Even though we don't use the results, just getting the regions may have side effects in making hypergrid links available for the later World.RequestTeleportLocation()
We're putting in a string of format "<region name><x pos floor int><y pos floor int><z pos floor int> which appears to be the expected value.
This resolves http://opensimulator.org/mantis/view.php?id=5356
this previous commit tries to look up the texture by name first before just using the uuid.
this allows correct resolution of inventory textures which have uuids as names.
Remove the too coarse CanEditParcel method in favor of a CanEditParcelProperties
method that takes a GroupPowers argument to specify what action is to be
taken. Also, make the method to set parcel data much more granular. Permissions
in a deeded setting should now work.
Added the following replacement functions for compliance to the OSSL standards stated on the wiki:
osGetTerrainHeight
osSetTerrainHeight
osGetSunParam
osSetSunParam
osSetPenColor
The functions that do not comply to the standard give a warning when used but work normally otherwise.
The graphics primitive drawing command "PenColor" has also been added as well as dynamic texture parameter "bgcolor" as an alternative to "bgcolour".
The following two functions have been renamed because they are not enabled yet aynway:
osWindParamSet => osSetWindParam
osWindParamGet => osGetWindParam
This provides the same functionality as osTeleportAgent but without the griefing potential. Region owners need not be concerned about the use of this function because it only allows to do what is already possible with the world map.
The intended use is with HUDs. For example, a list of (hypergrid) destinations could be made available for quick access.
Signed-off-by: Melanie <melanie@t-data.com>
midday defaults when no specific LightShare profile is set.
This prevents LightShare info being send out when the region has no LightShare
profile, allowing normal day/night cycles to happen.
Set the projection parameters in the host prim ...
osSetProjectionParam(bool Enabled,
key TextureMaskUUID,
float FOV,
float Focus,
float Ambiance);
Set the projection parameters in a target prim ...
osSetProjectionParam(ikey target uuid,
bool Enabled,
key TextureMaskUUID,
float FOV,
float Focus,
float Ambiance);
Threat Level very high
Signed-off-by: Melanie <melanie@t-data.com>
Signed-off-by: Melanie <melanie@t-data.com>
This patch also fixes a large amount of trailing whitespace. While this is
beneficial, it should really be in a separate patch that fixes whitespace only.
Just good practice.
This was a regression - the code to look up the correct type folder was no longer being called if items were added without a parent folder set
This may have been broken since commit bd49985a on 2010-05-02
When this switch is used, iar folders are merged with existing same-name user inventory folders.
This makes it a little easier to back and restore entire individual user inventories, among other things
Added unit test to check behaviour
refers to prim OWNERS. A new option set, Creators_, is added to allow
selection by script creator. For existing installs, this means no functional
change. The warning from my prior commit doesn't apply anymore.
would be the IDs of the prim owners in whose prims these functions would
run. This changes it so the UUID is the SCRIPT CREATOR instead. Further,
osfunctions limited by uuid will not run if the creator and owner differ
and the owner has mod rights on the script.
There is still a danger in passing moodifiable scripts to others, as they
can insert a harmful function, then remove the mod rights to make it runnable.
As before, care needs to be taken, but where it was modable prims that were
the risk before, modable scripts are the weak spot now.
In cases where prim owner == script creator == script owner, nothing will
change.
Unfortunately, this meant publicly exposing the underlying service for the connector.
The other solution would be to create alternative initializers for services and connectors where objects could be given directly rather than loaded indirectly through config.
Unfortunately, this would require a lot of work in this case but might be the better way forward.
Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events).
Direct flames and kudos to Revolution, please
Signed-off-by: Melanie <melanie@t-data.com>
This merge was very conflicted. I think I got them all, but I can't be sure.
I had to merge to master or risk divergence to the point of unmergeability.
* Cleans redundant information out of the Simulator Version. Versions now look like:
"OpenSimulator 0.6.9(dev) Unix/Mono"
* [Minor] additional log info for MySQLInventoryData
script messages to region modules and sending back replies.
Hook IScriptModuleComms.OnScriptCommand to see commands and use
DispatchReply to reply to the script. It is recommended to pass the "id"
parameter from the event as the "k" parameter of the reply.
The script will receive the reply as a link message from link -1.
When I attempt to 'save oar' on a region with thousands of scripts with timers, I get a NullReferenceException every time. The problem comes from inconsistent locking in SensorRepeat.cs of the SenseRepeaters List. It is iterated and modified in many places and these places are all wrapped in a lock except in the GetSerializationData(). This is the function throwing the exception because an item in the list becomes null during iteration.
The attached patch locks SenseRepeatListLock in GetSerializationData()
* Shrinks the largest in-memory object, the LLRAW.HeightmapLookupValue struct (only used for exporting to LLRAW terrain files), to the minimum possible size. This seems to have the odd side effect of cutting the size of the two double[256,256] terrain objects in half. Possibly an alignment optimization?
there is only one element in the range, it must
also coincide with the specified stride. The
existing code assumes that the stride starts at
start ( which is the expected and most useful
behavior).
Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
Http-in and makes the host name for URL generation configurable.
Applied with changes:
llGetSimulatorHostname was not changed, because the change breaks
existing behavior and carries a data exposure risk. That value needs
to be configurable, the proposed fixed change is not acceptable.
This patch allows the land owner to dynamically set the SIP address of a particular land parcel from script. This allows predetermined SIP addresses to be used, making it easier to allow non OpenSim users to join a regions voice channel.
Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
association. Then, whenever there is an llSay to that channel,
the message is directed to the OpenSim console log (and NOT
forwarded to the client). This is a great way to capture scripting
events to the log. To enable, add ScriptConsoleChannel = -xxx to
the ScriptEngine parameters in the .ini file. Note that the
message is written using Console.WriteLine rather than
the rather more fragile log4net service. The console channel is
also not subjected to the 1024 character limit imposed on regular
say traffic.
Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
implementation. If the range included only a single item
an empty list was always returned (has no-one been using
this function?)
Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
This needs to be looked into. This commit, unfortunately, reinstates
a memory leak in regions that see significant script fluctuation,
e.g. lots of scripted attachments, or script development.
Fixes Mantis #3979
Applied with changes. Changed ThreatLevel to High since all discovery
functions are a high threat. Overriding that is the responsibility
of the grid owner.
|Date: Wed, 5 Aug 2009 09:51:52 -0700
|Subject: [PATCH] Closed two major memory leaks for scripted objects
|
|Two major memory leaks for the scripted objects were fixed
|- One leak had to do with remoting acrossing app domains. When a script and
| its controlling agent communicate across an application boundary, it calls
| functions on a stub proxy object that then invokes the remote method on
| the object in the other app domain. These stub objects (two for each script)
| were setup to have infinate lifetimes and were never being garbage collected.
|- The second leak was the result of adding a scene object part instance method
| to a scene event and never removing it. This cause the event's delegate list
| to maintain a link to that object which is then never freed as the scene event
| object is never destroyed.
Patch applied, please direct feedback to me. Possible issue: Longtime idle
scripts like vendors may fail.
The vector parameter to llSetPos() specifies an absolute position for
an unlinked prim or the root prim of a linkset; however, when the
function is used by a child prim, the vector specifies a relative
offset from the root prim. The changed introduced in llSetPos() treats
this value as an absolute position in all cases, which has the unintended
effect of mangling the position of child prims.
balancer plugin work again. Create a new method, GetClientEP, to retrieve
only the EndPoint for script usage. Marked the purpose of the method
in IClientAPI.cs with a warning. Also restored the corresponding SetClientInfo
functionality.
Attached is a patch that changes the oar file saving of creation date/time to an integer
instead of a string. I did this after justincc emailed me saying there is a problem
with internationalisation doing it the old way and I said I'd fix it. Its been
tested with MySQL and I've made the changes for MSSQL but that hasn't been well tested.
This change addresses two issues:
[1] It adds a flag field to the blendface call which allows the
caller to indicate whether or not the generated asset is
temporary, and whether or not the asset being replaced should
be explicitly retired fromt the memory cache. The decimal
values correspond to:
0 - Permanent asset, do not expire old asset
1 - Permanent asset, expire old asset
2 - Temporary asset, do not expire old asset
3 - Temporary asset, expire old asset
'3' corresponds to the default behavior seen today, and is
the continued behavior of the non-blendface calls.
[2] The dynamic texture routines are highly-asynchronous and can
be scheduled simultaneously on a multi-core machine. The nature
of the texture management interfaece is such that updates may
be lost, and the nature of asynchornous operation means that
they may be processed out of order. A lock has been added to
ensure that updates are at least atomic. No attempt has been
made to enforce ordering. The lock applies to the SceneObjectPart
being updated and is held for the lifetime of the TextureEntry
used to carry texture updates (the one instance carries all
faces supported by the prim).
Users of these services should remember that the dynamic texture
call is asynchronous and control will be returned *before* the
texture update has actually occurred. As a result, a isubsequent
GetTexture call may not return the expected asset id. A script
must wait for the corresponding TEXTURE_CHANGED event before
retrieving any texture information.
This patch adds oar file date and time (UTC) meta data to an oar file
when it is created. It also adds a unique ID, though this id does not
in anyway identify the machine that the oar file was created on.
When an oar file with this meta data is loaded this extra information
is saved with the region settings and available via LSL through:
- osLoadedCreationDate()
- osLoadedCreationTime()
- osLoadedCreationID()
If there is no meta data these fields will be blank. Subsequent oar
file loads will erase the information for the previous oar file
load. Persistence has only been implemented for MySQL, the other
backends need updating.
Overall this allows us to much more easily identify the specific version of
software that clients are using. Its very straightforward to edit the oar file
to change the ID string to be something more human friendly.
Included in the patch is a new file OpenSim/Data/MySQL/Resources/030_RegionStore.sql
required for the MySQL DB migration.
btw I had a chat with justincc about this a few weeks ago since he
wrote the oar file import/export and he sounded happy to accept
something that included date/time information but didn't want anything
that would silently leak private information like machine names.
The attached patch implements llPassTouches. It has been added
to the export/import XML along with the flag for AllowedInventoryDrop.
The MySQL backend has been updated as well, though I haven't
done one of those before so could do with a check. I added
the migration mysql file as well.
The other data backends need updating as well.
The attached patch implements llPassTouches. It has been added
to the export/import XML along with the flag for AllowedInventoryDrop.
The MySQL backend has been updated as well, though I haven't
done one of those before so could do with a check. I added
the migration mysql file as well.
The other data backends need updating as well.
Changes to support client-side image pre-caching in the region. This
commit adds an additional calling sequence to the DynamicTexture data
and URL calls. The new interface allows a dynamic image to be loaded
into a specific object face (rather than the mandatory ALL_SIDES
supported today.
This is in part fulfilment of ticket #458.