Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
cb26878f96
|
@ -54,7 +54,7 @@ namespace OpenSim.Data
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/// <summary>
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/// Get a user from a given uri.
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/// </summary>
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/// </summary>
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/// <param name="uri"></param>
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/// <returns>The user data profile. Null if no user is found.</returns>
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UserProfileData GetUserByUri(Uri uri);
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@ -497,7 +497,7 @@ namespace OpenSim.Data.Tests
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Quaternion rotoff = new Quaternion(random.Next(),random.Next(),random.Next(),random.Next());
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Vector3 velocity = new Vector3(random.Next(),random.Next(),random.Next());
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Vector3 angvelo = new Vector3(random.Next(),random.Next(),random.Next());
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Vector3 accel = new Vector3(random.Next(),random.Next(),random.Next());
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Vector3 accel = new Vector3(random.Next(),random.Next(),random.Next());
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sop.GroupPosition = groupos;
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sop.RotationOffset = rotoff;
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@ -219,7 +219,7 @@ namespace OpenSim.Framework.Communications.Cache
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/// <summary>
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/// Fetch inventory for this user.
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/// </summary>
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/// This has to be executed as a separate step once user information is retreived.
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/// This has to be executed as a separate step once user information is retreived.
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/// This will occur synchronously if the inventory service is in the same process as this class, and
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/// asynchronously otherwise.
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public void FetchInventory()
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@ -123,7 +123,7 @@ namespace OpenSim.Framework.Communications.Cache
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/// <summary>
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/// Get details of the given user.
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/// </summary>
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/// If the user isn't in cache then the user is requested from the profile service.
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/// If the user isn't in cache then the user is requested from the profile service.
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/// <param name="userID"></param>
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/// <returns>null if no user details are found</returns>
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public CachedUserInfo GetUserDetails(string fname, string lname)
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@ -151,7 +151,7 @@ namespace OpenSim.Framework.Communications.Cache
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/// <summary>
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/// Get details of the given user.
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/// </summary>
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/// If the user isn't in cache then the user is requested from the profile service.
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/// If the user isn't in cache then the user is requested from the profile service.
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/// <param name="userID"></param>
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/// <returns>null if no user details are found</returns>
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public CachedUserInfo GetUserDetails(UUID userID)
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@ -128,7 +128,7 @@ namespace OpenSim.Framework.Communications
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///
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/// <param name="friendlistowner">The agent for whom we're retreiving the friends Data.</param>
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/// <returns>
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/// A List of FriendListItems that contains info about the user's friends.
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/// A List of FriendListItems that contains info about the user's friends.
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/// Always returns a list even if the user has no friends
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/// </returns>
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List<FriendListItem> GetUserFriendList(UUID friendlistowner);
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@ -35,7 +35,7 @@ using OpenSim.Data;
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namespace OpenSim.Framework.Communications
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{
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/// <summary>
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/// Plugin for managing temporary user profiles.
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/// Plugin for managing temporary user profiles.
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/// </summary>
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public class TemporaryUserProfilePlugin : IUserDataPlugin
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{
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@ -314,7 +314,7 @@ namespace OpenSim.Framework
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/// FIXME: Delimitors which occur in names themselves are not currently escapable.
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///
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/// <param name="path">
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/// The path to the required folder.
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/// The path to the required folder.
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/// It this is empty or consists only of the PATH_DELIMTER then this folder itself is returned.
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/// </param>
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/// <returns>null if the folder is not found</returns>
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@ -155,7 +155,7 @@ namespace OpenSim.Framework.Serialization.External
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xtw.WriteElementString("OwnerID", landData.OwnerID.ToString());
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xtw.WriteStartElement("ParcelAccessList");
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foreach(ParcelManager.ParcelAccessEntry pal in landData.ParcelAccessList)
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foreach (ParcelManager.ParcelAccessEntry pal in landData.ParcelAccessList)
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{
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xtw.WriteStartElement("ParcelAccessEntry");
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xtw.WriteElementString("AgentID", pal.AgentID.ToString());
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@ -56,7 +56,7 @@ namespace OpenSim
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public const int VERSIONINFO_VERSION_LENGTH = 27;
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/// <value>
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/// This is the external interface version. It is separate from the OpenSimulator project version.
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/// This is the external interface version. It is separate from the OpenSimulator project version.
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///
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/// This version number should be
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/// increased by 1 every time a code change makes the previous OpenSimulator revision incompatible
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@ -114,7 +114,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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sessionInfo = circuitManager.AuthenticateSession(sessionId, agentId, circuitCode);
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if (!sessionInfo.Authorised)
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return false;
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return false;
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return true;
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}
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@ -49,7 +49,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public int Min
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{
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get { return m_minAllowableThrottle; }
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}
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}
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public int Current
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{
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@ -233,7 +233,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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TestLLPacketServer testLLPacketServer;
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AgentCircuitManager acm;
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SetupStack(scene, out testLLUDPServer, out testLLPacketServer, out acm);
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AddClient(myCircuitCode, testEp, testLLUDPServer, acm);
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AddClient(myCircuitCode, testEp, testLLUDPServer, acm);
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byte[] data = new byte[] { 0x01, 0x02, 0x03, 0x04 };
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@ -252,7 +252,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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testLLUDPServer.LoadReceive(BuildTestObjectNamePacket(1, "helloooo"), testEp);
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testLLUDPServer.ReceiveData(null);
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Assert.That(testLLPacketServer.GetTotalPacketsReceived(), Is.EqualTo(1));
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Assert.That(testLLPacketServer.GetTotalPacketsReceived(), Is.EqualTo(1));
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Assert.That(testLLPacketServer.GetPacketsReceivedFor(PacketType.ObjectName), Is.EqualTo(1));
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}
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@ -292,7 +292,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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Assert.IsFalse(testLLUDPServer.HasCircuit(circuitCodeA));
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Assert.That(testLLPacketServer.GetTotalPacketsReceived(), Is.EqualTo(3));
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Assert.That(testLLPacketServer.GetTotalPacketsReceived(), Is.EqualTo(3));
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Assert.That(testLLPacketServer.GetPacketsReceivedFor(PacketType.ObjectName), Is.EqualTo(3));
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}
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}
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@ -80,7 +80,7 @@ namespace OpenSim.Region.ClientStack
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/// </summary>
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///
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/// <param name="osSceneIdentifier">
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/// The name of the OpenSim scene this physics scene is serving. This will be used in log messages.
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/// The name of the OpenSim scene this physics scene is serving. This will be used in log messages.
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/// </param>
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/// <returns></returns>
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protected abstract PhysicsScene GetPhysicsScene(string osSceneIdentifier);
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@ -121,7 +121,7 @@ namespace OpenSim.Region.ClientStack
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/// <param name="meshEngine">The name of the mesh engine to use</param>
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/// <param name="config">The configuration data to pass to the physics and mesh engines</param>
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/// <param name="osSceneIdentifier">
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/// The name of the OpenSim scene this physics scene is serving. This will be used in log messages.
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/// The name of the OpenSim scene this physics scene is serving. This will be used in log messages.
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/// </param>
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/// <returns></returns>
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protected PhysicsScene GetPhysicsScene(
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@ -40,7 +40,7 @@ namespace OpenSim.Region.ClientStack
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/// <summary>
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/// Maximum bytes per second that the throttle can be set to.
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/// </summary>
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public int Max;
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public int Max;
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/// <summary>
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/// Current bytes per second that the throttle should be set to.
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@ -185,7 +185,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
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m_log.InfoFormat(
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"[DIALOG]: Sending alert in region {0} to {1} {2} with message {3}",
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m_scene.RegionInfo.RegionName, firstName, lastName, message);
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m_scene.RegionInfo.RegionName, firstName, lastName, message);
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SendAlertToUser(firstName, lastName, message, false);
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}
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}
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@ -58,7 +58,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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/// User id to search
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/// </param>
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/// <param name="path">
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/// The path to the required folder.
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/// The path to the required folder.
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/// It this is empty or consists only of the PATH_DELIMTER then this folder itself is returned.
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/// </param>
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/// <returns>null if the folder is not found</returns>
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@ -91,7 +91,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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/// The folder from which the path starts
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/// </param>
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/// <param name="path">
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/// The path to the required folder.
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/// The path to the required folder.
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/// It this is empty or consists only of the PATH_DELIMTER then this folder itself is returned.
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/// </param>
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/// <returns>null if the folder is not found</returns>
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@ -169,7 +169,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
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byte[] copyIDBytes = copyID.GetBytes();
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im.binaryBucket = new byte[1 + copyIDBytes.Length];
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im.binaryBucket[0] = (byte)AssetType.Folder;
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Array.Copy(copyIDBytes, 0, im.binaryBucket, 1, copyIDBytes.Length);
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Array.Copy(copyIDBytes, 0, im.binaryBucket, 1, copyIDBytes.Length);
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if (user != null && !user.IsChildAgent)
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{
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@ -508,7 +508,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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scene.WestBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY;
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}
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/*
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/*
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else
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{
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conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
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@ -103,7 +103,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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//private uint PERM_MODIFY = (uint)16384;
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private uint PERM_MOVE = (uint)524288;
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private uint PERM_TRANS = (uint)8192;
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private uint PERM_LOCKED = (uint)540672;
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private uint PERM_LOCKED = (uint)540672;
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/// <value>
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/// Different user set names that come in from the configuration file.
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@ -90,6 +90,6 @@ namespace OpenSim.Region.CoreModules.World.Sound
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p.ControllingClient.SendTriggeredSound(
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soundId, ownerID, objectID, parentID, handle, position, (float)gain);
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}
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}
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}
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}
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}
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@ -46,7 +46,7 @@ namespace OpenSim.Region.CoreModules.World.Wind.Plugins
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private float m_avgStrength = 5.0f; // Average magnitude of the wind vector
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private float m_avgDirection = 0.0f; // Average direction of the wind in degrees
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private float m_varStrength = 5.0f; // Max Strength Variance
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private float m_varStrength = 5.0f; // Max Strength Variance
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private float m_varDirection = 30.0f;// Max Direction Variance
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private float m_rateChange = 1.0f; //
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|
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@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Interfaces
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void SendAlertToUser(string firstName, string lastName, string message, bool modal);
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/// <summary>
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/// Send an alert message to all users in the scene.
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/// Send an alert message to all users in the scene.
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/// </summary>
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/// <param name="message"></param>
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void SendGeneralAlert(string message);
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|
@ -129,7 +129,7 @@ namespace OpenSim.Region.Framework.Interfaces
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///
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/// <param name="fromAvatarID">The user sending the message</param>
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/// <param name="fromAvatarName">The name of the user doing the sending</param>
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/// <param name="message">The message being sent to the user</param>
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/// <param name="message">The message being sent to the user</param>
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void SendNotificationToUsersInEstate(UUID fromAvatarID, string fromAvatarName, string message);
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}
|
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}
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|
|
|
@ -52,7 +52,7 @@ namespace OpenSim.Region.Framework.Interfaces
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/// This method occurs asynchronously. If you want notification of when it has completed then subscribe to
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/// the EventManager.OnOarFileSaved event.
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///
|
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/// <param name="savePath"></param>
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/// <param name="savePath"></param>
|
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/// <param name="requestId">If supplied, this request Id is later returned in the saved event</param>
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void ArchiveRegion(string savePath, Guid requestId);
|
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|
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|
|
|
@ -55,11 +55,11 @@ namespace OpenSim.Region.Framework.Scenes
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/// Creates a Border. The line is perpendicular to the direction cardinal.
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/// IE: if the direction cardinal is South, the line is West->East
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/// </summary>
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/// <param name="lineStart">The starting point for the line of the border.
|
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/// The position of an object must be greater then this for this border to trigger.
|
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/// <param name="lineStart">The starting point for the line of the border.
|
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/// The position of an object must be greater then this for this border to trigger.
|
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/// Perpendicular to the direction cardinal</param>
|
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/// <param name="lineEnd">The ending point for the line of the border.
|
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/// The position of an object must be less then this for this border to trigger.
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/// <param name="lineEnd">The ending point for the line of the border.
|
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/// The position of an object must be less then this for this border to trigger.
|
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/// Perpendicular to the direction cardinal</param>
|
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/// <param name="triggerCoordinate">The position that triggers border the border
|
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/// cross parallel to the direction cardinal. On the North cardinal, this
|
||||
|
|
|
@ -134,7 +134,7 @@ namespace OpenSim.Region.Framework.Scenes
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public abstract void UpdateMovement();
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|
||||
/// <summary>
|
||||
/// Performs any updates that need to be done at each frame, as opposed to immediately.
|
||||
/// Performs any updates that need to be done at each frame, as opposed to immediately.
|
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/// These included scheduled updates and updates that occur due to physics processing.
|
||||
/// </summary>
|
||||
public abstract void Update();
|
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|
|
|
@ -544,7 +544,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// FIXME: We call add new inventory folder because in the data layer, we happen to use an SQL REPLACE
|
||||
/// so this will work to rename an existing folder. Needless to say, to rely on this is very confusing,
|
||||
/// and needs to be changed.
|
||||
///
|
||||
///
|
||||
/// <param name="remoteClient"></param>
|
||||
/// <param name="folderID"></param>
|
||||
/// <param name="type"></param>
|
||||
|
|
|
@ -3419,7 +3419,7 @@ namespace OpenSim.Region.Framework.Scenes
|
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/// We've got an update about an agent that sees into this region,
|
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/// send it to ScenePresence for processing It's the full data.
|
||||
/// </summary>
|
||||
/// <param name="cAgentData">Agent that contains all of the relevant things about an agent.
|
||||
/// <param name="cAgentData">Agent that contains all of the relevant things about an agent.
|
||||
/// Appearance, animations, position, etc.</param>
|
||||
/// <returns>true if we handled it.</returns>
|
||||
public virtual bool IncomingChildAgentDataUpdate(AgentData cAgentData)
|
||||
|
|
|
@ -133,7 +133,7 @@ namespace OpenSim.Region.Framework.Scenes
|
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/// Is this scene object acting as an attachment?
|
||||
///
|
||||
/// We return false if the group has already been deleted.
|
||||
///
|
||||
///
|
||||
/// TODO: At the moment set must be done on the part itself. There may be a case for doing it here since I
|
||||
/// presume either all or no parts in a linkset can be part of an attachment (in which
|
||||
/// case the value would get proprogated down into all the descendent parts).
|
||||
|
|
|
@ -142,7 +142,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
public UUID FromItemID = UUID.Zero;
|
||||
|
||||
/// <value>
|
||||
/// The UUID of the user inventory item from which this object was rezzed if this is a root part.
|
||||
/// The UUID of the user inventory item from which this object was rezzed if this is a root part.
|
||||
/// If UUID.Zero then either this is not a root part or there is no connection with a user inventory item.
|
||||
/// </value>
|
||||
private UUID m_fromUserInventoryItemID = UUID.Zero;
|
||||
|
@ -363,7 +363,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
/// <summary>
|
||||
/// A relic from when we we thought that prims contained folder objects. In
|
||||
/// reality, prim == folder
|
||||
/// reality, prim == folder
|
||||
/// Exposing this is not particularly good, but it's one of the least evils at the moment to see
|
||||
/// folder id from prim inventory item data, since it's not (yet) actually stored with the prim.
|
||||
/// </summary>
|
||||
|
@ -3386,7 +3386,7 @@ if (m_shape != null) {
|
|||
}
|
||||
else
|
||||
{
|
||||
IsPhantom = false;
|
||||
IsPhantom = false;
|
||||
// If volumedetect is active we don't want phantom to be applied.
|
||||
// If this is a new call to VD out of the state "phantom"
|
||||
// this will also cause the prim to be visible to physics
|
||||
|
|
|
@ -2313,7 +2313,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
m_log.Debug("DEBUG: AddNewMovement: child agent, Making root agent!");
|
||||
|
||||
// we have to reset the user's child agent connections.
|
||||
// we have to reset the user's child agent connections.
|
||||
// Likely, here they've lost the eventqueue for other regions so border
|
||||
// crossings will fail at this point unless we reset them.
|
||||
|
||||
|
|
|
@ -127,7 +127,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
// Assert.That(
|
||||
// scene.CommsManager.UserAdminService.AddUser(
|
||||
// "Bob", "Hoskins", "test", "test@test.com", 1000, 1000, agentId),
|
||||
// Is.EqualTo(agentId));
|
||||
// Is.EqualTo(agentId));
|
||||
|
||||
// IClientAPI client = SceneSetupHelpers.AddRootAgent(scene, agentId);
|
||||
|
||||
|
|
|
@ -93,7 +93,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
|
|||
{
|
||||
response = HandleRegister(Context, Realm, request);
|
||||
}
|
||||
else if (sipAuthMethod == "INVITE")
|
||||
else if (sipAuthMethod == "INVITE")
|
||||
{
|
||||
response = HandleInvite(Context, Realm, request);
|
||||
}
|
||||
|
|
|
@ -1261,7 +1261,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
|
|||
{
|
||||
if (m_debugEnabled) m_log.InfoFormat("[GROUPS]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name);
|
||||
|
||||
// TODO: Probably isn't nessesary to update every client in every scene.
|
||||
// TODO: Probably isn't nessesary to update every client in every scene.
|
||||
// Need to examine client updates and do only what's nessesary.
|
||||
lock (m_sceneList)
|
||||
{
|
||||
|
|
|
@ -92,7 +92,7 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
|
|||
this.m_maximum_scale = cp.m_maximum_scale;
|
||||
this.m_initial_scale = cp.m_initial_scale;
|
||||
this.m_rate = cp.m_rate;
|
||||
this.m_planted = planted;
|
||||
this.m_planted = planted;
|
||||
this.m_trees = new List<UUID>();
|
||||
}
|
||||
|
||||
|
|
|
@ -178,12 +178,12 @@ namespace OpenSim.Region.Physics.Manager
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Queue a raycast against the physics scene.
|
||||
/// Queue a raycast against the physics scene.
|
||||
/// The provided callback method will be called when the raycast is complete
|
||||
///
|
||||
/// Many physics engines don't support collision testing at the same time as
|
||||
/// manipulating the physics scene, so we queue the request up and callback
|
||||
/// a custom method when the raycast is complete.
|
||||
/// a custom method when the raycast is complete.
|
||||
/// This allows physics engines that give an immediate result to callback immediately
|
||||
/// and ones that don't, to callback when it gets a result back.
|
||||
///
|
||||
|
|
|
@ -30,7 +30,7 @@ namespace OpenSim.Server.Base
|
|||
public class ProtocolVersions
|
||||
{
|
||||
/// <value>
|
||||
/// This is the external protocol versions. It is separate from the OpenSimulator project version.
|
||||
/// This is the external protocol versions. It is separate from the OpenSimulator project version.
|
||||
///
|
||||
/// These version numbers should be increased by 1 every time a code
|
||||
/// change in the Service.Connectors and Server.Handlers, espectively,
|
||||
|
|
Loading…
Reference in New Issue