Commit Graph

195 Commits (e09c8681ad5f6a645ef433e86166795a5c7dd762)

Author SHA1 Message Date
Diva Canto fe92e025f4 Mantis #7514
I think this is it -- a bug introduced back in October, where the prefix and name space were being added twice on HG asset posts bu simulators.
2015-05-02 22:33:05 -07:00
Justin Clark-Casey (justincc) 63ccb54d40 Fix script state not being preserved in objects sent via Hypergrid.
This was because attributes were not being included in the transformation, hence losing the script state identity.
Symptoms are messages like "[SCENE OBJECT GROUP]: SavedScriptState element had no UUID in object test box"
Regression since the conference code merge.  Regression test extended for this case.
Relates to http://opensimulator.org/mantis/view.php?id=7439
2015-03-16 19:17:31 +00:00
Justin Clark-Casey (justincc) 5fa651c529 minor: In HGAssetMapper, don't complain on seeing an XmlDeclaration as we know that we not using those in transformation.
Relates to http://opensimulator.org/mantis/view.php?id=7447
2015-02-25 21:42:07 +00:00
Justin Clark-Casey (justincc) c67b3407d4 In HGAssetMapper.RewriteSOP(), don't explicitly end the document.
The document here has no <?xml declaration.  Though ideally it may be present, in practice it has not been added as the data here is embedded within an asset
On Mono 3.2.8 and probably other versions, calling WriteEndDocument() without a declaration does nothing.
On Windows .NET, the same operation throws a "Document does not have a root element" exception which may be contributing to Mantis 7397 and possibly 7439
2015-02-21 00:08:49 +00:00
Justin Clark-Casey (justincc) c90c22ed28 If HGAssetMapper.PostAsset fails then be more explicit about the uuid, type, size and base asset uuid of the failure for debugging purposes. 2015-02-19 23:50:25 +00:00
Justin Clark-Casey (justincc) 264047dba0 Add the type of the unrecognized node to the HG asset mapping error message in TransformXml() 2015-02-19 22:39:22 +00:00
Justin Clark-Casey (justincc) 1d2616e7a2 If the owner of an object is taking a copy from the scene (e.g. via the "take copy" option on a viewer) then only require owner copy perms, not copy and transfer.
This matches Linden Lab behaviour and what was already possible via shift-copy.
Transfer would not apply here as the owner and copier are the same.
This is the only functional change, all other current take copy logic remains the same.
Adds regression tests around relevant take copy cases.
2015-02-03 23:43:30 +00:00
Justin Clark-Casey (justincc) d0a2ea0857 Fix regression where the stored state of every second script in an object rezzed from inventory (e.g. attachments) was no longer loaded.
Likely a regression since f132f642 (2014-08-28)
Relates to http://opensimulator.org/mantis/view.php?id=7278
2015-01-23 00:27:57 +00:00
Justin Clark-Casey (justincc) b22c072c40 Fix a recent regression with HG asset posting to other grids where the assets were no longer being posted.
Addresses regression from 08606ae (Thu Jan 8 2015)
2015-01-15 23:44:34 +00:00
Justin Clark-Casey (justincc) 08606ae409 Make the IteratingUuidGatherer the only UuidGatherer.
This UUID gatherer provides a superset of the previous gatherer's functionality
as it also allows the caller to control gathering iterations for load purposes.
2015-01-08 20:21:40 +00:00
Justin Clark-Casey (justincc) 1eb3e6cc43 When inserting missing CreatorData in the HGAssetMapper, do the rewrite on a streaming xml basis rather than loading it all into memory via XmlDocument.
This is because objects with lots of parts can have a lot of xml to load into memory, and this has been seen to have a noticeable performance impact.
Whereas streaming has been seen to reduce the impact in normal serialization.
Implmentation is messy but I couldn't see a better way of doing it when you can't assume that you know the exact structure of the input XML.
2014-11-25 23:21:38 +00:00
Justin Clark-Casey (justincc) f7ab3e20bc Add regression test TestPostAssetRewrite() to check results of HGAssetMapper.Post() object asset rewriting, 2014-11-25 23:21:38 +00:00
Justin Clark-Casey (justincc) fc878a33ed refactor: consistently put all test classes in the OpenSim.Tests.Common package rather than some in OpenSim.Tests.Common.Mock
the separate mock package was not useful and was just another using line to always add
2014-11-25 23:21:37 +00:00
Justin Clark-Casey (justincc) 57e75d7c03 Do not add attachments to the region scene object backup list.
Attachment persistence is not handled in this way and this just results in a load of busy work until a check in each SOG terminates a backup check for attachments anyway.
2014-10-02 22:30:44 +01:00
Justin Clark-Casey (justincc) f132f642b2 On code section that rezzes single objects and attachments, reduce CPU use by reading asset XML a single time with a stream reader rather than multiple times.
Reading large XML documents (e.g. complex attachments) is CPU expensive - this must be done as few times as possible (preferably just once).
Reading these documents into XmlDocument is also more resource intensive than using XmlTextReader, as per Microsoft's own publication "Improve .NET Application Performance and Scalability"
Optimization of other cases will follow if this change is successful.
2014-08-28 18:15:33 +01:00
Diva Canto 78c155cd12 Instrument the UDP path of creating assets so that it triggers an asset post for users with different asset servers 2014-07-04 15:56:09 -07:00
Oren Hurvitz e68867c9b6 When taking an object into inventory, set the inventory item's "Next Owner" permissions according to the permissions of the items in the object 2014-05-25 15:35:00 +01:00
Diva Canto b7c7293c7a Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2014-05-22 10:16:19 -07:00
Diva Canto f7b2aa0f49 Fixed a problem with detaching attachments in situations where the user's asset server is not the same as the simulator's asset server. Unfortunately this still continues to be wasteful -- new assets are created every time an attachment is detached, but the process of storing the new asset goes through the InventoryAccess module, which does all sorts of checks regarding the users' inventory. 2014-05-22 10:16:01 -07:00
Oren Hurvitz 96e5836b50 When can't rez, show only one error message; not two. And show more specific error messages. 2014-05-19 10:54:27 +01:00
Diva Canto 922f76a3a7 Don't fetch assets from the server when doing simple inventory operations like copy-paste items in inventory. 2014-05-18 07:49:01 -07:00
Diva Canto 13b2ac1425 Makes it possible to support grids in which all the simulators share all central services of a Robust server EXCEPT assets. In other words, grids where the simulators' assets are kept in one DB and the users' inventory assets
are kept on another. When users rez items from inventory or take objects from world, an HG-like asset copy takes place between the 2 servers, the world asset server and the user's asset server. This makes the simulators independent of the central asset server.

Note that this an advanced configuration and requires some security strengthening coming up.
2014-05-04 20:54:42 -07:00
Oren Hurvitz 7eb12f96ec Hypergrid: don't send Local assets to other grids
This commit also contains other changes, but they're all just for clarity. The only actual behavior change is to avoid Posting local assets.
2014-04-23 16:42:23 +03:00
Oren Hurvitz 3f76f72137 Better error-handling when storing assets: recognize that 'null' is an error value 2014-04-20 06:23:38 +01:00
Oren Hurvitz d1c3f8eef5 Added assets service method AssetsExist(), which returns whether the given list of assets exist.
This method is used to optimize sending assets with embedded assets: e.g., when a Hypergrid visitor takes an item into the inventory.
2014-04-02 06:30:57 +01:00
Oren Hurvitz 120f872d2b After an object with KeyframeMotion is copied into inventory, resume the motion (previously it remained stopped) 2014-03-11 00:43:22 +00:00
Oren Hurvitz 3018b2c5d7 Materials module: a) Store materials as assets; b) Finalized it (removed the "Demo" label; removed most of the logging); c) Enabled by default
Changed UuidGatherer to use 'sbyte' to identify assets instead of 'AssetType'. This lets UuidGatherer handle Materials, which are defined in a different enum from 'AssetType'.
2014-01-20 00:38:42 -08:00
Oren Hurvitz 88f01a4130 When creating a coalesced object, set its permissions to the lowest-common-denominator of all the sub-objects 2014-01-10 20:01:08 +00:00
Oren Hurvitz a94e1e0e08 When creating a coalesced object, set its Creator ID if all the objects have the same creator 2014-01-10 19:54:17 +00:00
Oren Hurvitz 91fd9c4670 Refactored: use a single function to apply an object's folded permissions to its main permissions 2014-01-10 19:50:03 +00:00
Oren Hurvitz 13f31fdf85 Refactored setting permissions when rezzing items: use the same function when rezzing from user inventory and prim inventory.
Also, fixed a bug: when rezzing a coalesced object from a prim's inventory, apply the coalesced object's name and description only to the first sub-object; not to all the objects in the coalescence. (This was already done correctly when rezzing from a user's inventory.)
2014-01-10 19:37:59 +00:00
Justin Clark-Casey (justincc) 7cab41f422 refactor: replace verbose checks with String.IsNullOrEmpty where applicable.
Thanks to Kira for this patch from http://opensimulator.org/mantis/view.php?id=6845
2013-11-15 21:45:08 +00:00
Oren Hurvitz d0c1780839 Fixed rezzing coalesced objects from a prim's inventory
Previously only the first object in the Coalesced Object was rezzed. Now all the objects are rezzed.
2013-10-15 23:59:16 +01:00
Aleric Inglewood 2dc92e7de1 Preserve attachment point & position when attachment is rezzed in world
Patch taken from
http://opensimulator.org/mantis/view.php?id=4905
originally by Greg C.

Fixed to apply to r/23314 commit
ba9daf849e
(cherry picked from commit 4ff9fbca441110cc2b93edc7286e0e9339e61cbe)
2013-09-22 21:10:01 -05:00
Diva Canto 09cb2a37dd More on HG inventory and OutboundPermission: disallowing giving inventory to foreigners if OutboundPermission is false 2013-08-03 20:36:30 -07:00
Diva Canto dcfeb95e98 HG: If OutboundPermission is set to false, let's enforce stricter permissions by not allowing objects to be taken to inventory. 2013-08-03 20:13:44 -07:00
Justin Clark-Casey (justincc) d4c506e453 minor: replace veclist.Add(new Vector3(0,0,0)) with Vector3.Zero in InventoryAccessModules.RezObject() - structs are passed by value 2013-08-02 00:08:14 +01:00
Diva Canto 516062ae1f Don't touch the Current Outfit folder also on coming back home 2013-07-23 15:05:32 -07:00
Diva Canto 744276dd50 In renaming the folders for hypergriding, don't rename the Current Outfit folder. The viewer doesn't like that. 2013-07-23 14:31:03 -07:00
Diva Canto 7c1eb86c7d Don't post Link asset types back to the home grid 2013-07-23 14:28:53 -07:00
Diva Canto 67e500383e Put guards on a bunch of exception-inducing code, as seen in logs from load test. 2013-07-09 14:12:52 -07:00
Diva Canto ec9ffbb89a More debug, same issue 2013-07-04 11:36:10 -07:00
Diva Canto ccca005969 HG: close a loophole by which if something was wrong with the ServiceURLs it resulted in never ending asset requests 2013-07-02 13:29:44 -07:00
Melanie 26b66c730e Put the "script saved" and "notecard saved" messages back into the bottom
right corner.
2013-06-11 21:03:16 +01:00
Melanie 81ad9255b5 Hook up Keyframe motion to almost everything. Failing to cross a sim border
may yield unexpected results in some cases. No database persistence yet,
2013-06-06 03:03:05 +01:00
BlueWall e3d9d5566a Fix inventory issue
Fix issue where objects rezzed from Trash or Lost And Found then be placed back in the respective folder when taking the object or a copy back into inventory.
2013-05-01 18:51:43 -04:00
Melanie b26276c8c4 Fix the long standing bug of items being delivered to lost and found or trash when takig copy.
This bug was recently aggravated through the perms changes required for the
export permission.
2013-05-01 21:35:50 +01:00
Justin Clark-Casey (justincc) 29e28f4b84 minor: remove mono compiler warnings in InventoryAccessModule 2013-04-10 00:05:03 +01:00
Justin Clark-Casey (justincc) 7f070236f7 Fix taking (and rezzing) of coalesced objects in the non-root subregions of megaregions.
This fixes the combined bounding box location for regions bigger than 256x256.
It also fixes the position on taking coalesced objects in the non-root regions, where position checks are properly done on rez instead.
It also fixes the megaregion land channel to return null if the land does not exist, which should probably also be done for the ordinary land channels rather than returning a dummy region.
Inspiration from Garmin's commit in http://opensimulator.org/mantis/view.php?id=6595.  Thanks!
2013-04-06 02:34:51 +01:00
Justin Clark-Casey (justincc) 0f008d5f7d When rezzing a coalesced object, check adjust position of all components. 2013-04-06 01:44:06 +01:00