- The initial priority wasn't passed in, so a discardLevel of -1 in the first
request automatically cancelled texture-download.
- One-packet textures weren't handled, as CurrentPacket starts at 1 and
StopPacket == 0 in that case.
- Increased MAX_ALLOWED_TEXTURE_REQUESTS to 15; incremental texture downloads
will cause more requests.
* This allows one to override normal OpenSim permissions and prevent non-gods from editing any scripts. This allows edit ability
to be rescinded after it has been given, and prevents the security hole where a single script with liberal perms would allow code changes.
* The default setting remains the existing one of never overruling normal edit permissions.
* These two settings may be enough to stop non-gods entering artbirary script code in a closed grid/standalone configuration.
* This renders RootPart == null checks useless - the replacement is to check SOG.IsDeleted. However, in many cases this will not be necessary since updates to deleted parts
will not be sent to the client
* This should remove any remaining race conditions where an object is deleted while another thread is yet to obtain the root part to perform some operation
* Doing this is probably a necessary prerequisite to moving to a model without a separate SOG and SOP
* Unfortunately it's not possible to eliminate all RootPart == null checks since in some contexts it is currently used to check whether an object was created successfully
minutes. This ensures that things don't get messy if a user server is restarted
and the user server's operator has no control over the host the message servers
run on.
causes defautlt behavior. "true" now means usable unconditionally, "false"
means disabled, and a list of UUIDs restricts it.
This changes SECURITY! If you used "true" here before, you shoudl review
your setup!
the IM module and makes it into a module of it's own, which can be used by
all other modules. Removes some ugly hacks. Refer to the IM module to see
how it's used. Also fixes the persistence issue (Mantis #2598)
Objects will be persisted now MinimumTimeBeforePersistenceConsidered seconds
after the last change, but latest MaximumTimeBeforePersistenceConsidered after
the first change (both are configurable in OpenSim.ini.example and are set to
60 and 600 as default).
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.
will allow people who don't want megaprims in their sim to prevent them
from being created. Any prim rezzed or pulled across the border will be
clamped to the size specified in OpenSim.ini if this option is set.
* Implements the SendInitiateDownload method in IClientAPI
* Uses the ITerrainModule Interface to write a terrain file to disk then uses a FileStream to read the binary file from the disk and put it in a byte array. and save to the xFer list.
* It then tells the client to download the file and the client initiates an Xfer request.
* Decouple sog and sop by removing the need to pass the sog to the sop when it is created - most of the code was doing this operation (and hence duplicating it) anyway
* Remove unused constructors
regions that XmlRpcCreateRegion will create: if region_limit is != 0
then XmlRpcCreateRegion will only create a new region if the number of
regions already existing is below region_limit.
This patch addresses mantis bug 2576.
http://opensimulator.org/mantis/view.php?id=2576
Briefly, if you call llDie from many scripts at the same time (say a
build is cleaning up excess objects) then OpenSim deadlocks. Avatars
are unable to move, and whilst the console is active you can't do much
without it also locking up. This only occurs with the XEngine script
engine enabled.
I have attached a patch which works, but I'm not sure its the right way
to address the problem. The fundamental problem is that a lock on a
SceneObjectGroup's m_parts is taken when the object is deleted, a
callback to the script engine occurs and a fair way down the callchain,
potentially there are locks taken on several other SceneObjectGroup's
m_parts. Deadlock then occurs if you get unlucky enough
to get in the situation where with several llDie's are called and
SceneObjectGroups
have taken a lock on their own m_parts, and end up waiting on each
other's
locks to become available.
The patch adds a lock at a high level so that that the removal of script
instances
from an object only occurs once per scene at a time. This avoids the
potential
of deadlock. Theoretically there could be some performance hit but
AFAICT
the path taken is not a common occurrence.
Would welcome any suggestions for a better solution, otherwise feel free
to apply :-)
Note this patch was built against the 0.6.0 freeze as trunk was
rather broken for me this morning (creating a script killed the client
connection).
* Items will now be locally cached for only 24 hours from last access. (Rather than until restart)
* Caveat: Implementing the new caching mechanism means statistics gathering on AssetCache is no longer functional. (Justin - you might want to take a look and see if you can somehow get that back and running if you still need it)
This patch is two script that fixes a issue when adding more
then 1 avatar to estateban/estatemanager list. It removes a
key and adds a index to the tables.
PRIM_TEMP_ON_REZ and PRIM_MATERIAL are not implemented in
llSetPrimitiveParams so support for these is in the patch.
Also two deprecated functions throw errors. They are changed
to behave as in SL: llSetPrimURL - Does nothing except the sleep
(currently commented out) & llRefreshPrimURL shouts
"llRefreshPrimURL - not yet supported" on the error channel
* This means the recent memory fix should now be working correctly - so the current largest memory leak should be fixed. AssetCache still needs to be addressed however.
* This patch is highly experimental and may cause clients to not be able to connect, if this is the case, it will be rolled back in approximately 5 minutes.
* Introducing IClientCore - this will be the key replacement for IClientAPI in the long run, it has a very minimal set of methods designed to allow you to access specialist API's.
* See https://lists.berlios.de/pipermail/opensim-dev/2008-September/003049.html for the early discussion on this.
* Was caused by the lack of a local id. Local ids are now given from the same sequence as prims, rather than a separate one
* I don't believe this will cause any problems, but please revert to a separate sequence if it does
as the code to update these at the appropriate time. This isn't
surfaced in AssetBase yet.
Change the replace into to an insert into for asset create. Assets
are not supposed to be updatable, and the replace into is more
expensive.
From: Sean Dague <sdague@gmail.com>
This patch introduces a couple of read-only properties,
so that I can grab the asset server plugin from a region
module. This is needed to set up an http service for
accessing standalone assets remotely.
Included patch fixes error: Z and W terms in the quaternion were
swapped (ZERO_ROTATION is <0,0,0,1>, it was checking for <0,0,1,0>).
There is an issue with older prims: it seems their default sit
target was not always set to ZERO_ROTATION;
Add more unit tests for user cases
Persist more user fields into mysql that already had columns
defined but weren't getting passed to the mysql manager.
potential (asset bloat, asset server DOS due to no enforced delay)
Formatting cleanup. Change default permissions on the notecard to
not include "anyone can copy" and "anyone can move", as they are
meaningless on non-prim items.
- fixes IRCBridgeModule's XmlRpc method really paying attention to
region parameter
- cleans up indentation in IRCBridge code
- fixes ConciergeModule exception on client logout
* This should (hopefully) allow TestClient and stuff built on top of it to work again
* Will probably come back later and change variable names to stop this happening again
* Really this should be 1, but I think that this would be too slow compared to a Second Life server until we improve our ability to send textures of variable quality
* This may improve one aspect of sim performance where there are many avatars. However, there are still other performance problems that are unrelated to this change
* Value may be further tuned
* Removed temporary decals since the multipler setting will stick around now
* Inserts proper animation state names into data/avataranimations.xml file so that llGetAnimation() works as one would expect.
* Thanks StrawberryFride!
* This is a partial implementation of llGetAnimation that returns the name of the animation as stored in data/avataranimations.xml but not its state name (since we don't yet
have these).
* Thanks StrawberryFride
This patch allows an object to directly message another object given its
key using the method osMessageObject(key objectUUID,string message).
to communicate with an object it must implement the dataserver listener
method. The dataserver method is passed the key of the calling object
and a string message.
* Now I've had time to analyze this, the Second Life grid doesn't appear to send this to the client (which in principle should know what wearables it has already)
So basically simplifies what a lsl script that detects a avatar sitting on a prim, then stopping the sit animation and playing a custom animation, does.
Also added another ScenePresence.HandleAgentRequestSit() method , that accepts the name of the sit animation. So that modules can override the animation used, when they are doing a server controlled sit.
Started some work on making the stand pose be played as soon as a user logs into a region. Rather than them starting with their arms stretched. This still needs more work
* This should probably be 1, but currently by default it is 8, to reflect what was being eon3 in OpenSim before this revision. So if the client requested a maximum throttle
of 1500 kilobits per second, we would actually send out 1500 kilobytes per second
* Adjusting this multiplier down towards 1 may improve your OpenSim experience, though in other situations it may degrade (e.g. if you're using a standalone over high bandwidth
links)
* This is currently a user setting because adjusting it down may currently reveal other OpenSim bugs.
* The attached patch changes the LSLInteger operator overrides for == and != to return LSLIntegers 1 or 0 instead of a bool and adds similar operator overrides for >, <, >= and
<=
* Thanks idb!
on-/offline updates, calling cards for friends.
This adds methods in the DB layer and changes the MessagingServer, so a full
update (incl. UGAIM) is necessary to get it working. Older regions shouldn't
break, nor should older UGAIM break newer regions, but friends/presence will
only work with all concerned parts (UGAIM, source region and destination
region) at this revision (or later).
I added the DB code for MSSQL, too, but couldn't test that.
BEWARE: May contain bugs.
* This is to avoid repetitive null checks - I'm beginning to think that blasting away the root part on object deletion is actually a bad move. Perhaps we should leave it around
and let the client ignore any superfluous packets (which it may well do anyway), since we're constantly exposing a race condition
with the old Grid Instant Message over OGS1. Refactor the EventManager
to be independent of the rigid module structure design imposed by
the current implementation. Message routing is now done in the destination
module rather than in the event manager. This way, more or less granular
solutions are possible without core changes.
locks to just before the try/catch/finally block, so that an exception
thrown between taking the lock and entering the try doesn't leave a mutex
locked
* This may help us detect if mysterious UDP disconnects are happening because of this.
* Shouldn't be any functional change but I would appreciate a buddy check from Teravus if he has time (as for all client stack changes)
* Since the client sets the appearance in the first place (in response to receiving wearables information originally) this seems a little redundant
* But I've realized I didn't actually test this assumption, so I'm going to reinstate it for now
SQLite reports System NUll Reference, but works, inside
LoadItems, on SQLiteRegionData.cs
From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
* This is to make things less confusing to users (and maybe a little easier to do future version filtering for grid connections)
* If there's disagreement about this, then please say so (preferably in the opensim-dev mailing list)
* Whilst this does automatically get the client to rebake, on crossing a region border the 'local' assets are left behind
* There may be a cunning solution (such as squirting the assets on region crossing, or having them fetched from the original region) but
instead I'm going to opt for the easy solution of keeping them in the asset database, for now
* And hopefully rebaking all the time should no longer be necessary now
* It turns out that when the client baked the texture, the uploaded asset had the Temporary flag to true (Temporary is actually deprecated).
* It also had the StoreLocal flag set to true, which signifies that the asset should be stored locally. If it disappears we should reply to the asset request with
ImageNotInDatabasePacket
* However, last time this was enabled some clients started crashing. This may well no longer be the case and needs to be tested, but in the mean time we will store
the asset instead.
* This needs to be resolved in a better way, possibly by starting to send the ImageNotInDatabase packet again instead