Commit Graph

21352 Commits (0.8-extended)

Author SHA1 Message Date
Justin Clark-Casey (justincc) ff88d371d2 minor: remove long unused RegionInfo.commFailTF 2014-08-02 00:55:04 +01:00
Justin Clark-Casey (justincc) 19bd27071a refactor: slightly adjust some code in ODECharacter.Move() to eliminate a condition check without changing the logic 2014-08-02 00:55:01 +01:00
Justin Clark-Casey (justincc) ad3ce54aca With ODE physics, fix an issue where the avatar couldn't jump and then move forward when moving south or west.
Addresses http://opensimulator.org/mantis/view.php?id=5003
Thanks to UbitUmarov for this fix.
2014-08-02 00:54:57 +01:00
Robert Adams db17f98c6f BulletSim: rearrange code to prevent using null pointers when a
child mesh is not available when building a linkset.
2014-08-02 00:54:54 +01:00
Michael Cerquoni 66340824e5 fix all instances of "non-existant" to "non-existent" (spelling mistakes) thanks Ai Austin for pointing this out. 2014-08-02 00:54:48 +01:00
Justin Clark-Casey (justincc) 539ffb7769 Use thread-safe version of .NET Random as the SDK class is not thread-safe.
As per http://msdn.microsoft.com/en-us/library/system.random%28v=vs.100%29.aspx, the .NET Random class is not thread-safe.
If called by multiple threads at once, methods may return 0.
Except for llRand(), other OpenSimulator code did not lock before calling a shared Random instance.
This commit adds a ThreadSafeRandom class that extends Random but does internal locking so that it is thread-safe.
This change is invisible to existing callers and the explicit locking in the llFrand() implementation is now redundant.
2014-08-02 00:54:42 +01:00
Dev Random d35b5737a8 Call RemoveScriptInstance when removing from inventory 2014-08-02 00:53:35 +01:00
Justin Clark-Casey (justincc) 1670d306d7 minor: Move debug xengine script console command to Debug help section where other debug commands live. 2014-08-02 00:53:32 +01:00
Justin Clark-Casey (justincc) 405db6d450 refactor: use existing Compiler.CreateScriptsDirectory() (renamed to CheckOrCreateScriptsDirectory()) when checking that scripts directory exists on compile.
Code was identical apart from error logging, but if there are failures creating these directories then you'll be
seeing lots of errors anyway, and these will be more informative
2014-08-02 00:53:20 +01:00
Justin Clark-Casey (justincc) 743b1efdb4 Fix bug in "show modules" comamnd that was showing shared modules as non-shared and non-shared as shared 2014-08-02 00:53:14 +01:00
Justin Clark-Casey (justincc) b243cde14f Turn RestClient.Request() logging down the debug and comment out for now. 2014-08-02 00:53:10 +01:00
Justin Clark-Casey (justincc) 73ed56f46a Fix issue with running "stats record start|stop" console command
In commit e6080a38 (Wed Mar 19 00:29:36 2014) I renamed this from "debug stats record start|stop"
Unfortunately, I didn't do this fully so before this commit "stats record start|stop" will report a usage failure with the old debug text.
Unfortunately this is in the 0.8 release.  The workaround is to repeat the last command twice (e.g. "stats record start start")
2014-08-02 00:53:06 +01:00
Justin Clark-Casey (justincc) 6b5533dbdb Add experimental "show grid size" robust console command.
This will show an approximate grid size that doesn't count regions that are hyperlinks
Not particularly trustworthy since it will still count regions that are not active but were not deregistered (deliberately or due to simulator crash or similar)
2014-08-02 00:52:53 +01:00
Diva Canto 3dd5d8508c Small change to my previous commit: not so aggressive on the trigger, please. 2014-08-02 00:52:46 +01:00
Justin Clark-Casey (justincc) 2a15739935 Show region size column in simulator version of "show regions" console command 2014-08-02 00:52:25 +01:00
Justin Clark-Casey (justincc) fabe054608 Adjust "show regions" and "show region" robust service console output to show size
"show regions" drops the owner id column but is till present in "show region"
"show regions" name column expanded to allow for longer hg regions (probably still too short, may eventually have to truncate rather than taking up huge screen space)
2014-08-02 00:52:22 +01:00
Diva Canto fe1ae9db1b Instrument the UDP path of creating assets so that it triggers an asset post for users with different asset servers 2014-08-02 00:52:15 +01:00
Justin Clark-Casey (justincc) 12ce20a203 minor: put standard 'category' in brackets at front of log messages from previous commit 3d70db4a 2014-08-02 00:52:12 +01:00
Latif Khalifa 45e280274c When uploading mesh objects with textures also create inventory items for uploaded textures.
This implements:
http://opensimulator.org/mantis/view.php?id=7250
2014-08-02 00:52:07 +01:00
Justin Clark-Casey (justincc) e87a0d9db1 Still log (but this time with warning rather than an exception) if we regenerate a new child caps seed for a region where we already have one.
I think it's still useful to know this to show up any errors early, but it's reasonable to still carry on rather than throw an exception.
Follow on from Diva's commit 9643792
2014-08-02 00:51:57 +01:00
Diva Canto 62e9cdd72a On logout, delay the removal of AgentCircuitData until the very end, because that data structure contains important information about the agent that may be needed by modules. 2014-08-02 00:51:53 +01:00
Diva Canto 3730163e5d This fixes the bug related to rebooting neighboring varregions while avatars are logged in; the avies would not see the region anymore until they relogged. Same problem as before: inconsistent calculation of scope. 2014-08-02 00:51:49 +01:00
Diva Canto 4e3a2d3a64 It turns out that child agent management has had a bug for a while: there was an inconsistency in the scope between opening and closing child agents in neighboring regions. For opening (in EnableChildAgents), the region's DrawDistance was being used; for closing (in IsOUtsideView) , the viewer's (SP) DrawDistance was being used. This fixes this inconsistency, therefore eliminating bugs observed in TPs between, at least, neighboring varregions. 2014-08-02 00:51:36 +01:00
Diva Canto e9447cc836 Avoid an exception in creating child agents some times. 2014-08-02 00:50:21 +01:00
Justin Clark-Casey (justincc) 693a3ea8fa Temporarily disable new regression test TestLifecycle() until I have a chance to fix it
This was working for me locally because it was still picking up all my *.ini config files, which jenkins won't have in its test env
2014-08-02 00:50:18 +01:00
Justin Clark-Casey (justincc) 7e2927f537 Re-enabled TestLifecycle regression test logging so I can get some idea of why it's failing on jenkins but not locally 2014-08-02 00:50:15 +01:00
Justin Clark-Casey (justincc) ba745a524d Actually call Close() for shared region modules when the simulator is being shutdown.
Adds regression test for this case.
2014-08-02 00:50:10 +01:00
Justin Clark-Casey (justincc) cf8b6efaf2 minor: Change default max phys prim size in code to match OpenSimDefaults.ini 2014-08-02 00:50:02 +01:00
Justin Clark-Casey (justincc) 40f7062d02 minor: change allow script crossings default in code to true in order to match OpenSimDefaults.ini 2014-08-02 00:49:59 +01:00
dahlia 81fe05bb84 add LSL constant PRIM_ALPHA_MODE 2014-08-02 00:49:56 +01:00
Vegaslon ed6aabb197 Bulletsim: Create AvatarTerminalVelocity to BulletSim like what ODE and SL has. Before this falling from really high caused the avatar to fall faster then the veiwer can handle and cause camera issues. 2014-08-02 00:49:50 +01:00
dahlia 8542f34d7d add LSL constants PRIM_SPECULAR and PRIM_NORMAL 2014-08-02 00:49:46 +01:00
Diva Canto 025ac85a46 Bug fix in map teleports in varregions. The cherry was missing from the ice-cream Sunday: the packet itself was hardcoding the size of the region... 2014-08-02 00:49:43 +01:00
Robert Adams 5edffc9ecd BulletSim: add some locking for collision lists to prevent collsions
from locking up when running BulletSim on a separate thread.
2014-08-02 00:49:39 +01:00
Aleric Inglewood 56a3d2f00d Improved line map heuristics.
If the C# column can't be found in the positionMap (but the line can),
use the map immediately after it while correcting for the offset,
unless that results in an LSL position before the previous LSL position
in the positionMap.

The idea behind this heuristic is that in most, if not all cases C#
consumes more characters than LSL (for example LSL_Types.LSLInteger
instead of just 'integer').

Thus if the distance between the columns of two markers differ in
the C# and LSL file, the distance in the C# file will be larger.
Moreover, we can assume that every time this happens we will have
a marker at the beginning of the longer 'keyword', because those
keywords were generated by us in the first place.

For example:

C#:     LSL_Types.LSLInteger f2(LSL_Types.LSLString s)
        ^                       ^
        1                       2

will always have markers at the beginning of the long keywords
'LSL_Types.LSLInteger' and 'LSL_Types.LSLString'.
If an error is generated in between (for example at the beginning
of the function name 'f2') then the correct position is found
by using an offset relative to 2 rather than 1.

Note that a case where this isn't working correctly is
when the user adds extra spaces. For example:

LSL:   integer f2(    string s)

would still use the start of 'string' as reference and
then go backwards 3 characters only because the corresponding
C# still looks like

C#:     LSL_Types.LSLInteger f2(LSL_Types.LSLString s)
                             ^  ^
			     only 3 chars difference

and the reported error at 'f2' would be here:

LSL:   integer f2(    string s)
                   ^

This can only be fixed by generating a mapping for 'f2' itself, or
generating a mapping whenever the amount of spaces is changed.
2014-08-02 00:49:36 +01:00
Aleric Inglewood 28babf307e Fix looking up line number and colum when there is no exact match.
When a compile error reports a colum/error that is not an exact
match in the positionMap dictionary, the last position in the
map with a line number and position before the reported error
should be returned.

The old code had the following problems:
1) It returns l,c - which are line and column of the C# file, not LSL.
2) It doesn't set l to 'line' when the map has an entry with 'line'.
3) It sorts the map without taking columns into account, which may
   result in a random order of the columns. With my mono implementation
   the columns were reversed in order.

For example, if the map contains the following lines:

99,5,49,10
100,30,50,10
100,40,1,0
101,5,51,10

and a translation of 100,35 was requested,
then the old code would compare '100' with the keys in
the first column - setting l to that key while it is
smaller. Hence, l is set to 99.
Then it finds the key 100 and doesn't update l.
Because of the reversed sort order, it first compares
the column 35 with 40, finding that it is smaller
and therefore it stops; returning 99,1 instead of finding
the correct 100,30 entry and returning 50,10.

This patch causes 50,10 to be returned.

The remaining problems after this patch are:
1) The sorting might not be necessary at all.
2) The is code duplication (I fixed both instances,
   but really there should be no code duplication
   imho).
2014-08-02 00:49:32 +01:00
Robert Adams 03c6d2b0b4 BulletSim: stop processing linkset child when it is discovered that the
child doesn't have a physical shape. Another attempt at fixing Mantis 7191.
2014-08-02 00:49:28 +01:00
Robert Adams b293242017 BulletSim: more tweeks to AliciaRaven's flying mods. Added parameters
AvatarFlyingGroundMargin and AvatarFlyingGroundUpForce set to 5.0 and
2.0 respectively which seems to give about the same action as in SL.
Also moved force addition to before the velocity to force computation
so the upward velocity is properly applied to the avatar mass.
2014-08-02 00:49:24 +01:00
Justin Clark-Casey (justincc) 924ca8e2e9 refactor: Simplify compilation result tests by factoring out common code. 2014-08-02 00:49:21 +01:00
Justin Clark-Casey (justincc) 86630a9010 In compiler regression tests, setup and teardown structures for each test to avoid any possibility of inter-test inter-ference 2014-08-02 00:49:17 +01:00
Justin Clark-Casey (justincc) 68fcb132d9 Fix issue with LSL jumps screwing up the C# compiler error -> LSL code position map and leading to invalid error line numbers/columns
This is because jump statement generation was mistakenly inserting its own line without updating the csharp positions in CSCodeGenerator.
This is Aleric Inglewood's patch in http://opensimulator.org/mantis/view.php?id=7195 but applied to opensim itself rather than the defunct code generation in opensim-libs.  Thanks!
This patch also adds a regression test for this case from myself.
2014-08-02 00:49:02 +01:00
AliciaRaven 6f582aeaff Fix previous commit to ignore water height and allow flying underwater (swimming)
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
2014-08-02 00:48:59 +01:00
AliciaRaven fa1f6031ca Add upward force to flight when close to the ground. Prevents current belly flop to the floor when flying with bullet physics and acts more like ODE and SL flight.
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
2014-08-02 00:48:55 +01:00
Justin Clark-Casey eea3be9b17 Change flavour to post-fixes 2014-06-17 18:44:31 +01:00
Justin Clark-Casey 698dfe8977 Change 0.8 flavour to release 2014-06-17 16:48:36 +01:00
Justin Clark-Casey (justincc) 25757a6abb If MaterialsModule unexpected sees a part with DefaultTexture of null, log this with a warning. 2014-06-17 16:44:27 +01:00
Justin Clark-Casey (justincc) 5a1017241f If processing a queued request fails up to the top of the stack, log the exception and move to the next request rather than terminate the simulator. 2014-06-17 16:44:23 +01:00
Justin Clark-Casey (justincc) 76ee671dc6 In materials module, if a texture entry somehow has no default entry then don't try to extract materials data rather than throw an exception 2014-06-17 16:44:06 +01:00
Diva Canto 2cdef143c4 Behavior change: only local users can set home in any parcel of a grid. Setting it for foreign users does not make sense, since cntrl+shift+H always teleports them back to their original grid. 2014-06-16 18:04:45 +01:00
Diva Canto 34a645efb6 Manual change as per patch in mantis #7212. (the patch failed to apply, but the fix was good) Thanks FreakyTech. 2014-06-16 18:04:39 +01:00