Commit Graph

18 Commits (4fa8e20aabdf948589b9a01f8868d2c7924d0ff0)

Author SHA1 Message Date
UbitUmarov 4fa8e20aab add more cooldown to flotsam cache files expire 2020-05-18 00:20:28 +01:00
UbitUmarov 707eb8de82 remove more xml things no longer needed on .net >4.5.2 2018-01-17 07:17:24 +00:00
UbitUmarov 029d6e40f6 remove those xml things no longer needed on .net >4.5.2 2018-01-17 04:18:43 +00:00
UbitUmarov 439cbf0d4d missed a few.. 2018-01-09 19:48:13 +00:00
UbitUmarov eec3921800 fall back to a obsolete property since several monos in use (include our own) do not suporte the proper .net4.0 one 2018-01-08 12:00:21 +00:00
UbitUmarov 89a690c11f a few more xml things 2018-01-05 12:24:07 +00:00
UbitUmarov ec6f87d3ef disable some XmlResolver 2018-01-04 23:51:43 +00:00
UbitUmarov bd249bdf5b replace the wrong libOMV user modifiable Utils.EnUSCulture by our own no User modifiable Culture.FormatProvider, and also for internal coerence. We do use the libomv on other code paths, so that must be fixed 2017-07-13 04:14:33 +01:00
UbitUmarov 51d32e3bed add more missing en-us culture on scene serializer writes 2017-07-13 02:57:57 +01:00
Melanie Thielker b16abc8166 Massive tab and trailing space cleanup 2017-01-05 19:07:37 +00:00
Oren Hurvitz 4ad1468165 Better handling of invalid XML: a) prevent infinite loop on EOF; b) better logging
If the XML was truncated for some reason then ExecuteReadProcessors() would get into an infinite loop, using high CPU. Now it detects EOF (and several other error cases) and aborts.

The rest of the changes just improve logging of XML in case of errors, so that we can see what the bad XML is.
2015-08-11 07:35:37 +01:00
Oren Hurvitz 1769e93c42 Fixed parsing of coalesced objects if the XML starts with an XML Declaration ("<xml ...>")
Resolves http://opensimulator.org/mantis/view.php?id=6944
2014-03-24 18:18:29 +01:00
Justin Clark-Casey (justincc) c2bf91c5e3 If a component of a coalesced object fails to deserialization, do not add a null where the object should be.
This prevents a later load IAR failure.
This code is currently only used by IAR loading.
2013-02-08 02:45:30 +00:00
Justin Clark-Casey (justincc) ff429a259b Fix bug where an avatar that had an object they owned attached through llAttachToAvatar() or osForceAttachToAvatar() would wrongly have next permissions come into play when they detached that object and rezzed it in scene.
This is because the attachments module code was setting the 'object slam' bit by using PermissionMask.All
Solution here is to route the attachment item creation call through the existing inventory code in BasicInventoryAccessModule rather than copy/pasted code in AttachmentsModule itself.
2012-05-23 01:58:10 +01:00
Justin Clark-Casey (justincc) 63c1b7e475 Alter uuid gather so that it properly analyzes coalesced objects.
This should correct save all the assets required for the items within the coalesced objects in an IAR.  This should also correctly gather the items on hypergrid takes.
2011-04-21 18:12:29 +01:00
Justin Clark-Casey (justincc) a0d80140f2 Make all the objects in a coalescence reappears after being loaded from an IAR. This still doesn't work proprerly since some required textures/contained item assets might be missing.
From pure code inspection, it looks like the uuid gatherer may get most asset uuids because the scene object serializer naively pulls non-root parts from all contained scene objects into one mega-object.  However, root part uuids may well still be missing, and there may be other odd artifacts from this bug.
It appears that storing the size of the coalescence and the offsets is redundant, since one can work out this information from the position data already in the scene object groups.
2011-04-15 00:42:06 +01:00
Justin Clark-Casey (justincc) 68cc5b46fe refactor: move code to obtain the coalescence size and object offsets into CoalescedSceneObjects from the serializer. 2011-04-13 21:48:16 +01:00
Justin Clark-Casey (justincc) 58efd761d1 Add coalesced scene objects class and serializer. This is currently only used by the TestRezCoalescedObject() regression test.
This structure matches the existing one for SceneObjects and will allow code to be reused by the uuid gatherer, other tests, etc.
Test is not yet fully implemented due to a bug in rezzing coalesced objects where they all get the same name as the item.
Only one object should get the same name as the item, which appears to be the one selected last when the the objects were coalesced in the first place.
This bug will be addressed shortly.
2011-04-13 21:17:43 +01:00