Merge branch 'master' of ssh://opensimulator.org/var/git/opensim

connector_plugin
Diva Canto 2012-09-25 20:04:10 -07:00
commit 7d2cd0d935
4 changed files with 248 additions and 234 deletions

View File

@ -57,39 +57,36 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
}
/// <summary>
/// Return a xfer uploader if one does not already exist.
/// Return the xfer uploader for the given transaction.
/// </summary>
/// <remarks>
/// If an uploader does not already exist for this transaction then it is created, otherwise the existing
/// uploader is returned.
/// </remarks>
/// <param name="transactionID"></param>
/// <param name="assetID">
/// We must transfer the new asset ID into the uploader on creation, otherwise
/// we can see race conditions with other threads which can retrieve an item before it is updated with the new
/// asset id.
/// </param>
/// <returns>
/// The xfer uploader requested. Null if one is already in existence.
/// FIXME: This is a bizarre thing to do, and is probably meant to signal an error condition if multiple
/// transfers are made. Needs to be corrected.
/// </returns>
public AssetXferUploader RequestXferUploader(UUID transactionID, UUID assetID)
/// <returns>The asset xfer uploader</returns>
public AssetXferUploader RequestXferUploader(UUID transactionID)
{
AssetXferUploader uploader;
lock (XferUploaders)
{
if (!XferUploaders.ContainsKey(transactionID))
{
AssetXferUploader uploader = new AssetXferUploader(this, m_Scene, assetID, m_dumpAssetsToFile);
uploader = new AssetXferUploader(this, m_Scene, transactionID, m_dumpAssetsToFile);
// m_log.DebugFormat(
// "[AGENT ASSETS TRANSACTIONS]: Adding asset xfer uploader {0} since it didn't previously exist", transactionID);
XferUploaders.Add(transactionID, uploader);
return uploader;
}
else
{
uploader = XferUploaders[transactionID];
}
}
m_log.WarnFormat("[AGENT ASSETS TRANSACTIONS]: Ignoring request for asset xfer uploader {0} since it already exists", transactionID);
return null;
return uploader;
}
public void HandleXfer(ulong xferID, uint packetID, byte[] data)
@ -151,115 +148,28 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
string description, string name, sbyte invType,
sbyte type, byte wearableType, uint nextOwnerMask)
{
AssetXferUploader uploader = null;
AssetXferUploader uploader = RequestXferUploader(transactionID);
lock (XferUploaders)
{
if (XferUploaders.ContainsKey(transactionID))
uploader = XferUploaders[transactionID];
}
if (uploader != null)
uploader.RequestCreateInventoryItem(
remoteClient, transactionID, folderID,
callbackID, description, name, invType, type,
wearableType, nextOwnerMask);
else
m_log.ErrorFormat(
"[AGENT ASSET TRANSACTIONS]: Could not find uploader with transaction ID {0} when handling request to create inventory item {1} from {2}",
transactionID, name, remoteClient.Name);
}
/// <summary>
/// Get an uploaded asset. If the data is successfully retrieved,
/// the transaction will be removed.
/// </summary>
/// <param name="transactionID"></param>
/// <returns>The asset if the upload has completed, null if it has not.</returns>
private AssetBase GetTransactionAsset(UUID transactionID)
{
lock (XferUploaders)
{
if (XferUploaders.ContainsKey(transactionID))
{
AssetXferUploader uploader = XferUploaders[transactionID];
AssetBase asset = uploader.GetAssetData();
RemoveXferUploader(transactionID);
return asset;
}
}
return null;
uploader.RequestCreateInventoryItem(
remoteClient, folderID, callbackID,
description, name, invType, type, wearableType, nextOwnerMask);
}
public void RequestUpdateTaskInventoryItem(IClientAPI remoteClient,
SceneObjectPart part, UUID transactionID,
TaskInventoryItem item)
{
AssetXferUploader uploader = null;
AssetXferUploader uploader = RequestXferUploader(transactionID);
lock (XferUploaders)
{
if (XferUploaders.ContainsKey(transactionID))
uploader = XferUploaders[transactionID];
}
if (uploader != null)
{
AssetBase asset = GetTransactionAsset(transactionID);
// Only legacy viewers use this, and they prefer CAPS, which
// we have, so this really never runs.
// Allow it, but only for "safe" types.
if ((InventoryType)item.InvType != InventoryType.Notecard &&
(InventoryType)item.InvType != InventoryType.LSL)
return;
if (asset != null)
{
// m_log.DebugFormat(
// "[AGENT ASSETS TRANSACTIONS]: Updating item {0} in {1} for transaction {2}",
// item.Name, part.Name, transactionID);
asset.FullID = UUID.Random();
asset.Name = item.Name;
asset.Description = item.Description;
asset.Type = (sbyte)item.Type;
item.AssetID = asset.FullID;
m_Scene.AssetService.Store(asset);
}
}
else
{
m_log.ErrorFormat(
"[AGENT ASSET TRANSACTIONS]: Could not find uploader with transaction ID {0} when handling request to update task inventory item {1} in {2}",
transactionID, item.Name, part.Name);
}
uploader.RequestUpdateTaskInventoryItem(remoteClient, item);
}
public void RequestUpdateInventoryItem(IClientAPI remoteClient,
UUID transactionID, InventoryItemBase item)
{
AssetXferUploader uploader = null;
AssetXferUploader uploader = RequestXferUploader(transactionID);
lock (XferUploaders)
{
if (XferUploaders.ContainsKey(transactionID))
uploader = XferUploaders[transactionID];
}
if (uploader != null)
{
uploader.RequestUpdateInventoryItem(remoteClient, transactionID, item);
}
else
{
m_log.ErrorFormat(
"[AGENT ASSET TRANSACTIONS]: Could not find uploader with transaction ID {0} when handling request to update inventory item {1} for {2}",
transactionID, item.Name, remoteClient.Name);
}
uploader.RequestUpdateInventoryItem(remoteClient, item);
}
}
}

View File

@ -215,7 +215,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
IClientAPI remoteClient, SceneObjectPart part, UUID transactionID, TaskInventoryItem item)
{
m_log.DebugFormat(
"[TRANSACTIONS MANAGER] Called HandleTaskItemUpdateFromTransaction with item {0} in {1} for {2} in {3}",
"[ASSET TRANSACTION MODULE] Called HandleTaskItemUpdateFromTransaction with item {0} in {1} for {2} in {3}",
item.Name, part.Name, remoteClient.Name, m_Scene.RegionInfo.RegionName);
AgentAssetTransactions transactions =
@ -274,13 +274,8 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
}
AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId);
AssetXferUploader uploader = transactions.RequestXferUploader(transaction, assetID);
if (uploader != null)
{
uploader.Initialise(remoteClient, assetID, transaction, type,
data, storeLocal, tempFile);
}
AssetXferUploader uploader = transactions.RequestXferUploader(transaction);
uploader.StartUpload(remoteClient, assetID, transaction, type, data, storeLocal, tempFile);
}
/// <summary>

View File

@ -40,39 +40,75 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// Upload state.
/// </summary>
/// <remarks>
/// New -> Uploading -> Complete
/// </remarks>
private enum UploadState
{
New,
Uploading,
Complete
}
/// <summary>
/// Reference to the object that holds this uploader. Used to remove ourselves from it's list if we
/// are performing a delayed update.
/// </summary>
AgentAssetTransactions m_transactions;
private UploadState m_uploadState = UploadState.New;
private AssetBase m_asset;
private UUID InventFolder = UUID.Zero;
private sbyte invType = 0;
private bool m_createItem = false;
private uint m_createItemCallback = 0;
private bool m_updateItem = false;
private bool m_createItem;
private uint m_createItemCallback;
private bool m_updateItem;
private InventoryItemBase m_updateItemData;
private bool m_updateTaskItem;
private TaskInventoryItem m_updateTaskItemData;
private string m_description = String.Empty;
private bool m_dumpAssetToFile;
private bool m_finished = false;
private string m_name = String.Empty;
private bool m_storeLocal;
// private bool m_storeLocal;
private uint nextPerm = 0;
private IClientAPI ourClient;
private UUID TransactionID = UUID.Zero;
private UUID m_transactionID;
private sbyte type = 0;
private byte wearableType = 0;
public ulong XferID;
private Scene m_Scene;
public AssetXferUploader(AgentAssetTransactions transactions, Scene scene, UUID assetID, bool dumpAssetToFile)
/// <summary>
/// AssetXferUploader constructor
/// </summary>
/// <param name='transactions'>/param>
/// <param name='scene'></param>
/// <param name='transactionID'></param>
/// <param name='dumpAssetToFile'>
/// If true then when the asset is uploaded it is dumped to a file with the format
/// String.Format("{6}_{7}_{0:d2}{1:d2}{2:d2}_{3:d2}{4:d2}{5:d2}.dat",
/// now.Year, now.Month, now.Day, now.Hour, now.Minute,
/// now.Second, m_asset.Name, m_asset.Type);
/// for debugging purposes.
/// </param>
public AssetXferUploader(
AgentAssetTransactions transactions, Scene scene, UUID transactionID, bool dumpAssetToFile)
{
m_asset = new AssetBase();
m_transactions = transactions;
m_transactionID = transactionID;
m_Scene = scene;
m_asset = new AssetBase() { FullID = assetID };
m_dumpAssetToFile = dumpAssetToFile;
}
@ -118,30 +154,50 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
}
/// <summary>
/// Initialise asset transfer from the client
/// Start asset transfer from the client
/// </summary>
/// <param name="xferID"></param>
/// <param name="packetID"></param>
/// <param name="data"></param>
public void Initialise(IClientAPI remoteClient, UUID assetID,
UUID transaction, sbyte type, byte[] data, bool storeLocal,
bool tempFile)
/// <param name="remoteClient"></param>
/// <param name="assetID"></param>
/// <param name="transaction"></param>
/// <param name="type"></param>
/// <param name="data">
/// Optional data. If present then the asset is created immediately with this data
/// rather than requesting an upload from the client. The data must be longer than 2 bytes.
/// </param>
/// <param name="storeLocal"></param>
/// <param name="tempFile"></param>
public void StartUpload(
IClientAPI remoteClient, UUID assetID, UUID transaction, sbyte type, byte[] data, bool storeLocal,
bool tempFile)
{
// m_log.DebugFormat(
// "[ASSET XFER UPLOADER]: Initialised xfer from {0}, asset {1}, transaction {2}, type {3}, storeLocal {4}, tempFile {5}, already received data length {6}",
// remoteClient.Name, assetID, transaction, type, storeLocal, tempFile, data.Length);
lock (this)
{
if (m_uploadState != UploadState.New)
{
m_log.WarnFormat(
"[ASSET XFER UPLOADER]: Tried to start upload of asset {0}, transaction {1} for {2} but this is already in state {3}. Aborting.",
assetID, transaction, remoteClient.Name, m_uploadState);
return;
}
m_uploadState = UploadState.Uploading;
}
ourClient = remoteClient;
m_asset.Name = "blank";
m_asset.Description = "empty";
m_asset.FullID = assetID;
m_asset.Type = type;
m_asset.CreatorID = remoteClient.AgentId.ToString();
m_asset.Data = data;
m_asset.Local = storeLocal;
m_asset.Temporary = tempFile;
TransactionID = transaction;
m_storeLocal = storeLocal;
// m_storeLocal = storeLocal;
if (m_asset.Data.Length > 2)
{
@ -166,36 +222,35 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
protected void SendCompleteMessage()
{
ourClient.SendAssetUploadCompleteMessage(m_asset.Type, true,
m_asset.FullID);
// We must lock in order to avoid a race with a separate thread dealing with an inventory item or create
// message from other client UDP.
lock (this)
{
m_finished = true;
m_uploadState = UploadState.Complete;
ourClient.SendAssetUploadCompleteMessage(m_asset.Type, true, m_asset.FullID);
if (m_createItem)
{
DoCreateItem(m_createItemCallback);
CompleteCreateItem(m_createItemCallback);
}
else if (m_updateItem)
{
StoreAssetForItemUpdate(m_updateItemData);
// Remove ourselves from the list of transactions if completion was delayed until the transaction
// was complete.
// TODO: Should probably do the same for create item.
m_transactions.RemoveXferUploader(TransactionID);
CompleteItemUpdate(m_updateItemData);
}
else if (m_storeLocal)
else if (m_updateTaskItem)
{
m_Scene.AssetService.Store(m_asset);
CompleteTaskItemUpdate(m_updateTaskItemData);
}
// else if (m_storeLocal)
// {
// m_Scene.AssetService.Store(m_asset);
// }
}
m_log.DebugFormat(
"[ASSET XFER UPLOADER]: Uploaded asset {0} for transaction {1}",
m_asset.FullID, TransactionID);
m_asset.FullID, m_transactionID);
if (m_dumpAssetToFile)
{
@ -223,40 +278,37 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
}
public void RequestCreateInventoryItem(IClientAPI remoteClient,
UUID transactionID, UUID folderID, uint callbackID,
UUID folderID, uint callbackID,
string description, string name, sbyte invType,
sbyte type, byte wearableType, uint nextOwnerMask)
{
if (TransactionID == transactionID)
{
InventFolder = folderID;
m_name = name;
m_description = description;
this.type = type;
this.invType = invType;
this.wearableType = wearableType;
nextPerm = nextOwnerMask;
m_asset.Name = name;
m_asset.Description = description;
m_asset.Type = type;
InventFolder = folderID;
m_name = name;
m_description = description;
this.type = type;
this.invType = invType;
this.wearableType = wearableType;
nextPerm = nextOwnerMask;
m_asset.Name = name;
m_asset.Description = description;
m_asset.Type = type;
// We must lock to avoid a race with a separate thread uploading the asset.
lock (this)
// We must lock to avoid a race with a separate thread uploading the asset.
lock (this)
{
if (m_uploadState == UploadState.Complete)
{
if (m_finished)
{
DoCreateItem(callbackID);
}
else
{
m_createItem = true; //set flag so the inventory item is created when upload is complete
m_createItemCallback = callbackID;
}
CompleteCreateItem(callbackID);
}
else
{
m_createItem = true; //set flag so the inventory item is created when upload is complete
m_createItemCallback = callbackID;
}
}
}
public void RequestUpdateInventoryItem(IClientAPI remoteClient, UUID transactionID, InventoryItemBase item)
public void RequestUpdateInventoryItem(IClientAPI remoteClient, InventoryItemBase item)
{
// We must lock to avoid a race with a separate thread uploading the asset.
lock (this)
@ -271,9 +323,9 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
item.AssetID = m_asset.FullID;
m_Scene.InventoryService.UpdateItem(item);
if (m_finished)
if (m_uploadState == UploadState.Complete)
{
StoreAssetForItemUpdate(item);
CompleteItemUpdate(item);
}
else
{
@ -287,20 +339,59 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
}
}
public void RequestUpdateTaskInventoryItem(IClientAPI remoteClient, TaskInventoryItem taskItem)
{
// We must lock to avoid a race with a separate thread uploading the asset.
lock (this)
{
m_asset.Name = taskItem.Name;
m_asset.Description = taskItem.Description;
m_asset.Type = (sbyte)taskItem.Type;
taskItem.AssetID = m_asset.FullID;
if (m_uploadState == UploadState.Complete)
{
CompleteTaskItemUpdate(taskItem);
}
else
{
m_updateTaskItem = true;
m_updateTaskItemData = taskItem;
}
}
}
/// <summary>
/// Store the asset for the given item.
/// Store the asset for the given item when it has been uploaded.
/// </summary>
/// <param name="item"></param>
private void StoreAssetForItemUpdate(InventoryItemBase item)
private void CompleteItemUpdate(InventoryItemBase item)
{
// m_log.DebugFormat(
// "[ASSET XFER UPLOADER]: Storing asset {0} for earlier item update for {1} for {2}",
// m_asset.FullID, item.Name, ourClient.Name);
m_Scene.AssetService.Store(m_asset);
m_transactions.RemoveXferUploader(m_transactionID);
}
private void DoCreateItem(uint callbackID)
/// <summary>
/// Store the asset for the given task item when it has been uploaded.
/// </summary>
/// <param name="taskItem"></param>
private void CompleteTaskItemUpdate(TaskInventoryItem taskItem)
{
// m_log.DebugFormat(
// "[ASSET XFER UPLOADER]: Storing asset {0} for earlier task item update for {1} for {2}",
// m_asset.FullID, taskItem.Name, ourClient.Name);
m_Scene.AssetService.Store(m_asset);
m_transactions.RemoveXferUploader(m_transactionID);
}
private void CompleteCreateItem(uint callbackID)
{
m_Scene.AssetService.Store(m_asset);
@ -326,20 +417,8 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
ourClient.SendInventoryItemCreateUpdate(item, callbackID);
else
ourClient.SendAlertMessage("Unable to create inventory item");
}
/// <summary>
/// Get the asset data uploaded in this transfer.
/// </summary>
/// <returns>null if the asset has not finished uploading</returns>
public AssetBase GetAssetData()
{
if (m_finished)
{
return m_asset;
}
return null;
m_transactions.RemoveXferUploader(m_transactionID);
}
}
}

View File

@ -1,19 +1,23 @@
;; This is the main configuration file for OpenSimulator. If it's named OpenSim.ini
;; then it will be loaded by OpenSimulator. If it's named OpenSim.ini.example then
;; you will need to copy it to OpenSim.ini first (if that file does not already exist)
;; This is the main configuration file for OpenSimulator.
;; If it's named OpenSim.ini then it will be loaded by OpenSimulator.
;; If it's named OpenSim.ini.example then you will need to copy it to
;; OpenSim.ini first (if that file does not already exist)
;;
;; If you are copying, then once you have copied OpenSim.ini.example to OpenSim.ini you will
;; need to pick an architecture in the [Architecture] section at the end of this file.
;; If you are copying, then once you have copied OpenSim.ini.example to
;; OpenSim.ini you will need to pick an architecture in the [Architecture]
;; section at the end of this file.
;;
;; The settings in this file are in the form "<key> = <value>". For example, save_crashes = false
;; in the [Startup] section below.
;; The settings in this file are in the form "<key> = <value>". For example,
;; save_crashes = false in the [Startup] section below.
;;
;; All settings are initially commented out and the default value used, as found in
;; OpenSimDefaults.ini. To change a setting, first uncomment it by deleting the initial semicolon (;)
;; and then change the value. This will override the value in OpenSimDefaults.ini
;; All settings are initially commented out and the default value used, as
;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by
;; deleting the initial semicolon (;) and then change the value. This will
;; override the value in OpenSimDefaults.ini
;;
;; If you want to find out what configuration OpenSimulator has finished with once all the configuration
;; files are loaded then type "config show" on the region console command line.
;; If you want to find out what configuration OpenSimulator has finished with
;; once all the configuration files are loaded then type "config show" on the
;; region console command line.
;;
;;
;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
@ -26,13 +30,16 @@
;; formatted as:
;; {option} {depends on} {question to ask} {choices} default value
;; Any text comments following the declaration, up to the next blank line.
;; will be copied to the generated file (NOTE: generation is not yet implemented)
;; will be copied to the generated file (NOTE: generation is not yet
;; implemented)
;;
;; A * in the choices list will allow an empty entry.
;; An empty question will set the default if the dependencies are
;; satisfied.
;;
;; ; denotes a commented out option.
;; Any options added to OpenSim.ini.example should be initially commented out.
;; Any options added to OpenSim.ini.example should be initially commented
;; out.
[Startup]
@ -47,9 +54,12 @@
;# {save_crashes} {} {Save crashes to disk?} {true false} false
;; Set this to true if you want to log crashes to disk
;; this can be useful when submitting bug reports.
;; However, this will only log crashes within OpenSimulator that cause the entire program to exit
;; It will not log crashes caused by virtual machine failures, which includes mono and ODE failures.
;; You will need to capture these native stack traces by recording the session log itself.
;; However, this will only log crashes within OpenSimulator that cause the
;; entire program to exit
;; It will not log crashes caused by virtual machine failures, which
;; includes mono and ODE failures.
;; You will need to capture these native stack traces by recording the
;; session log itself.
; save_crashes = false
;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
@ -88,35 +98,46 @@
; allow_regionless = false
;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
;; Minimum size for non-physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonPhysicalPrimMin!).
;; Minimum size for non-physical prims. Affects resizing of existing
;; prims. This can be overriden in the region config file (as
;; NonPhysicalPrimMin!).
; NonPhysicalPrimMin = 0.001
;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
;; Maximum size for non-physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonPhysicalPrimMax!).
;; Maximum size for non-physical prims. Affects resizing of existing
;; prims. This can be overriden in the region config file (as
;; NonPhysicalPrimMax!).
; NonPhysicalPrimMax = 256
;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 10
;; Maximum size where a prim can be physical. Affects resizing of existing prims. This can be overriden in the region config file.
;; Maximum size where a prim can be physical. Affects resizing of
;; existing prims. This can be overriden in the region config file.
; PhysicalPrimMin = 0.01
;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 10
;; Maximum size where a prim can be physical. Affects resizing of existing prims. This can be overriden in the region config file.
;; Maximum size where a prim can be physical. Affects resizing of
;; existing prims. This can be overriden in the region config file.
; PhysicalPrimMax = 10
;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
;; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
;; If a viewer attempts to rez a prim larger than the non-physical or
;; physical prim max, clamp the dimensions to the appropriate maximum
;; This can be overriden in the region config file.
; ClampPrimSize = false
;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
;; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero.
;; Maximum number of prims allowable in a linkset. Affects creating new
;; linksets. Ignored if less than or equal to zero.
;; This can be overriden in the region config file.
; LinksetPrims = 0
;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
;; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region.
;; This only applies when crossing to a region running in a different simulator.
;; For crossings where the regions are on the same simulator the script is always kept running.
;; Allow scripts to keep running when they cross region boundaries, rather
;; than being restarted. State is reloaded on the destination region.
;; This only applies when crossing to a region running in a different
;; simulator.
;; For crossings where the regions are on the same simulator the script is
;; always kept running.
; AllowScriptCrossing = true
;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
@ -186,7 +207,8 @@
;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} OpenDynamicsEngine
;; OpenDynamicsEngine is by some distance the most developed physics engine
;; BulletSim is incomplete and experimental but in active development
;; basicphysics effectively does not model physics at all, making all objects phantom
;; basicphysics effectively does not model physics at all, making all
;; objects phantom
;; Default is OpenDynamicsEngine
; physics = OpenDynamicsEngine
; physics = BulletSim
@ -229,8 +251,9 @@
;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
;; More control over permissions
;; This is definitely not SL!
;; Provides a simple control for land owners to give build rights to specific avatars
;; in publicly accessible parcels that disallow object creation in general.
;; Provides a simple control for land owners to give build rights to
;; specific avatars in publicly accessible parcels that disallow object
;; creation in general.
;; Owners specific avatars by adding them to the Access List of the parcel
;; without having to use the Groups feature
; simple_build_permissions = false
@ -266,11 +289,14 @@
; DrawPrimOnMapTile = true
;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
;; Http proxy setting for llHTTPRequest and dynamic texture loading, if required
;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
;; required
; HttpProxy = "http://proxy.com:8080"
;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
;; If you're using HttpProxy, then you can set HttpProxyExceptions to a list of regular expressions for URLs that you don't want to go through the proxy
;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
;; list of regular expressions for URLs that you don't want to go through
;; the proxy.
;; For example, servers inside your firewall.
;; Separate patterns with a ';'
; HttpProxyExceptions = ".mydomain.com;localhost"
@ -289,13 +315,15 @@
; SpawnPointRouting = closest
;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
;; TelehubAllowLandmark allows users with landmarks to override telehub routing and land at the landmark coordinates when set to true
;; TelehubAllowLandmark allows users with landmarks to override telehub
;; routing and land at the landmark coordinates when set to true
;; default is false
; TelehubAllowLandmark = false
;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
;; Bar (|) separated list of viewers which may gain access to the regions.
;; One can use a substring of the viewer name to enable only certain versions
;; One can use a substring of the viewer name to enable only certain
;; versions
;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
;; - "Imprudence" has access
;; - "Imprudence 1.3" has access
@ -304,7 +332,8 @@
;# {BannedClients} {} {Bar (|) separated list of banned clients} {}
;# Bar (|) separated list of viewers which may not gain access to the regions.
;; One can use a Substring of the viewer name to disable only certain versions
;; One can use a Substring of the viewer name to disable only certain
;; versions
;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
;; - "Imprudence" has no access
;; - "Imprudence 1.3" has no access
@ -450,7 +479,8 @@
[SimulatorFeatures]
;# {MapImageServerURI} {} {URL for the map server} {}
; Experimental new information sent in SimulatorFeatures cap for Kokua viewers
; Experimental new information sent in SimulatorFeatures cap for Kokua
; viewers
; meant to override the MapImage and search server url given at login, and varying
; on a sim-basis.
; Viewers that don't understand it, will ignore it