script messages to region modules and sending back replies.
Hook IScriptModuleComms.OnScriptCommand to see commands and use
DispatchReply to reply to the script. It is recommended to pass the "id"
parameter from the event as the "k" parameter of the reply.
The script will receive the reply as a link message from link -1.
* Removed two redundant parameters from SceneObjectPart
* Changed some code in terse update sending that was meant to work with references to work with value types (since Vector3 and Quaternion are structs)
* Committing a preview of a new method for sending object updates efficiently (all commented out for now)
* Added permissionLevel attribute to [MRM] section in OpenSim.ini. Default is 'Internet', however may be any of the following (case sensitive), FullTrust, SkipVerification, Execution, Nothing, LocalIntranet, Internet, Everything. For previous functionality, set to FullTrust or Execution.
Date: Wed, 5 Aug 2009 12:45:56 +0200
Subject: [PATCH] A few minor tweaks to the MRM API's in order to make it possible for MRM's to run in a separate AppDomain without poluting the primary appdomain of OpenSim
Specifically:
Added an explicit method for getting the "globals" of the MRM, removing the need to have the MRM script code loaded into the primary domain, in order to set up proxies
Added a [Serializable] attribute to TouchEventArgs, again in order to remove the need to have MRM script code loaded into the primary domain.
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Applied with whitespace changes
* MRM Scripts should do appropriate cleanup within this event, to allow for clean shutdowns and script updates. This means unbinding from events you are listening to, and releasing any resources.
This add a configuration option to the MRM module called "hidden".
if MRM is marked as enabled, the module will additionally check for
the "Hidden" flag, before registering for client side scriping events.
When MRM is running hidden, it will not respond to client side
scripting events, giving serverside scripting modules, like MRMLoader
and MRMAddin the ability to leverage the MRM engine. This way, even
a possible clientside exploit will not be possible, while still
allowing the MRM engine to run.
* This includes methods such as PlaySound which take a Position as an argument, allowing you to trigger sounds arbitrarily across the scene without needing a parent object in the position.
This may break a lot of things, but it needs to go in. It was tested in standalone and the UCI grid, but it needs a lot more testing.
Known problems:
* HG asset transfers are borked for now
* missing texture is missing
* 3 unit tests commented out for now