* Thanks to Mic Bowman for inspiring me to look at that we are still using ASCIIEncoder in places we shouldn't.
parent
239228abd8
commit
76d8eaa406
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@ -417,7 +417,7 @@ namespace OpenSim.Data.MSSQL
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public bool AuthenticateSim(LLUUID uuid, ulong handle, string authhash, string challenge)
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{
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SHA512Managed HashProvider = new SHA512Managed();
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ASCIIEncoding TextProvider = new ASCIIEncoding();
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Encoding TextProvider = new UTF8Encoding();
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byte[] stream = TextProvider.GetBytes(uuid.ToString() + ":" + handle.ToString() + ":" + challenge);
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byte[] hash = HashProvider.ComputeHash(stream);
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@ -366,7 +366,7 @@ namespace OpenSim.Data.MySQL
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public bool AuthenticateSim(LLUUID uuid, ulong handle, string authhash, string challenge)
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{
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SHA512Managed HashProvider = new SHA512Managed();
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ASCIIEncoding TextProvider = new ASCIIEncoding();
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Encoding TextProvider = new UTF8Encoding();
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byte[] stream = TextProvider.GetBytes(uuid.ToString() + ":" + handle.ToString() + ":" + challenge);
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byte[] hash = HashProvider.ComputeHash(stream);
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@ -224,7 +224,7 @@ namespace OpenSim.Data.SQLite
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public bool AuthenticateSim(LLUUID uuid, ulong handle, string authhash, string challenge)
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{
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SHA512Managed HashProvider = new SHA512Managed();
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ASCIIEncoding TextProvider = new ASCIIEncoding();
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Encoding TextProvider = new UTF8Encoding();
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byte[] stream = TextProvider.GetBytes(uuid.ToString() + ":" + handle.ToString() + ":" + challenge);
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byte[] hash = HashProvider.ComputeHash(stream);
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@ -1223,22 +1223,6 @@ namespace OpenSim.Data.SQLite
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s.TextureEntry = textureEntry;
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s.ExtraParams = (byte[]) row["ExtraParams"];
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// System.Text.ASCIIEncoding encoding = new System.Text.ASCIIEncoding();
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// string texture = encoding.GetString((Byte[])row["Texture"]);
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// if (!texture.StartsWith("<"))
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// {
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// //here so that we can still work with old format database files (ie from before I added xml serialization)
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// LLObject.TextureEntry textureEntry = null;
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// textureEntry = new LLObject.TextureEntry(new LLUUID(texture));
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// s.TextureEntry = textureEntry.ToBytes();
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// }
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// else
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// {
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// TextureBlock textureEntry = TextureBlock.FromXmlString(texture);
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// s.TextureEntry = textureEntry.TextureData;
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// s.ExtraParams = textureEntry.ExtraParams;
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// }
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return s;
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}
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@ -201,7 +201,7 @@ namespace OpenSim.Framework.Servers
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}
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}
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}
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catch (SocketException e)
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catch (SocketException)
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{
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// At least on linux, it appears that if the client makes a request without requiring the response,
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// an unconnected socket exception is thrown when we close the response output stream. There's no
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@ -515,7 +515,7 @@ namespace OpenSim.Region.DataSnapshot
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m_log.Warn("[DATASNAPSHOT] Unable to decode reply from data service. Ignoring. " + e.StackTrace);
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}
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// This is not quite working, so...
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string responseStr = ASCIIEncoding.UTF8.GetString(response);
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string responseStr = Encoding.UTF8.GetString(response);
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m_log.Info("[DATASNAPSHOT] data service notified: " + url);
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}
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@ -583,7 +583,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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return objectname;
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}
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EntityBase SensedObject = null;
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EntityBase SensedObject;
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lock (World.Entities)
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{
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World.Entities.TryGetValue(objecUUID, out SensedObject);
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@ -119,7 +119,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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if (myIQS.QueueSize == 0)
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return;
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string receivedData = Encoding.ASCII.GetString(myIQS.Queue, 0, myIQS.QueueSize);
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string receivedData = Encoding.UTF8.GetString(myIQS.Queue, 0, myIQS.QueueSize);
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Debug.WriteLine("RAW: " + receivedData);
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byte newLine = 10;
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@ -197,7 +197,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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tmpStr += "," + p[i].GetType().ToString() + "|" + HttpUtility.UrlEncode(p[i].ToString()); // .Replace(",", "%44")
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}
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tmpStr += "\n";
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byte[] byteData = Encoding.ASCII.GetBytes(tmpStr);
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byte[] byteData = Encoding.UTF8.GetBytes(tmpStr);
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TCPS.Send(ID, byteData, 0, byteData.Length);
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}
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}
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@ -289,10 +289,8 @@ namespace OpenSim.Region.ScriptEngine.LSOEngine.LSO
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//}
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// READ EVENT CODE CHUNKS
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LSO_Struct.CodeChunk[] myEventCodeChunk;
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if (myStateFrameBlock.StateCount > 0)
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{
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myEventCodeChunk = new LSO_Struct.CodeChunk[myStateFrameBlock.StateCount];
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for (int i = 0; i < myStateFrameBlock.StateCount; i++)
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{
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// TODO: Somehow organize events and functions so they can be found again,
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@ -465,7 +463,6 @@ namespace OpenSim.Region.ScriptEngine.LSOEngine.LSO
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// TODO: How to determine number of codechunks -- does this method work?
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myCodeChunk.CodeChunkArguments = new List<LSO_Struct.CodeChunkArgument>();
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byte reader = br_read(1)[0];
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reader = br_read(1)[0];
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// NOTE ON CODE CHUNK ARGUMENTS
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// This determins type definition
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@ -656,21 +656,6 @@ namespace OpenSim.DataStore.MSSQL
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s.ExtraParams = (byte[]) row["ExtraParams"];
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// System.Text.ASCIIEncoding encoding = new System.Text.ASCIIEncoding();
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// string texture = encoding.GetString((Byte[])row["Texture"]);
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// if (!texture.StartsWith("<"))
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// {
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// //here so that we can still work with old format database files (ie from before I added xml serialization)
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// LLObject.TextureEntry textureEntry = null;
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// textureEntry = new LLObject.TextureEntry(new LLUUID(texture));
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// s.TextureEntry = textureEntry.ToBytes();
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// }
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// else
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// {
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// TextureBlock textureEntry = TextureBlock.FromXmlString(texture);
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// s.TextureEntry = textureEntry.TextureData;
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// s.ExtraParams = textureEntry.ExtraParams;
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// }
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return s;
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}
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@ -197,7 +197,7 @@ namespace OpenSim.TestSuite
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Environment.Exit(0);
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break;
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case "addbots":
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int newbots = 0;
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int newbots;
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Helpers.TryParse(cmdparams[0], out newbots);
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if (newbots > 0)
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@ -196,7 +196,7 @@ namespace pCampBot
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Environment.Exit(0);
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break;
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case "addbots":
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int newbots = 0;
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int newbots;
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Helpers.TryParse(cmdparams[0], out newbots);
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if (newbots > 0)
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@ -80,38 +80,6 @@ namespace OpenSim.ApplicationPlugins.LoadBalancer
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}
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}
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/*
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public static void Receive(Socket client) {
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try {
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StateObject state = new StateObject();
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state.workSocket = client;
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client.BeginReceive( state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReceiveCallback), state);
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} catch (Exception e) {
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Console.WriteLine(e.ToString());
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}
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}
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private static void ReceiveCallback( IAsyncResult ar ) {
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try {
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StateObject state = (StateObject) ar.AsyncState;
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Socket client = state.workSocket;
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int bytesRead = client.EndReceive(ar);
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if (bytesRead > 0) {
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state.sb.Append(Encoding.ASCII.GetString(state.buffer,0,bytesRead));
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client.BeginReceive(state.buffer,0,StateObject.BufferSize,0, new AsyncCallback(ReceiveCallback), state);
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} else {
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if (state.sb.Length > 1) {
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response = state.sb.ToString();
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}
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receiveDone.Set();
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}
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} catch (Exception e) {
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Console.WriteLine(e.ToString());
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}
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}
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*/
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public static void Send(Socket client, byte[] byteData)
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{
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client.BeginSend(byteData, 0, byteData.Length, 0, new AsyncCallback(SendCallback), client);
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