc))
|
||||
{
|
||||
meshDesc.Dereference(physicsScene);
|
||||
// physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,foundMesh,shape={1}", BSScene.DetailLogZero, pShape);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -939,13 +957,15 @@ public class BSShapeCompound : BSShape
|
|||
if (BSShapeHull.TryGetHullByPtr(pShape, out hullDesc))
|
||||
{
|
||||
hullDesc.Dereference(physicsScene);
|
||||
// physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,foundHull,shape={1}", BSScene.DetailLogZero, pShape);
|
||||
}
|
||||
else
|
||||
{
|
||||
BSShapeConvexHull chullDesc;
|
||||
if (BSShapeConvexHull.TryGetHullByPtr(pShape, out chullDesc))
|
||||
if (BSShapeConvexHull.TryGetConvexHullByPtr(pShape, out chullDesc))
|
||||
{
|
||||
chullDesc.Dereference(physicsScene);
|
||||
// physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,foundConvexHull,shape={1}", BSScene.DetailLogZero, pShape);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -953,20 +973,23 @@ public class BSShapeCompound : BSShape
|
|||
if (BSShapeGImpact.TryGetGImpactByPtr(pShape, out gImpactDesc))
|
||||
{
|
||||
gImpactDesc.Dereference(physicsScene);
|
||||
// physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,foundgImpact,shape={1}", BSScene.DetailLogZero, pShape);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Didn't find it in the lists of specific types. It could be compound.
|
||||
if (physicsScene.PE.IsCompound(pShape))
|
||||
BSShapeCompound compoundDesc;
|
||||
if (BSShapeCompound.TryGetCompoundByPtr(pShape, out compoundDesc))
|
||||
{
|
||||
BSShapeCompound recursiveCompound = new BSShapeCompound(pShape);
|
||||
recursiveCompound.Dereference(physicsScene);
|
||||
compoundDesc.Dereference(physicsScene);
|
||||
// physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,recursiveCompoundShape,shape={1}", BSScene.DetailLogZero, pShape);
|
||||
}
|
||||
else
|
||||
{
|
||||
// If none of the above, maybe it is a simple native shape.
|
||||
if (physicsScene.PE.IsNativeShape(pShape))
|
||||
{
|
||||
// physicsScene.DetailLog("{0},BSShapeCompound.DereferenceAnonCollisionShape,assumingNative,shape={1}", BSScene.DetailLogZero, pShape);
|
||||
BSShapeNative nativeShape = new BSShapeNative(pShape);
|
||||
nativeShape.Dereference(physicsScene);
|
||||
}
|
||||
|
@ -1023,6 +1046,8 @@ public class BSShapeConvexHull : BSShape
|
|||
convexShape = physicsScene.PE.BuildConvexHullShapeFromMesh(physicsScene.World, baseMesh.physShapeInfo);
|
||||
convexShape.shapeKey = newMeshKey;
|
||||
ConvexHulls.Add(convexShape.shapeKey, retConvexHull);
|
||||
physicsScene.DetailLog("{0},BSShapeConvexHull.GetReference,addingNewlyCreatedShape,shape={1}",
|
||||
BSScene.DetailLogZero, convexShape);
|
||||
}
|
||||
|
||||
// Done with the base mesh
|
||||
|
@ -1051,7 +1076,7 @@ public class BSShapeConvexHull : BSShape
|
|||
}
|
||||
}
|
||||
// Loop through all the known hulls and return the description based on the physical address.
|
||||
public static bool TryGetHullByPtr(BulletShape pShape, out BSShapeConvexHull outHull)
|
||||
public static bool TryGetConvexHullByPtr(BulletShape pShape, out BSShapeConvexHull outHull)
|
||||
{
|
||||
bool ret = false;
|
||||
BSShapeConvexHull foundDesc = null;
|
||||
|
|
|
@ -4812,6 +4812,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
UUID av = new UUID();
|
||||
if (!UUID.TryParse(agent,out av))
|
||||
{
|
||||
LSLError("First parameter to llTextBox needs to be a key");
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -555,7 +555,7 @@ namespace OpenSim.Services.Connectors.Hypergrid
|
|||
}
|
||||
catch
|
||||
{
|
||||
m_log.DebugFormat("[USER AGENT CONNECTOR]: Unable to contact remote server {0} for GetServerURLs", m_ServerURL);
|
||||
m_log.DebugFormat("[USER AGENT CONNECTOR]: Unable to contact remote server {0} for GetServerURLs for user {1}", m_ServerURL, userID);
|
||||
// reason = "Exception: " + e.Message;
|
||||
return serverURLs;
|
||||
}
|
||||
|
|
|
@ -89,9 +89,9 @@
|
|||
<Key Name="assetType" Value="10" />
|
||||
<Key Name="fileName" Value="llResetLandBanList.lsl" />
|
||||
</Section>
|
||||
<Section Name="llResetLandPassList">
|
||||
<Section Name="llSay">
|
||||
<Key Name="assetID" Value="366ac8e9-b391-11dc-8314-0800200c9a66" />
|
||||
<Key Name="name" Value="llResetLandPassList" />
|
||||
<Key Name="name" Value="llSay" />
|
||||
<Key Name="assetType" Value="10" />
|
||||
<Key Name="fileName" Value="llSay.lsl" />
|
||||
</Section>
|
||||
|
|
|
@ -195,7 +195,7 @@
|
|||
<!-- S == <Key Name="folderID" Value="30000112-000f-0000-0000-000100bba018"/> -->
|
||||
<Section Name="llSay">
|
||||
<Key Name="inventoryID" Value="3af51d20-b38f-11dc-8314-0800200c9a66" />
|
||||
<Key Name="assetID" Value="3af51d21-b38f-11dc-8314-0800200c9a66" />
|
||||
<Key Name="assetID" Value="366ac8e9-b391-11dc-8314-0800200c9a66" />
|
||||
<Key Name="folderID" Value="30000112-000f-0000-0000-000100bba018"/>
|
||||
<Key Name="description" Value="llS" />
|
||||
<Key Name="name" Value="llSay" />
|
||||
|
|
Loading…
Reference in New Issue