Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
c0672cb7db
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@ -71,6 +71,7 @@ namespace OpenSim.Framework
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bool IsEitherBannedOrRestricted(UUID avatar);
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bool IsBannedFromLand(UUID avatar);
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bool IsRestrictedFromLand(UUID avatar);
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bool IsInLandAccessList(UUID avatar);
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void SendLandUpdateToClient(IClientAPI remote_client);
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void SendLandUpdateToClient(bool snap_selection, IClientAPI remote_client);
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List<LandAccessEntry> CreateAccessListArrayByFlag(AccessList flag);
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@ -430,7 +430,7 @@ namespace OpenSim
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mscene = scene;
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scene.StartTimer();
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scene.Start();
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scene.StartScripts();
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@ -48,15 +48,18 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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if (Util.ParseUniversalUserIdentifier(ids[0], out friendID, out tmp, out tmp, out tmp, out tmp))
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{
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string friendsServerURI = m_FriendsModule.UserManagementModule.GetUserServerURL(friendID, "FriendsServerURI");
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HGFriendsServicesConnector fConn = new HGFriendsServicesConnector(friendsServerURI);
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List<UUID> friendsOnline = fConn.StatusNotification(ids, userID, online);
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if (online && friendsOnline.Count > 0)
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if (friendsServerURI != string.Empty)
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{
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IClientAPI client = m_FriendsModule.LocateClientObject(userID);
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if (client != null)
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client.SendAgentOnline(friendsOnline.ToArray());
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HGFriendsServicesConnector fConn = new HGFriendsServicesConnector(friendsServerURI);
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List<UUID> friendsOnline = fConn.StatusNotification(ids, userID, online);
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if (online && friendsOnline.Count > 0)
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{
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IClientAPI client = m_FriendsModule.LocateClientObject(userID);
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if (client != null)
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client.SendAgentOnline(friendsOnline.ToArray());
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}
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}
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}
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}
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@ -448,8 +448,6 @@ namespace OpenSim.Region.CoreModules.World.Land
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public bool IsRestrictedFromLand(UUID avatar)
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{
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ExpireAccessList();
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if (m_scene.Permissions.IsAdministrator(avatar))
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return false;
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@ -459,20 +457,27 @@ namespace OpenSim.Region.CoreModules.World.Land
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if (avatar == LandData.OwnerID)
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return false;
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if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) > 0)
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if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) == 0)
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return false;
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return (!IsInLandAccessList(avatar));
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}
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public bool IsInLandAccessList(UUID avatar)
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{
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ExpireAccessList();
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if (LandData.ParcelAccessList.FindIndex(
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delegate(LandAccessEntry e)
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{
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if (e.AgentID == avatar && e.Flags == AccessList.Access)
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return true;
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return false;
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}) == -1)
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{
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if (LandData.ParcelAccessList.FindIndex(
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delegate(LandAccessEntry e)
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{
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if (e.AgentID == avatar && e.Flags == AccessList.Access)
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return true;
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return false;
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}) == -1)
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{
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return true;
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}
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return false;
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}
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return false;
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return true;
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}
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public void SendLandUpdateToClient(IClientAPI remote_client)
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@ -95,6 +95,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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private bool m_RegionManagerIsGod = false;
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private bool m_ParcelOwnerIsGod = false;
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private bool m_SimpleBuildPermissions = false;
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/// <value>
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/// The set of users that are allowed to create scripts. This is only active if permissions are not being
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/// bypassed. This overrides normal permissions.
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@ -140,6 +142,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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m_RegionManagerIsGod = myConfig.GetBoolean("region_manager_is_god", false);
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m_ParcelOwnerIsGod = myConfig.GetBoolean("parcel_owner_is_god", true);
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m_SimpleBuildPermissions = myConfig.GetBoolean("simple_build_permissions", false);
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m_allowedScriptCreators
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= ParseUserSetConfigSetting(myConfig, "allowed_script_creators", m_allowedScriptCreators);
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m_allowedScriptEditors
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@ -824,6 +828,10 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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permission = true;
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}
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if (m_SimpleBuildPermissions &&
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(parcel.LandData.Flags & (uint)ParcelFlags.UseAccessList) == 0 && parcel.IsInLandAccessList(user))
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permission = true;
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return permission;
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}
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@ -598,6 +598,12 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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"[TERRAIN]: Could not save terrain from {0} to {1}. Valid file extensions are {2}",
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m_scene.RegionInfo.RegionName, filename, m_supportedFileExtensions);
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}
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// else
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// {
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// m_log.ErrorFormat(
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// "[TERRAIN]: Could not save terrain from {0} to {1}. {2} {3} {4} {5} {6} {7}",
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// m_scene.RegionInfo.RegionName, filename, fileWidth, fileHeight, fileStartX, fileStartY, offsetX, offsetY);
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// }
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}
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/// <summary>
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@ -154,6 +154,15 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <returns>null if the item does not exist</returns>
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TaskInventoryItem GetInventoryItem(UUID itemId);
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/// <summary>
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/// Get all inventory items.
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/// </summary>
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/// <param name="name"></param>
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/// <returns>
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/// If there are no inventory items then an empty list is returned.
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/// </returns>
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List<TaskInventoryItem> GetInventoryItems();
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/// <summary>
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/// Get inventory items by name.
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/// </summary>
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@ -162,7 +171,7 @@ namespace OpenSim.Region.Framework.Interfaces
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/// A list of inventory items with that name.
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/// If no inventory item has that name then an empty list is returned.
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/// </returns>
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IList<TaskInventoryItem> GetInventoryItems(string name);
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List<TaskInventoryItem> GetInventoryItems(string name);
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/// <summary>
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/// Get the scene object referenced by an inventory item.
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@ -138,9 +138,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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// "[ANIMATION SET]: Setting default animation {0}, sequence number {1}, object id {2}",
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// anim, sequenceNum, objectID);
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if (AvatarAnimations.AnimsUUID.ContainsKey(anim))
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if (DefaultAvatarAnimations.AnimsUUID.ContainsKey(anim))
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{
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return SetDefaultAnimation(AvatarAnimations.AnimsUUID[anim], sequenceNum, objectID);
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return SetDefaultAnimation(DefaultAvatarAnimations.AnimsUUID[anim], sequenceNum, objectID);
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}
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return false;
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}
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@ -33,7 +33,7 @@ using OpenMetaverse;
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namespace OpenSim.Region.Framework.Scenes.Animation
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{
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public class AvatarAnimations
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public class DefaultAvatarAnimations
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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@ -43,7 +43,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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public static Dictionary<UUID, string> AnimsNames = new Dictionary<UUID, string>();
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public static Dictionary<UUID, string> AnimStateNames = new Dictionary<UUID, string>();
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static AvatarAnimations()
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static DefaultAvatarAnimations()
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{
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LoadAnimations(DefaultAnimationsPath);
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}
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@ -99,7 +99,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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// XXX: For some reason, we store all animations and use them with upper case names, but in LSL animations
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// are referenced with lower case names!
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UUID animID = AvatarAnimations.GetDefaultAnimation(name.ToUpper());
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UUID animID = DefaultAvatarAnimations.GetDefaultAnimation(name.ToUpper());
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if (animID == UUID.Zero)
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return;
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@ -125,7 +125,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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// XXX: For some reason, we store all animations and use them with upper case names, but in LSL animations
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// are referenced with lower case names!
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UUID animID = AvatarAnimations.GetDefaultAnimation(name);
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UUID animID = DefaultAvatarAnimations.GetDefaultAnimation(name.ToUpper());
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if (animID == UUID.Zero)
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return;
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@ -1210,9 +1210,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// Copy a task (prim) inventory item to another task (prim)
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/// </summary>
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/// <param name="destId"></param>
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/// <param name="part"></param>
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/// <param name="itemId"></param>
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/// <param name="destId">ID of destination part</param>
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/// <param name="part">Source part</param>
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/// <param name="itemId">Source item id to transfer</param>
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public void MoveTaskInventoryItem(UUID destId, SceneObjectPart part, UUID itemId)
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{
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TaskInventoryItem srcTaskItem = part.Inventory.GetInventoryItem(itemId);
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@ -1238,24 +1238,21 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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}
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// Can't transfer this
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//
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if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
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return;
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if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
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if (part.OwnerID != destPart.OwnerID)
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{
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// object cannot copy items to an object owned by a different owner
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// unless llAllowInventoryDrop has been called
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// Source must have transfer permissions
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if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
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return;
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return;
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// Object cannot copy items to an object owned by a different owner
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// unless llAllowInventoryDrop has been called on the destination
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if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
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return;
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}
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// must have both move and modify permission to put an item in an object
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if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0)
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{
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return;
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}
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TaskInventoryItem destTaskItem = new TaskInventoryItem();
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@ -211,14 +211,12 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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private bool m_cleaningTemps = false;
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private Object m_heartbeatLock = new Object();
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// private Object m_heartbeatLock = new Object();
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// TODO: Possibly stop other classes being able to manipulate this directly.
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private SceneGraph m_sceneGraph;
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private volatile int m_bordersLocked;
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// private int m_RestartTimerCounter;
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private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
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// private int m_incrementsof15seconds;
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private volatile bool m_backingup;
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private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
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private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
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@ -226,12 +224,17 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_physics_enabled = true;
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private bool m_scripts_enabled = true;
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private string m_defaultScriptEngine;
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|
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/// <summary>
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/// Tick at which the last login occurred.
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/// </summary>
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private int m_LastLogin;
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private Thread HeartbeatThread;
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private volatile bool shuttingdown;
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private int m_lastUpdate;
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private bool m_firstHeartbeat = true;
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// private int m_lastUpdate;
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// private bool m_firstHeartbeat = true;
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|
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private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
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private bool m_reprioritizationEnabled = true;
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|
@ -801,7 +804,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_permissions = new ScenePermissions(this);
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m_lastUpdate = Util.EnvironmentTickCount();
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// m_lastUpdate = Util.EnvironmentTickCount();
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}
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#endregion
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|
@ -1074,6 +1077,12 @@ namespace OpenSim.Region.Framework.Scenes
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m_physics_enabled = enablePhysics;
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}
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// if (options.ContainsKey("collisions"))
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// {
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// // TODO: Implement. If false, should stop objects colliding, though possibly should still allow
|
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// // the avatar themselves to collide with the ground.
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// }
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|
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if (options.ContainsKey("teleport"))
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{
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bool enableTeleportDebugging;
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|
@ -1150,9 +1159,9 @@ namespace OpenSim.Region.Framework.Scenes
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}
|
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|
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/// <summary>
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/// Start the timer which triggers regular scene updates
|
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/// Start the scene
|
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/// </summary>
|
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public void StartTimer()
|
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public void Start()
|
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{
|
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// m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName);
|
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|
||||
|
@ -1164,7 +1173,7 @@ namespace OpenSim.Region.Framework.Scenes
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HeartbeatThread.Abort();
|
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HeartbeatThread = null;
|
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}
|
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m_lastUpdate = Util.EnvironmentTickCount();
|
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// m_lastUpdate = Util.EnvironmentTickCount();
|
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|
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HeartbeatThread
|
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= Watchdog.StartThread(
|
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|
@ -1197,33 +1206,34 @@ namespace OpenSim.Region.Framework.Scenes
|
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/// </summary>
|
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private void Heartbeat()
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{
|
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if (!Monitor.TryEnter(m_heartbeatLock))
|
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{
|
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Watchdog.RemoveThread();
|
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return;
|
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}
|
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// if (!Monitor.TryEnter(m_heartbeatLock))
|
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// {
|
||||
// Watchdog.RemoveThread();
|
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// return;
|
||||
// }
|
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|
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try
|
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{
|
||||
m_eventManager.TriggerOnRegionStarted(this);
|
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// try
|
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// {
|
||||
|
||||
// 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.
|
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Update(1);
|
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Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
|
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m_eventManager.TriggerOnRegionStarted(this);
|
||||
|
||||
while (!shuttingdown)
|
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Update(-1);
|
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// 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.
|
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Update(1);
|
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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)
|
||||
{
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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()
|
||||
{
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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) ||
|
||||
|
|
|
@ -94,6 +94,5 @@ namespace OpenSim.Server.Handlers.Login
|
|||
server.AddXmlRPCHandler("set_login_level", loginHandlers.HandleXMLRPCSetLoginLevel, false);
|
||||
server.SetDefaultLLSDHandler(loginHandlers.HandleLLSDLogin);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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"
|
||||
|
||||
|
|
|
@ -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
|
||||
; ##
|
||||
|
|
Loading…
Reference in New Issue