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.csavinationmerge
commit
81552f41c6
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@ -85,16 +85,26 @@ namespace OpenSim.ApplicationPlugins.RegionModulesController
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if (modulesConfig == null)
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modulesConfig = m_openSim.ConfigSource.Source.AddConfig("Modules");
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Dictionary<RuntimeAddin, IList<int>> loadedModules = new Dictionary<RuntimeAddin, IList<int>>();
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// Scan modules and load all that aren't disabled
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foreach (TypeExtensionNode node in
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AddinManager.GetExtensionNodes("/OpenSim/RegionModules"))
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{
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IList<int> loadedModuleData;
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if (!loadedModules.ContainsKey(node.Addin))
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loadedModules.Add(node.Addin, new List<int> { 0, 0, 0 });
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loadedModuleData = loadedModules[node.Addin];
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if (node.Type.GetInterface(typeof(ISharedRegionModule).ToString()) != null)
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{
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if (CheckModuleEnabled(node, modulesConfig))
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{
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m_log.DebugFormat("[REGIONMODULES]: Found shared region module {0}, class {1}", node.Id, node.Type);
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m_sharedModules.Add(node);
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loadedModuleData[0]++;
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}
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}
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else if (node.Type.GetInterface(typeof(INonSharedRegionModule).ToString()) != null)
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@ -103,14 +113,26 @@ namespace OpenSim.ApplicationPlugins.RegionModulesController
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{
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m_log.DebugFormat("[REGIONMODULES]: Found non-shared region module {0}, class {1}", node.Id, node.Type);
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m_nonSharedModules.Add(node);
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loadedModuleData[1]++;
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}
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}
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else
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{
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m_log.DebugFormat("[REGIONMODULES]: Found unknown type of module {0}, class {1}", node.Id, node.Type);
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m_log.WarnFormat("[REGIONMODULES]: Found unknown type of module {0}, class {1}", node.Id, node.Type);
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loadedModuleData[2]++;
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}
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}
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foreach (KeyValuePair<RuntimeAddin, IList<int>> loadedModuleData in loadedModules)
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{
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m_log.InfoFormat(
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"[REGIONMODULES]: From plugin {0}, (version {1}), loaded {2} modules, {3} shared, {4} non-shared {5} unknown",
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loadedModuleData.Key.Id,
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loadedModuleData.Key.Version,
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loadedModuleData.Value[0] + loadedModuleData.Value[1] + loadedModuleData.Value[2],
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loadedModuleData.Value[0], loadedModuleData.Value[1], loadedModuleData.Value[2]);
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}
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// Load and init the module. We try a constructor with a port
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// if a port was given, fall back to one without if there is
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// no port or the more specific constructor fails.
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@ -1960,6 +1960,12 @@ namespace OpenSim.Framework.Servers.HttpServer
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m_rpcHandlers.Remove(method);
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}
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public void RemoveJsonRPCHandler(string method)
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{
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lock(jsonRpcHandlers)
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jsonRpcHandlers.Remove(method);
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}
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public bool RemoveLLSDHandler(string path, LLSDMethod handler)
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{
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lock (m_llsdHandlers)
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@ -140,6 +140,8 @@ namespace OpenSim.Framework.Servers.HttpServer
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void RemoveStreamHandler(string httpMethod, string path);
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void RemoveXmlRPCHandler(string method);
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void RemoveJsonRPCHandler(string method);
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string GetHTTP404(string host);
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@ -108,6 +108,7 @@ namespace OpenSim.Framework.Servers.HttpServer
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private int _bufferLength;
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private bool _closing;
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private bool _upgraded;
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private int _maxPayloadBytes = 41943040;
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private const string HandshakeAcceptText =
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"HTTP/1.1 101 Switching Protocols\r\n" +
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@ -195,6 +196,15 @@ namespace OpenSim.Framework.Servers.HttpServer
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HandshakeAndUpgrade();
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}
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/// <summary>
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/// Max Payload Size in bytes. Defaults to 40MB, but could be set upon connection before calling handshake and upgrade.
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/// </summary>
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public int MaxPayloadSize
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{
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get { return _maxPayloadBytes; }
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set { _maxPayloadBytes = value; }
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}
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/// <summary>
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/// This triggers the websocket start the upgrade process
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/// </summary>
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@ -367,7 +377,12 @@ namespace OpenSim.Framework.Servers.HttpServer
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if (headerread)
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{
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_socketState.FrameComplete = false;
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if (pheader.PayloadLen > (ulong) _maxPayloadBytes)
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{
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Close("Invalid Payload size");
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return;
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}
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if (pheader.PayloadLen > 0)
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{
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if ((int) pheader.PayloadLen > _bufferPosition - offset)
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@ -57,7 +57,6 @@ namespace OpenSim.Region.ClientStack.Linden
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public bool Enabled { get; private set; }
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private Scene m_scene;
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private UUID m_agentID;
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#region ISharedRegionModule Members
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@ -118,13 +117,14 @@ namespace OpenSim.Region.ClientStack.Linden
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public void RegisterCaps(UUID agentID, Caps caps)
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{
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IRequestHandler reqHandler
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= new RestHTTPHandler("GET", "/CAPS/" + UUID.Random(), MeshUploadFlag, "MeshUploadFlag", agentID.ToString());
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= new RestHTTPHandler(
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"GET", "/CAPS/" + UUID.Random(), ht => MeshUploadFlag(ht, agentID), "MeshUploadFlag", agentID.ToString());
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caps.RegisterHandler("MeshUploadFlag", reqHandler);
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m_agentID = agentID;
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}
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private Hashtable MeshUploadFlag(Hashtable mDhttpMethod)
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private Hashtable MeshUploadFlag(Hashtable mDhttpMethod, UUID agentID)
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{
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// m_log.DebugFormat("[MESH UPLOAD FLAG MODULE]: MeshUploadFlag request");
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@ -148,4 +148,4 @@ namespace OpenSim.Region.ClientStack.Linden
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return responsedata;
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}
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}
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}
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}
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@ -822,6 +822,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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handshake.RegionInfo3.ProductName = Util.StringToBytes256(regionInfo.RegionType);
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handshake.RegionInfo3.ProductSKU = Utils.EmptyBytes;
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handshake.RegionInfo4 = new RegionHandshakePacket.RegionInfo4Block[0];
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// OutPacket(handshake, ThrottleOutPacketType.Task);
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// use same as MoveAgentIntoRegion (both should be task )
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OutPacket(handshake, ThrottleOutPacketType.Unknown);
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@ -3604,7 +3605,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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avp.Sender.IsTrial = false;
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avp.Sender.ID = agentID;
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m_log.DebugFormat("[CLIENT]: Sending appearance for {0} to {1}", agentID.ToString(), AgentId.ToString());
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avp.AppearanceData = new AvatarAppearancePacket.AppearanceDataBlock[0];
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//m_log.DebugFormat("[CLIENT]: Sending appearance for {0} to {1}", agentID.ToString(), AgentId.ToString());
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OutPacket(avp, ThrottleOutPacketType.Task);
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}
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@ -4224,7 +4226,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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pack.Stat = stats.StatsBlock;
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pack.Header.Reliable = false;
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pack.RegionInfo = new SimStatsPacket.RegionInfoBlock[0];
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OutPacket(pack, ThrottleOutPacketType.Task);
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}
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@ -256,12 +256,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name);
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List<SceneObjectGroup> attachments = sp.GetAttachments();
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if (attachments.Count <= 0)
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return;
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Dictionary<SceneObjectGroup, string> scriptStates = new Dictionary<SceneObjectGroup, string>();
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foreach (SceneObjectGroup so in attachments)
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{
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// Scripts MUST be snapshotted before the object is
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// removed from the scene because doing otherwise will
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// clobber the run flag
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// This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from
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// scripts performing attachment operations at the same time. Getting object states stops the scripts.
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scriptStates[so] = PrepareScriptInstanceForSave(so, false);
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}
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lock (sp.AttachmentsSyncLock)
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{
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foreach (SceneObjectGroup so in sp.GetAttachments())
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{
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UpdateDetachedObject(sp, so);
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}
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foreach (SceneObjectGroup so in attachments)
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UpdateDetachedObject(sp, so, scriptStates[so]);
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sp.ClearAttachments();
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}
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@ -300,32 +315,40 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool temp)
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{
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lock (sp.AttachmentsSyncLock)
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{
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
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// group.Name, group.LocalId, sp.Name, attachmentPt, silent);
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if (group.GetSittingAvatarsCount() != 0)
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{
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if (group.GetSittingAvatarsCount() != 0)
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{
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// m_log.WarnFormat(
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// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since {4} avatars are still sitting on it",
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// group.Name, group.LocalId, sp.Name, attachmentPt, group.GetSittingAvatarsCount());
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return false;
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}
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if (sp.GetAttachments(attachmentPt).Contains(group))
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{
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// m_log.WarnFormat(
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// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached",
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// group.Name, group.LocalId, sp.Name, AttachmentPt);
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return false;
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}
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return false;
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}
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if (sp.GetAttachments(attachmentPt).Contains(group))
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{
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// m_log.WarnFormat(
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// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached",
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// group.Name, group.LocalId, sp.Name, AttachmentPt);
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return false;
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}
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// Remove any previous attachments
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List<SceneObjectGroup> existingAttachments = sp.GetAttachments(attachmentPt);
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string existingAttachmentScriptState = null;
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// At the moment we can only deal with a single attachment
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if (existingAttachments.Count != 0 && existingAttachments[0].FromItemID != UUID.Zero)
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DetachSingleAttachmentToInv(sp, group);
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lock (sp.AttachmentsSyncLock)
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{
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Vector3 attachPos = group.AbsolutePosition;
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// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
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// be removed when that functionality is implemented in opensim
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attachmentPt &= 0x7f;
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|
@ -337,14 +360,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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{
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attachPos = Vector3.Zero;
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}
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// AttachmentPt 0 means the client chose to 'wear' the attachment.
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if (attachmentPt == 0)
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{
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// Check object for stored attachment point
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attachmentPt = group.AttachmentPoint;
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}
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|
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// if we still didn't find a suitable attachment point.......
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if (attachmentPt == 0)
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{
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|
@ -376,7 +399,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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|
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if (sp.PresenceType != PresenceType.Npc)
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UpdateUserInventoryWithAttachment(sp, group, attachmentPt, temp);
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|
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AttachToAgent(sp, group, attachmentPt, attachPos, silent);
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}
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|
@ -385,21 +408,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool temp)
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{
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// Remove any previous attachments
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List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
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|
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// At the moment we can only deal with a single attachment
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if (attachments.Count != 0)
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{
|
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if (attachments[0].FromItemID != UUID.Zero)
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DetachSingleAttachmentToInvInternal(sp, attachments[0]);
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// Error logging commented because UUID.Zero now means temp attachment
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// else
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// m_log.WarnFormat(
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// "[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);
|
||||
}
|
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|
||||
// 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);
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||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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(); });
|
||||
|
|
|
@ -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(','))
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -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.
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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"
|
||||
|
|
Loading…
Reference in New Issue