Commit Graph

536 Commits

Author SHA1 Message Date
Justin Clarke Casey
dd4100db4c * Get the xml2 entities serialization representation in the archiver module
* Not yet reusing serialization module - this will happen in the future
* No user functionality yet
2008-05-24 19:21:57 +00:00
Teravus Ovares
375673ec90 This enables return from the parcel object owner display.
There's some oddness with the parcel counts, but if you can get past the oddness, you can return objects under an owner that you have permission to return.
2008-05-24 11:10:21 +00:00
Dr Scofield
09188d5d10 IRCBridgeModule (and ChatModule before the refactoring) didn't succeed in
finding out which region a new avatar was logging in to; the same problem
occurred when the client/avatar logged out. the reason was mani-fold:

- Scene.AddNewClient(...) would call SubscribeToClientEvents(client)
  which would subscribe to all client events and then call 
  TriggerOnNewClient(...) BEFORE the ScenePresence object had even been
  created and added. i've moved the TriggerOnNewClient() call to the
  end of Scene.AddNewClient()
- Scene.AddNewClient(...) is called with child == true; a later call
  to ScenePresence.MakeRootAgent() will turn child to false. When
  OnNewClient is triggered, child is still true, causing IRCBridgeModule's
  FindClientRegion to ignore the ScenePresence of the new avatar.

i've changed IRCBridgeModule to still use OnNewClient and also OnLogout
and OnConnectionClosed but only to signal that the avatar has logged on
(logged off respectively). to track whether an avatar has actually entered
a region i've added EventManager.OnMakeRootAgent (complementing 
OnMakeChildAgent). 

also, i've cleaned up the internal IRCModule code a bit. currently it 
still uses IClientAPI.SendChatMessage() which replicates the code in
ChatModule, that needs to be changed to use TriggerOnChatFromWorld().
2008-05-23 16:07:47 +00:00
mingchen
d04443b4fe *Refactor of the LandManagementModule that allows OpenSim to run without it 2008-05-23 15:12:15 +00:00
Charles Krinke
7dcaa409b3 Thank you kindly, Melanie, for a patch which:
Previously, upload charging was possible only for UPD uploads. 
This is because UDP uploads are charged by the viewer, while in CAPS, 
this was changed to be server side, so hackers couldn't avoid 
paying the upload charge. This patch adds a method to allow 
implementation of this serverside charge.
2008-05-23 01:38:20 +00:00
Justin Clarke Casey
8cde4a1c28 * minor: Remove unused variables causing warnings in Scene 2008-05-22 22:31:42 +00:00
Justin Clarke Casey
0c94da8305 * Plug in stubbed out archiver module 2008-05-22 22:21:58 +00:00
Sean Dague
b27ae0e8dc make VS compile Scene.cs 2008-05-22 20:59:40 +00:00
Sean Dague
1c49752a44 don't trust appearance assetid, instead do an inventory
lookup any time we get it from the server.  This should
preventent unwearable appearance.
2008-05-22 20:07:31 +00:00
Justin Clarke Casey
203017f554 * Refactor: Move enhancement of version string with operating system information from Scene to OpenSimMain
* This also means the operating system info will show up in the region console (and hence the logs)
2008-05-22 00:32:04 +00:00
Justin Clarke Casey
2e758172f0 * Fix circular dependency from last checkin by passing version as a parameter to Scene rather than referencing VersionInfo directly
* Butt ugly solution
2008-05-22 00:18:33 +00:00
Justin Clarke Casey
9263f07d70 * Send VersionInfo string instead of the hardcoded Scene string to the "About Second Life" box
* This is the same string as printed out on the opensim region console at startup, so it should now include the svn revision number (if available)
* This dialog box takes an awful long time to come up on my local system - no idea why that is.  However, that also seems to have been the case before this revision.
2008-05-21 23:52:02 +00:00
Teravus Ovares
8afd93c943 * Sets backup bool volatile for extra protection against two backup processes running. 2008-05-21 21:47:03 +00:00
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
Sean Dague
7a52b35c57 fix crash in standalone mode for initial appearance setup 2008-05-19 20:33:54 +00:00
Sean Dague
9808f39b6f i can haz pantz?
You sure can.  This change set restores pants (and the rest of the
default appearance) in grid mode.  The 
root issue had to do with serializing multi-faced textures to the 
grid server.  This also restores the lookup path through the avatar
factory module, as that seems the reasonable place to have it live.
Some clean up patches are coming later as well, plus testing on 
standalone, but this should be in a good kicking around state for 
grid users.
2008-05-19 19:08:59 +00:00
Jeff Ames
6ec680918b Formatting cleanup, minor refactoring. Fixed some comparisons of value types and null. 2008-05-18 23:06:50 +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
Sean Dague
06b1535ec5 while this doesn't fix the initial no pants issue in grid (which still baffles me)
it does make setting appearance in grid stick.
2008-05-17 12:45:43 +00:00
Jeff Ames
7fefb80abb Minor cleanup. 2008-05-16 13:33:57 +00:00
Jeff Ames
65c5efe43b Formatting cleanup. 2008-05-16 01:22:11 +00:00
Sean Dague
4a9ee9f870 testing avatar appearance as a user service 2008-05-15 20:25:42 +00:00
Teravus Ovares
a4efa93993 * Comitting 0001271: [PATCH] Refactor permissions to fully allow stacking permissions modules. From Melanie. Thanks Melanie! 2008-05-14 23:25:07 +00:00
Teravus Ovares
2a988f187e * Refactored IConfigSource into Physics plug-ins and Scene. We can get rid of some of the parameters we pass to it's constructor now like, 'm_allowPhysicalPrim', 'seeIntoOtherRegions', etc.. so on
* The main purpose of this is to provide configuration options for ODE and other physics plug-ins that are advanced enough to be able to be configured.
2008-05-14 23:15:25 +00:00
Justin Clarke Casey
587f6ab645 * Refactor: Remove SceneObjectGroup.GetScenePresences() in favour of a direct call to Scene 2008-05-14 21:09:41 +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
bfce23dcf4 * Implemented ChildAgentDataUpdate throttle multiplier based on an inaccurate count of neighbors.
* The neighbor count is always lower then the actual number of neighbors unless your region was up the longest.
* The region you're in is un-affected by this, though, you'll get less packet loss, maybe not get logged off immediately when you log in, and possibly see more prim if your internet connection is semi-unreliable.
2008-05-13 06:05:45 +00:00
Justin Clarke Casey
d3fb6039ca * If a region running in grid mode fails to login to the grid service, startup will now terminate instead of carrying on (and thus burying the error message) 2008-05-12 16:57:56 +00:00
Adam Frisby
ee352ebc79 * Added NPCModule and NPCAvatar classes for NPCs. Primitive, but we can grow them out.
* Fix for Scene.Inventory.cs - It assumes every entity at startup is a SceneObjectGroup. (Actually, this shouldn't have compiled[!] without a warning.)
* Fix for LandManager at startup - it assumes there's a land channel when perhaps there isnt. (Bug that needs another refactor to fix. [Mike - I've assigned a ticket to you about this])
2008-05-11 04:32:43 +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
Teravus Ovares
b7baa3cd2a * Valid Sculpted prim now collide properly.
* The first time you set the sculpted texture of a prim you might have to futz with it to get it to generate a sculpted physics proxy
* Note that there are already issues in Trunk, (such as the prim scaling issue and prim jumping issue.  Essentially editing is difficult right now)
* This just adds to the experimental nature of trunk. :D
2008-05-09 07:50:00 +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
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
mingchen
6551f17966 *Added SceneExternalChecks.cs that is used to manage checking the results of multiple functions that register with the class and return the result (usually true/false) based on those results. This is useful for module wanting to put their opinion in decisions such as 'can the user rez this object?' 2008-05-07 17:33:57 +00:00
Adam Frisby
31cd162d34 * Cleaning up code, making it conform to OpenSim standards. 2008-05-06 04:56:48 +00:00
Justin Clarke Casey
9655cf2807 * Refactor: Break out permissions code into a separate region PermissionsModule 2008-05-05 20:14:53 +00:00
Justin Clarke Casey
60a83574f4 * Just some tidy up and documentation before I make my first ever attempt to extract a lump of code out to a region module 2008-05-05 18:53:07 +00:00
Teravus Ovares
7b446aba91 * Implemented DIE_AT_EDGE and Temporary objects don't save to the database. 2008-05-04 22:55:52 +00:00
mingchen
63c104efde *Fixed up EstateManagementModule to the module standard - no more packets allowed!
*Started cleaning up the land module
2008-05-04 18:59:18 +00:00
mingchen
4a87d96c17 *Moved EstateManager into a region module 2008-05-03 17:11:21 +00:00
Teravus Ovares
07167c9a3f * Committing some collision stuffs that I'm working on.
* Nothing user facing yet.
2008-05-03 04:33:17 +00:00
Adam Frisby
776b4cedf6 * Small fixes to Scene.cs 2008-05-02 18:36:41 +00:00
Adam Frisby
67bbfadc06 * More refactorings of UDPServer.
* Removed all references where possible.
* Renamed lots of variables from UDPServerXYZ to clientServerXYZ
2008-05-02 18:26:19 +00:00
Teravus Ovares
412ca26565 * DuplicateOnRay with copy center works in two directions... Still fighting with it.
* DuplicateOnRay without copy center works in all directions.
2008-05-02 02:31:22 +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
Adam Frisby
a1c8aa4050 * Cleaned namespaces of entire solution. OpenSim directories now correspond with namespaces. 2008-05-01 15:36:39 +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