Merge branch 'master' of ssh://opensim/var/git/opensim

user_profiles
teravus 2013-03-14 00:58:00 -04:00
commit 9fad90a914
14 changed files with 450 additions and 50 deletions

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@ -180,7 +180,7 @@ namespace OpenSim.Framework
/// Validate the key used for storing separate data stores.
/// </summary>
/// <param name='key'></param>
private static void ValidateKey(string key)
public static void ValidateKey(string key)
{
if (key.Length < MIN_STORE_NAME_LENGTH)
throw new Exception("Minimum store name length is " + MIN_STORE_NAME_LENGTH);

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@ -0,0 +1,98 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System.Xml;
using System.Xml.Schema;
using System.Xml.Serialization;
using OpenMetaverse;
using OpenMetaverse.StructuredData;
namespace OpenSim.Framework
{
/// <summary>
/// This class stores and retrieves dynamic objects.
/// </summary>
/// <remarks>
/// Experimental - DO NOT USE.
/// </remarks>
public class DOMap
{
private IDictionary<string, object> m_map;
public void Add(string key, object dynObj)
{
DAMap.ValidateKey(key);
lock (this)
{
if (m_map == null)
m_map = new Dictionary<string, object>();
m_map.Add(key, dynObj);
}
}
public bool ContainsKey(string key)
{
return Get(key) != null;
}
/// <summary>
/// Get a dynamic object
/// </summary>
/// <remarks>
/// Not providing an index method so that users can't casually overwrite each other's objects.
/// </remarks>
/// <param name='key'></param>
public object Get(string key)
{
lock (this)
{
if (m_map == null)
return null;
else
return m_map[key];
}
}
public bool Remove(string key)
{
lock (this)
{
if (m_map == null)
return false;
else
return m_map.Remove(key);
}
}
}
}

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@ -218,7 +218,7 @@ namespace OpenSim.Framework
Console.WriteLine ("Looking for updates...");
Repositories.UpdateAllRepositories (ps);
Console.WriteLine ("Available add-in updates:");
bool found = false;
AddinRepositoryEntry[] entries = Repositories.GetAvailableUpdates();
foreach (AddinRepositoryEntry entry in entries)
@ -541,7 +541,7 @@ namespace OpenSim.Framework
{
list.AddRange(PluginRegistry.GetAddins());
}
catch(Exception e)
catch (Exception)
{
Addin[] x = xlist.ToArray(typeof(Addin)) as Addin[];
return x;

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@ -303,12 +303,12 @@ namespace OpenSim.Framework
// Clamp the maximum magnitude of a vector
public static Vector3 ClampV(Vector3 x, float max)
{
Vector3 ret = x;
float lenSq = x.LengthSquared();
if (lenSq > (max * max))
{
x = x / x.Length() * max;
}
return x;
}

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@ -7069,7 +7069,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (handlerUpdatePrimFlags != null)
{
byte[] data = Pack.ToBytes();
// byte[] data = Pack.ToBytes();
// 46,47,48 are special positions within the packet
// This may change so perhaps we need a better way
// of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?)

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@ -85,19 +85,27 @@ namespace OpenSim.Region.Framework.DynamicAttributes.DAExampleModule
{
OSDMap attrs = null;
SceneObjectPart sop = m_scene.GetSceneObjectPart(groupId);
if (sop == null)
return true;
if (!sop.DynAttrs.TryGetValue(Name, out attrs))
attrs = new OSDMap();
OSDInteger newValue;
if (!attrs.ContainsKey("moves"))
newValue = new OSDInteger(1);
else
newValue = new OSDInteger(((OSDInteger)attrs["moves"]).AsInteger() + 1);
attrs["moves"] = newValue;
sop.DynAttrs[Name] = attrs;
// We have to lock on the entire dynamic attributes map to avoid race conditions with serialization code.
lock (sop.DynAttrs)
{
if (!attrs.ContainsKey("moves"))
newValue = new OSDInteger(1);
else
newValue = new OSDInteger(attrs["moves"].AsInteger() + 1);
attrs["moves"] = newValue;
sop.DynAttrs[Name] = attrs;
}
m_dialogMod.SendGeneralAlert(string.Format("{0} {1} moved {2} times", sop.Name, sop.UUID, newValue));

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@ -0,0 +1,117 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using log4net;
using Mono.Addins;
using Nini.Config;
using OpenMetaverse;
using OpenMetaverse.Packets;
using OpenMetaverse.StructuredData;
using OpenSim.Framework;
using OpenSim.Region.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Framework.DynamicAttributes.DOExampleModule
{
/// <summary>
/// Example module for experimenting with and demonstrating dynamic object ideas.
/// </summary>
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "DOExampleModule")]
public class DOExampleModule : INonSharedRegionModule
{
public class MyObject
{
public int Moves { get; set; }
}
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly bool ENABLED = false; // enable for testing
private Scene m_scene;
private IDialogModule m_dialogMod;
public string Name { get { return "DOExample Module"; } }
public Type ReplaceableInterface { get { return null; } }
public void Initialise(IConfigSource source) {}
public void AddRegion(Scene scene)
{
if (ENABLED)
{
m_scene = scene;
m_scene.EventManager.OnObjectAddedToScene += OnObjectAddedToScene;
m_scene.EventManager.OnSceneGroupMove += OnSceneGroupMove;
m_dialogMod = m_scene.RequestModuleInterface<IDialogModule>();
}
}
public void RemoveRegion(Scene scene)
{
if (ENABLED)
{
m_scene.EventManager.OnSceneGroupMove -= OnSceneGroupMove;
}
}
public void RegionLoaded(Scene scene) {}
public void Close()
{
RemoveRegion(m_scene);
}
private void OnObjectAddedToScene(SceneObjectGroup so)
{
so.RootPart.DynObjs.Add(Name, new MyObject());
}
private bool OnSceneGroupMove(UUID groupId, Vector3 delta)
{
SceneObjectGroup so = m_scene.GetSceneObjectGroup(groupId);
if (so == null)
return true;
object rawObj = so.RootPart.DynObjs.Get(Name);
if (rawObj != null)
{
MyObject myObj = (MyObject)rawObj;
m_dialogMod.SendGeneralAlert(string.Format("{0} {1} moved {2} times", so.Name, so.UUID, ++myObj.Moves));
}
return true;
}
}
}

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@ -66,6 +66,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
/// </summary>
public bool WaitForAgentArrivedAtDestination { get; set; }
/// <summary>
/// If true then we ask the viewer to disable teleport cancellation and ignore teleport requests.
/// </summary>
/// <remarks>
/// This is useful in situations where teleport is very likely to always succeed and we want to avoid a
/// situation where avatars can be come 'stuck' due to a failed teleport cancellation. Unfortunately, the
/// nature of the teleport protocol makes it extremely difficult (maybe impossible) to make teleport
/// cancellation consistently suceed.
/// </remarks>
public bool DisableInterRegionTeleportCancellation { get; set; }
protected bool m_Enabled = false;
public Scene Scene { get; private set; }
@ -116,6 +127,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
IConfig transferConfig = source.Configs["EntityTransfer"];
if (transferConfig != null)
{
DisableInterRegionTeleportCancellation
= transferConfig.GetBoolean("DisableInterRegionTeleportCancellation", false);
WaitForAgentArrivedAtDestination
= transferConfig.GetBoolean("wait_for_callback", WaitForAgentArrivedAtDestinationDefault);
@ -150,6 +164,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{
client.OnTeleportHomeRequest += TeleportHome;
client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
if (!DisableInterRegionTeleportCancellation)
client.OnTeleportCancel += OnClientCancelTeleport;
}
public virtual void Close() {}
@ -168,6 +185,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
#region Agent Teleports
private void OnClientCancelTeleport(IClientAPI client)
{
m_entityTransferStateMachine.UpdateInTransit(client.AgentId, AgentTransferState.Cancelling);
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Received teleport cancel request from {0} in {1}", client.Name, Scene.Name);
}
public void Teleport(ScenePresence sp, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags)
{
if (sp.Scene.Permissions.IsGridGod(sp.UUID))
@ -519,6 +544,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (sp.ParentID != (uint)0)
sp.StandUp();
if (DisableInterRegionTeleportCancellation)
teleportFlags |= (uint)TeleportFlags.DisableCancel;
// At least on LL 3.3.4, this is not strictly necessary - a teleport will succeed without sending this to
// the viewer. However, it might mean that the viewer does not see the black teleport screen (untested).
sp.ControllingClient.SendTeleportStart(teleportFlags);
@ -567,6 +595,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
return;
}
if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling)
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after CreateAgent on client request",
sp.Name, finalDestination.RegionName, sp.Scene.Name);
return;
}
// Past this point we have to attempt clean up if the teleport fails, so update transfer state.
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
@ -631,7 +668,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
return;
}
sp.ControllingClient.SendTeleportProgress(teleportFlags | (uint)TeleportFlags.DisableCancel, "sending_dest");
if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling)
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after UpdateAgent on client request",
sp.Name, finalDestination.RegionName, sp.Scene.Name);
CleanupAbortedInterRegionTeleport(sp, finalDestination);
return;
}
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}",
@ -714,14 +760,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// }
}
protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout)
/// <summary>
/// Clean up an inter-region teleport that did not complete, either because of simulator failure or cancellation.
/// </summary>
/// <remarks>
/// All operations here must be idempotent so that we can call this method at any point in the teleport process
/// up until we send the TeleportFinish event quene event to the viewer.
/// <remarks>
/// <param name='sp'> </param>
/// <param name='finalDestination'></param>
protected virtual void CleanupAbortedInterRegionTeleport(ScenePresence sp, GridRegion finalDestination)
{
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
// Client never contacted destination. Let's restore everything back
sp.ControllingClient.SendTeleportFailed("Problems connecting to destination.");
// Fail. Reset it back
sp.IsChildAgent = false;
ReInstantiateScripts(sp);
@ -729,7 +780,20 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// Finally, kill the agent we just created at the destination.
Scene.SimulationService.CloseAgent(finalDestination, sp.UUID);
}
/// <summary>
/// Signal that the inter-region teleport failed and perform cleanup.
/// </summary>
/// <param name='sp'></param>
/// <param name='finalDestination'></param>
/// <param name='logout'></param>
protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout)
{
CleanupAbortedInterRegionTeleport(sp, finalDestination);
sp.ControllingClient.SendTeleportFailed(
string.Format("Problems connecting to destination {0}", finalDestination.RegionName));
sp.Scene.EventManager.TriggerTeleportFail(sp.ControllingClient, logout);
}
@ -2097,7 +2161,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
public bool IsInTransit(UUID id)
{
return m_entityTransferStateMachine.IsInTransit(id);
return m_entityTransferStateMachine.GetAgentTransferState(id) != null;
}
protected void ReInstantiateScripts(ScenePresence sp)

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@ -51,8 +51,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
/// This is a state machine.
///
/// [Entry] => Preparing
/// Preparing => { Transferring || CleaningUp || [Exit] }
/// Transferring => { ReceivedAtDestination || CleaningUp }
/// Preparing => { Transferring || Cancelling || CleaningUp || [Exit] }
/// Transferring => { ReceivedAtDestination || Cancelling || CleaningUp }
/// Cancelling => CleaningUp
/// ReceivedAtDestination => CleaningUp
/// CleaningUp => [Exit]
///
@ -64,7 +65,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
Preparing, // The agent is being prepared for transfer
Transferring, // The agent is in the process of being transferred to a destination
ReceivedAtDestination, // The destination has notified us that the agent has been successfully received
CleaningUp // The agent is being changed to child/removed after a transfer
CleaningUp, // The agent is being changed to child/removed after a transfer
Cancelling // The user has cancelled the teleport but we have yet to act upon this.
}
/// <summary>
@ -115,42 +117,110 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
/// <param name='newState'></param>
/// <returns></returns>
/// <exception cref='Exception'>Illegal transitions will throw an Exception</exception>
internal void UpdateInTransit(UUID id, AgentTransferState newState)
internal bool UpdateInTransit(UUID id, AgentTransferState newState)
{
bool transitionOkay = false;
// We don't want to throw an exception on cancel since this can come it at any time.
bool failIfNotOkay = true;
// Should be a failure message if failure is not okay.
string failureMessage = null;
AgentTransferState? oldState = null;
lock (m_agentsInTransit)
{
// Illegal to try and update an agent that's not actually in transit.
if (!m_agentsInTransit.ContainsKey(id))
throw new Exception(
string.Format(
"Agent with ID {0} is not registered as in transit in {1}",
id, m_mod.Scene.RegionInfo.RegionName));
{
if (newState != AgentTransferState.Cancelling)
failureMessage = string.Format(
"Agent with ID {0} is not registered as in transit in {1}",
id, m_mod.Scene.RegionInfo.RegionName);
else
failIfNotOkay = false;
}
else
{
oldState = m_agentsInTransit[id];
AgentTransferState oldState = m_agentsInTransit[id];
if (newState == AgentTransferState.CleaningUp && oldState != AgentTransferState.CleaningUp)
{
transitionOkay = true;
}
else if (newState == AgentTransferState.Transferring && oldState == AgentTransferState.Preparing)
{
transitionOkay = true;
}
else if (newState == AgentTransferState.ReceivedAtDestination && oldState == AgentTransferState.Transferring)
{
transitionOkay = true;
}
else
{
if (newState == AgentTransferState.Cancelling
&& (oldState == AgentTransferState.Preparing || oldState == AgentTransferState.Transferring))
{
transitionOkay = true;
}
else
{
failIfNotOkay = false;
}
}
bool transitionOkay = false;
if (newState == AgentTransferState.CleaningUp && oldState != AgentTransferState.CleaningUp)
transitionOkay = true;
else if (newState == AgentTransferState.Transferring && oldState == AgentTransferState.Preparing)
transitionOkay = true;
else if (newState == AgentTransferState.ReceivedAtDestination && oldState == AgentTransferState.Transferring)
transitionOkay = true;
if (!transitionOkay)
failureMessage
= string.Format(
"Agent with ID {0} is not allowed to move from old transit state {1} to new state {2} in {3}",
id, oldState, newState, m_mod.Scene.RegionInfo.RegionName);
}
if (transitionOkay)
{
m_agentsInTransit[id] = newState;
else
throw new Exception(
string.Format(
"Agent with ID {0} is not allowed to move from old transit state {1} to new state {2} in {3}",
id, oldState, newState, m_mod.Scene.RegionInfo.RegionName));
// m_log.DebugFormat(
// "[ENTITY TRANSFER STATE MACHINE]: Changed agent with id {0} from state {1} to {2} in {3}",
// id, oldState, newState, m_mod.Scene.Name);
}
else if (failIfNotOkay)
{
throw new Exception(failureMessage);
}
// else
// {
// if (oldState != null)
// m_log.DebugFormat(
// "[ENTITY TRANSFER STATE MACHINE]: Ignored change of agent with id {0} from state {1} to {2} in {3}",
// id, oldState, newState, m_mod.Scene.Name);
// else
// m_log.DebugFormat(
// "[ENTITY TRANSFER STATE MACHINE]: Ignored change of agent with id {0} to state {1} in {2} since agent not in transit",
// id, newState, m_mod.Scene.Name);
// }
}
return transitionOkay;
}
internal bool IsInTransit(UUID id)
/// <summary>
/// Gets the current agent transfer state.
/// </summary>
/// <returns>Null if the agent is not in transit</returns>
/// <param name='id'>
/// Identifier.
/// </param>
internal AgentTransferState? GetAgentTransferState(UUID id)
{
lock (m_agentsInTransit)
return m_agentsInTransit.ContainsKey(id);
{
if (!m_agentsInTransit.ContainsKey(id))
return null;
else
return m_agentsInTransit[id];
}
}
/// <summary>
@ -203,14 +273,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
lock (m_agentsInTransit)
{
if (!IsInTransit(id))
AgentTransferState? currentState = GetAgentTransferState(id);
if (currentState == null)
throw new Exception(
string.Format(
"Asked to wait for destination callback for agent with ID {0} in {1} but agent is not in transit",
id, m_mod.Scene.RegionInfo.RegionName));
AgentTransferState currentState = m_agentsInTransit[id];
if (currentState != AgentTransferState.Transferring && currentState != AgentTransferState.ReceivedAtDestination)
throw new Exception(
string.Format(

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@ -516,6 +516,9 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
foreach (string line in GetLines(data, dataDelim))
{
string nextLine = line.Trim();
// m_log.DebugFormat("[VECTOR RENDER MODULE]: Processing line '{0}'", nextLine);
//replace with switch, or even better, do some proper parsing
if (nextLine.StartsWith("MoveTo"))
{
@ -829,6 +832,8 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
float y = Convert.ToSingle(yVal, CultureInfo.InvariantCulture);
PointF point = new PointF(x, y);
points[i / 2] = point;
// m_log.DebugFormat("[VECTOR RENDER MODULE]: Got point {0}", points[i / 2]);
}
}
}

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@ -129,6 +129,27 @@ namespace OpenSim.Region.Framework.Scenes
/// Dynamic attributes can be created and deleted as required.
/// </summary>
public DAMap DynAttrs { get; set; }
private DOMap m_dynObjs;
/// <summary>
/// Dynamic objects that can be created and deleted as required.
/// </summary>
public DOMap DynObjs
{
get
{
if (m_dynObjs == null)
m_dynObjs = new DOMap();
return m_dynObjs;
}
set
{
m_dynObjs = value;
}
}
/// <value>
/// Is this a root part?

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@ -662,13 +662,18 @@ namespace SecondLife
{
string severity = CompErr.IsWarning ? "Warning" : "Error";
KeyValuePair<int, int> lslPos;
KeyValuePair<int, int> errorPos;
// Show 5 errors max, but check entire list for errors
if (severity == "Error")
{
lslPos = FindErrorPosition(CompErr.Line, CompErr.Column, m_lineMaps[assembly]);
// C# scripts will not have a linemap since theres no line translation involved.
if (!m_lineMaps.ContainsKey(assembly))
errorPos = new KeyValuePair<int, int>(CompErr.Line, CompErr.Column);
else
errorPos = FindErrorPosition(CompErr.Line, CompErr.Column, m_lineMaps[assembly]);
string text = CompErr.ErrorText;
// Use LSL type names
@ -678,7 +683,7 @@ namespace SecondLife
// The Second Life viewer's script editor begins
// countingn lines and columns at 0, so we subtract 1.
errtext += String.Format("({0},{1}): {4} {2}: {3}\n",
lslPos.Key - 1, lslPos.Value - 1,
errorPos.Key - 1, errorPos.Value - 1,
CompErr.ErrorNumber, text, severity);
hadErrors = true;
}

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@ -541,6 +541,13 @@
; shout_distance = 100
[EntityTransfer]
;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
;DisableInterRegionTeleportCancellation = false
[Messaging]
;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
;; Module to handle offline messaging. The core module requires an external

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@ -628,6 +628,11 @@
; Minimum user level required for HyperGrid teleports
LevelHGTeleport = 0
; Determine whether the cancel button is shown at all during teleports.
; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
DisableInterRegionTeleportCancellation = false
[Messaging]
; Control which region module is used for instant messaging.