Merge branch 'master' of /home/opensim/var/repo/opensim
commit
d2a6d255e4
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@ -26,6 +26,7 @@
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bin/Debug/*.dll
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bin/*.dll.mdb
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bin/*.db
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bin/*.db-journal
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bin/addin-db-*
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bin/*.dll
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bin/OpenSim.vshost.exe.config
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@ -1943,6 +1943,9 @@ namespace OpenSim.Region.Framework.Scenes
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deleteIDs.Add(localID);
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deleteGroups.Add(grp);
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// If child prims have invalid perms, fix them
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grp.AdjustChildPrimPermissions();
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if (remoteClient == null)
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{
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// Autoreturn has a null client. Nothing else does. So
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@ -2131,6 +2131,9 @@ namespace OpenSim.Region.Framework.Scenes
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// Can't do this yet since backup still makes use of the root part without any synchronization
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// objectGroup.m_rootPart = null;
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// If linking prims with different permissions, fix them
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AdjustChildPrimPermissions();
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AttachToBackup();
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// Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the
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@ -2622,12 +2625,21 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public void AdjustChildPrimPermissions()
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{
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ForEachPart(part =>
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{
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if (part != RootPart)
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part.ClonePermissions(RootPart);
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});
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}
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public void UpdatePermissions(UUID AgentID, byte field, uint localID,
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uint mask, byte addRemTF)
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{
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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parts[i].UpdatePermissions(AgentID, field, localID, mask, addRemTF);
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RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
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AdjustChildPrimPermissions();
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HasGroupChanged = true;
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@ -3890,6 +3890,27 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public void ClonePermissions(SceneObjectPart source)
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{
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bool update = false;
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if (BaseMask != source.BaseMask ||
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OwnerMask != source.OwnerMask ||
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GroupMask != source.GroupMask ||
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EveryoneMask != source.EveryoneMask ||
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NextOwnerMask != source.NextOwnerMask)
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update = true;
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BaseMask = source.BaseMask;
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OwnerMask = source.OwnerMask;
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GroupMask = source.GroupMask;
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EveryoneMask = source.EveryoneMask;
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NextOwnerMask = source.NextOwnerMask;
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if (update)
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SendFullUpdateToAllClients();
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}
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public bool IsHingeJoint()
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{
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// For now, we use the NINJA naming scheme for identifying joints.
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@ -5165,25 +5165,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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/// separated list. There is a space after
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/// each comma.
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/// </summary>
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public LSL_String llList2CSV(LSL_List src)
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{
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string ret = String.Empty;
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int x = 0;
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m_host.AddScriptLPS(1);
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if (src.Data.Length > 0)
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return string.Join(", ",
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(new List<object>(src.Data)).ConvertAll<string>(o =>
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{
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ret = src.Data[x++].ToString();
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for (; x < src.Data.Length; x++)
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{
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ret += ", "+src.Data[x].ToString();
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}
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}
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return ret;
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return o.ToString();
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}).ToArray());
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}
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/// <summary>
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@ -2896,6 +2896,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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});
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}
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public LSL_Float osGetHealth(string avatar)
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{
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CheckThreatLevel(ThreatLevel.None, "osGetHealth");
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m_host.AddScriptLPS(1);
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LSL_Float health = new LSL_Float(-1);
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ScenePresence presence = World.GetScenePresence(new UUID(avatar));
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if (presence != null) health = presence.Health;
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return health;
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}
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public void osCauseDamage(string avatar, double damage)
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{
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CheckThreatLevel(ThreatLevel.High, "osCauseDamage");
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@ -258,6 +258,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
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int osGetSimulatorMemory();
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void osKickAvatar(string FirstName,string SurName,string alert);
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void osSetSpeed(string UUID, LSL_Float SpeedModifier);
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LSL_Float osGetHealth(string avatar);
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void osCauseHealing(string avatar, double healing);
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void osCauseDamage(string avatar, double damage);
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LSL_List osGetPrimitiveParams(LSL_Key prim, LSL_List rules);
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@ -866,6 +866,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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m_OSSL_Functions.osSetSpeed(UUID, SpeedModifier);
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}
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public LSL_Float osGetHealth(string avatar)
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{
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return m_OSSL_Functions.osGetHealth(avatar);
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}
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public void osCauseDamage(string avatar, double damage)
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{
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m_OSSL_Functions.osCauseDamage(avatar, damage);
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@ -589,8 +589,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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if (m_Assemblies.ContainsKey(instance.AssetID))
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{
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string assembly = m_Assemblies[instance.AssetID];
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try
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{
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instance.SaveState(assembly);
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}
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catch (Exception e)
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{
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m_log.Error(
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string.Format(
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"[XEngine]: Failed final state save for script {0}.{1}, item UUID {2}, prim UUID {3} in {4}. Exception ",
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instance.PrimName, instance.ScriptName, instance.ItemID, instance.ObjectID, World.Name)
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, e);
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}
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}
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// Clear the event queue and abort the instance thread
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//
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@ -707,8 +719,19 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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assembly = m_Assemblies[i.AssetID];
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}
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try
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{
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i.SaveState(assembly);
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}
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catch (Exception e)
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{
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m_log.Error(
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string.Format(
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"[XEngine]: Failed to save state of script {0}.{1}, item UUID {2}, prim UUID {3} in {4}. Exception ",
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i.PrimName, i.ScriptName, i.ItemID, i.ObjectID, World.Name)
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, e);
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}
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}
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instances.Clear();
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@ -7,6 +7,16 @@
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[AssetService]
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ConnectionString = "URI=file:Asset.db,version=3"
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; The HGAssetService section controls the connection given to the AssetService in a Hypergrid configuration.
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; This has to be separate from [AssetService] because the Hypergrid facing connector uses [HGAssetService] for its config data instead.
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; However, the internal asset service will still use the [AssetService] section.
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; Therefore, you will almost certainly want the ConnectionString in [HGAssetService] to be the same as in [AssetService]
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; so that they both access the same database.
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; This issue does not apply to normal MySQL/MSSQL configurations, since by default they use the settings in [DatabaseService] and
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; do not have separate connection strings for different services.
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[HGAssetService]
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ConnectionString = "URI=file:Asset.db,version=3"
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[InventoryService]
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;ConnectionString = "URI=file:inventory.db,version=3"
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; if you have a legacy inventory store use the connection string below
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