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

0.7.4.1
BlueWall 2012-03-22 21:27:03 -04:00
commit c0672cb7db
20 changed files with 339 additions and 100 deletions

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@ -71,6 +71,7 @@ namespace OpenSim.Framework
bool IsEitherBannedOrRestricted(UUID avatar);
bool IsBannedFromLand(UUID avatar);
bool IsRestrictedFromLand(UUID avatar);
bool IsInLandAccessList(UUID avatar);
void SendLandUpdateToClient(IClientAPI remote_client);
void SendLandUpdateToClient(bool snap_selection, IClientAPI remote_client);
List<LandAccessEntry> CreateAccessListArrayByFlag(AccessList flag);

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@ -430,7 +430,7 @@ namespace OpenSim
mscene = scene;
scene.StartTimer();
scene.Start();
scene.StartScripts();

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@ -48,15 +48,18 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
if (Util.ParseUniversalUserIdentifier(ids[0], out friendID, out tmp, out tmp, out tmp, out tmp))
{
string friendsServerURI = m_FriendsModule.UserManagementModule.GetUserServerURL(friendID, "FriendsServerURI");
HGFriendsServicesConnector fConn = new HGFriendsServicesConnector(friendsServerURI);
List<UUID> friendsOnline = fConn.StatusNotification(ids, userID, online);
if (online && friendsOnline.Count > 0)
if (friendsServerURI != string.Empty)
{
IClientAPI client = m_FriendsModule.LocateClientObject(userID);
if (client != null)
client.SendAgentOnline(friendsOnline.ToArray());
HGFriendsServicesConnector fConn = new HGFriendsServicesConnector(friendsServerURI);
List<UUID> friendsOnline = fConn.StatusNotification(ids, userID, online);
if (online && friendsOnline.Count > 0)
{
IClientAPI client = m_FriendsModule.LocateClientObject(userID);
if (client != null)
client.SendAgentOnline(friendsOnline.ToArray());
}
}
}
}

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@ -448,8 +448,6 @@ namespace OpenSim.Region.CoreModules.World.Land
public bool IsRestrictedFromLand(UUID avatar)
{
ExpireAccessList();
if (m_scene.Permissions.IsAdministrator(avatar))
return false;
@ -459,20 +457,27 @@ namespace OpenSim.Region.CoreModules.World.Land
if (avatar == LandData.OwnerID)
return false;
if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) > 0)
if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) == 0)
return false;
return (!IsInLandAccessList(avatar));
}
public bool IsInLandAccessList(UUID avatar)
{
ExpireAccessList();
if (LandData.ParcelAccessList.FindIndex(
delegate(LandAccessEntry e)
{
if (e.AgentID == avatar && e.Flags == AccessList.Access)
return true;
return false;
}) == -1)
{
if (LandData.ParcelAccessList.FindIndex(
delegate(LandAccessEntry e)
{
if (e.AgentID == avatar && e.Flags == AccessList.Access)
return true;
return false;
}) == -1)
{
return true;
}
return false;
}
return false;
return true;
}
public void SendLandUpdateToClient(IClientAPI remote_client)

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@ -95,6 +95,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
private bool m_RegionManagerIsGod = false;
private bool m_ParcelOwnerIsGod = false;
private bool m_SimpleBuildPermissions = false;
/// <value>
/// The set of users that are allowed to create scripts. This is only active if permissions are not being
/// bypassed. This overrides normal permissions.
@ -140,6 +142,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
m_RegionManagerIsGod = myConfig.GetBoolean("region_manager_is_god", false);
m_ParcelOwnerIsGod = myConfig.GetBoolean("parcel_owner_is_god", true);
m_SimpleBuildPermissions = myConfig.GetBoolean("simple_build_permissions", false);
m_allowedScriptCreators
= ParseUserSetConfigSetting(myConfig, "allowed_script_creators", m_allowedScriptCreators);
m_allowedScriptEditors
@ -824,6 +828,10 @@ namespace OpenSim.Region.CoreModules.World.Permissions
permission = true;
}
if (m_SimpleBuildPermissions &&
(parcel.LandData.Flags & (uint)ParcelFlags.UseAccessList) == 0 && parcel.IsInLandAccessList(user))
permission = true;
return permission;
}

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@ -598,6 +598,12 @@ namespace OpenSim.Region.CoreModules.World.Terrain
"[TERRAIN]: Could not save terrain from {0} to {1}. Valid file extensions are {2}",
m_scene.RegionInfo.RegionName, filename, m_supportedFileExtensions);
}
// else
// {
// m_log.ErrorFormat(
// "[TERRAIN]: Could not save terrain from {0} to {1}. {2} {3} {4} {5} {6} {7}",
// m_scene.RegionInfo.RegionName, filename, fileWidth, fileHeight, fileStartX, fileStartY, offsetX, offsetY);
// }
}
/// <summary>

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@ -154,6 +154,15 @@ namespace OpenSim.Region.Framework.Interfaces
/// <returns>null if the item does not exist</returns>
TaskInventoryItem GetInventoryItem(UUID itemId);
/// <summary>
/// Get all inventory items.
/// </summary>
/// <param name="name"></param>
/// <returns>
/// If there are no inventory items then an empty list is returned.
/// </returns>
List<TaskInventoryItem> GetInventoryItems();
/// <summary>
/// Get inventory items by name.
/// </summary>
@ -162,7 +171,7 @@ namespace OpenSim.Region.Framework.Interfaces
/// A list of inventory items with that name.
/// If no inventory item has that name then an empty list is returned.
/// </returns>
IList<TaskInventoryItem> GetInventoryItems(string name);
List<TaskInventoryItem> GetInventoryItems(string name);
/// <summary>
/// Get the scene object referenced by an inventory item.

View File

@ -138,9 +138,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
// "[ANIMATION SET]: Setting default animation {0}, sequence number {1}, object id {2}",
// anim, sequenceNum, objectID);
if (AvatarAnimations.AnimsUUID.ContainsKey(anim))
if (DefaultAvatarAnimations.AnimsUUID.ContainsKey(anim))
{
return SetDefaultAnimation(AvatarAnimations.AnimsUUID[anim], sequenceNum, objectID);
return SetDefaultAnimation(DefaultAvatarAnimations.AnimsUUID[anim], sequenceNum, objectID);
}
return false;
}

View File

@ -33,7 +33,7 @@ using OpenMetaverse;
namespace OpenSim.Region.Framework.Scenes.Animation
{
public class AvatarAnimations
public class DefaultAvatarAnimations
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@ -43,7 +43,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
public static Dictionary<UUID, string> AnimsNames = new Dictionary<UUID, string>();
public static Dictionary<UUID, string> AnimStateNames = new Dictionary<UUID, string>();
static AvatarAnimations()
static DefaultAvatarAnimations()
{
LoadAnimations(DefaultAnimationsPath);
}

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@ -99,7 +99,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
// XXX: For some reason, we store all animations and use them with upper case names, but in LSL animations
// are referenced with lower case names!
UUID animID = AvatarAnimations.GetDefaultAnimation(name.ToUpper());
UUID animID = DefaultAvatarAnimations.GetDefaultAnimation(name.ToUpper());
if (animID == UUID.Zero)
return;
@ -125,7 +125,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
// XXX: For some reason, we store all animations and use them with upper case names, but in LSL animations
// are referenced with lower case names!
UUID animID = AvatarAnimations.GetDefaultAnimation(name);
UUID animID = DefaultAvatarAnimations.GetDefaultAnimation(name.ToUpper());
if (animID == UUID.Zero)
return;

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@ -1210,9 +1210,9 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Copy a task (prim) inventory item to another task (prim)
/// </summary>
/// <param name="destId"></param>
/// <param name="part"></param>
/// <param name="itemId"></param>
/// <param name="destId">ID of destination part</param>
/// <param name="part">Source part</param>
/// <param name="itemId">Source item id to transfer</param>
public void MoveTaskInventoryItem(UUID destId, SceneObjectPart part, UUID itemId)
{
TaskInventoryItem srcTaskItem = part.Inventory.GetInventoryItem(itemId);
@ -1238,24 +1238,21 @@ namespace OpenSim.Region.Framework.Scenes
return;
}
// Can't transfer this
//
if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
return;
if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
if (part.OwnerID != destPart.OwnerID)
{
// object cannot copy items to an object owned by a different owner
// unless llAllowInventoryDrop has been called
// Source must have transfer permissions
if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
return;
return;
// Object cannot copy items to an object owned by a different owner
// unless llAllowInventoryDrop has been called on the destination
if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
return;
}
// must have both move and modify permission to put an item in an object
if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0)
{
return;
}
TaskInventoryItem destTaskItem = new TaskInventoryItem();

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@ -211,14 +211,12 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
private bool m_cleaningTemps = false;
private Object m_heartbeatLock = new Object();
// private Object m_heartbeatLock = new Object();
// TODO: Possibly stop other classes being able to manipulate this directly.
private SceneGraph m_sceneGraph;
private volatile int m_bordersLocked;
// private int m_RestartTimerCounter;
private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
// private int m_incrementsof15seconds;
private volatile bool m_backingup;
private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
@ -226,12 +224,17 @@ namespace OpenSim.Region.Framework.Scenes
private bool m_physics_enabled = true;
private bool m_scripts_enabled = true;
private string m_defaultScriptEngine;
/// <summary>
/// Tick at which the last login occurred.
/// </summary>
private int m_LastLogin;
private Thread HeartbeatThread;
private volatile bool shuttingdown;
private int m_lastUpdate;
private bool m_firstHeartbeat = true;
// private int m_lastUpdate;
// private bool m_firstHeartbeat = true;
private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
private bool m_reprioritizationEnabled = true;
@ -801,7 +804,7 @@ namespace OpenSim.Region.Framework.Scenes
m_permissions = new ScenePermissions(this);
m_lastUpdate = Util.EnvironmentTickCount();
// m_lastUpdate = Util.EnvironmentTickCount();
}
#endregion
@ -1074,6 +1077,12 @@ namespace OpenSim.Region.Framework.Scenes
m_physics_enabled = enablePhysics;
}
// if (options.ContainsKey("collisions"))
// {
// // TODO: Implement. If false, should stop objects colliding, though possibly should still allow
// // the avatar themselves to collide with the ground.
// }
if (options.ContainsKey("teleport"))
{
bool enableTeleportDebugging;
@ -1150,9 +1159,9 @@ namespace OpenSim.Region.Framework.Scenes
}
/// <summary>
/// Start the timer which triggers regular scene updates
/// Start the scene
/// </summary>
public void StartTimer()
public void Start()
{
// m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName);
@ -1164,7 +1173,7 @@ namespace OpenSim.Region.Framework.Scenes
HeartbeatThread.Abort();
HeartbeatThread = null;
}
m_lastUpdate = Util.EnvironmentTickCount();
// m_lastUpdate = Util.EnvironmentTickCount();
HeartbeatThread
= Watchdog.StartThread(
@ -1197,33 +1206,34 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
private void Heartbeat()
{
if (!Monitor.TryEnter(m_heartbeatLock))
{
Watchdog.RemoveThread();
return;
}
// if (!Monitor.TryEnter(m_heartbeatLock))
// {
// Watchdog.RemoveThread();
// return;
// }
try
{
m_eventManager.TriggerOnRegionStarted(this);
// try
// {
// The first frame can take a very long time due to physics actors being added on startup. Therefore,
// don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false
// alarms for scenes with many objects.
Update(1);
Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
m_eventManager.TriggerOnRegionStarted(this);
while (!shuttingdown)
Update(-1);
// The first frame can take a very long time due to physics actors being added on startup. Therefore,
// don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false
// alarms for scenes with many objects.
Update(1);
Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
m_lastUpdate = Util.EnvironmentTickCount();
m_firstHeartbeat = false;
}
finally
{
Monitor.Pulse(m_heartbeatLock);
Monitor.Exit(m_heartbeatLock);
}
while (!shuttingdown)
Update(-1);
// m_lastUpdate = Util.EnvironmentTickCount();
// m_firstHeartbeat = false;
// }
// finally
// {
// Monitor.Pulse(m_heartbeatLock);
// Monitor.Exit(m_heartbeatLock);
// }
Watchdog.RemoveThread();
}
@ -2535,7 +2545,7 @@ namespace OpenSim.Region.Framework.Scenes
= (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
|| (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
CheckHeartbeat();
// CheckHeartbeat();
ScenePresence sp = GetScenePresence(client.AgentId);
@ -3111,7 +3121,7 @@ namespace OpenSim.Region.Framework.Scenes
public override void RemoveClient(UUID agentID, bool closeChildAgents)
{
CheckHeartbeat();
// CheckHeartbeat();
bool isChildAgent = false;
ScenePresence avatar = GetScenePresence(agentID);
if (avatar != null)
@ -4498,8 +4508,8 @@ namespace OpenSim.Region.Framework.Scenes
//
int health=1; // Start at 1, means we're up
if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000)
health+=1;
if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
health += 1;
else
return health;
@ -4510,7 +4520,7 @@ namespace OpenSim.Region.Framework.Scenes
else
return health;
CheckHeartbeat();
// CheckHeartbeat();
return health;
}
@ -4698,14 +4708,14 @@ namespace OpenSim.Region.Framework.Scenes
return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
}
private void CheckHeartbeat()
{
if (m_firstHeartbeat)
return;
if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000)
StartTimer();
}
// private void CheckHeartbeat()
// {
// if (m_firstHeartbeat)
// return;
//
// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000)
// StartTimer();
// }
public override ISceneObject DeserializeObject(string representation)
{

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@ -590,9 +590,9 @@ namespace OpenSim.Region.Framework.Scenes
/// A list of inventory items with that name.
/// If no inventory item has that name then an empty list is returned.
/// </returns>
public IList<TaskInventoryItem> GetInventoryItems(string name)
public List<TaskInventoryItem> GetInventoryItems(string name)
{
IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
List<TaskInventoryItem> items = new List<TaskInventoryItem>();
lock (m_items)
{
@ -1100,7 +1100,7 @@ namespace OpenSim.Region.Framework.Scenes
public List<TaskInventoryItem> GetInventoryItems()
{
List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
lock (m_items)
ret = new List<TaskInventoryItem>(m_items.Values);

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@ -113,7 +113,7 @@ namespace OpenSim.Region.Framework.Tests
}
/// <summary>
/// Test MoveTaskInventoryItem where the item has no parent folder assigned.
/// Test MoveTaskInventoryItem from a part inventory to a user inventory where the item has no parent folder assigned.
/// </summary>
/// <remarks>
/// This should place it in the most suitable user folder.
@ -142,9 +142,11 @@ namespace OpenSim.Region.Framework.Tests
}
/// <summary>
/// Test MoveTaskInventoryItem where the item has no parent folder assigned.
/// Test MoveTaskInventoryItem from a part inventory to a user inventory where the item has no parent folder assigned.
/// </summary>
/// <remarks>
/// This should place it in the most suitable user folder.
/// </remarks>
[Test]
public void TestMoveTaskInventoryItemNoParent()
{

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@ -4314,7 +4314,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (m_host.RegionHandle == presence.RegionHandle)
{
Dictionary<UUID, string> animationstateNames = AvatarAnimations.AnimStateNames;
Dictionary<UUID, string> animationstateNames = DefaultAvatarAnimations.AnimStateNames;
if (presence != null)
{
@ -5600,7 +5600,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
}
if (agent.Animator.Animations.DefaultAnimation.AnimID
== AvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
== DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
{
flags |= ScriptBaseClass.AGENT_SITTING;
}
@ -7714,7 +7714,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
LSL_Vector lower;
LSL_Vector upper;
if (presence.Animator.Animations.DefaultAnimation.AnimID
== AvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
== DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
{
// This is for ground sitting avatars
float height = presence.Appearance.AvatarHeight / 2.66666667f;

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@ -0,0 +1,168 @@
/*
* 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 System.Text;
using log4net;
using Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenMetaverse.Assets;
using OpenMetaverse.StructuredData;
using OpenSim.Framework;
using OpenSim.Region.CoreModules.Avatar.AvatarFactory;
using OpenSim.Region.OptionalModules.World.NPC;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.ScriptEngine.Shared;
using OpenSim.Region.ScriptEngine.Shared.Api;
using OpenSim.Services.Interfaces;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;
namespace OpenSim.Region.ScriptEngine.Shared.Tests
{
/// <summary>
/// Tests for inventory functions in LSL
/// </summary>
[TestFixture]
public class LSL_ApiInventoryTests
{
protected Scene m_scene;
protected XEngine.XEngine m_engine;
[SetUp]
public void SetUp()
{
IConfigSource initConfigSource = new IniConfigSource();
IConfig config = initConfigSource.AddConfig("XEngine");
config.Set("Enabled", "true");
m_scene = SceneHelpers.SetupScene();
SceneHelpers.SetupSceneModules(m_scene, initConfigSource);
m_engine = new XEngine.XEngine();
m_engine.Initialise(initConfigSource);
m_engine.AddRegion(m_scene);
}
/// <summary>
/// Test giving inventory from an object to an object where both are owned by the same user.
/// </summary>
[Test]
public void TestLlGiveInventoryO2OSameOwner()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
UUID userId = TestHelpers.ParseTail(0x1);
string inventoryItemName = "item1";
SceneObjectGroup so1 = SceneHelpers.CreateSceneObject(1, userId, "so1", 0x10);
m_scene.AddSceneObject(so1);
// Create an object embedded inside the first
UUID itemId = TestHelpers.ParseTail(0x20);
TaskInventoryHelpers.AddSceneObject(m_scene, so1.RootPart, inventoryItemName, itemId, userId);
LSL_Api api = new LSL_Api();
api.Initialize(m_engine, so1.RootPart, so1.RootPart.LocalId, so1.RootPart.UUID);
// Create a second object
SceneObjectGroup so2 = SceneHelpers.CreateSceneObject(1, userId, "so2", 0x100);
m_scene.AddSceneObject(so2);
api.llGiveInventory(so2.UUID.ToString(), inventoryItemName);
// Item has copy permissions so original should stay intact.
List<TaskInventoryItem> originalItems = so1.RootPart.Inventory.GetInventoryItems();
Assert.That(originalItems.Count, Is.EqualTo(1));
List<TaskInventoryItem> copiedItems = so2.RootPart.Inventory.GetInventoryItems(inventoryItemName);
Assert.That(copiedItems.Count, Is.EqualTo(1));
Assert.That(copiedItems[0].Name, Is.EqualTo(inventoryItemName));
}
/// <summary>
/// Test giving inventory from an object to an object where they have different owners
/// </summary>
[Test]
public void TestLlGiveInventoryO2ODifferentOwners()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
UUID user1Id = TestHelpers.ParseTail(0x1);
UUID user2Id = TestHelpers.ParseTail(0x2);
string inventoryItemName = "item1";
SceneObjectGroup so1 = SceneHelpers.CreateSceneObject(1, user1Id, "so1", 0x10);
m_scene.AddSceneObject(so1);
LSL_Api api = new LSL_Api();
api.Initialize(m_engine, so1.RootPart, so1.RootPart.LocalId, so1.RootPart.UUID);
// Create an object embedded inside the first
UUID itemId = TestHelpers.ParseTail(0x20);
TaskInventoryHelpers.AddSceneObject(m_scene, so1.RootPart, inventoryItemName, itemId, user1Id);
// Create a second object
SceneObjectGroup so2 = SceneHelpers.CreateSceneObject(1, user2Id, "so2", 0x100);
m_scene.AddSceneObject(so2);
LSL_Api api2 = new LSL_Api();
api2.Initialize(m_engine, so2.RootPart, so2.RootPart.LocalId, so2.RootPart.UUID);
// *** Firstly, we test where llAllowInventoryDrop() has not been called. ***
api.llGiveInventory(so2.UUID.ToString(), inventoryItemName);
{
// Item has copy permissions so original should stay intact.
List<TaskInventoryItem> originalItems = so1.RootPart.Inventory.GetInventoryItems();
Assert.That(originalItems.Count, Is.EqualTo(1));
// Should have not copied
List<TaskInventoryItem> copiedItems = so2.RootPart.Inventory.GetInventoryItems(inventoryItemName);
Assert.That(copiedItems.Count, Is.EqualTo(0));
}
// *** Secondly, we turn on allow inventory drop in the target and retest. ***
api2.llAllowInventoryDrop(1);
api.llGiveInventory(so2.UUID.ToString(), inventoryItemName);
{
// Item has copy permissions so original should stay intact.
List<TaskInventoryItem> originalItems = so1.RootPart.Inventory.GetInventoryItems();
Assert.That(originalItems.Count, Is.EqualTo(1));
// Should now have copied.
List<TaskInventoryItem> copiedItems = so2.RootPart.Inventory.GetInventoryItems(inventoryItemName);
Assert.That(copiedItems.Count, Is.EqualTo(1));
Assert.That(copiedItems[0].Name, Is.EqualTo(inventoryItemName));
}
}
}
}

View File

@ -73,6 +73,20 @@ namespace OpenSim.Server.Handlers.Login
if (requestData != null)
{
// Debug code to show exactly what login parameters the viewer is sending us.
// TODO: Extract into a method that can be generally applied if one doesn't already exist.
// foreach (string key in requestData.Keys)
// {
// object value = requestData[key];
// Console.WriteLine("{0}:{1}", key, value);
// if (value is ArrayList)
// {
// ICollection col = value as ICollection;
// foreach (object item in col)
// Console.WriteLine(" {0}", item);
// }
// }
if (requestData.ContainsKey("first") && requestData["first"] != null &&
requestData.ContainsKey("last") && requestData["last"] != null && (
(requestData.ContainsKey("passwd") && requestData["passwd"] != null) ||

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@ -94,6 +94,5 @@ namespace OpenSim.Server.Handlers.Login
server.AddXmlRPCHandler("set_login_level", loginHandlers.HandleXMLRPCSetLoginLevel, false);
server.SetDefaultLLSDHandler(loginHandlers.HandleLLSDLogin);
}
}
}

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@ -194,6 +194,15 @@
; region_manager_is_god = false
; parcel_owner_is_god = true
;; More control over permissions
;; This is definitely not SL!
; Provides a simple control for land owners to give build rights to specific avatars
; in publicly accessible parcels that disallow object creation in general.
; Owners specific avatars by adding them to the Access List of the parcel
; without having to use the Groups feature
; simple_build_permissions = false
;; Default script engine to use. Currently, we only have XEngine
; DefaultScriptEngine = "XEngine"

View File

@ -260,6 +260,14 @@
; Default value is all
; allowed_script_editors = all
; Provides a simple control for land owners to give build rights to specific avatars
; in publicly accessible parcels that disallow object creation in general.
; Owners specific avatars by adding them to the Access List of the parcel
; without having to use the Groups feature
; Disabled by default
; simple_build_permissions = False
; ##
; ## SCRIPT ENGINE
; ##