set in the target's UserFlags and the impersonator must have UserLevel 200
or above. The user can then log in using the target's name and their own
password.
New option added to save oar -profile=url. Migration on RegionStore making CreatorID be 255 chars.
Moved Handling of user UUID -> name requests to a new module UserManagement/UserManagementModule.
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.
This will cause visual params to be persisted along with worn items. With
this, alpha and tattoo laters will be saved. Multiple layers MAY work, but
not tested because I don't use Viewer 2.
* Hopefully this will enable mac people to use SQLite again
* Someone cooler then me will need to figure out how to define CSharpSqlite with Mono so the conditional will pick up.
* There's also an error that occurs when you first load OpenSimulator under CSharpSQLite that goes away after.
* The databases are not byte for byte compatible. Mono.Data.Sqlite is able to read CSharpSqlite made databases but not the reverse way.
* Use a conditional define to determine whether we're using CSharpSqlite or Mono.Data.Sqlite
#if CSharpSqlite
using Community.CsharpSqlite.Sqlite;
#else
using Mono.Data.Sqlite;
#endif
* Hopefully, this will restore sqlite functionality on a Mac. In visual studio, you can edit the OpenSim.Data.SQLite project, go to the Build tab and enter CSharpSqlite in the box. I'm not sure how to define CSharpSqlite in Mono, someone better at it then me will have to take the job of figuring out the best way to define it in Mono.
When running for the first time, people see migration failures because of sql statements that are trying to move data from old tables (e.g. users). The amended text attempts to calm their nerves.
* Removed StorageManager
* CONFIG CHANGE: There are no more database settings in OpenSim.ini. Check the config-include configuration files for region store and estate store database settings
Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion.
This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart).
However, DeRezObjects() deleted to user inventory, which is not required by llDie() or direct region module unlink and deletion.
Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path.
Uncommented TestDelinkPersistence() since this now passes.
Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion.
This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart).
However, DeRezObjects() deleted to user inventory, which is required by llDie() or direct region module unlink and deletion.
Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path.
Uncommented TestDelinkPersistence() since this now passes.
Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
This shows that panda is still not running the sqlite database tests since this change fixes the test failure in that area when "nant test" is executed locally
using an OSD serialization rather than auto forces serialization code to be placed in OpenSim.Framework
this makes the media texture raw data staging post in PrimitiveBaseShape redundant, now we just directly call the code in PrimitiveBaseShape.MediaList itself
This is better modularity. It also allows MoapModule to be replaced with some other media module that may behave completely differently in the future.
Remaining non-modularity:
PrimitiveBaseShape needs explicit Media and MediaRaw fields. MediaRaw is required in order to shuttle the pre-serialization data back and forth from the database layer.
The database also needs to know about MediaRaw though not about Media.
IMO, it would be extremely nice to remove these hard codings but this is a bridge too far at the present time.
THIS WILL BREAK EXISTING MEDIA TEXTURE PERSISTENCE. Please delete your existing sqlite databases if you are experimenting with this branch.
This wrapper will make it easier to maintain compatibility if the media texture data evolves.
This will also make it easier to store non-sl media texture data.
Change the slam bit from 3 to 4. Assume the old slam bit is always set.
The new slam bit is a "changed owner" bit, correcting a bug where an item
passed from the creator to another with less than full perms, then back (sale
test) would arrive back full perm. Lots of in-code docs.
Change the slam bit from 3 to 4. Assume the old slam bit is always set.
The new slam bit is a "changed owner" bit, correcting a bug where an item
passed from the creator to another with less than full perms, then back (sale
test) would arrive back full perm. Lots of in-code docs.
this appears to be okay even though we reuse it between runs without deleting it first.
size of the database appears not to be changing though that could be deceptive
The base test class now tries to connect to DB, ignores all tests in the
class if unable to.
Also m_log changed to instance field (which in this case shouldn't cause
any problems), to avoid having to define it separately in each derived
class. Here I touched things that I don't understand well (using log4net),
so please review this commit.
There was a whole bunch of these SQL files, all empty and apparently
unused. Removing them is just a clean-up, if anybody has a reason for these
files to be there, feel free to revert.
Besides, AssetData is slightly optimized to StoreAsset in one request
("IF EXISTS() UPDATE ... ELSE INSERT ...")
The main change in the MS SQL Inventory implem. is that it now return
empty list (or whatever) when called with UUID.Zero, which is consistent
with how the code for other DBs work.
I did no changes at all in XInventory, as there is no test set for them.
ok, so the estate stores now want their own migration files, but as it
happened the SQL definition were inside the Region migrations.
It seems better/cleaner to keep each 'store' separately updatable.
WARNING: any editing in the middle of the migration scripts (as opposite
to just appending to them) has the potential of messing up updates of
existing databases. As far as I can see, this one is (probably) safe,
the worst that could happen is the EstateStore migration silently fail
if the estate the tables are already there.
The tests have been modified to work under NUnit 2.4.6
(the one currently used in the project).
They will also work with NUnit 2.5+ as is, but will look better
if you #define NUNIT25 for them.
NOTE that this INI file is currently loaded as a embedded RESOURCE, which is weird and has a
disadvantage of having to rebuild the Tests whenever the conn strings are changed.
The only reason is that I couldn't figure out a reliable way to put this INI into the correct
dir at runtime. If somebody can do it, that would be cool.
AssetTests: The name has changed to reflect the fact it is no longer a base class,
but the complete asset test for all supported databases.
The test can also check storing of CreatorID, but the feature is
disabled at this commit!
The problem was that some tests relied on prior tests
to leave the DB in a particular state, but the test class
cleared the DB every time. The affected tests have been
merged into one to remove the dependencies.
tested on all 3 Dbs, all tests green.
Fixed unfinished SQL in FetchAssetMetadataSet, fixed SQL
in UpdateAsset (must not modify ID).
NOT tested! But apparently shouldn't work worse than the previous version,
esp. the FetchMetadata thing.
These are some generic classes that simplify writing tests
for any of the data connectors and databases. Among other
things, configuring the connection strings is done once,
in a separate resource file.
Tests based on the new BasicDataServiceTest class require
NUnit 2.5 or better.
Contains a migration.
SQLite: May contain nuts.
The SQLite migration copies the entire asset table. Be prepared for quite a wait. Don't interrupt it. Back up your assets db.
BasicAssetTest checks CreatorID storage, new test for weird CreatorID
(now also checks that non-GUID or empty CreatorID gets stored correctly)
Signed-off-by: Melanie <melanie@t-data.com>
The asset type wasn't in the list of "DontScramble" fields,
so the test assets were stored with randomized type, which
caused exception on reading them.
Also the scrambler was moved from local var to the class level,
so it could be used in the new tests I've added (see the next commit).
Throwing an Ex. with SQL command in the message looks weird,
this is a bit better, but I'm still not sure if that's the
proper way to handle. Also, there is a catch one level up,
so is this one necessary?
Change migration error reporting to not truncate the statement when
reporting. It's a bit messier than the old error reporting, but at least
one gets an idea of what could be wrong again. And things look a lot
neater now.
This fixes some type conversion bugs and also makes the estate lists
work properly for MSSQL. Strawberry, please check this.
Signed-off-by: Melanie <melanie@t-data.com>
This was needed if we want to update to the latest MySQL
connector dll. It automatically converts CHAR(36) to
Guids, so getting them as strings no longer works.
By using DBGuid.FromDB(), we unlink from any particular
storage format of GUIDs, could even make them BINARY(16)
if we like.
Actually not all MySql units are touched, but the remaining ones don't
seem to be affected (they don't read GUIDs from DB)
This DBMS-independent function to be used converting UUIDs
from whatever format used in the DB (string/binary/Guid).
This is mostly needed for MySQL, as in MSSQL they are always
UNIQUEIDENTIFIERs and in SQLite always strings (but would look
better if we use it there anyway).
Scans for migration resources in either old-style "scattered" (one file per version)
or new-style "integrated" format (single file "Resources/{StoreName}.migrations[.nnn]") with ":VERSION nnn" sections).
In the new-style migrations it also recognizes ':GO' separators for parts of the SQL script
that must be sent to the server separately. The old-style migrations are loaded each in one piece
and don't support the ':GO' feature.
Status: TESTED and works fine in all modes!
CHANGES THE ASSET SERVER PROTOCOL and means you CAN NOT MIX PRIOR VERSIONS
WITH LATER ONES. It may also eat your babies, yada, yada, yada.
The usual cautions for migrations to the assets table apply.
Coding: Can not guarantee nut free.
this seems the least evil way forward since mono 2.6 and later will see increasing usage, and this only works with what was SQLiteNG
MAC USERS WILL NEED TO CHANGE REFERENCES TO "OpenSim.Data.SQLite.dll" to "OpenSim.Data.SQLiteLegacy.dll" in OpenSim.ini and config-include/StandaloneCommon.ini (if using standalone)
See the OpenSim.ini.example and StandaloneCommon.ini.example files for more details
This commit also temporarily changes unsigned ParentEstateID values in the OpenSim.Data.Tests to signed temporarily, since the new plugin enforces creation of signed fields in the database (which is what the SQL actually specifies). And change data columns in sqlite is a pita.
Include the library so that Windows builds correctly
It appears that Windows is okay with either SQLite or SQLiteNG
Incorporate the latest fixes made by Diva to OpenSim.Data.SQLite
of a region and joining it to an existing estate or creating a new estate,
as well as creating an estate owner if in standalone, and assigning estate
owners. In Grid mode, existing users must be used. MySQL ONLY!!!! so far, as
I can't develop or test for either SQLite or MSSQL.
to start estates at 100. Existing databases having autcreated estates below
100 will see a gap in estate numbering. Other database implementors need to
ensure that no estates with numbers less that 100 are autocreated, unless
they are prepared to deal with the viewer's built-in notions of
Linden Mainland
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.
only tested for a single user so this may still fail for multiple users
this may well be all academic anyway since standalone need to persistently store home location in presence data in some way
This is the big one. master is now presence-refactor (pre 0.7). A new branch 0.6.9-post-fixes and leading tag 0.6.9 has been created. The Presence-refactor
branch remains for experimental work.