Merge branch 'master' into careminster-presence-refactor

avinationmerge
Melanie 2010-06-24 03:30:11 +01:00
commit e93853623b
3 changed files with 38 additions and 8 deletions

View File

@ -396,18 +396,20 @@ namespace OpenSim
scene.SnmpService.BootInfo("Grid Registration done", scene);
}
scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
scene.EventManager.TriggerParcelPrimCountUpdate();
// We need to do this after we've initialized the
// scripting engines.
scene.CreateScriptInstances();
scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
scene.EventManager.TriggerParcelPrimCountUpdate();
if (scene.SnmpService != null)
{
scene.SnmpService.BootInfo("ScriptEngine started", scene);
}
=======
>>>>>>> master:OpenSim/Region/Application/OpenSimBase.cs
m_sceneManager.Add(scene);
if (m_autoCreateClientStack)

View File

@ -31,6 +31,7 @@ using System.IO;
using System.Collections.Generic;
using System.Collections;
using System.Reflection;
using System.Threading;
using OpenMetaverse;
using log4net;
using OpenSim.Framework;
@ -208,6 +209,7 @@ namespace OpenSim.Region.Framework.Scenes
if ((int)InventoryType.LSL == item.InvType)
{
CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
Thread.Sleep(10); // workaround for Mono cpu utilization > 100% bug
}
}
}
@ -268,7 +270,7 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.InfoFormat(
// "[PRIM INVENTORY]: " +
// "Starting script {0}, {1} in prim {2}, {3}",
// item.Name, item.ItemID, Name, UUID);
// item.Name, item.ItemID, m_part.Name, m_part.UUID);
if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
{
@ -308,6 +310,7 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
if (m_part.ParentGroup.m_savedScriptState != null)
RestoreSavedScriptState(item.OldItemID, item.ItemID);
@ -324,6 +327,22 @@ namespace OpenSim.Region.Framework.Scenes
StoreScriptErrors(item.ItemID, null);
m_part.ParentGroup.AddActiveScriptCount(1);
m_part.ScheduleFullUpdate();
=======
lock (m_items)
{
if (m_part.ParentGroup.m_savedScriptState != null)
RestoreSavedScriptState(item.OldItemID, item.ItemID);
m_items[item.ItemID].PermsMask = 0;
m_items[item.ItemID].PermsGranter = UUID.Zero;
string script = Utils.BytesToString(asset.Data);
m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
m_part.ParentGroup.AddActiveScriptCount(1);
m_part.ScheduleFullUpdate();
}
>>>>>>> master:OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
}
}
}

View File

@ -600,21 +600,19 @@
; Set this to a nonzero value to have remote admin use a different port
port = 0
; This password is required to make any XMLRPC call (should be set as the "password" parameter)
access_password = unknown
; set this variable to true if you want the create_region XmlRpc
; call to unconditionally enable voice on all parcels for a newly
; created region [default: false]
create_region_enable_voice = false
; set this variable to false if you want the create_region XmlRpc
; call to create all regions as private per default (can be
; overridden in the XmlRpc call) [default: true]
create_region_public = false
; the create_region XmlRpc call uses region_file_template to generate
; the file name of newly create regions (if they are created
; persistent). the parameter available are:
@ -623,7 +621,6 @@
; {2} - region UUID
; {3} - region port
; {4} - region name with " ", ":", "/" mapped to "_"
region_file_template = "{0}x{1}-{2}.xml"
; we can limit the number of regions that XmlRpcCreateRegion will
@ -638,6 +635,18 @@
; if this parameter is not specified but enabled = true, all methods will be available
enabled_methods = all
; specify the default appearance for an avatar created through the remote admin interface
; This will only take effect is the file specified by the default_appearance setting below exists
;default_male = Default Male
;default_female = Default Female
; update appearance copies inventory items and wearables of default avatars. if this value is false
; (default), just worn assets are copied to the Clothes folder; if true, all Clothes and Bodyparts
; subfolders are copied. the receiver will wear the same items the default avatar did wear.
;copy_folders = false
; path to default appearance XML file that specifies the look of the default avatars
;default_appearance = default_appearance.xml
[RestPlugins]
; Change this to true to enable REST Plugins. This must be true if you wish to use