Justin Clark-Casey (justincc)
62325829ec
comment out all kinds of debugging guff
2011-07-19 05:14:58 +01:00
Justin Clark-Casey (justincc)
1fdb16f1cd
Fix undo for rotation of the root prim in a linkset on its own.
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The only obviously broken things right now are the undo of the position of just a root prim (stays in place) and the fact that resizes need two undoes.
2011-07-19 05:05:50 +01:00
Justin Clark-Casey (justincc)
b2722e984a
Fix undo of rotation of single prims in a linkset
2011-07-19 04:40:02 +01:00
Justin Clark-Casey (justincc)
97f1edfd95
Fix undo of prim group rotation.
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This isn't that great since I think I broke it a few commits earlier.
Undo of rotation of individual prims in a linkset is still broken
2011-07-19 04:15:27 +01:00
Justin Clark-Casey (justincc)
4b9ef4f39c
Rename UpdatePrimRotation() to UpdatePrimGroupRotation() since this is what it actually does and is more consistent with other method names.
2011-07-19 03:44:49 +01:00
Justin Clark-Casey (justincc)
7c468cda36
Stop undo of just the root prim position in the linkset from shifting the whole linkset.
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However, what happens now is that undo just doesn't do anything when the root prim is selected on its own. This requires more code than just fiddling with undo states.
2011-07-19 03:38:22 +01:00
Justin Clark-Casey (justincc)
c94dc95844
fix undo when resizing of non-root individual prims in a linkset
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undo resize, rotation and position still needs fixing when only editing root prim of a linkset
2011-07-19 03:27:16 +01:00
Justin Clark-Casey (justincc)
430a4aeba8
Fix undo for resizing linksets
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This involves implementing a boolean in UndoState to signal whether the undo needs to be done for an entire group/linkset or just a single prim
Resizing individual components of linksets is still dodgy.
Resizing still has to be down twice, since for some reason the client is sending two multiobjectupdate packets on every resize except the very first. This applies to single prims and linksets. Need to look into this.
2011-07-19 03:01:54 +01:00
Justin Clark-Casey (justincc)
86f45f6fe7
remove undo state storage in a few places where it's pointless
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no functional effect - existing bugs still remain
2011-07-19 01:24:43 +01:00
Justin Clark-Casey (justincc)
6fc74b36d1
Make various tweaks to undo code in an effort to get things working better.
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Undo rotation and position appear to be working.
Resizing a single prim appears to be working, though the undo has to be done twice.
Resizing a group of prims still does not work properly - possibly because in the UndoState we don't store a knowledge of when we're resizing a whole group rather than individual prims.
This needs to be addressed.
2011-07-18 04:54:21 +01:00
Justin Clark-Casey (justincc)
3f8e571b78
Use a standard generic system stack for the undo/redo stacks instead of our own homebrew.
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system stack also uses an array, so no performance penalty.
Also exposes undo count and adds a test assertion for correct undo count after resize
2011-07-18 02:01:12 +01:00
Justin Clark-Casey (justincc)
e9a739f45f
refactor: group all the undo/redo code in SOP into one place for easier code reading
2011-07-18 01:33:57 +01:00
Justin Clark-Casey (justincc)
f5ddf37112
Replace ifs in SOG.GroupResize() with Math.Min()
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Also fiddle a bit with undo. This is not currently working properly, though to be fair it also didn't appear to work in 0.7.1.1 either (at least for resize).
Will get some more attention soon.
2011-07-16 05:23:21 +01:00
Justin Clark-Casey (justincc)
9a80adf33a
remove now unncessary parts of SceneObjectGroup.Resize()
2011-07-16 04:49:21 +01:00
Justin Clark-Casey (justincc)
122745fe1c
refactor: replace scale limiting code with more elegant Math.Min calls
2011-07-16 04:28:49 +01:00
Justin Clark-Casey (justincc)
2b68ac4ba3
refactor: Push all part resize code down into SceneObjectPart.Resize()
2011-07-16 04:22:57 +01:00
Justin Clark-Casey (justincc)
4b5a6b655b
add test for resizing one part in a group
2011-07-16 03:52:30 +01:00
Justin Clark-Casey (justincc)
df2a59d31b
refactor: make SceneObjectGroup.GroupScale() a property rather than a mehod
2011-07-16 03:30:14 +01:00
Justin Clark-Casey (justincc)
0f9882db5b
minor: add a log warning if a sculpt/mesh async asset request returns no data
2011-07-16 03:24:36 +01:00
Justin Clark-Casey (justincc)
6f9b855719
refactor: remove pointless sender != null tests, etc, in AssetReceived, since the method called always belongs to the object that generated the request
2011-07-16 03:16:24 +01:00
Justin Clark-Casey (justincc)
982e71b6b8
eliminate unused and redundant SceneObjectGroup.AssetReceived()
2011-07-16 03:08:28 +01:00
Justin Clark-Casey (justincc)
c82f19e41c
fix build break from last commit
2011-07-16 03:06:30 +01:00
Justin Clark-Casey (justincc)
3fc12e7224
Eliminate the pointless textured id argument to SculptTextureCallback
2011-07-16 03:02:28 +01:00
Justin Clark-Casey (justincc)
27fae36a21
remove the need to supply SceneObjectGroup.GroupResize() with a localId.
...
This is utterly pointless scene we already know which sog we're dealing with.
2011-07-16 02:53:36 +01:00
Justin Clark-Casey (justincc)
50bd48542c
Add very basic test for resizing a scene object with one prim
2011-07-16 02:44:00 +01:00
Justin Clark-Casey (justincc)
da7340b9fb
If resized shape is a mesh/sculpt, leave it to the mesh asset callback to trigger the physics actor taint.
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In the last commit, the fix was made by updating all the child prim physics actors with the new size rather than just the root part.
2011-07-16 01:42:56 +01:00
Justin Clark-Casey (justincc)
18652eb87e
Fix physics proxy regeneration when a mesh with more than one submesh is resized
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Addresses http://opensimulator.org/mantis/view.php?id=5584
2011-07-16 01:36:27 +01:00
root
e9dbe54ab1
Fix some local id issues in physics glue
2011-07-15 20:07:59 +01:00
Robert Adams
b55076990c
fix duplication of physical objects for physics engines that care about the initial value of localID
2011-07-15 11:37:34 -07:00
Justin Clark-Casey (justincc)
df0e5cc9fe
When a mesh object is added to a scene, delay adding the physics actor until the sculpt data has been added to the shape (possibly via an async asset service request)
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This prevents spurious 'no asset data' for meshes added on startup.
2011-07-12 02:33:09 +01:00
Justin Clark-Casey (justincc)
8e44a8e2b9
Properly regenerate physics proxy when a mesh is resized.
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This is done in SOP.Resize(). More common code from callers needs to be refactored into this method to reduce confusing copy/pasting
2011-07-11 03:47:49 +01:00
Justin Clark-Casey (justincc)
0badf3718d
refactor: push the part of SceneObjectGroup.CheckSculptAndLoad() that actually deals with the part into a SceneObjectPart.CheckSculptAndLoad() method
2011-07-11 03:35:29 +01:00
Justin Clark-Casey (justincc)
2f3d0e209f
When a sculpt/mesh texture is received by a part on a callback request, don't do the unnecessary work of copying the base shape.
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Just setting the new base shape is enough to reinsert the sculpt data and set the taint.
Also cleans up a few more left-in debugging messages.
2011-07-11 03:13:59 +01:00
Justin Clark-Casey (justincc)
6a15464b0a
refactor: Make arguments to SceneGraph.UpdatePrimFlags() more readable
2011-07-11 02:29:19 +01:00
Justin Clark-Casey (justincc)
01b98c2e62
refactor: Make arguments for SceneObjectGroup.UpdatePrimFlags() more readable
2011-07-11 02:18:19 +01:00
Justin Clark-Casey (justincc)
e68ae44b6b
minor: remove mono compiler warning
2011-07-11 02:11:37 +01:00
Justin Clark-Casey (justincc)
c6d4304a04
refactor: very minor space insertion
2011-07-11 02:11:16 +01:00
Justin Clark-Casey (justincc)
c964114f7e
refactor: make argument to SOP.UpdatePrimFlags() more readable
2011-07-11 02:09:11 +01:00
Justin Clark-Casey (justincc)
59aedbc94b
Rename SceneSetupHelpers.AddRootAgent to AddClient() to better represent its effects and return object
2011-07-09 02:25:40 +01:00
Justin Clark-Casey (justincc)
5e8900dfd0
minor: code tidy and inserted log lines for future use.
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Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does
After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory
When phantom is toggled, the sculptdata is regenerated before remeshing.
But on resize, the sculptdata is not regenerated.
So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled.
2011-07-09 00:35:30 +01:00
Justin Clark-Casey (justincc)
1dcad4ac66
minor: commented out log lines for future use and very small code tidy
2011-07-08 17:58:01 +01:00
Justin Clark-Casey (justincc)
e41093635a
fix build break I just introduced
2011-07-01 21:37:03 +01:00
Justin Clark-Casey (justincc)
9f72fbcb75
Add an async inventory details sender to respond to FetchInventory packets.
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If a user with a very large inventory right-clicks on their "My Inventory" folder, viewer 1 code will send a massive number of Fetchinventory requests.
Even though each is handled asynchronously via a pool thread, the sheer frequency of requests overwhelms the pool and freezes inbound packet handling.
This change makes the first Fetchinventory thread also handle subsequent requests, freeing up the other threads.
Further efficiencies could be made by handling all the items in a particular FetchInventory request together, rather than separately.
2011-07-01 21:25:40 +01:00
Justin Clark-Casey (justincc)
c84a1bd99f
Don't follow inventory links of links.
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This is to avoid problems with corrupt inventories where an inventory link target points back at the source's folder
No viewer has been observed to set these up as of yet. If this ever happens, we will need a more sophisticated solution to track sent folders within the recursion
2011-06-29 01:33:41 +01:00
Justin Clark-Casey (justincc)
1b4c08730e
refactor: simplify redundant double containing folder check
2011-06-29 00:56:35 +01:00
Justin Clark-Casey (justincc)
3f0b8db0c1
If an inventory link target is in the same folder as the source, then don't recursively request that folder.
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Currently, this should never actually happen but certainly best to handle this case
2011-06-29 00:54:53 +01:00
Justin Clark-Casey (justincc)
22f25fae38
Hack around with the NPC module to get osNpcCreate() partially working again.
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This now creates an avatar but appearance is always cloudy.
Move doesn't work.
Really, creating an NPC should only involve a ScenePresence rather than doing anything with IClientAPI, since an NPC has no viewer to communicate with!
2011-06-29 00:28:22 +01:00
Justin Clark-Casey (justincc)
1a0a9d2290
Implement the latest mesh mechanism so that rezzing the uploaded mesh now works again.
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Many thanks to the aurora project for pioneering this.
This code is almost certainly not bug free, but it does at least appear to handle simple meshes (except when the viewer crashes - but it is beta!).
2011-06-24 21:54:01 +01:00
Mic Bowman
ad84728aba
Add localID to physical object creation functions.
2011-06-15 11:31:32 -07:00
Mic Bowman
29da57e380
Add the PhysActor to the correct SOP when duplicating a physical
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prim. Thanks, MisterBlue
2011-06-15 11:26:45 -07:00
Justin Clark-Casey (justincc)
fc7e17baf7
When serializing objects, stop accidentally using the green text colour value for alpha
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This addresses http://opensimulator.org/mantis/view.php?id=5111
2011-06-10 21:49:25 +01:00
Justin Clark-Casey (justincc)
b5518dc906
minor: Add some commented out destructor logging messages for potential future use.
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At the moment, client and scene objects are being garbage collected as expected, at least in simple scenarios.
2011-06-10 20:40:14 +01:00
Justin Clark-Casey (justincc)
2bc8dcfdbd
minor: add method doc to make it clear that click action is fired when the click action is changed, not when a prim is clicked
2011-06-10 02:27:45 +01:00
Diva Canto
80fc607d75
Fixed "Unknown User" listed as creator/owner on prims created with the Build button by foreign visitors. Added command to the UserManagementModule to list all the known bindings between user UUIDs and their names: show user-names.
2011-06-08 16:01:33 -07:00
Diva Canto
9759b2a4bb
Added EventManager.OnPrimsLoaded, an event that modules can hook up onto so that they know when the scene's objects have been loaded from the DB.
2011-06-08 15:18:14 -07:00
Diva Canto
02b40670be
This makes the display names work better for foreigners
2011-06-07 12:10:57 -07:00
Justin Clark-Casey (justincc)
fe471b6424
Extend TestGiveInventoryFolder() to test giving back the freshly received folder
2011-06-04 02:44:53 +01:00
Justin Clark-Casey (justincc)
12b1cbf8bf
Fix give inventory tests to use different users rather than (accidentally) the same user. Extend TestGiveInventoryItem() to test giving back the same item.
2011-06-04 02:39:26 +01:00
Justin Clark-Casey (justincc)
fe890554fb
insert an InventoryArchiveUtils.FindItemsByPath() to return multiple items rather than just the first one
2011-06-04 01:37:01 +01:00
Justin Clark-Casey (justincc)
896f039513
create TestGetInventoryItem()
2011-06-04 00:51:49 +01:00
Justin Clark-Casey (justincc)
1543fd7fff
extend TestGiveInventoryFolder() to check for the receipt by user 2
2011-06-04 00:20:54 +01:00
Justin Clark-Casey (justincc)
d09210da86
minor: add in method print out to new test
2011-06-03 23:15:31 +01:00
Justin Clark-Casey (justincc)
527e10a04e
add stub UserInventoryTests.GiveInventoryFolder(). Not yet complete
2011-06-03 23:13:05 +01:00
Diva Canto
e33cedfd42
HG Landmarks now working.
2011-06-03 10:26:58 -07:00
Diva Canto
76c60f1f99
Moved CreateNewInventoryItem to the InventoryAccessModule in preparation for supporting HG landmarks.
2011-06-03 08:27:01 -07:00
BlueWall
3326e417b4
Merge branch 'master' of /home/opensim/src/opensim
2011-05-28 16:21:30 -04:00
BlueWall
c7e18f9017
Adding an event to signal that logins are enabled
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Added an event to signal the eabling of logins and added an alert to send to a configured service.
2011-05-28 16:20:10 -04:00
BlueWall
d2c2a4301b
Merge branch 'master' of /home/opensim/src/opensim
2011-05-28 00:39:21 -04:00
BlueWall
99f42c0a6e
Add option to disable logins
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This just covers script loading for now. More to come.
2011-05-28 00:35:06 -04:00
Justin Clark-Casey (justincc)
e9988a3728
Make sure culture is en-US when saving archive related xml.
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This might resolve http://opensimulator.org/mantis/view.php?id=5475
2011-05-27 21:19:20 +01:00
Justin Clark-Casey (justincc)
4e4db749eb
If parsing fails in the primitive base shape (which prints out a debug log message), also print out the name and uuid of the part containing this shape.
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This is to help in diagnosing parsing failures.
2011-05-27 20:59:35 +01:00
Melanie
e398c33648
Add PayPrice to serialization format Xml2
2011-05-25 12:17:46 +01:00
Melanie
28c25d8477
Allow disabling the legacy backup mechanism to avoid the object clone if
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backup is not used.
2011-05-24 04:03:51 +01:00
Melanie
178d541dca
Add an event for an orderly region shutdown that fires once per region before
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the SceneGraph is torn down.
2011-05-24 01:19:48 +01:00
Justin Clark-Casey (justincc)
bb9b317f15
Get rid of OpenSim.Tests.Common.Setup subpackage in favour of just OpenSim.Tests.Common instead
2011-05-21 01:05:20 +01:00
Justin Clark-Casey (justincc)
d7e5b76d73
refactor: rename AddSceneObjectItem to AddSceneObject
2011-05-21 00:39:42 +01:00
Justin Clark-Casey (justincc)
084059319c
refactor: move scene object item creation code into TaskInventoryHelpers
2011-05-21 00:37:20 +01:00
Justin Clark-Casey (justincc)
9103fe84d5
move test task inventory notecard item creation into a new TastInventoryHelpers class
2011-05-21 00:25:58 +01:00
Justin Clark-Casey (justincc)
0050bb438c
refactor: use SceneSetupHelpers.CreateSceneObject()
2011-05-21 00:15:22 +01:00
Justin Clark-Casey (justincc)
534ee52a12
rename UserProfileTestUtils to UserAccountHelpers to be consistent with other test helper names
2011-05-21 00:11:52 +01:00
Justin Clark-Casey (justincc)
3fed61a5d5
refactor: in TaskInventoryTests, use UserProfileTestUtils.CreateUserWithInvetory()
2011-05-21 00:07:24 +01:00
Justin Clark-Casey (justincc)
90567a9eaa
refactor Scene.RezObject() to use AddNewSceneObject() rather than copy/pasting code with small differences
2011-05-21 00:02:53 +01:00
Justin Clark-Casey (justincc)
f2095ea279
refactor TestRezObjectFromInventoryItem()
2011-05-20 23:45:39 +01:00
Justin Clark-Casey (justincc)
4b0fc4faef
implement Scene.GetSceneObjectGroup(string name) to match the equivalent GetSOP method
2011-05-20 23:41:14 +01:00
Justin Clark-Casey (justincc)
91a9f30b16
implement Scene.GetSceneObjectGroup(UUID fullID) using existing index
2011-05-20 23:34:34 +01:00
Justin Clark-Casey (justincc)
7ed419217f
add test for rezzing an object from a prim item
2011-05-20 23:22:27 +01:00
Justin Clark-Casey (justincc)
c562b9ef19
correct small mistake in "delete object name <name>" usage summary
2011-05-18 00:22:09 +01:00
Justin Clark-Casey (justincc)
784f70f704
don't throw a null reference if an inventory link target doesn't exist when we're inspecting in order to send the required inventory folders
2011-05-17 02:25:05 +01:00
Justin Clark-Casey (justincc)
5573fcfa93
Fix adding/removing/replacing outfits in viewer 2
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To get this to work, I had to disable the dupe link check I put in a couple of commits ago.
When the viewer adds wearables to an existing outfit, it first requests deletes of all the existing links before creating a new set.
Since these messages are async, the creates were being received before the deletes had a chance to complete, resulting in missing current outfit links.
However, the dupe check shouldn't be as important now that broken links have been fixed - it was the broken links that were causing the client to create dupes.
Tested on kokua 0.1.0 WIP and SL 2.6.3. I now have no problems managing outfits on my standalone.
2011-05-14 00:10:27 +01:00
Justin Clark-Casey (justincc)
5f9edd195c
Fix broken inventory links on viewer 2.
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It appears that if the viewer requests a folder containing links, we must also send the folders that contain the link targets first.
This was tested with Kokua 0.1.0 WIP though I predict it will also work with other viewer 2s
2011-05-13 03:24:19 +01:00
Justin Clark-Casey (justincc)
9988bff9e3
Add a smidgen of method doc about the fact that item links reuse the asset id item slot
2011-05-12 03:18:53 +01:00
Justin Clark-Casey (justincc)
ac12ace6f1
Prevent viewer 2 from creating a duplicate outfit inventory links.
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I believe this is safe since there is a 1-1 correspondence between link item and worn item (i.e. you can't be wearing the same item at two spots simultaneously in one outfit).
This should stop lots of duplicate links being created when viewer 2 is used.
However, this doesn't prevent broken inventory links, which I believe is timing related since the effect is not consistent (e.g. keep relogging and the viewer should end up seeing them correctly) . I think we actually see this problem on viewer 1 as well.
It might be easier just to implement the Fetch*2 inventory caps which are documented at http://wiki.secondlife.com/wiki/Inventory_API . WebFetch* has been deprecated by Linden Lab since viewer 2.5.1 and according to the sl wiki, "has numerous bugs".
2011-05-12 02:46:13 +01:00
Melanie
2b88d8f93f
Add commands to delete objects by name, UUID, creator or owner
2011-05-09 01:28:23 +01:00
dahlia
eaa33cf478
adjust avatar terse update packet filter distance error threshold based on avatar speed
2011-05-06 16:56:54 -07:00
Justin Clark-Casey (justincc)
04ecd748d9
remove further mono compiler warnings
2011-05-06 22:47:41 +01:00
Diva Canto
74e981e796
One more bug fix concerning library items that weren't being copied to user's inventory. Also commented verbose debug message.
2011-05-06 09:56:27 -07:00
Diva Canto
eafc01cf8f
Bug fix: iars under Library weren't being loaded.
2011-05-06 09:08:24 -07:00
Diva Canto
6d34932775
Merge branch 'master' into caps
2011-05-04 20:30:33 -07:00
Diva Canto
6c503e75ac
Put the previous state back in the attachments in case the agent transfer fails.
2011-05-04 12:04:35 -07:00
Diva Canto
a0f3b23065
Merge branch 'master' into caps
2011-05-04 07:31:32 -07:00
dahlia
4c59d57596
use getters instead of member variables in velocity network filter code and add some more descriptive comments.
2011-05-04 03:29:06 -07:00
dahlia
13ab00e45a
adjust terse avatar update filtering to send updates when distance traveled does not match expected distance, rather than at a fixed time period. this should smooth avatar motion somewhat when moving in a straight line and velocity is constant.
2011-05-03 19:47:50 -07:00
Diva Canto
f79400e94c
Broke down Caps.cs into a generic Caps object that simply registers/unregisters capabilities and a specific bunch of capability implementations in Linden space called BunchOfCaps.
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Renamed a few methods that were misnomers.
Compiles but doesn't work.
2011-05-01 18:22:53 -07:00
Diva Canto
00e94b0ba8
Check for RegionID instead of RegionHandle. Other minor tweaks
2011-04-30 16:53:11 -07:00
Melanie
99b35d3ca6
When coming in from a legacy region without fatpacks, start scripts the
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usual way
2011-04-30 16:20:20 +01:00
Diva Canto
4d5d6222f7
Delaying starting the scripts on TPs and crossings until the agent is root.
2011-04-29 17:09:48 -07:00
Diva Canto
0d49611f6d
Remove the scripts of the attachments in the departing region and recreate them if fail.
2011-04-29 15:52:06 -07:00
Diva Canto
73caa4e94a
Minor correction to yesterday's changes. Make normal prim crossing (no attach) work well again.
2011-04-29 08:42:51 -07:00
Diva Canto
97790075fe
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2011-04-28 20:47:34 -07:00
Diva Canto
9892e115cc
Fatpack message on agent transfers: 1 message only (UpdateAgent) containing the agent and all attachments. Preserves backwards compatibility -- older sims get passed attachments one by one. Meaning that I finally introduced versioning in the simulation service.
2011-04-28 20:19:54 -07:00
Justin Clark-Casey (justincc)
cd7517ccb9
Stop CHANGED_INVENTORY firing twice if a notecard is edited in prim.
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Addresses http://opensimulator.org/mantis/view.php?id=5444
Fix is to stop the asset transaction calling UpdateInventoryItem() since the caller is doing it anyway, which is more correct.
This did not effect scripts.
2011-04-28 22:59:12 +01:00
Justin Clark-Casey (justincc)
50aa93137d
Fix a bug where physical objects rezzed with an initial velocity by script do not receive this velocity.
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This is a minimal fix for the 0.7.1 release, pending a non copy/paste solution.
This hopefully addresses http://opensimulator.org/mantis/view.php?id=5457
The bug was introduced in commit 3ba5eeb
2011-04-28 00:59:21 +01:00
dahlia
16f6f55f2d
network traffic reduction - decrease update frequency for moving avatars when velocity is unchanged
2011-04-26 16:22:44 -07:00
Mic Bowman
1505fbb647
Add back the high prioritization for other avatars in the
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BestAvatarResponsiveness prioritizer.
2011-04-26 08:54:05 -07:00
Mic Bowman
77ab7ce084
Fixed the transmission of throttles from root agent to child
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agents. Child throttles are based on the number of child agents
known to the root and at least 1/4 of the throttle given to
the root.
2011-04-25 15:11:29 -07:00
Mic Bowman
1d7c83c39f
Merge branch 'master' into queuetest
2011-04-25 08:41:21 -07:00
Mic Bowman
a3bd769cb3
Added a second immediate queue to be used for the BestAvatar policy
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and currently used for all of an avatars attachments by the other
policies. Also changed the way items are pulled from the update queues
to bias close objects even more.
2011-04-22 14:55:23 -07:00
Melanie
398bb2149a
Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim
2011-04-21 23:04:01 +01:00
Melanie
13d6e05d5a
Implement agent limits
2011-04-21 23:03:38 +01:00
Justin Clark-Casey (justincc)
e36cab99fd
minor: small amount of method doc and some commented out odds and ends
2011-04-21 18:45:05 +01:00
Justin Clark-Casey (justincc)
63c1b7e475
Alter uuid gather so that it properly analyzes coalesced objects.
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This should correct save all the assets required for the items within the coalesced objects in an IAR. This should also correctly gather the items on hypergrid takes.
2011-04-21 18:12:29 +01:00
Mic Bowman
7759bda833
Added an "immediate" queue to the priority queue. This is
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per Melanie's very good suggestion. The immediate queue is
serviced completely before all others, making it a very good
place to put avatar updates & attachments.
Moved the priority queue out of the LLUDP directory and
into the framework. It is now a fairly general utility.
2011-04-20 21:58:49 -07:00
Justin Clark-Casey (justincc)
71114d4ad1
refactor: rename DeleteToInventory() to CopyToInventory()
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DeleteToInventory() is misleading - it is the caller that decides whether to delete or not
2011-04-18 21:34:26 +01:00
Mic Bowman
452ae375f0
Merge branch 'master' into test-merge0418
2011-04-18 11:29:43 -07:00
Justin Clark-Casey (justincc)
66a62678e5
get rid of all traces of the now used mock service infrastructure
2011-04-15 01:37:27 +01:00
Justin Clark-Casey (justincc)
54e8855819
remove mock asset service for tests in favour of always using the real one
2011-04-15 01:23:26 +01:00
Justin Clark-Casey (justincc)
a0d80140f2
Make all the objects in a coalescence reappears after being loaded from an IAR. This still doesn't work proprerly since some required textures/contained item assets might be missing.
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From pure code inspection, it looks like the uuid gatherer may get most asset uuids because the scene object serializer naively pulls non-root parts from all contained scene objects into one mega-object. However, root part uuids may well still be missing, and there may be other odd artifacts from this bug.
It appears that storing the size of the coalescence and the offsets is redundant, since one can work out this information from the position data already in the scene object groups.
2011-04-15 00:42:06 +01:00
Justin Clark-Casey (justincc)
4b05e667cb
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2011-04-14 20:15:34 +01:00
Mic Bowman
22b307ea1c
Merge branch 'master' into queuetest
2011-04-14 11:59:25 -07:00
Justin Clark-Casey (justincc)
aaf9125869
simplify coalesced object tests by using existing scene object set up utils
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this change makes it possible to set an absolute position on a group before it is put into a scene.
2011-04-14 17:33:55 +01:00
Mic Bowman
6ed6b46aad
Comment out the warning if the prioritizer runs without a fully
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initialized scene presence. Not sure why we are dumping updates
to a client that isn't there yet...
2011-04-13 21:01:51 -07:00
Mic Bowman
3fe22126ca
First pass at moving object property requests into a queue similar
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to the entity update queue. The number of property packets can
become significant when selecting/deselecting large numbers of
objects.
This is experimental code.
2011-04-13 15:37:25 -07:00
Justin Clark-Casey (justincc)
c81f5bfc5c
Adjust the quanterions used in the rez coalsced object tests to get sensible bounding box and offset numbers.
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Extend test to check position of objects in the rezzed coalescence.
2011-04-13 22:29:12 +01:00
Justin Clark-Casey (justincc)
68cc5b46fe
refactor: move code to obtain the coalescence size and object offsets into CoalescedSceneObjects from the serializer.
2011-04-13 21:48:16 +01:00
Justin Clark-Casey (justincc)
58efd761d1
Add coalesced scene objects class and serializer. This is currently only used by the TestRezCoalescedObject() regression test.
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This structure matches the existing one for SceneObjects and will allow code to be reused by the uuid gatherer, other tests, etc.
Test is not yet fully implemented due to a bug in rezzing coalesced objects where they all get the same name as the item.
Only one object should get the same name as the item, which appears to be the one selected last when the the objects were coalesced in the first place.
This bug will be addressed shortly.
2011-04-13 21:17:43 +01:00
Diva Canto
5c870fce54
Bug fix in object serialization -- sculpt data was wrong.
2011-04-12 19:45:33 -07:00
Justin Clark-Casey (justincc)
b0889ed92a
refactor: simplify bRayEndIsIntersection boolean set from RayEndIsIntersection byte
2011-04-12 22:30:43 +01:00
Justin Clark-Casey (justincc)
8e0d2cc43b
If an object is rezzed directly from a prim inventory then give it the rotation it was stored with.
2011-04-12 22:21:46 +01:00
Justin Clark-Casey (justincc)
3ba5eeb6c3
Allow a null rotation to be passed in to RezObject so that we can control whether to use the serialized rotation or not. Not used yet.
2011-04-12 22:15:40 +01:00
Justin Clark-Casey (justincc)
98d7de22dc
Fix (add) ability to rez objects by dragging them out of another prim's inventory.
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This should happen if the client supplies a task ID with the RezObject call.
The rez goes through the same code as llRezObject(), so the same perms are applied.
Rotation isn't yet preserved, this should be fixed shortly.
2011-04-12 18:31:41 +01:00
Mic Bowman
ebc249e3be
Changed the "not in scene" check in the prioritizier to just
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a warning. There appears to be a race condition on slow logins
that attempts to prioritize before the scene presence is fully
initialized.
2011-04-10 17:02:40 -07:00
Mic Bowman
0bd06d8ba8
Fixed the prioritizer functions for the new priority queues
2011-04-10 16:57:02 -07:00
Mic Bowman
77cf9405de
Implements adaptive queue management and fair queueing for
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improved networking performance.
Reprioritization algorithms need to be ported still. One is
in place.
2011-04-10 16:57:02 -07:00
Justin Clark-Casey (justincc)
9bc2705f37
Fix bug where on duplication, the root part local id was continually used in populating the local id scene object index instead of each part's local id
2011-04-06 20:52:36 +01:00
Justin Clark-Casey (justincc)
8318915d7e
Signal prim count taint if the AbsolutePosition of a scene object changes.
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This updates prim counts correctly if an object is moved by something other than an avatar (e.g. scripts, region modules)
Create TestMoveOwnerObject() regression test for this case.
2011-04-06 20:48:00 +01:00
Justin Clark-Casey (justincc)
2497962360
Change some text to make the autoreturn mechanism more obvious, and align with the fact that it's one word rather than two.
2011-04-05 22:25:00 +01:00
Justin Clark-Casey (justincc)
0e465da187
remove now unused individual LandData prim counts.
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However, the calls to the land management module to record prims need to remain, since they were also being used to return owner object lists, etc.
This is probably why prim counts were being done there in the first place.
2011-04-05 21:25:54 +01:00
Melanie
b385d4aa03
Implement taking of coalesced objects.
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WARNING!!!!!
You can TAKE them, but you can't REZ them again. Only the first of the contained
objects will rez, the rest is inaccessible until rezzing them is implemented.
Also, rotations are not explicitly stored. This MAY work. Or not.
2011-04-03 20:24:44 +01:00
Melanie
e8e940e33e
Make CHANGED_OWNER work for deeding and god-mode in-world change
2011-04-03 14:16:41 +01:00
Melanie
3a113f9902
A stab at making CHANGED_OWNER work
2011-04-01 22:04:29 +01:00
Justin Clark-Casey (justincc)
8022400bd4
Remove unused Datastore parameter from RegionInfo (legacy from early 2008)
2011-03-31 22:16:09 +01:00
Justin Clark-Casey (justincc)
f2d2470c25
When an object is duplicated, add it to the full/local id SOG indexes as well as Entities
2011-03-26 02:24:32 +00:00
Justin Clark-Casey (justincc)
26d16567e1
Make SceneGraph.ForEachSOG() execute once for each SOG, not once for each prim (e.g. a SOG with 3 prims would have the action executed three times).
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To do this, a new SceneObjectGroupsByFullID index in SceneGraph which just index's prims by their root part UUID, in order to avoid the inefficiency of filtering existing lists.
Existing callers to SceneGraph.ForEachSOG() did not fail due to the multiple per SOG action executions - they were probably just much less efficient.
Code suggests that no callers expected ForEachSOG() to execute actions on sog multiple times
2011-03-26 00:53:19 +00:00
Justin Clark-Casey (justincc)
f30bf429c2
refactor: rename SOG collections in SceneGraph to make it clearer that they are indexing each part's UUID, not just the root part.
2011-03-26 00:42:48 +00:00
Justin Clark-Casey (justincc)
d011896341
Add generic EventManager.OnObjectAddedToScene and get PrimCountModule to listen for that rather than EventManager.OnParcelPrimCountAdd
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OnParcelPrimCountAdd had the wrong semantics for the PrimCountModule - it was invoked for every entity in the scene, not just new ones, which would screw up the untainted count.
Extend automated test for this scenario.
2011-03-23 21:53:14 +00:00
Justin Clark-Casey (justincc)
b34743e5fe
Add an initial confidence-building TestAddObject() for prim counts.
2011-03-22 23:47:36 +00:00
Justin Clark-Casey (justincc)
7acade00b9
On initial setup, include estate and regions names in questions to make it clearer what they relate to.
2011-03-21 23:26:35 +00:00
Justin Clark-Casey (justincc)
b821f748ac
For objects loaded from an IAR, make sure the CreatorID points towards the OSP resolved ID if newer CreationData is not present.
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This should resolve issues where the creator for rezzed objects was being shown as "Unknown user" where previous behaviour was to show the OSP resolved account.
This is being done by parsing the serialized objects and updating the CreatorID if no CreationData exists. This operation might be expensive for sculpties where the sculpt texture is inlined with the object data. Will just have to see.
This relies on the IAR streaming inventory data before asset data (as is currently the case). Will need to introduce more stringent checks for file order on loading (much like JAR zips must start with the manifest file).
This is for IAR loading only. Tests updated to check this behaviour.
2011-03-10 21:56:15 +00:00
Justin Clark-Casey (justincc)
9456bb77fb
Upgrade nunit.framework.dll to version 2.5.9. Fix up tests appropriately.
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This version removes the NUnit.Framework.SyntaxHelpers namespace, so any modules with their own tests will need to delete this using statement.
2011-03-09 23:25:24 +00:00
Melanie
cea47491de
Fix a few little things
2011-02-27 19:49:23 +00:00
Justin Clark-Casey (justincc)
2b04cab1ee
change some log messages from info to debug
2011-02-25 02:15:06 +00:00
Justin Clark-Casey (justincc)
2f5394e70d
Fix bug where avatars in other regions would not always show up on the mini-map
2011-02-24 22:33:54 +00:00
Mic Bowman
5a16fa882c
Parameterizes the view distance used to compute and manage
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child agents in neighbor regions. This means you can extend
the view on a simulator beyond the default 3x3 regions.
This uses a region default draw distance and should be
replaced at some point by the avatar specified draw distance.
That will require more careful, dynamic recomputation of child
agents every time the draw distance changes.
WARNING: this is experimental and has known instabilities. specifically
all regions "within site" should be running the same default draw distance
or agents will not be closed correctly.
2011-02-22 13:23:54 -08:00
Justin Clark-Casey (justincc)
9e47018cfb
Remove test T020_TestMakeRootAgent() which hasn't been active for ages anyway
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This test was non-viable. Keeping inactive T021_TestCrossToNewRegion() around for now since it's still useful for reference purposes in constructing a future working test.
2011-02-19 00:14:13 +00:00
Justin Clark-Casey (justincc)
60fe3d48ee
Put some CapabilitiesModule null checks in Scene
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Stop tests setting up a capabilities module by default
2011-02-18 23:50:54 +00:00
Justin Clark-Casey (justincc)
8249d77991
If GridService.GetNeighbours() could not find the region then log a warning rather than causing a null reference on the normal log line
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This also extends the TestChildAgentEstablished() test to actually activate the EntityTransferModule, though the test is not yet viable
2011-02-18 23:25:59 +00:00
Justin Clark-Casey (justincc)
dd9efc1838
extend TestChildAgentEstablished() test slightly to put in EntityTransferModule. Not yet enabled.
2011-02-18 23:05:56 +00:00
Justin Clark-Casey (justincc)
eb699df5f6
On SceneSetupHelpers, go back to calling ScenePresence.CompleteMovement() for the last stage of AddRootAgent() instead of SP.MakeRootAgent()
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Going this extra step doesn't appear to cause any test failures.
This is arguably better for test purposes, though at some stage another method may arise which does just call AddRootAgent().
2011-02-18 22:49:19 +00:00
Justin Clark-Casey (justincc)
023f953f39
remove another unused test teardown method
2011-02-18 22:25:45 +00:00
Justin Clark-Casey (justincc)
c155f57dbe
remove unused test teardown method
2011-02-18 22:22:51 +00:00
Justin Clark-Casey (justincc)
c763edf56d
separate attachment tests out into their own class
2011-02-18 22:20:08 +00:00
Justin Clark-Casey (justincc)
88da253c94
Add very basic test which invokes the scene update loop once and checks the frame number.
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This makes Scene.Update() match its original description of performing a single update, which also matches the semantics of SOG and ScenePresence.
2011-02-18 21:54:44 +00:00
Justin Clark-Casey (justincc)
e774679f62
minor: add method doc to a few ScenePresence methods
2011-02-18 21:19:16 +00:00
Justin Clark-Casey (justincc)
4725221435
Stop the avatar sometimes pausing for more than a second on the border when region crossing.
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This restores a RemoveFromPhysicalScene() call in ScenePresence.CheckForBorderCrossing() when the agent has been placed in transit.
If we don't remove the agent from the physical scene, then the method continues to be called via ScenePresence.Update()
until the handover of the client between regions is completed. Since this handover can take more than 1000ms (due to the 1000ms
event queue polling response from the server), this results in the avatar pausing on the border for the entire handover period.
2011-02-18 20:54:00 +00:00
Marck
4f9c3c73ad
Add support for new naming syntax of linked regions to osTeleportAgent and osTeleportOwner.
2011-02-17 13:47:13 +01:00
Melanie
918c12c965
Change the QUERYACCESS method to eliminate spurious access denied messages
2011-02-16 08:06:11 +00:00
BlueWall
c75e916ccf
Set filter to send proper rotations for root part
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This allows the root prim, alone or in a set, to send it's
rotation. This fixes unsitting the avatar on sit-offsest
type teleports where the sit target is in the root prim of
a linkset.
2011-02-13 07:42:53 -08:00
Diva Canto
ac7bc78555
Added emergency monitoring of UDP Outgoing packets thread. Just type "emergency-monitoring on/off"
2011-02-08 12:06:14 -08:00
Diva Canto
98ea78fc77
New command: show pending-objects
2011-02-06 19:39:29 -08:00
Kevin Cozens
034327b51f
Send object date to viewer in microseconds (Fixes mantis bug #3990 )
2011-02-04 20:55:41 +00:00
Mic Bowman
cf24069227
Change UpdateAgent (for changes in agent position) to be sent
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once to each simulator rather than once to each region. This
should help with some of the delays caused by multiple outstanding
requests to a single service point.
2011-02-03 12:43:46 -08:00
Melanie
188d86998d
Fix up QueryAccess to also check parcels
2011-01-28 04:09:04 +00:00
Melanie
d90b0c53ec
Fix bumping into sim borders and check estate bans for walking crossings
2011-01-28 02:38:14 +00:00
Melanie
b0f641fa15
Make it work
2011-01-27 06:41:07 +00:00
Melanie
17801bd78b
Add a TeleportFlags member to SP so we can tell how we got there.
2011-01-27 05:33:46 +00:00
Mic Bowman
240c0eaf1d
Remove the RestorePresences functions (which don't seem to be doing
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anything) and clean up the code in AddNewClient (so Appearance only
gets assigned once, not three times).
2011-01-26 13:33:34 -08:00
Melanie
b91c99b596
Fix script data not being reset as it should be
2011-01-24 03:07:01 +00:00
Diva Canto
a07375a7ae
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2011-01-17 17:41:06 -08:00
Diva Canto
c98d1cffe2
Removed the call to sceneViewer.Reset upon MakeRoot and ChildAgentUpdate, because Reset hangs for a long time waiting for the lock. That is a problem in itself -- that long holding of the lock by some thread -- but let's just avoid it altogether.
2011-01-17 17:40:48 -08:00
Justin Clark-Casey (justincc)
3083c517a0
minor: resolve some mono compiler warnings
2011-01-18 00:29:10 +00:00
Justin Clark-Casey (justincc)
c544f0d0c5
Prune some of the excess logging for client logins.
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Didn't touch the appearance related stuff.
2011-01-18 00:25:24 +00:00
Diva Canto
4bcee1dfb4
Revert "DEBUG DEBUG DEBUG"
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This reverts commit 59c2cd04ba
.
2011-01-17 13:07:02 -08:00
Diva Canto
59c2cd04ba
DEBUG DEBUG DEBUG
2011-01-17 12:35:19 -08:00
Melanie
30320077a2
Fix slam bits being lost when editing perms in prim inventory
2011-01-14 03:20:47 +00:00
Melanie
705f4e1e4b
Dont' trust the viewer! Fix a permission slam error caused by trusting
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the viewer too much.
2011-01-12 21:46:49 +00:00
Melanie
914e4b319e
Fix direct item give permissions
2011-01-12 21:39:13 +00:00
Melanie
7cfe17b5b3
Partial permissions fix for boxed items.
2011-01-12 21:25:38 +00:00
Melanie
dd154f7403
Fix god mode perms adjustment
2011-01-12 21:21:34 +00:00
Diva Canto
eab0951a59
Fixes the issue of hung archives. Problem was with SceneObjectSerializer.
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Also fixes a buglet in scene load xml command, where it was given the wrong argument index for filename.
2011-01-08 15:49:51 -08:00
Diva Canto
a1c5de0f94
Try to fix a IAR problem reported by nebadon, where save iar seems stuck forever.
2011-01-07 12:32:47 -08:00
Diva Canto
c18bcf3d8d
A bit more frugal on the caller side of closing agents, now that the receiving end is async. No need for so much concurrency.
2011-01-07 10:25:49 -08:00
Diva Canto
5b43f9cac4
HG bug fix. Must wait for client's UDP contact before getting scene presence.
2011-01-06 12:47:13 -08:00
Diva Canto
fbde9b1136
Note to self: try to make only 3 things at the same time.
2011-01-04 11:33:15 -08:00
Diva Canto
db55859125
Guard against null Animator.
2011-01-04 11:30:08 -08:00
Melanie
5286198650
Add permissions hooks for object transfers
2011-01-03 19:42:58 +00:00
Melanie
e1664b8d38
Fix child agent scoping
2011-01-03 19:42:26 +00:00
Melanie
1f4d0ad460
Fix up a prior fix (refix the fixed fix :)
2010-12-30 02:31:05 +00:00
Diva Canto
d42e0c39fc
Bug fix in neighbors: serverURI now always has a trailing '/'... neighbors were not getting notified.
2010-12-29 07:36:39 -08:00
Diva Canto
3eaaaa0d99
One more pass at object inventory. This time, fix SceneObjectPartInventory so that it makes sure that the file is added to Xfer's before it signals the client to come and get it. This allows the simplification of the logic of Xfer's.
2010-12-24 08:50:00 -08:00
Teravus Ovares (Dan Olivares)
c108968020
* Cleanup from a commit a while ago.
2010-12-23 13:17:33 -05:00
Melanie
1c3e77b728
What is the point of using different types to express the same damn thing?
2010-12-21 22:58:52 +00:00
Melanie
19181c019a
Another good catch. Update file name serial.
2010-12-21 22:56:48 +00:00
Melanie
ec8d1d0131
Added a missed return. Thanks diva!
2010-12-21 22:49:38 +00:00
Melanie
a31b96e1ba
Fix up merge artifacts
2010-12-21 20:54:28 +00:00
Melanie
043dace118
Make prim inventories a bit more sane
2010-12-21 20:49:31 +00:00
Diva Canto
c082254b9d
Put the coarse location updates back to 50 frames, otherwise the dots on the mini-map come and go noticeably. Also increased the Velocity a bit; I had decreased it to 0.885; now it's 0.9.
2010-12-19 19:29:07 -08:00
Justin Clark-Casey (justincc)
3d32f05cde
remove mono compiler warning: if (sop.Color != null) always returns true as sop.Color is a value type.
2010-12-17 22:40:11 +00:00
Justin Clark-Casey (justincc)
3b1c91c24b
remove mono compiler warnings
2010-12-17 22:35:08 +00:00
Diva Canto
ed26376ec5
Yet more things out of the main Update thread loop and into threadlets. This time, SendPrimsUpdate. Plus a few more tweaks on triggering actions from the Update loop. #LoginLag.
2010-12-14 20:15:26 -08:00
Diva Canto
74c68474e0
Another attempt at moving heavy computation away from the Update loop. #LoginLag
2010-12-14 18:44:26 -08:00
Diva Canto
e3262ef5ac
Commented out the UpdateLand call from the Update thread loop, because this may be causing the #LoginLag. Attachments taint the prim count. Twice. Each.
2010-12-14 17:50:37 -08:00
Justin Clark-Casey (justincc)
6b135ee371
fix mistake in last change of local.include
2010-12-15 00:14:43 +00:00
Justin Clark-Casey (justincc)
3643be1c97
Rename SceneObjectUserTests to SceneObjectDeRezTests to better reflect its contents
2010-12-14 23:46:02 +00:00
Justin Clark-Casey (justincc)
92727ad596
minor: disable debug logging for previous test
2010-12-14 23:41:36 +00:00
Justin Clark-Casey (justincc)
81bccd6d13
Start implementing a test for 'share with group' object functionality. Not yet complete.
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While implementing this, a bug was fixed in scene setup helpers where module RegionLoaded() was called immediately after AddRegion() instead of waiting for all AddRegions() to complete.
Also, XmlRpcGroupsModule non-message functionality will now work without a message transfer module (as indicated in the comments but with a contradictory implementation)
2010-12-14 23:36:34 +00:00
Melanie
e47cc10674
Null checking ParentGroup is not needed. It can't be null.
2010-12-14 12:07:35 +00:00
Diva Canto
4bdba0a487
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2010-12-13 21:36:08 -08:00
Diva Canto
b41164b620
This seems to get rid of the stuck PREJUMP animation, as reported by Justin in -dev. Also in this commit, a slight adjustment to the Velocity of SP -- this makes the avie walking feel less jerky for me. Will wait reports from others.
2010-12-13 21:35:40 -08:00
Justin Clark-Casey (justincc)
e08da02a0f
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2010-12-14 00:12:17 +00:00
Justin Clark-Casey (justincc)
e62b3dba8a
reinstate IAttachmentsModule.UpdateAttachmentPosition() since this is being used by a 3rd party region module and contains non-obvious attachment specific code
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There are no functional changes. UpdateAttachmentPosition() is adapted to the new approach of only saving attachment state on logout
2010-12-14 00:11:41 +00:00
Melanie
9bd7f3b03a
Revamp the viewer -> banlist packet processing so fix a number of bugs.
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Remove the too coarse CanEditParcel method in favor of a CanEditParcelProperties
method that takes a GroupPowers argument to specify what action is to be
taken. Also, make the method to set parcel data much more granular. Permissions
in a deeded setting should now work.
2010-12-13 20:35:56 +00:00
Melanie
d6803e6448
Change some lookups in he Land Management module to make group permissions
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work better. Add a generic group permissions hoot to the scene permissions
system.
2010-12-13 20:28:14 +00:00
Marck
7f0350b988
Trigger event with flag CHANGED_LINK when agent sits on objects that have not a sit target defined. This fixes Mantis #4692 .
2010-12-12 20:12:34 +01:00
Diva Canto
797ca8d0e7
Fixes the nudge movements!
2010-12-11 17:06:17 -08:00
Diva Canto
c42876df67
Revert "Another stab at mantis #5256"
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This reverts commit ccb4f958c0
.
2010-12-10 23:32:50 -08:00
Diva Canto
ccb4f958c0
Another stab at mantis #5256
2010-12-10 23:16:26 -08:00
Justin Clark-Casey (justincc)
a918c8df97
fix the minimap sitting avatar location bug
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a sitting avatar should have it's offset position added to the scene object, not its absolute position
2010-12-10 03:46:16 +00:00
Melanie
4df1d25d23
Plumb a code path for the entity transfer module to ask a destination scene
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whether or not an agent is allowed there as a root agent.
2010-12-09 01:55:32 +00:00
Justin Clark-Casey (justincc)
1fa9399ab8
change doc. trivial commit to get panda to rebuild
2010-12-08 00:41:33 +00:00
Diva Canto
72748746d5
Fixed some inconsistency with trailing /. Made debug messages consistent. Changed the stored region names of HG regions. Increased the size of regionName in DB.
2010-12-05 19:43:24 -08:00
Jonathan Freedman
45cd2e3ef9
Merge branch 'master-core' into mantis5110
2010-12-05 11:49:15 -08:00
Mic Bowman
df860516bf
Various bug fixes for appearance handling: more aggressive reset of textures and vparams when appearance is not cached and when wearables change. Send appearance to the viewer with initial data.
...
Cleaned up (and added) debugging.
2010-12-03 23:45:00 +00:00
Justin Clark-Casey (justincc)
7e72afcb3e
Only force prim persistence before delete if the prim is the result of an unpersisted delink
...
This considerably improves delete performance for objects with large linksets
2010-12-03 00:12:59 +00:00
Diva Canto
7d24dbca3c
Added some comments. Better than listening to the boring speaker...
2010-12-01 16:01:22 -08:00
Diva Canto
f3835fe15c
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2010-11-29 09:58:20 -08:00
Diva Canto
f86c438653
Preservation of creator information now also working in IARs. Cleaned up usage help. Moved Osp around, deleted unnecessary OspInventoryWrapperPlugin, added manipulation of SOP's xml representation in a generic ExternalRepresentationUtils function.
2010-11-29 08:43:33 -08:00
Diva Canto
ca8d015733
Changed the parser for InventoryItem deserialization. Moved some utility functions around.
2010-11-27 11:40:54 -08:00
Melanie
63e2c3b2d6
Reformat an overzealous comment. Remove end of line marks and reference to the
...
Mantis solved, as that isn't needed to understand the code. Reformat the
comment for 80 col screens.
2010-11-27 01:28:02 +00:00
Micheil Merlin
6ed63487d9
llUnsit position fix 4063 (updated 11-20-2010)
2010-11-27 02:05:44 +00:00
Justin Clark-Casey (justincc)
e0866faacc
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2010-11-27 01:27:46 +00:00
Mic Bowman
541a7660e0
Refactor appearance and avatar data sending code. Paritioning the routines into "one-to-many" and "many-to-one" makes it possible to call the right function on presence creation (both child and root) and when a child agent is promoted to root. This brings the total number of appearance sends down to one or two on login.
...
Cleaned up the avatar update calls in the groups code. Cleaned up
some commented and debugging code, and a few formating fixes.
2010-11-27 01:14:36 +00:00
Justin Clark-Casey (justincc)
0e311a2104
If we fail to gather asset uuids for a particular asset, log the failing asset id and type
2010-11-27 00:54:09 +00:00
Marck
2827deffe8
Trigger changed event with CHANGED_TELEPORT when teleporting to another region.
2010-11-26 22:46:48 +01:00
Diva Canto
1cbd2842d5
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2010-11-25 16:27:19 -08:00
Diva Canto
ae4b02e115
WARNING: LOTS OF CONFIGURATION CHANGES AFFECTING PRIMARILY HG CONFIGS. Added capability to preserve creator information on HG asset transfers. Added a new HGAssetService that is intended to be the one outside the firewall. It processes and filters the assets that go out of the grid. Also fixed the normal AssetService to do special things for the main instance (console commands, etc). Moved HGInventoryService to OpenSim.Services.HypergridService. Changed the way the login service gets the ServiceURL configs.
2010-11-25 11:14:16 -08:00
Melanie
57c4def254
Change all restarting to use the restart module. Remove hardcoded behavior
2010-11-25 03:16:52 +00:00
Jonathan Freedman
bc51dfc45e
Merge branch 'master-core' into mantis5110
2010-11-23 22:27:54 -08:00
Justin Clark-Casey (justincc)
8d79a39d5b
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2010-11-23 04:27:06 +00:00
Justin Clark-Casey (justincc)
bbc291dfdf
adapt tests to use DeRezObjects() since DeRezObject() has recently disappeared
2010-11-22 23:07:30 +00:00
Justin Clark-Casey (justincc)
34b13a4765
add basic tests to check that under default permissions module owner can delete objects and that non-owners (who are also not administrators, etc.) cannot
2010-11-22 22:54:13 +00:00
Marck
e1c72cedb3
Let CHANGED_SCALE also trigger when editing prims and linksets with the viewer's edit tools.
...
This event used to trigger only when the scale was changed with a script.
2010-11-22 19:38:44 +01:00
Marck
d63965cf94
Let CHANGED_SHAPE trigger. This fixes Mantis #1844 .
2010-11-22 19:38:44 +01:00
Jonathan Freedman
b7f5e82843
Merge branch 'master-core' into mantis5110
2010-11-21 20:01:48 -08:00
Jonathan Freedman
562147475c
Merge https://github.com/opensim/opensim into mantis5110
...
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
2010-11-21 19:51:23 -08:00
Diva Canto
c617d658dd
Added creator info across the board -- TaskInventoryItems and InventoryItems themselves. Tested. Seems to be working, main tests pass. Nothing done for IARs or HG transfers yet -- this only works for OARs for the time being.
...
New migration in inventory table in order to make CreatorID varchar(255).
2010-11-21 17:19:24 -08:00
Diva Canto
6a9ae9e7cb
Global creator information working on MySQL DB and on load/save OARs. Creator name properly shown on the viewer as first.last @authority.
...
New option added to save oar -profile=url. Migration on RegionStore making CreatorID be 255 chars.
Moved Handling of user UUID -> name requests to a new module UserManagement/UserManagementModule.
2010-11-21 13:16:52 -08:00
Melanie
390c3a3b6f
Prevent leftover attachments from clogging up the pipes
2010-11-16 22:18:35 +00:00
Melanie
7bb005b0d1
Change the way attachments are persisted. Editing a worn attachment will now
...
save properly, as will the results of a resizer script working. Attachment
positions are no longer saved on each move, but instead are saved once on
logout. Attachment script states are saved as part of the attachment now
when detaching.
2010-11-16 21:01:56 +00:00
Melanie
98ba079e95
Diva needs a spanking! Serializing OldItemID breaks script state persistence in agent inventory.
2010-11-16 01:35:16 +00:00
Melanie
bfc128529c
Prevent teleporting to a region when the egent is banned in all parcels
2010-11-10 16:20:19 +00:00
Melanie
22144eb8f7
Fix parcel bans to work only on the avatars they're supposed to work on instead of pushing all avatars, even the ones that are allowed.
2010-11-09 22:15:59 +00:00
Jeff Ames
ae9c4a4d11
Formatting cleanup.
2010-11-08 07:48:35 -05:00
Melanie
798abd1508
Reinstate a lost fix
2010-11-08 03:06:58 +00:00
Melanie
6056ae8d88
Fix merge artefacts
2010-11-08 02:58:33 +00:00
Melanie
18b27408d6
Prevent plants from being treated like dropped attachments and removed
...
from the sim.
2010-11-08 02:39:06 +00:00
Melanie
4f6dd8bda3
Call the cleanup after saving attachment states, so that the attachments
...
don't get killed before they can be saved
2010-11-08 02:38:15 +00:00
Melanie
2f58d56137
Call the Cleanup when an agent logs out, when an agent leaves and just
...
before an agent logs in directly. Intentionally not calling this from MakeRoot
as that would mess up attachment transfer in teleport
2010-11-08 02:37:28 +00:00
Melanie Thielker
2317b6767b
Add a method to delete left over / dropped attachments
2010-11-08 02:36:51 +00:00
Jonathan Freedman
4f40374464
Merge git://github.com/opensim/opensim into mantis5110
2010-11-05 19:10:02 -07:00
Melanie
644eb9fd7f
Fix playing sound from HUDs
2010-11-05 13:45:28 +00:00
Melanie
57eabe9d46
Actually calculate the height before setting it, this isn't done automatically
...
on incoming transfers in all cases.
2010-11-03 00:47:22 +00:00
Melanie
7d551e27ca
Trying to prevent a wrong physical actor size
2010-11-03 00:01:47 +00:00
Melanie
d555c373d8
Fix avatar height management
2010-11-02 23:39:45 +00:00
Melanie
78a0ed3ff9
Fix sitting and standing up
2010-11-02 21:28:24 +00:00
Diva Canto
9f5ab3b965
Old deserialization can't deal with commas in flag fields. Making use of -version option on save oar command. Bumped archives version to 0.5; version < 0.5 generates flag fields without commas. Everything else is identical.
2010-11-02 12:05:24 -07:00
Jonathan Freedman
95a0ea78f9
Merge branch 'master' into mantis5110
2010-10-30 18:28:07 -04:00
Melanie
623cee1ffc
Move physics actor creation to after SetHeight to try and prevent
...
bowlegginess. Didn't work but is better this way anyway.
2010-10-30 19:17:52 +01:00
Jonathan Freedman
9e7d3e0f25
Merge branch 'master' into mantis5110
2010-10-29 23:59:16 -04:00
Jonathan Freedman
c8d65c359f
Merge branch 'master' into mantis5110
...
Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2010-10-29 23:58:14 -04:00
Jonathan Freedman
d219317074
Merge branch 'master' into mantis5110
...
Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2010-10-29 23:12:51 -04:00
Justin Clark-Casey (justincc)
09705514ff
tweak a few more scene presence logging messages for consistency
2010-10-29 23:52:25 +01:00
Justin Clark-Casey (justincc)
e66ec432af
Rationalize the logging messages from the merged appearance branch, commenting out most of them as per Mic
2010-10-29 23:45:10 +01:00
Justin Clark-Casey (justincc)
abcde41c0d
Merge branch 'justincc-dev'
2010-10-29 23:15:35 +01:00
Justin Clark-Casey (justincc)
25e19ba7e9
add timing report to CompleteScenePresence for diagnostic purposes
2010-10-29 23:03:11 +01:00
Melanie
934e536738
Merge commit 'cmickeyb/dev-appearance'
2010-10-29 21:06:46 +01:00
Master ScienceSim
49fa7e91b9
Clean up some cruft from the last commit. Re-add the initial update
...
send in the scene presence constructor... need to figure this out
later.
2010-10-29 13:45:59 -07:00
Master ScienceSim
f5c9a56c8b
Bunch of fixes that reduce the number of times appearance
...
and avatar data are sent. And the number of times they
are stored.
2010-10-29 13:43:35 -07:00
Melanie
05d2302c62
Merge branch 'dev-appearance'
2010-10-29 20:24:14 +01:00
Master ScienceSim
f2c1d0e34f
Merge branch 'opensim-master' into dev-appearance
2010-10-28 09:09:42 -07:00
Melanie
1fcac7203d
Prevent nullrefs in scene object deletion. Mantis #5156
2010-10-27 20:47:27 +01:00
dahlia
a4e95c0717
Merge branch 'master' of ssh://MyConnection01/var/git/opensim
2010-10-26 21:20:18 -07:00
dahlia
5968d343bb
Overload Scene.NewUserConnection() to facilitate NPCs and other region specific applications
2010-10-26 21:19:33 -07:00
Jeff Ames
a331fd4e24
Formatting cleanup.
2010-10-27 00:01:03 -04:00
Jonathan Freedman
07db35697b
Merge branch 'master' into mantis5110
2010-10-24 15:01:01 -04:00
Diva Canto
627d1a42fe
Added inner exception handling in Shape deserialization processing, so that the whole Shape processing returns a valid Shape object.
2010-10-23 20:39:41 -07:00
Justin Clark-Casey (justincc)
80f90229e5
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2010-10-22 23:56:58 +01:00
Justin Clark-Casey (justincc)
fe8d3d5a2b
Revert "Merge remote branch 'otakup0pe/mantis5110'"
...
This reverts commit 21187f459e
, reversing
changes made to 8f34e46d74
.
2010-10-22 23:52:07 +01:00
Jonathan Freedman
38e76d71ac
Merge branch 'hg16' into mantis5110
2010-10-22 18:34:50 -04:00
Justin Clark-Casey (justincc)
e06acae965
Allow region modules to know which agents actually receive chat
2010-10-22 18:33:19 -04:00
Melanie
004b395d12
Make SImStatsReporter pick ObjectCapacity striaght out of region info
2010-10-22 18:27:49 -04:00
Melanie
700f4ddea4
Change some exception to use ToString(). e.Message is not sufficient to fix
...
errors. Please don't use e.Message, devs NEED to see the dumps!
2010-10-22 22:55:07 +01:00
Jonathan Freedman
d4144bedb8
* change the data exchanged within hypergrid transactions
2010-10-21 23:22:15 -04:00
Master ScienceSim
267f18925d
First attempt to get multiple attachments working to support viewer2.
...
The attachment code appears to work correctly for 1.23 viewers so, in
spite of some big changes in the internal representation, there don't
appear to be regressions. That being said, I still can't get a viewer2
avatar to show correctly.
2010-10-21 16:48:58 -07:00
Melanie
08e14d653e
Merge branch 'dev-appearance' of git://github.com/cmickeyb/opensim into dev-appearance
2010-10-21 17:09:42 +01:00
Melanie
bb78f1c05a
Make SImStatsReporter pick ObjectCapacity striaght out of region info
2010-10-21 15:36:32 +01:00
Jonathan Freedman
017b83d0a3
* remove some spurious debug info
...
* The last 4 commits are a patch from otakup0pe that's supposed to make URLs better somehow in an effort to make it easier to do hypergrid (I think).. But as it seems that I'm the only one who was able to apply the patch.. and I looked it over and it doesn't look like it breaks anything via the diffs.. I'll sign off on it.
Signed-off-by: Teravus Ovares (Dan Olivares) <teravus@gmail.com>
2010-10-20 22:36:29 -04:00
Master ScienceSim
b1c8d05888
Major refactoring of appearance handling.
...
AvatarService -- add two new methods, GetAppearance and SetAppearance
to get around the lossy encoding in AvatarData. Preseve the old
functions to avoid changing the behavior for ROBUST services.
AvatarAppearance -- major refactor, moved the various encoding
methods used by AgentCircuitData, ClientAgentUpdate and
ScenePresence into one location. Changed initialization.
AvatarAttachments -- added a class specifically to handle
attachments in preparation for additional functionality
that will be needed for viewer 2.
AvatarFactory -- removed a number of unused or methods duplicated
in other locations. Moved in all appearance event handling from
ScenePresence. Required a change to IClientAPI that propogated
throughout all the IClientAPI implementations.
2010-10-20 16:17:54 -07:00
Jonathan Freedman
94684a2251
* remove some spurious debug info
2010-10-20 02:36:59 -04:00
Diva Canto
8731c2be11
It looks like Vector3s also got written down in lower case at some point in time. Added code to account for that.
...
17:45:59 - [SceneObjectSerializer]: exception while parsing SitTargetPosition: System.Xml.XmlException: Expecting X tag from namespace , got x and instead Line 1, position 2838.
2010-10-19 15:16:29 -07:00
Diva Canto
8acac3d07f
Another take related to the previous commit.
2010-10-19 15:07:15 -07:00
Diva Canto
3b2d9a9939
Added code to quaternion deserialization to try to cope with an exception seen in Wright Plaza related to SitTargetOrientation.
...
17:23:05 - [SceneObjectSerializer]: exception while parsing SitTargetOrientation: System.Xml.XmlException: Expecting X tag from namespace , got w and instead Line 1, position 30064.
2010-10-19 14:37:03 -07:00
Diva Canto
684449f783
Added TextureAnimation and ParticleSystem to serialization.
2010-10-19 00:04:02 -07:00
Melanie
43a4b7b735
COmmented the wrong line instead, now I commented them all to be on the safe side
2010-10-19 01:23:25 +01:00
Melanie
5b29b975ee
Comment a spammy debug message in the serializer
2010-10-19 00:51:04 +01:00
Diva Canto
7038f2b406
Deleted all [XmlIgnore] from SOP, since those are meaningless now.
2010-10-17 10:41:38 -07:00
Diva Canto
22eff055d4
.NET automagical serialization of SOPs replaced by manual serialization across the board.
2010-10-17 10:35:38 -07:00
Diva Canto
1499607215
Made OARs use the new serialization procedure. (TPs/crossings still on the old one) Added an options argument down the pipeline. For the time being it takes --old-guids as an option to produce <Guid> instead of <UUID>.
2010-10-15 17:27:19 -07:00
Diva Canto
41ce392d9b
Added manual xml2 serialization. Rewired only save xml2, not oars yet. Seems to be generating xml's that are successfully parsed. Needs more testing.
2010-10-14 09:05:46 -07:00
Diva Canto
45e0cdfcad
Added SOP.MediaUrl and Shape.Media to the deserialization
2010-10-13 15:44:25 -07:00
Diva Canto
d890390ecf
Comment a debug message so that it doesn't spew the console upon encountering unknown xml elements.
2010-10-13 10:38:34 -07:00
Diva Canto
54a3b8e079
New SOG/SOP parser using XmlTextReader + delegates dictionary. Active for load oar and load xml2, but not for packing objects on crossings/TPs yet.
2010-10-13 08:16:41 -07:00
Melanie
f2febb89fc
Change the part for sound playback to be the root part / object UUID instead
...
of the child prim because using the child prim plain doesn't work.
2010-10-10 22:07:36 +01:00
Melanie
4a0911bdbd
Guard against locking a nullref to avoid build break
2010-10-08 19:19:07 +01:00
Melanie
5dcbbb726a
Change the order of actions to address a possible nullref
2010-10-08 18:40:13 +01:00
Melanie
9a5d0984a5
Fix autoreturn to not return zero objects
2010-10-07 02:16:36 +01:00
Melanie
abfede7819
Plumb the path for multiple object deletes
2010-10-06 20:00:51 +01:00
Jeff Ames
bc9f793a92
Formatting cleanup.
2010-10-04 21:28:17 -04:00
Melanie
511751a733
I really have to say it again and again: e.Message is NOT enough data for
...
troubleshooting. It MUST be combined with e.StackTrace, or e.ToString() must
be used.
Fix one more instance of that cr.p
2010-10-03 22:36:27 +01:00
Melanie
29646bcf67
Fix an inventory fetch issue
2010-09-30 02:52:35 +01:00
Melanie
8e547d3491
Prevent setting arbitrary groups on your objects.
2010-09-27 02:11:55 +01:00
Melanie
c2a4bdb2fe
Fix build break
2010-09-27 01:40:29 +01:00
Melanie
aaa4cb64a4
if you can't edit a prim's inventory, you don't need to see the asset ids.
...
Prevents stealing IDs of animations, sounds and textures from prim
inventories. Prevents copybot from gathering the wearable UUIDs needed for
pirating things from vendors.
2010-09-27 00:34:30 +01:00
Melanie
1f7d68e555
Restrict inventory items added in a transaction to folder belonging
...
to the connected client.
2010-09-27 00:30:26 +01:00
Justin Clark-Casey (justincc)
6325fa515d
Add UUID to physics prim name parameter so that diagnostic messages can be made more useful.
...
If a separate UUID parameter is better for the future then this can be added later on.
2010-09-25 00:51:40 +01:00
Justin Clark-Casey (justincc)
b366ad5012
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2010-09-25 00:00:00 +01:00
Justin Clark-Casey (justincc)
5bcf9ae2f9
If the uuid gatherer fails to find the asset containing gesture metadata, then simply return rather than generating an exception
...
This matches existing behaviour, though better diagnostics for missing assets may be good later on.
This addresses http://opensimulator.org/mantis/view.php?id=4977
2010-09-24 23:58:37 +01:00
Melanie
2b8c99c2fb
Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim
2010-09-21 04:02:50 +01:00
Melanie
10a37f5be4
Refactor script create permission into the perms module
2010-09-21 04:02:28 +01:00
Justin Clark-Casey (justincc)
a85779e477
If the uuid of a SceneObjectGroup (RootPart) is changed before adding to the scene, remove the old uuid reference from m_parts as well as adding the new one.
...
The separate remove and set operations is SOG.set_UUID() are both locked under m_parts.SyncRoot since they are logically atomic (though this isn't such an issue if the SOG isn't part of a scene)
Added unit test for this behaviour.
Also changed the second m_parts.AddOrReplace() to m_parts.Add(). As the old reference is now removed we never end up replacing an identical uuid. And if we replace a uuid that's already there (from a child part) then this is an error.
2010-09-21 00:58:54 +01:00
John Hurliman
b49cb3355f
Fixed a regression in SOG.Copy()
2010-09-16 17:57:00 -07:00