Merge branch 'master' into careminster

Conflicts:
	OpenSim/Region/ClientStack/Linden/Caps/MeshUploadFlagModule.cs
	OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
	OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
	OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs
avinationmerge
Melanie 2013-03-05 23:57:53 +00:00
commit 81552f41c6
17 changed files with 270 additions and 166 deletions

View File

@ -85,16 +85,26 @@ namespace OpenSim.ApplicationPlugins.RegionModulesController
if (modulesConfig == null)
modulesConfig = m_openSim.ConfigSource.Source.AddConfig("Modules");
Dictionary<RuntimeAddin, IList<int>> loadedModules = new Dictionary<RuntimeAddin, IList<int>>();
// Scan modules and load all that aren't disabled
foreach (TypeExtensionNode node in
AddinManager.GetExtensionNodes("/OpenSim/RegionModules"))
{
IList<int> loadedModuleData;
if (!loadedModules.ContainsKey(node.Addin))
loadedModules.Add(node.Addin, new List<int> { 0, 0, 0 });
loadedModuleData = loadedModules[node.Addin];
if (node.Type.GetInterface(typeof(ISharedRegionModule).ToString()) != null)
{
if (CheckModuleEnabled(node, modulesConfig))
{
m_log.DebugFormat("[REGIONMODULES]: Found shared region module {0}, class {1}", node.Id, node.Type);
m_sharedModules.Add(node);
loadedModuleData[0]++;
}
}
else if (node.Type.GetInterface(typeof(INonSharedRegionModule).ToString()) != null)
@ -103,14 +113,26 @@ namespace OpenSim.ApplicationPlugins.RegionModulesController
{
m_log.DebugFormat("[REGIONMODULES]: Found non-shared region module {0}, class {1}", node.Id, node.Type);
m_nonSharedModules.Add(node);
loadedModuleData[1]++;
}
}
else
{
m_log.DebugFormat("[REGIONMODULES]: Found unknown type of module {0}, class {1}", node.Id, node.Type);
m_log.WarnFormat("[REGIONMODULES]: Found unknown type of module {0}, class {1}", node.Id, node.Type);
loadedModuleData[2]++;
}
}
foreach (KeyValuePair<RuntimeAddin, IList<int>> loadedModuleData in loadedModules)
{
m_log.InfoFormat(
"[REGIONMODULES]: From plugin {0}, (version {1}), loaded {2} modules, {3} shared, {4} non-shared {5} unknown",
loadedModuleData.Key.Id,
loadedModuleData.Key.Version,
loadedModuleData.Value[0] + loadedModuleData.Value[1] + loadedModuleData.Value[2],
loadedModuleData.Value[0], loadedModuleData.Value[1], loadedModuleData.Value[2]);
}
// Load and init the module. We try a constructor with a port
// if a port was given, fall back to one without if there is
// no port or the more specific constructor fails.

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@ -1960,6 +1960,12 @@ namespace OpenSim.Framework.Servers.HttpServer
m_rpcHandlers.Remove(method);
}
public void RemoveJsonRPCHandler(string method)
{
lock(jsonRpcHandlers)
jsonRpcHandlers.Remove(method);
}
public bool RemoveLLSDHandler(string path, LLSDMethod handler)
{
lock (m_llsdHandlers)

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@ -140,6 +140,8 @@ namespace OpenSim.Framework.Servers.HttpServer
void RemoveStreamHandler(string httpMethod, string path);
void RemoveXmlRPCHandler(string method);
void RemoveJsonRPCHandler(string method);
string GetHTTP404(string host);

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@ -108,6 +108,7 @@ namespace OpenSim.Framework.Servers.HttpServer
private int _bufferLength;
private bool _closing;
private bool _upgraded;
private int _maxPayloadBytes = 41943040;
private const string HandshakeAcceptText =
"HTTP/1.1 101 Switching Protocols\r\n" +
@ -195,6 +196,15 @@ namespace OpenSim.Framework.Servers.HttpServer
HandshakeAndUpgrade();
}
/// <summary>
/// Max Payload Size in bytes. Defaults to 40MB, but could be set upon connection before calling handshake and upgrade.
/// </summary>
public int MaxPayloadSize
{
get { return _maxPayloadBytes; }
set { _maxPayloadBytes = value; }
}
/// <summary>
/// This triggers the websocket start the upgrade process
/// </summary>
@ -367,7 +377,12 @@ namespace OpenSim.Framework.Servers.HttpServer
if (headerread)
{
_socketState.FrameComplete = false;
if (pheader.PayloadLen > (ulong) _maxPayloadBytes)
{
Close("Invalid Payload size");
return;
}
if (pheader.PayloadLen > 0)
{
if ((int) pheader.PayloadLen > _bufferPosition - offset)

View File

@ -57,7 +57,6 @@ namespace OpenSim.Region.ClientStack.Linden
public bool Enabled { get; private set; }
private Scene m_scene;
private UUID m_agentID;
#region ISharedRegionModule Members
@ -118,13 +117,14 @@ namespace OpenSim.Region.ClientStack.Linden
public void RegisterCaps(UUID agentID, Caps caps)
{
IRequestHandler reqHandler
= new RestHTTPHandler("GET", "/CAPS/" + UUID.Random(), MeshUploadFlag, "MeshUploadFlag", agentID.ToString());
= new RestHTTPHandler(
"GET", "/CAPS/" + UUID.Random(), ht => MeshUploadFlag(ht, agentID), "MeshUploadFlag", agentID.ToString());
caps.RegisterHandler("MeshUploadFlag", reqHandler);
m_agentID = agentID;
}
private Hashtable MeshUploadFlag(Hashtable mDhttpMethod)
private Hashtable MeshUploadFlag(Hashtable mDhttpMethod, UUID agentID)
{
// m_log.DebugFormat("[MESH UPLOAD FLAG MODULE]: MeshUploadFlag request");
@ -148,4 +148,4 @@ namespace OpenSim.Region.ClientStack.Linden
return responsedata;
}
}
}
}

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@ -822,6 +822,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
handshake.RegionInfo3.ProductName = Util.StringToBytes256(regionInfo.RegionType);
handshake.RegionInfo3.ProductSKU = Utils.EmptyBytes;
handshake.RegionInfo4 = new RegionHandshakePacket.RegionInfo4Block[0];
// OutPacket(handshake, ThrottleOutPacketType.Task);
// use same as MoveAgentIntoRegion (both should be task )
OutPacket(handshake, ThrottleOutPacketType.Unknown);
@ -3604,7 +3605,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
avp.Sender.IsTrial = false;
avp.Sender.ID = agentID;
m_log.DebugFormat("[CLIENT]: Sending appearance for {0} to {1}", agentID.ToString(), AgentId.ToString());
avp.AppearanceData = new AvatarAppearancePacket.AppearanceDataBlock[0];
//m_log.DebugFormat("[CLIENT]: Sending appearance for {0} to {1}", agentID.ToString(), AgentId.ToString());
OutPacket(avp, ThrottleOutPacketType.Task);
}
@ -4224,7 +4226,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
pack.Stat = stats.StatsBlock;
pack.Header.Reliable = false;
pack.RegionInfo = new SimStatsPacket.RegionInfoBlock[0];
OutPacket(pack, ThrottleOutPacketType.Task);
}

View File

@ -256,12 +256,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name);
List<SceneObjectGroup> attachments = sp.GetAttachments();
if (attachments.Count <= 0)
return;
Dictionary<SceneObjectGroup, string> scriptStates = new Dictionary<SceneObjectGroup, string>();
foreach (SceneObjectGroup so in attachments)
{
// Scripts MUST be snapshotted before the object is
// removed from the scene because doing otherwise will
// clobber the run flag
// This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from
// scripts performing attachment operations at the same time. Getting object states stops the scripts.
scriptStates[so] = PrepareScriptInstanceForSave(so, false);
}
lock (sp.AttachmentsSyncLock)
{
foreach (SceneObjectGroup so in sp.GetAttachments())
{
UpdateDetachedObject(sp, so);
}
foreach (SceneObjectGroup so in attachments)
UpdateDetachedObject(sp, so, scriptStates[so]);
sp.ClearAttachments();
}
@ -300,32 +315,40 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool temp)
{
lock (sp.AttachmentsSyncLock)
{
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
// group.Name, group.LocalId, sp.Name, attachmentPt, silent);
if (group.GetSittingAvatarsCount() != 0)
{
if (group.GetSittingAvatarsCount() != 0)
{
// m_log.WarnFormat(
// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since {4} avatars are still sitting on it",
// group.Name, group.LocalId, sp.Name, attachmentPt, group.GetSittingAvatarsCount());
return false;
}
if (sp.GetAttachments(attachmentPt).Contains(group))
{
// m_log.WarnFormat(
// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached",
// group.Name, group.LocalId, sp.Name, AttachmentPt);
return false;
}
return false;
}
if (sp.GetAttachments(attachmentPt).Contains(group))
{
// m_log.WarnFormat(
// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached",
// group.Name, group.LocalId, sp.Name, AttachmentPt);
return false;
}
// Remove any previous attachments
List<SceneObjectGroup> existingAttachments = sp.GetAttachments(attachmentPt);
string existingAttachmentScriptState = null;
// At the moment we can only deal with a single attachment
if (existingAttachments.Count != 0 && existingAttachments[0].FromItemID != UUID.Zero)
DetachSingleAttachmentToInv(sp, group);
lock (sp.AttachmentsSyncLock)
{
Vector3 attachPos = group.AbsolutePosition;
// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
// be removed when that functionality is implemented in opensim
attachmentPt &= 0x7f;
@ -337,14 +360,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
{
attachPos = Vector3.Zero;
}
// AttachmentPt 0 means the client chose to 'wear' the attachment.
if (attachmentPt == 0)
{
// Check object for stored attachment point
attachmentPt = group.AttachmentPoint;
}
// if we still didn't find a suitable attachment point.......
if (attachmentPt == 0)
{
@ -376,7 +399,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
if (sp.PresenceType != PresenceType.Npc)
UpdateUserInventoryWithAttachment(sp, group, attachmentPt, temp);
AttachToAgent(sp, group, attachmentPt, attachPos, silent);
}
@ -385,21 +408,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool temp)
{
// Remove any previous attachments
List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
// At the moment we can only deal with a single attachment
if (attachments.Count != 0)
{
if (attachments[0].FromItemID != UUID.Zero)
DetachSingleAttachmentToInvInternal(sp, attachments[0]);
// Error logging commented because UUID.Zero now means temp attachment
// else
// m_log.WarnFormat(
// "[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
// attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name);
}
// Add the new attachment to inventory if we don't already have it.
if (!temp)
{
@ -464,12 +472,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return;
// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name);
lock (sp.AttachmentsSyncLock)
foreach (KeyValuePair<UUID, uint> rez in rezlist)
{
foreach (KeyValuePair<UUID, uint> rez in rezlist)
{
RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value);
}
RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value);
}
}
@ -549,25 +555,33 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so)
{
if (so.AttachedAvatar != sp.UUID)
{
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: Tried to detach object {0} from {1} {2} but attached avatar id was {3} in {4}",
so.Name, sp.Name, sp.UUID, so.AttachedAvatar, m_scene.RegionInfo.RegionName);
return;
}
// Scripts MUST be snapshotted before the object is
// removed from the scene because doing otherwise will
// clobber the run flag
// This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from
// scripts performing attachment operations at the same time. Getting object states stops the scripts.
string scriptedState = PrepareScriptInstanceForSave(so, true);
lock (sp.AttachmentsSyncLock)
{
// Save avatar attachment information
// m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID);
if (so.AttachedAvatar != sp.UUID)
{
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: Tried to detach object {0} from {1} {2} but attached avatar id was {3} in {4}",
so.Name, sp.Name, sp.UUID, so.AttachedAvatar, m_scene.RegionInfo.RegionName);
return;
}
bool changed = sp.Appearance.DetachAttachment(so.FromItemID);
if (changed && m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
DetachSingleAttachmentToInvInternal(sp, so);
sp.RemoveAttachment(so);
UpdateDetachedObject(sp, so, scriptedState);
}
}
@ -777,8 +791,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return newItem;
}
private string GetObjectScriptStates(SceneObjectGroup grp)
/// <summary>
/// Prepares the script instance for save.
/// </summary>
/// <remarks>
/// This involves triggering the detach event and getting the script state (which also stops the script)
/// This MUST be done outside sp.AttachmentsSyncLock, since otherwise there is a chance of deadlock if a
/// running script is performing attachment operations.
/// </remarks>
/// <returns>
/// The script state ready for persistence.
/// </returns>
/// <param name='grp'>
/// </param>
/// <param name='fireDetachEvent'>
/// If true, then fire the script event before we save its state.
/// </param>
private string PrepareScriptInstanceForSave(SceneObjectGroup grp, bool fireDetachEvent)
{
if (fireDetachEvent)
m_scene.EventManager.TriggerOnAttach(grp.LocalId, grp.FromItemID, UUID.Zero);
using (StringWriter sw = new StringWriter())
{
using (XmlTextWriter writer = new XmlTextWriter(sw))
@ -790,7 +823,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
}
}
private void UpdateDetachedObject(IScenePresence sp, SceneObjectGroup so)
private void UpdateDetachedObject(IScenePresence sp, SceneObjectGroup so, string scriptedState)
{
// Don't save attachments for HG visitors, it
// messes up their inventory. When a HG visitor logs
@ -803,11 +836,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
&& (m_scene.UserManagementModule == null
|| m_scene.UserManagementModule.IsLocalGridUser(sp.UUID));
// Scripts MUST be snapshotted before the object is
// removed from the scene because doing otherwise will
// clobber the run flag
string scriptedState = GetObjectScriptStates(so);
// Remove the object from the scene so no more updates
// are sent. Doing this before the below changes will ensure
// updates can't cause "HUD artefacts"
@ -831,97 +859,93 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
so.RemoveScriptInstances(true);
}
private void DetachSingleAttachmentToInvInternal(IScenePresence sp, SceneObjectGroup so)
{
// m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name);
m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero);
sp.RemoveAttachment(so);
UpdateDetachedObject(sp, so);
}
protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc)
{
if (m_invAccessModule == null)
return null;
SceneObjectGroup objatt;
if (itemID != UUID.Zero)
objatt = m_invAccessModule.RezObject(sp.ControllingClient,
itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, sp.UUID, true);
else
objatt = m_invAccessModule.RezObject(sp.ControllingClient,
null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, sp.UUID, true);
if (objatt == null)
{
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
itemID, sp.Name, attachmentPt);
return null;
}
// Remove any previous attachments
List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
string previousAttachmentScriptedState = null;
// At the moment we can only deal with a single attachment
if (attachments.Count != 0)
DetachSingleAttachmentToInv(sp, attachments[0]);
lock (sp.AttachmentsSyncLock)
{
SceneObjectGroup objatt;
if (itemID != UUID.Zero)
objatt = m_invAccessModule.RezObject(sp.ControllingClient,
itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, sp.UUID, true);
else
objatt = m_invAccessModule.RezObject(sp.ControllingClient,
null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, sp.UUID, true);
if (objatt != null)
{
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Rezzed single object {0} for attachment to {1} on point {2} in {3}",
// objatt.Name, sp.Name, attachmentPt, m_scene.Name);
// HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
objatt.HasGroupChanged = false;
bool tainted = false;
if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
tainted = true;
// HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
objatt.HasGroupChanged = false;
bool tainted = false;
if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
tainted = true;
// FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal
// course of events. If not, then it's probably not worth trying to recover the situation
// since this is more likely to trigger further exceptions and confuse later debugging. If
// exceptions can be thrown in expected error conditions (not NREs) then make this consistent
// since other normal error conditions will simply return false instead.
// This will throw if the attachment fails
try
{
AttachObjectInternal(sp, objatt, attachmentPt, false, false, false);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
// Make sure the object doesn't stick around and bail
sp.RemoveAttachment(objatt);
m_scene.DeleteSceneObject(objatt, false);
return null;
}
if (tainted)
objatt.HasGroupChanged = true;
if (doc != null)
{
objatt.LoadScriptState(doc);
objatt.ResetOwnerChangeFlag();
}
// Fire after attach, so we don't get messy perms dialogs
// 4 == AttachedRez
objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
objatt.ResumeScripts();
// Do this last so that event listeners have access to all the effects of the attachment
m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
return objatt;
}
else
// FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal
// course of events. If not, then it's probably not worth trying to recover the situation
// since this is more likely to trigger further exceptions and confuse later debugging. If
// exceptions can be thrown in expected error conditions (not NREs) then make this consistent
// since other normal error conditions will simply return false instead.
// This will throw if the attachment fails
try
{
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
itemID, sp.Name, attachmentPt);
AttachObjectInternal(sp, objatt, attachmentPt, false, false, false);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
// Make sure the object doesn't stick around and bail
sp.RemoveAttachment(objatt);
m_scene.DeleteSceneObject(objatt, false);
return null;
}
if (tainted)
objatt.HasGroupChanged = true;
if (doc != null)
{
objatt.LoadScriptState(doc);
objatt.ResetOwnerChangeFlag();
}
// Fire after attach, so we don't get messy perms dialogs
// 4 == AttachedRez
objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
objatt.ResumeScripts();
// Do this last so that event listeners have access to all the effects of the attachment
m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
return objatt;
}
return null;
}
/// <summary>
@ -1079,17 +1103,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
if (sp != null)
{
lock (sp.AttachmentsSyncLock)
List<SceneObjectGroup> attachments = sp.GetAttachments();
foreach (SceneObjectGroup group in attachments)
{
List<SceneObjectGroup> attachments = sp.GetAttachments();
foreach (SceneObjectGroup group in attachments)
if (group.FromItemID == itemID && group.FromItemID != UUID.Zero)
{
if (group.FromItemID == itemID && group.FromItemID != UUID.Zero)
{
DetachSingleAttachmentToInv(sp, group);
return;
}
DetachSingleAttachmentToInv(sp, group);
return;
}
}
}

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@ -414,8 +414,6 @@ namespace OpenSim.Region.CoreModules.Framework.Monitoring
}
private void RegisterStatsManagerRegionStatistics()
{
string regionName = m_scene.RegionInfo.RegionName;
MakeStat("RootAgents", "avatars", (s) => { s.Value = m_scene.SceneGraph.GetRootAgentCount(); });
MakeStat("ChildAgents", "avatars", (s) => { s.Value = m_scene.SceneGraph.GetChildAgentCount(); });
MakeStat("TotalPrims", "objects", (s) => { s.Value = m_scene.SceneGraph.GetTotalObjectsCount(); });

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@ -956,7 +956,12 @@ namespace OpenSim.Region.Framework.Scenes
}
}
string grant = startupConfig.GetString("AllowedClients", String.Empty);
string[] possibleAccessControlConfigSections = new string[] { "AccessControl", "Startup" };
string grant
= Util.GetConfigVarFromSections<string>(
config, "AllowedClients", possibleAccessControlConfigSections, "");
if (grant.Length > 0)
{
foreach (string viewer in grant.Split(','))
@ -965,7 +970,10 @@ namespace OpenSim.Region.Framework.Scenes
}
}
grant = startupConfig.GetString("BannedClients", String.Empty);
grant
= Util.GetConfigVarFromSections<string>(
config, "BannedClients", possibleAccessControlConfigSections, "");
if (grant.Length > 0)
{
foreach (string viewer in grant.Split(','))

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@ -76,7 +76,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments
if (m_console != null)
{
m_console.AddCommand("TempAttachModule", false, "set auto_grant_attach_perms", "set auto_grant_attach_perms true|false", "Allow objects owned by the region owner os estate managers to obtain attach permissions without asking the user", SetAutoGrantAttachPerms);
m_console.AddCommand("TempAttachModule", false, "set auto_grant_attach_perms", "set auto_grant_attach_perms true|false", "Allow objects owned by the region owner or estate managers to obtain attach permissions without asking the user", SetAutoGrantAttachPerms);
}
}
else

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@ -45,6 +45,7 @@ namespace OpenSim.Region.OptionalModules.WebSocketEchoModule
public class WebSocketEchoModule : ISharedRegionModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private bool enabled;
public string Name { get { return "WebSocketEchoModule"; } }
@ -55,9 +56,9 @@ namespace OpenSim.Region.OptionalModules.WebSocketEchoModule
public void Initialise(IConfigSource pConfig)
{
enabled =(pConfig.Configs["WebSocketEcho"] != null);
if (enabled)
m_log.DebugFormat("[WebSocketEchoModule]: INITIALIZED MODULE");
enabled = (pConfig.Configs["WebSocketEcho"] != null);
// if (enabled)
// m_log.DebugFormat("[WebSocketEchoModule]: INITIALIZED MODULE");
}
/// <summary>
@ -158,17 +159,17 @@ namespace OpenSim.Region.OptionalModules.WebSocketEchoModule
public void AddRegion(Scene scene)
{
m_log.DebugFormat("[WebSocketEchoModule]: REGION {0} ADDED", scene.RegionInfo.RegionName);
// m_log.DebugFormat("[WebSocketEchoModule]: REGION {0} ADDED", scene.RegionInfo.RegionName);
}
public void RemoveRegion(Scene scene)
{
m_log.DebugFormat("[WebSocketEchoModule]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
// m_log.DebugFormat("[WebSocketEchoModule]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
}
public void RegionLoaded(Scene scene)
{
m_log.DebugFormat("[WebSocketEchoModule]: REGION {0} LOADED", scene.RegionInfo.RegionName);
// m_log.DebugFormat("[WebSocketEchoModule]: REGION {0} LOADED", scene.RegionInfo.RegionName);
}
}
}

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@ -252,6 +252,29 @@
;; default is false
; TelehubAllowLandmark = false
[AccessControl]
;# {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
;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
;; - "Imprudence" has access
;; - "Imprudence 1.3" has access
;; - "Imprudence 1.3.1" has no access
; AllowedClients =
;# {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
;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
;; - "Imprudence" has no access
;; - "Imprudence 1.3" has no access
;; - "Imprudence 1.3.1" has access
; BannedClients =
[Map]
;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
;; Map tile options.
@ -286,6 +309,7 @@
;; got a large number of objects, so you can turn it off here if you'd like.
; DrawPrimOnMapTile = true
[Permissions]
;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
;; Permission modules to use, separated by comma.

View File

@ -1396,6 +1396,10 @@
; up the system to malicious scripters
; NotecardLineReadCharsMax = 255
; Minimum settable timer interval. Any timer setting less than this is
; rounded up to this minimum interval.
; MinTimerInterval = 0.5
; Sensor settings
SensorMaxRange = 96.0
SensorMaxResults = 16

View File

@ -431,6 +431,7 @@ HGAssetServiceConnector = "HGAssetService@8002/OpenSim.Server.Handlers.dll:Asset
UserAccountService = "OpenSim.Services.UserAccountService.dll:UserAccountService"
UserAgentService = "OpenSim.Services.HypergridService.dll:UserAgentService"
PresenceService = "OpenSim.Services.PresenceService.dll:PresenceService"
GridUserService = "OpenSim.Services.UserAccountService.dll:GridUserService"
GridService = "OpenSim.Services.GridService.dll:GridService"
AuthenticationService = "OpenSim.Services.Connectors.dll:AuthenticationServicesConnector"
SimulationService ="OpenSim.Services.Connectors.dll:SimulationServiceConnector"