Contains a migration. May contain nuts.
Please back up your inventory data store. This revision changes the interface
version!! No older regions can connect to these new UGAIM, and the new regions
can't connect to the old UGAIM. Fixes a long-standing issue of permissions loss
Currently persisted on MySQL only.
* This doesn't allow complete script lockdown of a sim, many avenues (copying, editing) are still uncloseable at the moment
* Default remains to allow all users to create scripts (subject to existing permissions if enabled)
* Switch default for serverside_object_permissions from false to true - it seems more natural that we enforce permissions by default rather than not!
* Add some explanation in OpenSim.ini.example for serverside_object_permissions
This patch makes llAllowInventoryDrop work with the permissions module
enabled. Changes include:
- Enabled PropagatePermissions when permissions module serverside perms
is on
- change ownership of item when item is dropped into an object.
Ownership changes to the owner of the object the item is dropped into
- propagation of permissions if the permissions module enabled (eg
next-owner mask applied)
- CHANGED_ALLOWED_DROP is now passed to the change script event if an
item was allowed to be dropped into the object only because
llAllowInventoryDrop is enabled (instead of CHANGED_INVENTORY being
passed).
- Sets object flags correctly when llAllowInventoryDrop is called so
clients are notified immediately of the change in state. Am not
sure that calling aggregateScriptEvents is the right way to do it,
but it works and seems to be the only way without making further
changes to update LocalFlags
physical center of an avatar, for display purposes. This should keep the
avatar feet above ground visually in most cases. Tweaked for both height
extremes and various leg lengths. Improvements welcome
(one that won't parse right) will prevent all other items in that folder
to load when inventory is requested. This is very careful to no longer
add inventory items that return as null to the hash table for
getInventoryInFolder, as well as be more careful parsing UUIDs for
fields that aren't marked not null in MySQL.
The net result, you may see previously missing inventory items return
after this checkin. Folders probably need to be hardened in the same
way, but I'm out of time for today.
public bool ExternalChecksCanCreateAvatarInventory(int invType, UUID userID)
public bool ExternalChecksCanCopyAvatarInventory(UUID itemID, UUID userID)
public bool ExternalChecksCanCopyAvatarInventory(UUID itemID, UUID userID)
public bool ExternalChecksCanDeleteAvatarInventory(UUID itemID, UUID userID)
to ExternalChecks to handle avatar inventory checks (as opposed to object inv checks).
* opensim-dev e-mail to follow concerning this shortly
* This may alleviate a little the freezing experienced by existing avatars when a new client logs in
* Race condition risks look minimal since one wouldn't expect another thread to start fiddling with that presence
destination user is offline/out of range. No more eternal cache is needed
for tracking IDs. Code cleanup. Removed some casts from IScene to Scene.
Decline now properly places item in trash rather than deleting it outright.
* Code Cleanliness Fixes in LLClientView
* Using field instead of local variable for handlerUpdatePrimGroupRotation (if you notice any new oddities with prim group rotation after this patch, please mantis)
* This is done by sending a 'major interface version' number on sim registration. Developers must increment this every time they make a change that would make the previous
OpenSim revision failure incompatible with the new one (non-fatal incompatibilities are fine).
* This number resides in OpenSim.Framework.Servers.VersionInfo.MajorInterfaceVersion
* This allows the grid service to stop older, incompatible regions from connecting
This patch changes a couple of methods in Scene.Inventory to virtual,
so they can be overridden in subclasses. DeleteToInventory now returns
the UUID of the newly created asset, so that further actions on it can
be pursued in subclasses. This will make my life easier for making
inventory accessible in the hypergrid.