further ACL stuff:
- adding StrictAccessControl variable: DON'T set this to false if you
want to enforce ACL, it will disable ACLs right now. Default is
true.
once we've got code added to allow child agents but prevent them
from becoming root agents when the ACL denies access to the avatar,
setting this to false will then allow avatars to see into a
neighboring region but not enter it (currently ACL prevent both,
seeing and entering).
- enhancing log statements
- AssetType isn't InventoryType. Those enums contain different numbers. Use AssetType for the asset type, InventoryType for the inventory type.
- The ToString method (or ToLower) of AssetType/InventoryType doesn't necessarily return the correct LLSD string.
- Replaced several magic numbers by their corresponding enum.
- Fixed the invType for gestures and animations in the library.
This should fix Mantis #3610 and the non-terminating inventory loading
Scene.NewUserConnection()
- adding reason reporting
this enforces estate bans very early on and prevents us from
circulating client objects that we'd then have to retract once we
realize that the client is not allowed into the region
Move json stats to non-published resource name
Remove well-known resource name for json stats,
creating dynamic uris with private keys and add
a user configurable resource name for region owner usage.
Don't allow packets to be resent before they have actually been sent for the
first time. Switch from serializing a packet to get it's length to the LibOMV
provided Length property. Fix resend timing. Fix the use of dangling references
to Acked packets. Fix the packet handler to play nice with the packet pool.
Fix the packet pool. Add data block recycling to the packet pool. Packet pool
is now ENABLED by default. Add config option to disable packet and data block
reuse. Add ObjectUpdate and ImprovedTerseObjectUpdate to the packets being
recycled.
arbitrary combinations of root and child prims from one or multiple
link sets. Please test throughly and consider things UNSTABLE until
this is proven out.
If an avatar is sitting when the client disconnects, the avatar
is not disassociated from the SOG on which (s)he was sat. This
produces any, and varied, effects.
I have updated RemoveCLient in Scene, to check, and stand the
client up immediately prior to disconnect. This seems like the
most robust way to handle the situation. Though in this case
it might be worth factoring out the animations from other
standup processing. It does no harm, but in this case it is
entirely redundant.
Added support for access control lists.
Scene: Added test to AddNewClient for an entry in the access
list when connecting to a region with limited access.
EstateSettings: Added an HasAccess(UUID) property to test for
an entry in the estate's access list.
RemoteAdmin: Add RPC calls for admin_acl_list, clear, add,
and remove.
llSetPrimitiveParams in a large linkset can disrupt the
entire region. However, when the script is in a large
linkset, it appears to totally lag out the scene and
stops updates from being sent.
Changes to enable script state persistence across non-restart
serialization situations (inventory/OAR/attachments)
Also fixing test cases for OAR and IAR so they don't barf with the new code.
An attachment with the physical checkbox checked will not allow the
phantom checkbox to be cleared. This interfers with scripting
functions such as llMoveToTarget(), which won't work while an object
is phantom. If the prim containing the script is rezzed to the ground,
it will then allow the phantom checlbox to be cleared, and the script
works as expected.
This patch adds few properties to ScenePresence and
thus allows region module or MRM script:
1. Force flying for avatar or,
2. Disable flying from avatar
This hooks up the LandManagementModule to handle the DeedParcelToGroup
packet. Now people can start testing land assigned to and owned by groups.
Also fixes a viewer crash issue when searching for and then joining a group
with an agent that is not already being tracked by groups server.
* This may eliminate the occasional archive test freezes, since they appeared to occur when somehow the asset server didn't pick up on the presence of a request in the asset
quque
* WebStatsModule doesn't crash on restart. GodsModule doesn't crash when there is no Dialog Module. LLUDPServer doesn't crash when the Operation was Aborted.
* ODEPlugin does 'Almost NaN' sanity checks.
* ODEPlugin sacrifices NaN avatars to the NaN black hole to appease it and keep it from sucking the rest of the world in.
This is sent to all root prims of all attachments of an avatar when the
animation state changes. llGetAnimation() can thenbe used to find the
new movement animation. This eliminates the need for fast timers in AOs
Addresses Mantis #3381
The current implementation works as expected if the object has no rotation or
only rotation around the Z axis; you can spin the object left or right (around
the world Z axis).
It works a little unexpectedly if the object has a non-Z-axis rotation; in this
case the body is spun about its local Z axis, not the world Z-axis. (But SL
also behaves oddly with a spin on an arbitrarily rotated object.)
* Now, the 144 unit tests takes roughly as long time to run (16s on my laptop) that the 10 long running takes. The database tests takes forever.
* Feel free to run the unit tests as you code, and the rest before commit.
* Corrected issue with MRMs where it would attempt to overwrite an already loaded DLL. (and thus fail with cryptic UnauthorizedAccessException.)
* Made DrunkenTextAppreciationModule.cs MRM not crash with StackOverflowException
* Added some temporary logging to MRM World.*
* Optimizes SceneGraph - fetches on primitives via "GetGroupByPrim" wont search the entire list if the primitive is infact the root. (Core)
* Updates Test MRM.
- Change several classes to use the new plugin for handling of region-modules
(NOTE: No regionmodule is using this yet)
- Add necessary prebuild parts (don't forget to runprebuild)
Attention: Work in progress. This shouldn't break anything, but you never know...
Added safemode config to Standalone Hypergrid, similar effect to AllowRegionAccessToInventory in Inventory Server. Everyone should have these vars set to their default values except me!
Permissions now use proper events and not delegate lists, which makes
for much easier reading and much less work adding new methods.
I finally found a way to raise events with return values without it becoming
late bound.
With some support from HomerH, this patch adds support for Wind
Model plugins via the mono.Addin framework.
* Adds console & OSSL access to Wind Parameters
* Adds plug-in support for custom wind models
* Provides two example Wind Model plug-ins
Documentation for the wind module is temporarily located at http://code.google.com/p/flotsam/wiki/CoreWindModule [^]
-- will move this documentation to http://opensimulator.org [^]
after the patch has been committed.
* Important: HttpServer.dll was changed to HttpServer_OpenSim.dll so that the HttpServer references do not conflict if you've copied the OpenMetaverse.Http.dll and requirements to the OpenSimulator bin folder.
This means that if you reference HttpServer.dll in any projects, you will need to change the reference to HttpServer_OpenSim.dll. It still uses the Same HttpServer namespace though.
* This is to help identify which test is freezing, since all the tests in the previous dll (coremodules) succeed
* Unfortunately they are not executed in the same order in which the results are listed in Bamboo
This functionality will be upstreamed later.
** Fixed call of new AvatarAppearance without arguments, which caused bots look like clouds of gas
** Added a SendAvatarData in ScenePresence.SetAppearance, which is expected after SetAppearance is run
** Fixed AssetXferUploader: CallbackID wasn't being passed on on multiple packets asset uploads
** Set VisualParams in AvatarAppearance to stop the alien looking bot from spawning and now looks a little better.
*** TODO: Set better VisualParams value then 150 to everything
* These have actually been removed from HGHyperLink.TryUnlinkRegion, because some parameters were parsed but never used.
* This might be a situation where the warnings have shown up an oversight
* Add some comments to the Wind Module
* Add the BinBVH decoder/encoder as a scene object (to encode/decode animations programmatically).
* Add m_sitState for upcoming code to improve sit results.
* Uses 'mouselook' or left mouse button down, to determine when to use the camera's UP axis to determine the direction of movement.
* We crouch-slide no more.
llSetHoverHeight() should not clamp the x/y position of an object the way MoveTo does,
and it should recalculate the absolute height to hover at as an object moves to reflect
the current ground/water height under it.
Correctly implementing required adjusting the Physics interfaces and implementing at
the physics plug-in level. The attached is a patch that correctly implements
llSetHoverHeight() including updates to the ODE physics plug-in.
Changes to IWindModule interface: Change from assuming a single array of
256 Vector2 values to a lookup function that takes region x, y, z and returns a Vector3
* Changed llWind() to use new lookup method of IWindModule
* Moved logic for determining the wind at a given point in the data array from
llWind() to the Wind Module itself.
Changed OpenSim.Framework.Communications.Tests.LoginServiceTests to use the LLStandaloneLoginService (from the LLStandaloneLoginModule) rather than LocalLoginService. Really these login tests should most likely be somewhere else as they are testing specific implementations of login services.
Commented out the old LocalLoginService as its no longer used, but want to check there are no problems before it gets deleted.
- handle GetUser request for nonexistent user gracefully
- include throttle levels in ClientInfo
- code to save/restore throttles in client stack
- only update/send updates to active clients
- make animation classes serializable
This patch fixes a bug where if a script in a child prim has taken
control of an avatar when they sit, although permission for camera
control is revoked when they stand, free camera control is not
restored. Currently it is only restored if the script is in the root
prim (though its not clear to me where this happens!).
* Moves Entity Updates into a seperate thread, allowing for OpenSim to utilize a computers CPU more effectively in return for potentially greater user and prim capacity.
* Removes an expensive Sqrt call performed during Update on each object. This should lower CPU requirements for high-prim regions with physics enabled.
* MXP Changes: Centers the region around 0,0 for primitives instead of 128,128. Prim display should now look more correct for MXP viewers.
Thanks mirceakitsune for a patch that prevents the avatar from trying to
walk along the Z-axis in mouselook mode (or left-click the avatar and
walk) while looking up or down.
Fixes Mantis #946.
* Added log4net dependency to physxplugin in prebuild.xml.
* Added missing m_log fields to classes.
* Replaced Console.WriteLine with appropriate m_log.Xxxx
* Tested that nant test target runs succesfully.
* Tested that local opensim sandbox starts up without errors.
* Not locking causes enumeration exceptions as described in this matis
* part.TaskInventory needs to be locked for every access as it's a dictionary
* Extra locking will hopefully not cause any major issues - in places where the enumeration of the dictionary performs other lock or long running operations, the dictionary is
cloned instead
required file system objects are not present in the test harness.
This makes the main code ignore the failure, therefore the test succeeds.
Not elegant and maybe a unit test guru has a better way. Marked as a TODO
The attached patch implements osGetDrawStringSize that looks like:
vector osGetDrawStringSize(string contentType, string text, string
fontName, int fontSize)
in LSL. It is meant to be used in conjunction with the osDraw*
functions. It returns accurate information on the size that a given
string will be rendered given the specified font and font size.
This allows for nicely formatted and positioned text on the generated
image.
Known issue: after TP, the self client doesn't see the animations going, but others can see them. So there's a bug there (TPs only, crossings seem to be all fine).
Untested: did not test animation overriders; only tested playing animations from the viewer.
and dropped nonths ago, because it is required to get smooth region
crossings with AO running. Without it, in some corner cases, anims will
continue to run in an unstoppable state.
interface. Shared modules will now only get added once, so the command
handler is called once per module, not once per scene. Removal of scenes
has no adverse effects. Nonshared modules will be called for each scene.
NOTHING has been deleted or moved off to forge at this point. what
has happened is that OpenSim.Region.Environment.Modules has been split
in two:
- OpenSim.Region.CoreModules: all those modules that are either
directly or indirectly referenced from other OpenSim packages, or
that provide functionality that the OpenSim developer community
considers core functionality:
CoreModules/Agent/AssetTransaction
CoreModules/Agent/Capabilities
CoreModules/Agent/TextureDownload
CoreModules/Agent/TextureSender
CoreModules/Agent/TextureSender/Tests
CoreModules/Agent/Xfer
CoreModules/Avatar/AvatarFactory
CoreModules/Avatar/Chat/ChatModule
CoreModules/Avatar/Combat
CoreModules/Avatar/Currency/SampleMoney
CoreModules/Avatar/Dialog
CoreModules/Avatar/Friends
CoreModules/Avatar/Gestures
CoreModules/Avatar/Groups
CoreModules/Avatar/InstantMessage
CoreModules/Avatar/Inventory
CoreModules/Avatar/Inventory/Archiver
CoreModules/Avatar/Inventory/Transfer
CoreModules/Avatar/Lure
CoreModules/Avatar/ObjectCaps
CoreModules/Avatar/Profiles
CoreModules/Communications/Local
CoreModules/Communications/REST
CoreModules/Framework/EventQueue
CoreModules/Framework/InterfaceCommander
CoreModules/Hypergrid
CoreModules/InterGrid
CoreModules/Scripting/DynamicTexture
CoreModules/Scripting/EMailModules
CoreModules/Scripting/HttpRequest
CoreModules/Scripting/LoadImageURL
CoreModules/Scripting/VectorRender
CoreModules/Scripting/WorldComm
CoreModules/Scripting/XMLRPC
CoreModules/World/Archiver
CoreModules/World/Archiver/Tests
CoreModules/World/Estate
CoreModules/World/Land
CoreModules/World/Permissions
CoreModules/World/Serialiser
CoreModules/World/Sound
CoreModules/World/Sun
CoreModules/World/Terrain
CoreModules/World/Terrain/DefaultEffects
CoreModules/World/Terrain/DefaultEffects/bin
CoreModules/World/Terrain/DefaultEffects/bin/Debug
CoreModules/World/Terrain/Effects
CoreModules/World/Terrain/FileLoaders
CoreModules/World/Terrain/FloodBrushes
CoreModules/World/Terrain/PaintBrushes
CoreModules/World/Terrain/Tests
CoreModules/World/Vegetation
CoreModules/World/Wind
CoreModules/World/WorldMap
- OpenSim.Region.OptionalModules: all those modules that are not core
modules:
OptionalModules/Avatar/Chat/IRC-stuff
OptionalModules/Avatar/Concierge
OptionalModules/Avatar/Voice/AsterixVoice
OptionalModules/Avatar/Voice/SIPVoice
OptionalModules/ContentManagementSystem
OptionalModules/Grid/Interregion
OptionalModules/Python
OptionalModules/SvnSerialiser
OptionalModules/World/NPC
OptionalModules/World/TreePopulator
The two most notable changes in the crossing process were:
* Object gets passed in only one message, not two as done before.
* Local object crossings do not get serialized, as done before.
These changes replace all direct references to the AssetCache with
IAssetCache. There is no change to functionality. Everything works as
before.
This is laying the groundwork for making it possible to register
alternative asset caching mechanisms without disrupting other parts of
OpenSim or their dependencies upon AssetCache functionality.
* Moved MoveAgentIntoRegion further down in the CompleteMovement method.
* changed a couple of methods from protected to public in SceneCommunicationService
line editing, context sensitive help (press ? at any time), command line
history, a new plugin command system and new appender features thet let you
type while the console is scrolling. Seamlessly integrates the ICommander
interfaces.
* Such failures are now fatal to grab the user's attention.
* However, they could be made non-fatal (just with a loud error warning) if this proves too inconvenient
* So at the moment once can type 'help terrain fill' as well as 'terrain fill help'
* Current implementation is a transient hack that should be tidied up soon
OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!