Merge branch 'master' into careminster-presence-refactor
commit
e93853623b
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@ -396,18 +396,20 @@ namespace OpenSim
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scene.SnmpService.BootInfo("Grid Registration done", scene);
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scene.SnmpService.BootInfo("Grid Registration done", scene);
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}
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}
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scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
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scene.EventManager.TriggerParcelPrimCountUpdate();
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// We need to do this after we've initialized the
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// We need to do this after we've initialized the
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// scripting engines.
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// scripting engines.
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scene.CreateScriptInstances();
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scene.CreateScriptInstances();
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scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
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scene.EventManager.TriggerParcelPrimCountUpdate();
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if (scene.SnmpService != null)
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if (scene.SnmpService != null)
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{
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{
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scene.SnmpService.BootInfo("ScriptEngine started", scene);
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scene.SnmpService.BootInfo("ScriptEngine started", scene);
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}
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}
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=======
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>>>>>>> master:OpenSim/Region/Application/OpenSimBase.cs
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m_sceneManager.Add(scene);
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m_sceneManager.Add(scene);
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if (m_autoCreateClientStack)
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if (m_autoCreateClientStack)
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@ -31,6 +31,7 @@ using System.IO;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Collections;
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using System.Collections;
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using System.Reflection;
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using System.Reflection;
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using System.Threading;
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using OpenMetaverse;
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using OpenMetaverse;
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using log4net;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Framework;
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@ -208,6 +209,7 @@ namespace OpenSim.Region.Framework.Scenes
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if ((int)InventoryType.LSL == item.InvType)
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if ((int)InventoryType.LSL == item.InvType)
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{
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{
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CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
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CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
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Thread.Sleep(10); // workaround for Mono cpu utilization > 100% bug
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}
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}
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}
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}
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}
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}
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@ -268,7 +270,7 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.InfoFormat(
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// m_log.InfoFormat(
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// "[PRIM INVENTORY]: " +
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// "[PRIM INVENTORY]: " +
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// "Starting script {0}, {1} in prim {2}, {3}",
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// "Starting script {0}, {1} in prim {2}, {3}",
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// item.Name, item.ItemID, Name, UUID);
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// item.Name, item.ItemID, m_part.Name, m_part.UUID);
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if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
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if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
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{
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{
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@ -308,6 +310,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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else
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else
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{
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{
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<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
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if (m_part.ParentGroup.m_savedScriptState != null)
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if (m_part.ParentGroup.m_savedScriptState != null)
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RestoreSavedScriptState(item.OldItemID, item.ItemID);
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RestoreSavedScriptState(item.OldItemID, item.ItemID);
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@ -324,6 +327,22 @@ namespace OpenSim.Region.Framework.Scenes
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StoreScriptErrors(item.ItemID, null);
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StoreScriptErrors(item.ItemID, null);
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m_part.ParentGroup.AddActiveScriptCount(1);
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m_part.ParentGroup.AddActiveScriptCount(1);
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m_part.ScheduleFullUpdate();
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m_part.ScheduleFullUpdate();
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=======
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lock (m_items)
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{
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if (m_part.ParentGroup.m_savedScriptState != null)
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RestoreSavedScriptState(item.OldItemID, item.ItemID);
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m_items[item.ItemID].PermsMask = 0;
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m_items[item.ItemID].PermsGranter = UUID.Zero;
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string script = Utils.BytesToString(asset.Data);
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m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
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m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
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m_part.ParentGroup.AddActiveScriptCount(1);
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m_part.ScheduleFullUpdate();
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}
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>>>>>>> master:OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
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}
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}
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}
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}
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}
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}
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@ -600,21 +600,19 @@
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; Set this to a nonzero value to have remote admin use a different port
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; Set this to a nonzero value to have remote admin use a different port
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port = 0
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port = 0
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; This password is required to make any XMLRPC call (should be set as the "password" parameter)
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access_password = unknown
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access_password = unknown
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; set this variable to true if you want the create_region XmlRpc
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; set this variable to true if you want the create_region XmlRpc
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; call to unconditionally enable voice on all parcels for a newly
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; call to unconditionally enable voice on all parcels for a newly
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; created region [default: false]
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; created region [default: false]
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create_region_enable_voice = false
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create_region_enable_voice = false
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; set this variable to false if you want the create_region XmlRpc
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; set this variable to false if you want the create_region XmlRpc
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; call to create all regions as private per default (can be
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; call to create all regions as private per default (can be
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; overridden in the XmlRpc call) [default: true]
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; overridden in the XmlRpc call) [default: true]
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create_region_public = false
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create_region_public = false
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; the create_region XmlRpc call uses region_file_template to generate
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; the create_region XmlRpc call uses region_file_template to generate
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; the file name of newly create regions (if they are created
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; the file name of newly create regions (if they are created
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; persistent). the parameter available are:
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; persistent). the parameter available are:
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@ -623,7 +621,6 @@
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; {2} - region UUID
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; {2} - region UUID
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; {3} - region port
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; {3} - region port
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; {4} - region name with " ", ":", "/" mapped to "_"
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; {4} - region name with " ", ":", "/" mapped to "_"
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region_file_template = "{0}x{1}-{2}.xml"
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region_file_template = "{0}x{1}-{2}.xml"
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; we can limit the number of regions that XmlRpcCreateRegion will
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; we can limit the number of regions that XmlRpcCreateRegion will
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@ -638,6 +635,18 @@
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; if this parameter is not specified but enabled = true, all methods will be available
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; if this parameter is not specified but enabled = true, all methods will be available
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enabled_methods = all
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enabled_methods = all
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; specify the default appearance for an avatar created through the remote admin interface
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; This will only take effect is the file specified by the default_appearance setting below exists
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;default_male = Default Male
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;default_female = Default Female
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; update appearance copies inventory items and wearables of default avatars. if this value is false
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; (default), just worn assets are copied to the Clothes folder; if true, all Clothes and Bodyparts
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; subfolders are copied. the receiver will wear the same items the default avatar did wear.
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;copy_folders = false
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; path to default appearance XML file that specifies the look of the default avatars
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;default_appearance = default_appearance.xml
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[RestPlugins]
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[RestPlugins]
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; Change this to true to enable REST Plugins. This must be true if you wish to use
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; Change this to true to enable REST Plugins. This must be true if you wish to use
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