Commit Graph

103 Commits

Author SHA1 Message Date
Teravus Ovares
5af108a029 * This update causes the backup process to run in a separate thread.
* Concurrency issues are resolved because each object makes a memory-only copy of itself and backs up the copy.
* Because of the way this is done, the latest at the time of the backup gets backed up (no functionality change)
* You can move *thousands of objects at a time* and the sim doesn't freeze and wait for the backup to complete.
* This can be enhanced more by dedicating the thread as opposed to starting it when the backup process starts.
2008-05-21 21:22:56 +00:00
Sean Dague
185eff8d0d From: Jeremy Bongio <jbongio@us.ibm.com>
House cleaning ...

Rather than using the variable name EntityList, the variable name
EntitieList was being used. Here's a patch to fix it.
2008-05-20 16:19:35 +00:00
Teravus Ovares
2bd03b7c8c * Group type stuff. Nothing spectacular. two packets, sorta almost semi half tiny amount implemented. 2008-05-18 03:21:22 +00:00
Jeff Ames
65c5efe43b Formatting cleanup. 2008-05-16 01:22:11 +00:00
Teravus Ovares
d60e457463 Committing patch from Melanie. 0001290: [PATCH] implement permissions propagation and script module hooks. Thanks Melanie!
* Implements quite a few inventory related perms.
* (from Teravus) Fixes Take Copy
2008-05-15 19:28:10 +00:00
Teravus Ovares
e45ace9b54 * Fixed attaching objects that are in-world. 2008-05-14 21:17:57 +00:00
Teravus Ovares
be99ca6bc0 * Fixed situations where objects would jump back or scale incorrectly with Scale both sides checked.
* This probably makes build tools work again. yay.
2008-05-14 19:37:33 +00:00
Teravus Ovares
8fd0378ae6 * Removed 19 warnings 2008-05-14 04:06:33 +00:00
Justin Clarke Casey
16621fb37f * Refactor: Remove locking from InnerScene.GetScenePresence() 2008-05-13 18:40:36 +00:00
Justin Clarke Casey
3025dafa92 * Refactor: Stop exposing the inner scene's ScenePresence dictionary directly to the world 2008-05-13 18:25:15 +00:00
mingchen
32785921d0 *Complete redo of the permissions module
*Removed hardcoded permissions checks
*Added permissions checks where needed
2008-05-13 16:22:57 +00:00
Teravus Ovares
1ba51dd2fd * More OutPacket refactors.
* Added back a sleep to the kick routine so users get a 'you have been logged off message' when they get kicked from the simulator for various reasons (like 'the simulator is going down')
2008-05-10 13:11:09 +00:00
mingchen
6c71a04da8 *Added all the permission checks to the sceneexternalchecks and modified permission module to follow this.
*This makes permission checking much more modular; allows restrictive and granting module to be made without modifying the existing permission module
2008-05-08 19:37:57 +00:00
Teravus Ovares
4b924f2eb6 * Committing an extra bit of permissions for attaching to ensure that the perms are in line with project goals. 2008-05-08 19:22:20 +00:00
Justin Clarke Casey
be02107ea8 * Increasing ScenePresences locking to prevent race conditions such as those seen in one of the crashes of mantis 1163
* It's not impossible that this could lead to deadlock where sessions simply appear to freeze, even though the region console still responds.
* If this is the case, please file a mantis
2008-05-07 22:59:30 +00:00
Adam Frisby
a95f13a646 * Removes references to libsecondlife.Packets from IClientAPI. BAD PROGRAMMERS. NAUGHTY.
* Thanks to Andrew (DeepThink) for working on this one.
2008-05-07 20:31:48 +00:00
Justin Clarke Casey
9655cf2807 * Refactor: Break out permissions code into a separate region PermissionsModule 2008-05-05 20:14:53 +00:00
Adam Frisby
20a9bf08f5 * Rolled back a few changes. 2008-05-01 18:04:42 +00:00
Adam Frisby
13526097f2 * Spring cleaning on Region.Environment.
* Converted a large number of read-only fields to be actually, readonly.
* Reformatted code sections.
* Removed redundant code.
2008-05-01 16:35:00 +00:00
Teravus Ovares
56b4f5a2ea * committing what I've got so far for DuplicateOnRay so I don't fight the conflict monster later. Not done yet, doesn't crash the server. 2008-05-01 15:17:49 +00:00
Teravus Ovares
1c697ef0d2 * You can now rez objects out of inventory at the correct offset from prim you rez it on. Including multi prim groups and prim that have different X/Y/Z scales. 2008-05-01 06:31:12 +00:00
Teravus Ovares
1fb54b074c * Added basic 3-5 level undo on prim position/rotation/scale.
* In the future this should be a config option...   and, hopefully this tides the builders over for a little while.
2008-04-28 01:48:21 +00:00
Teravus Ovares
54563d8dea * Patch from XenReborn to make remove-region work properly without needing to do a change-region first. Careful though. I still suggest you do a change-region first.
* Patch from Melanie to implement touch_end.
* Thanks XenReborn!.  Thanks Melanie!
2008-04-27 22:15:38 +00:00
Teravus Ovares
911e63765c * Single Attachments now work from inventory. You can attach from inventory and detach from inventory.
* Detaching from right clicking in world, detaches to your inventory.
* If you go up to a prim and attach it from in world, it appears in your inventory.
* Attachment placement is saved when you detach them. 
* Choosing wear remembers your last attachment point from inventory.
* Wrote a method to update an inventory item's asset and sends the updated inventory item to the Client
* Wrote a recursive method to find the folder of a known existing inventory item.
* Removed a block on physics object position on creation.  This might crash a region or two, let us know via Mantis if your region crashes because of a physics out of bounds error.
* Drop doesn't work.  The menu item doesn't even come up.  Don't know why :P.
2008-04-27 20:10:28 +00:00
Teravus Ovares
f71871bca3 * More attachment stuff, reworked some of the inventory routines to be what I need them to be for attachments. 2008-04-27 14:37:51 +00:00
Teravus Ovares
323038ceb9 * Ooops, attachments now teleport/cross region borders along with your avatar. Those dastardly objects stick to you. 2008-04-26 17:36:30 +00:00
Teravus Ovares
a534257b0e * Fixes prim crossing. See bug 1050.
* Causes the internal handling of attachments to put the prim group conceptually at the position of the avatar instead of 0,0,0
2008-04-25 21:41:55 +00:00
Teravus Ovares
aa8aee90a3 * Adds much better support for attachments that you right click on in world.
* Your friends can see your attachments now.  People who appear in the sim after you've attached something can also see your attachments.
* You can position & rotate your attachments now.  Positions do *not* save.
* You can detach attachments now the regular way.
* Attachments do not cross into other regions with you..(this isn't too far off)
* Updated ODE to not request terse updates on child prim.
2008-04-24 11:32:41 +00:00
Adam Frisby
e456cb7533 * Patch for #973 - Object Rez from Inventory ignores permissions - Thanks tglion! 2008-04-23 13:22:06 +00:00
Adam Frisby
fef3b36894 * Optimised using statements and namespace references across entire project (this took a while to run). 2008-04-21 07:09:17 +00:00
Charles Krinke
6865f1c67d Thank you kindly krtaylor for a patch to solve:
Linked objects won't scale together properly, only the root object scales. 
This happens with scaling both up and down or inputting numbers in the edit dialog.
2008-04-19 21:01:26 +00:00
Charles Krinke
bf7e7b2c57 Thank you very much, Kmeisthax for:
This patch makes the "Show in Search" checkbox on the viewer work. Additionally, I also discovered that show-in-search objects use the JointWheel flag, so this patch currently uses that flag. LibSL needs to add a flag to enum LLObject.ObjectFlags, "IncludeSearch = 32768" so we aren't using a legacy flag.

Additionally this patch also contains a small fix to BaseHTTPServer that lets the response content-type to be something other than text/html. For some reason this didn't get submitted with the DataSnapshot merge.
2008-04-16 03:55:21 +00:00
Justin Clarke Casey
b7ae8701ce * Working towards notifying the client if the inventory service has failed, rather than simply returning 0 items.
* This is very early support which would only be triggered in a rather unlikely case (if the user server correctly received an inventory skeleton, but later on failed to return the whole inventory in a timely manner.  Also, this only applies to the 1.19.1.4 client onwards
* Code cleanup and support for other failure cases (failure of inventory caching on region crossing, failure to actually add a folder/item, etc, should follow.
2008-04-14 18:43:23 +00:00
Justin Clarke Casey
0e7c4046d3 * Nasty hack to reduce the incidence of spurious exceptions where a user deletes a newly rezzed object before the persistence thread gets to it from its queue.
* This should greatly reduce but not eliminate the problem - elimination probably requires a redesign of the prim persistence processes
2008-04-07 17:28:02 +00:00
Justin Clarke Casey
6ef4f1bdae * Resolve mantis 849
* Scripts in prims within linksets can now be properly edited using the 'edit linked parts' linden ui option
2008-04-03 13:33:46 +00:00
Justin Clarke Casey
93303072dd * Minor: If a user exists but has no inventory in standalone, automatically create new inventory folders
* This mirrors the grid behaviour
2008-03-31 18:29:08 +00:00
Justin Clarke Casey
af3118eccd * Fix problem where inventory code throws a swallowed exception on grid mode if the avatar has never logged in before 2008-03-31 17:08:58 +00:00
Justin Clarke Casey
2b78c40d89 * Adding log debugging messages and making others more explicit
* This reveals that the problem with saving scripts in a non-home region in multi-region configurations is due to a CAPS setup issue
* For some reason the client is still using the CAPS on the region it just came from, causing the ScenePresence lookup to fail (since the presence is now, correctly, a child agent).
2008-03-19 19:25:10 +00:00
Teravus Ovares
8d5bcc9da1 * Fix for if 782: Locked prims may still be moved by click+drag.
* Remember, your admin user and estate managers can move locked objects that are not owned by them.  That functionality differs from the Linden way of thinking and it's by design! It is not a bug!  Create a non-god user and use that as your normal account.
2008-03-19 18:32:25 +00:00
Jeff Ames
47180080f0 Formatting cleanup. 2008-03-18 05:16:43 +00:00
Jeff Ames
7d1dcf3e68 Replaced some magic PCode numbers with enum values. 2008-03-17 17:23:49 +00:00
Teravus Ovares
ce9c2ecac8 * You can leave godmode if you want now.
* Fixed a compile error.
2008-03-14 15:52:32 +00:00
lbsa71
24aedf52c6 * Added null root part guard
* Normalized some UUID handling
* Compacted a few Contains/Add into Set
2008-03-14 15:28:34 +00:00
MW
7ab08f2ac4 Attempt to fix mantis #741, could not replicate it myself. But the error was suggesting that the SceneObjectPart was null, so added a null check, to make sure the sceneobject to be attached is found before attempting the attachment. 2008-03-14 15:23:33 +00:00
Justin Clarke Casey
a4304fb9e6 * Fix Mantis 761 (linking and delinking prims rapidly caused prims to 'disappear')
* Root cause was that if two updates occurred in the same second of time, the second one was never sent
* Linking/delinking appears to be okay now
2008-03-13 00:22:38 +00:00
Justin Clarke Casey
bbb9a21eb5 * Fix mantis 757.
* DelinkFromGroup was removing the parts from the delinked group, which later upset the update thread when it tried to do a queued update for that object
* Temporary fix is to stop deleting the parts, though it would be good later to stop sending out the now spurious updates
* This fix actually reveals another bug, where rapid linking and delinking will cause the non root prims to disappear (though they're actually still there if you relog).  This is the next bug to tackle.
2008-03-12 18:59:50 +00:00
Justin Clarke Casey
b9ef6ed047 * Don't abort (and keep failing) the update if one Entity gives us an exception when we try to update it
* This doesn't remove bug 757, but does largely remove the worst consequences
2008-03-12 18:11:08 +00:00
Sean Dague
4ea52b2105 Change SceneObjectPart.LocalID to .LocalId to be case matching
with SceneObjectGroup.LocalId (and hence reduce confusion).
2008-03-05 18:57:13 +00:00
Johan Berntsson
279e0061c5 Merged 3Di code that provides scene and avatar serialization, and plugin support for region move/split/merge. See ThirdParty/3Di/README.txt. Unless the new modules are used there should be no noticeable changes when running OpenSim. 2008-03-04 05:31:54 +00:00
Charles Krinke
7794fc3766 Change handler001 through handler009 to more
appropriate names consisten with their use.
All done with all 94 handlers from handler001
through handler094. Hopefully we can move 
forward without numbered handlers.
2008-03-02 22:28:48 +00:00