Commit Graph

2362 Commits (2fea38a5f2d0ee71eef998ec6f7bf4351f188bd7)

Author SHA1 Message Date
Charles Krinke 30ebd15926 Update names of handler010 through handler019
to more appropriate names consistent with use.
2008-03-02 20:29:59 +00:00
Teravus Ovares 9991955014 Applying Ahzzmandius' second patch from bug 701.
ClientView triggers OnClose event before flushing packetqueue. 
Thank sAhzzmandius!
2008-03-02 19:48:26 +00:00
Teravus Ovares e808bf04a5 * Temporarily commented out the parcel banlist clearing query that was being called in an ad-hoc fashion and causing an access violation error. This means that in SQLite when subdividing parcels you'll have to go to the parcel and clear out the banlist with the client instead of having it done for you immediately when you split the parcel.
* A database guy really needs to look at the land stuff. :D
2008-03-02 18:56:23 +00:00
Teravus Ovares 0a5c48b1c8 * This is a very icky implementation of physical linkset prim using fixed joints. This will change quite drastically, however it's fun to play with.
* To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly.  This will also be fixed.
* Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed.   In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go.
* This implementation is better then it crashing your sim, so I'm commiting it for now.
2008-03-02 09:31:39 +00:00
Charles Krinke d6039b40a4 Rename handler020 through handler029 with more
appropriate names consistent with their use.
2008-03-02 03:50:33 +00:00
Charles Krinke 7a0e1a8c34 Rename handler030 through handler038 with more
appropriate names consisten with their use.
2008-03-02 02:47:34 +00:00
Charles Krinke 18a058eb84 Rename handler040 through handler049 with more
appropriate names consistent with their user.
2008-03-02 02:30:28 +00:00
Charles Krinke 21f3661077 Rename handler050 through handler059 with more
appropriate names consistent with their use.
2008-03-02 02:06:31 +00:00
Charles Krinke c9e8d83fc9 Rename handler060 through handler069 with more
appropriate names consistent with their use.
2008-03-02 01:43:52 +00:00
Charles Krinke fdff8c3fa5 Rename handler070 through handler079 with more
appropriate names consistent with their use.
2008-03-02 00:07:28 +00:00
Charles Krinke 20c98b6203 Rename handler080 through handler089 with more
appropriate names consistent with their use.
2008-03-01 22:47:48 +00:00
Charles Krinke b0fbe96ca4 Beginning to change all handler000 through handler094
to more meaningful names starting from the end and 
working backwards.
handler094 -> handlerRequestAsset
handler093 -> handlerPacketStats
handler092 -> handlerGodKickUser
handler091 -> handlerUpdatePrimGroupRotation
handler090 -> handlerUpdatePrimRotation
Others to come shortly.
2008-03-01 20:37:27 +00:00
Charles Krinke 56697133d4 Thank you very much, Kinoc for:
* Impelements llInstantMessage
* Reimplements llOwnerSay as llInstantMessage(llGetOWner(),msg).
* Try's to better identify the "True Name" of objects in llDetectedName
 by checking for avatar name, scene Object Part name and entity name.
* Uses similar logic in the llSensor and llSensorRepeat functions.
2008-03-01 00:59:23 +00:00
Sean Dague c009e2e095 From: Mike Pitman <pitman@us.ibm.com>
Below is a patch for the smooth tool. 

I factored out the essential computations and placed it in a 
channel method to work similar to raise and lower. 
It now performs about the same rate as raise and lower.
2008-02-29 20:36:14 +00:00
Jeff Ames 6d774339d9 More compiler warning cleanup.
Removed verbose flag, since it doesn't do anything any more.
2008-02-29 10:51:40 +00:00
Jeff Ames de80a23c1a Cleaned up a couple compiler warnings. 2008-02-29 10:35:03 +00:00
Teravus Ovares fa7322eac9 * Fixed Cylinder mass formula using diameter instead of radius. 2008-02-29 06:55:31 +00:00
Teravus Ovares fe1f15f4ec * killed a 'new mass' debug line. 2008-02-29 05:50:40 +00:00
Teravus Ovares e333eaf4b6 * ODEPlugin
** Added more realistic calculations of mass for the rest of the supported prim shapes+holes+cuts+tapers.  Previously they were the generic height * width * length. Spheres roll (Angular velocity) more realistically, etc.
2008-02-29 05:46:24 +00:00
Sean Dague de1024adf7 From: Alan M Webb <awebb@vnet.ibm.com>
This patch is intended to implement the following functions:

        llIntegerToBase64
        llBase64ToInteger
        llParseStringKeepNulls

None of these functions are dependent upon state elsewhere in the SIM,
so they are appropriately self-contained. I've tested them out of
context, and from a script attached to an object in my test region.
2008-02-28 21:25:28 +00:00
Teravus Ovares 1afe38b319 * Added a way for the friends module to definitively know if an avatar's root agent is on the instance and if so, which region the avatar's root agent is in. 2008-02-28 05:20:23 +00:00
Teravus Ovares 41c369de82 * OnSignificantClientMovement was never being called. So we got no land updates (fixed) 2008-02-28 04:18:50 +00:00
MW 70ad5604cd disabled AssetDownloadModule and re-enabled the asset download code in the asset cache, until it can be seen if the module was the cause of some new problems that seem like they might be related to assets. I'll look into this more tomorrow. 2008-02-27 22:47:33 +00:00
MW 2c65c2da90 small fix in the showstate data in AssetCache to reflect that now some functions are no longer in AssetCache 2008-02-27 21:32:01 +00:00
MW e978d00914 After seeing sdague do his happy dance over trunk working "the best he has ever seen". I'm not sure I should be doing this commit, but oh well.
So anyway, it moves the Asset downloading (packet sending) to a module (AssetDownloadModule). 
So now at last, AssetCache should be just dealing with fetching assets from the asset server and caching them.
2008-02-27 21:11:01 +00:00
Teravus Ovares 34073607a2 * Turned Friends Module into a shared module (to comply with Scene.AddXmlRPCHandler being shared).
* Fixed a null ref issue in Scene.Close()
2008-02-27 17:41:42 +00:00
MW aac7c1dda5 another attempt at fixing asset lockups 2008-02-27 16:20:45 +00:00
Jeff Ames f218e7e090 Update svn properties. 2008-02-27 15:57:00 +00:00
MW a9ae5ab840 Hopefully fixed the bug that was causing a lot of the freezing. Which was happening due to locks in the AssetCache and Texturedownload module. Where the thread from the Asset thread would be take a lock on a list in the asset cache and then try to call the Callback into the texturedownload module and hit a lock in there which was held by a ClientView thread- which at the same time would be trying to request another texture from the cache and be hitting the lock in there held by the IClientAPI. The result each thread waiting for the other one to release a lock. And as one of those was the ClientView process packet thread. No more packets from that client could be processed. For now I've made a copy of the list in AssetCache so that it can release the lock. I'm doing more work on assets (moving the client asset downloading to a module ), so will hopefully change this into a better method once I've cleaned over things up a bit. 2008-02-27 14:40:30 +00:00
MW 0b7f10efed UserService.ClearAgent call is no longer made when a childagent connection is being closed.
DisableSimulatorPacket now skips the packet throttles
2008-02-27 11:52:02 +00:00
Adam Frisby 906404a14a * Committing file loaders - forgot yesterday. 2008-02-27 09:35:48 +00:00
Sean Dague 8d31fc2cd0 require -loginuri on pCampBot 2008-02-26 21:10:57 +00:00
Sean Dague b8e6d6e245 give pCampBot a -h, -help option 2008-02-26 20:26:48 +00:00
Sean Dague 3bbe09883e make trunk compile again. I think Adam forgot to check in some files 2008-02-26 18:37:42 +00:00
Adam Frisby 5dc5214c5e * Implemented - Terragen File Format Loader for new Terrain Module. 2008-02-26 16:18:57 +00:00
Jeff Ames 74940c7b1d Update svn properties. 2008-02-26 15:36:17 +00:00
Adam Frisby f8a6ef2d50 * Hooked up replacment TerrainModule, raising land will now be weird as both modules are technically active. Beta software, yada yada yada. Will disable one of them by the end of the day. 2008-02-26 15:21:47 +00:00
Adam Frisby eae7be1e36 * Reimplementing Terrain as Region Modules
* New method involves interfaces for
** Terrain Paint Brushes (ie raise brush, lower brush, etc)
** Terrain Flood Brushes (ie raise area, lower area, etc)
** Terrain Effects (ie erosion, etc) [= W.I.P, not committed]
* Provided sample implementation for Raise Paint and Raise Area brushes.
2008-02-26 14:51:13 +00:00
Adam Frisby 9f5586890a * Another slight tweak to the Voice Chat engine - crash caused by switching to shared module fixed. 2008-02-26 13:25:06 +00:00
Adam Frisby a2c639d668 * Small voice chat fix 2008-02-26 11:32:46 +00:00
Adam Frisby e7b785f9a0 * Updated Voice Chat Server, added support for voice to cross region boundaries providing they are all located on the same simulator. 2008-02-26 11:17:52 +00:00
Adam Frisby 577cc7358a * Fixed a null assignment in voice server. 2008-02-26 10:59:47 +00:00
Adam Frisby 9d2ed9307c * Converted VoiceChatServer into a shared region module - now only one instance is required for the entire simulator, rather than one per region. 2008-02-26 10:58:24 +00:00
Adam Frisby 16d63d9fb8 * Added support for RealXtend Voice Chat as a Region Module to OpenSim Trunk. Enabled via [VoiceChat] enabled=true in OpenSim.ini 2008-02-26 10:46:59 +00:00
Teravus Ovares bf82148152 * Added base thread pool based presence informing to the message server.
* Not ready yet for use.
2008-02-26 09:16:31 +00:00
Teravus Ovares cb828c9824 * More Message server stuff. Still not ready. 2008-02-26 08:31:00 +00:00
Justin Clarke Casey 65862aacea * Start sending "ImageNotFound" packet back to the client if we can't find an image
* This might stop some client's constant requests for unfound textures, which is a candidate for the memory leak
* If a texture is not found then the "Image not found" texture will now be displayed clientside
* If it works, this should resolve mantis 676
* Non texture image requests do not receive this packet yet
* This will require a prebuild
2008-02-25 23:26:35 +00:00
Tedd Hansen dbb205c181 Moved AsyncCommandManager into separate classes under "plugins". 2008-02-25 20:10:17 +00:00
Tedd Hansen 366e607608 eol 2008-02-25 19:53:11 +00:00
Tedd Hansen ce9c74a83c Step 1 in reorganizing AsyncCommandManager 2008-02-25 19:45:34 +00:00
Tedd Hansen 5739e13f5b Initial patch for llSensor*
llSensor, llSensorRepeat, llSensorRemove, llDetectedName, llDetectedKey, llDetectedOwner, llDetectedType, llDetectedPos, llDetectedVel, llDetectedRot
Thank you very much kinoc! :)
2008-02-25 19:34:38 +00:00
Justin Clarke Casey 84c86c7bdd * Resolve Mantis 667 by not passing on textures with no actual data onto TextureSender 2008-02-25 19:10:02 +00:00
lbsa71 5b3897a4af * Caught HttpListenerException and swallowed if with output
* Moved Flush into Close since it's always done in that order.
* Minor renamings
* Reversed if for clarity
2008-02-25 15:36:24 +00:00
Jeff Ames cda8b013ec Updated paths in classaudit script. 2008-02-25 11:53:21 +00:00
Tedd Hansen 66cc8f99f6 I'm the stupidest stupid in the whole world. :)
Fixed a bug in new Prim where I actually ADDED new values to old values instead of directly assigning them... Now that was a waste of time! :P
2008-02-25 11:29:24 +00:00
Teravus Ovares b831a91852 * Message Server Linkages (still not ready for use so don't start it yet) 2008-02-25 06:33:14 +00:00
Jeff Ames 61200b469c Update svn properties. 2008-02-25 01:59:14 +00:00
Tedd Hansen 909796f615 Added limits to Prim.Position.X/Y/Z (0-255) so that your prims won't wander off into eternity 2008-02-24 17:46:28 +00:00
Tedd Hansen 4f4dfa8e82 Fixed startup logo size to match a Win CMD window.
Fixed bugs in new OOP commands.
Prim.Rotation.X += 45;
Prim.Position.X += 10;
Now how do I find the prim I asked to += 10 every 1 second???
2008-02-24 17:29:59 +00:00
Tedd Hansen f10d895105 Ok, so NOW scripts work. New patch to break them coming soon. 2008-02-24 17:01:20 +00:00
Tedd Hansen 8af64c979f By now you all have learned that when I'm committing scripting usually doesn't work, so no big surprise. :)
Modified baseclass for compiled script to incorp new OSSL commands class and renamed it to follow standards and all that. Scripts may work again. :)
2008-02-24 16:41:56 +00:00
Tedd Hansen 952c8de189 Forgot to change what class compiled scripts must inherit from to get their commands :) 2008-02-24 16:23:02 +00:00
Tedd Hansen 08131614c9 Implemented object oriented Prim.Position, Prim.Rotation and Prim.Text.
Example:
Prim.Position.X += 10;
2008-02-24 16:16:00 +00:00
Tedd Hansen b533517037 eol 2008-02-24 15:55:04 +00:00
Tedd Hansen 2cd85e15dc Changed so "BuiltIn_Commands" given to scripts is easily extendable. Added new OSSL_BuilIn_Commands class where we can start adding our own modular commands. 2008-02-24 15:45:20 +00:00
Teravus Ovares 95def8c636 * Adds unit test glue to the OdePlugin.
* Adds one unit test. CreateAndDropPhysicalCube.
* More unit tests will be done
* Let me know if this breaks Linux build..
2008-02-24 04:06:01 +00:00
lbsa71 e626288059 * deleted .user file 2008-02-23 20:20:08 +00:00
Jeff Ames 8d57f2e30a Update svn properties. 2008-02-23 13:50:31 +00:00
Teravus Ovares bbb8b66908 * Made Physics updates a teensy bit more responsive. A previous CPU optimization of mine slowed the speed of updates using the 'poll' method in certain circumstances. 2008-02-23 12:46:23 +00:00
Teravus Ovares db264013d4 * One more fix to the selected feature
* Don't act immediately on a physical prim unless it's moving.
* This helps when you're trying to make a box stack and you select the bottom most box.
2008-02-23 12:26:37 +00:00
Teravus Ovares 27508c1ad8 * Added Support within the ODEPlugin for Selected. Which means that;
* When you select a physical prim, it stops while you've got it selected.
* When you move or alter a prim in some manner, it doesn't become collidable until you de-select it
* When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall))
* There's one major difference, and that's a physical object won't stop if you don't have permission to edit it.  This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
2008-02-23 11:42:55 +00:00
Tedd Hansen 5eff68e6bb Fix for error message during startup (shared thread started processing region queue before queue objects were fully operational) 2008-02-22 23:45:17 +00:00
Tedd Hansen c485d56512 Trying to fix SVN update error: 2/2 2008-02-22 23:29:46 +00:00
Tedd Hansen a4ad602e1d Trying to fix SVN update error: 1/2 2008-02-22 23:29:12 +00:00
Tedd Hansen 840bf28be6 Removed LaunchSLClient from Prebuild - it can be added to solution on manually by whoever is working on it. :) 2008-02-22 23:21:22 +00:00
Justin Clarke Casey f95ad65189 * Improve alignment of packet queue stats headigns
* Correct asset cache stats table heading
* Correct spelling mistake in AssetCache (thanks ChrisD!)
2008-02-22 23:15:00 +00:00
Justin Clarke Casey fed46ba6a7 * Winnow the debug and info messages associated with stat fetching
* As such, only a request for a non cached asset, the response and failures show up now.
* I know lbsa71 only put these in not long ago, so if they are really still required, I think we should think whether we can move the default log4net level off 'Debug'
2008-02-22 22:54:50 +00:00
Tedd Hansen 46cfc475aa ScriptEngine works again (startup-nully-error gone) 2008-02-22 22:53:19 +00:00
Tedd Hansen f06a6573bb One more: Async LSL command thread is also shared now. 2008-02-22 22:24:12 +00:00
Teravus Ovares 9b675a6888 * Converted the last of the events to the private delegate instance method to avoid race conditions. 2008-02-22 21:18:08 +00:00
Justin Clarke Casey b483faddf2 * Downgrade texture exception to a warning. 2008-02-22 21:13:23 +00:00
Tedd Hansen 0fc6b2a429 Bugfixes - Scripting works again 2008-02-22 20:58:25 +00:00
Justin Clarke Casey 3994a96783 * Oops! Add missing interface 2008-02-22 20:56:28 +00:00
Justin Clarke Casey 30eea2618d * Implement packet queue statistics
* This will show the packets waiting in each queue for each client logged into a region server
* These are displayed using 'show stats' on the region command line
* This is in pursuit of a memory leak.
* This will require a prebuild
2008-02-22 20:50:30 +00:00
Tedd Hansen e741dcde6a Some misplaced code made scripts never start :) 2008-02-22 20:06:44 +00:00
Tedd Hansen 0fb4374c1a Better timing of MaintenanceThread's tasks (uses less CPU)
Updated OpenSim.ini.example
2008-02-22 19:46:13 +00:00
Teravus Ovares 582964800c * Moved all events except gridcomms and regioncomms over to Event Delegate instances to prevent event race conditions 2008-02-22 19:44:46 +00:00
Teravus Ovares ddffcb4673 * Moved the EventManager over to delegate instances to prevent race conditions. 2008-02-22 19:08:24 +00:00
MW b842ab3927 fixed it so that the different types of trees now work (show up in the clients), problem is that we don't seem to be persisting PrimitiveBaseShape.State in the datastore, so after restart of server, they all turn back into pine trees. 2008-02-22 18:27:08 +00:00
Tedd Hansen 42bcd76b36 Bugfixes - wasn't counting threads right++ 2008-02-22 16:15:08 +00:00
Tedd Hansen 879a260498 Minor annoying Exception-bug fixed 2008-02-22 14:53:26 +00:00
Tedd Hansen a43bb10000 Execution threads are now shared between regions too. Default thread count regardless of number of regions is now 3. This will save you around 33 threads for a normal 3x3 region server.
But, this is totally completely untested. So it probably won't work for another patch or five.
2008-02-22 14:09:38 +00:00
Tedd Hansen 3bb0fe098f Maintenance thread in charge of loading/unloading of scripts. 1 thread less per region.
Total so far: 2 threads less per region
Note: Currently causes delay in load/unload of scripts
2008-02-22 13:23:45 +00:00
Tedd Hansen 9f7366210a Now last commit will compile too... The features just keep on coming! 2008-02-22 13:15:01 +00:00
Tedd Hansen a040008cb9 From this commit and a few hours into the future ScriptEngine will be unstable:
* Speeding up ScriptEngine shutdown
* Sharing threads so that minimum total thread count for any amount of regions will be 2. (1 maintenance, 1 script execution)
You can choose more script exec threads if you want of course.
In this commit: Sharing maintenance thread between all regions.
2008-02-22 12:50:24 +00:00
Teravus Ovares ff12395a3d * Relative large ClientView refactoring of packet Events into .Net recommended format. 2008-02-22 11:30:34 +00:00
Tedd Hansen f75e418211 Fixes to ScriptEngine thread cleanup on destructor 2008-02-21 23:43:58 +00:00
Teravus Ovares d4905812bc * Fixed an issue where the client thread was aborted before the UDP server sends a message back to ClientView to close it a second time. (yes we call close twice because there are times when the client closes with a logout and disconnects immediately which causes the UDP server to send a close request to the client thread)
* This update might make things better, it might expose another issue.
2008-02-21 20:22:25 +00:00
Jeff Ames 0103c43697 Update svn properties. 2008-02-21 15:14:39 +00:00
Teravus Ovares 640ad259d4 * A few additional null checks in the Physics Scene and PhysicsActor so we don't try to enumerate dead null ODECharacter objects when things get *really* slow. 2008-02-21 14:51:39 +00:00
Tedd Hansen 89665faeaf ScriptEngine changes in locking. Another step in direction of shared threads. 2008-02-21 11:28:34 +00:00
Tedd Hansen 7102ac7769 "threads" command now works. I've added manual tracking of threads (only if compiled in DEBUG mode)... Its ugly and even requires a separate thread to track the treads, but it will be very valuable in debugging. 2008-02-21 10:43:24 +00:00
Jeff Ames 4a621d106c Remove a couple compiler warnings. 2008-02-21 00:50:09 +00:00
Justin Clarke Casey 0eeb56c61d * Properly guard against the possibility that CopyInventoryItem doesn't get an asset back from the cache 2008-02-20 23:31:33 +00:00
Justin Clarke Casey b0c5ef0b68 * Eliminate AssetCache.CopyAsset()
* Resolve a bad logic bug in AssetCache.GetAsset()
* This may make some asset related things work better (possibly getting main map images will now be improved).
2008-02-20 23:21:51 +00:00
Tedd Hansen 5f7a02fce9 Treads command lists threads, but not thread name (yet) 2008-02-20 21:09:23 +00:00
Justin Clarke Casey 7d7ad4dff2 * Only count download requests for assets which are not already waiting for data from the asset server
* This should stop the constant increase in the download requests statistics
* If you see stat numbers for download requests which are far from what you'd expect, please report
2008-02-20 20:23:03 +00:00
Tedd Hansen 684059afdf div+
threads console command will list all threads. This + yesterdays naming threads patch will give a good overview of what threads we have running.
2008-02-20 20:22:15 +00:00
Teravus Ovares 740ce20d9d * Found the land bug, yay 2008-02-20 20:07:12 +00:00
Justin Clarke Casey f3190810d3 * Properly guard removal of asset request lists on AssetCache.AssetNotFound (my own bug) 2008-02-20 19:13:59 +00:00
Justin Clarke Casey 53d5aeec24 * Remove unused texture dictionaries from AssetCache
* Add documentation to AssetCache
2008-02-20 19:02:04 +00:00
Jeff Ames a8cfbbe963 Minor cleanup. 2008-02-20 18:38:20 +00:00
Justin Clarke Casey c66b5a9e71 Report command string on ConsoleBase.RunCommand exception 2008-02-20 17:54:14 +00:00
Teravus Ovares 07774473af * Fixed a long standing race condition in physics events. Could this be the source of the null on multicast_void: error? 2008-02-20 17:50:19 +00:00
Tedd Hansen 416d752829 llSetTimerEvent updated to use ticks instead of DateTime for internal timing. 2008-02-20 17:35:28 +00:00
Justin Clarke Casey 877713999c * Report 'asset not found' situations back to UserTextureDownloadService
* This fixes some of the 'runaway downloads' problem but not all of it
* Also fix up logging messages so texture requests are reported as such rather than as assets
2008-02-20 17:34:10 +00:00
Tedd Hansen 96edcea3ae llSetTimerEvent was setting seconds as milliseconds causing major problems in timed scripts... 2008-02-20 17:14:01 +00:00
lbsa71 4c6e5a5090 * re-enabled AssetNotFound code
* turned script asset fetching asynchronous
2008-02-20 13:11:19 +00:00
MW 4c2e304ce6 Fixed big bug in AgentAssetTransactions, now don't seem to be getting any AbortXfer packets. And the "saving data" message in the client on logout seems to have gone. (So that message was all my fault.) 2008-02-20 11:25:36 +00:00
MW 37b989a8c6 some changes to the initialising of AgentAssetTransactionModule to see if they help with the xfer/grey avatar problems. 2008-02-20 11:10:23 +00:00
lbsa71 fec87ad3d7 * just added a readonly and a comment 2008-02-20 10:10:19 +00:00
MW e7a709068a small change 2008-02-20 10:07:54 +00:00
Teravus Ovares ac60382599 * Added a few more packets to ClientView. Added tendons to the Skeletal Groups Module, made it shared to save on threads. 2008-02-20 09:45:26 +00:00
lbsa71 9be5f9d6cc * Fixed xml loading bug (the xml was scheduled for update before added to a scene)
* Fixed ClickAction situation on the same note (properties shouldn't cause big changes)
* Added some more debug output to AssetCache
2008-02-20 09:38:45 +00:00
lbsa71 bf42637ee8 * Caught 'OPTIONS' verb in BaseHttpServer that would otherwise explode.
(There are actually other non-content requests too, but I didn't know what we wanted to do with them)
2008-02-20 08:04:12 +00:00
Teravus Ovares b77c48e75e * Cleanup of some memory consuming items on ScenePresence.Close().
* Untangled a tangly shutdown loop for the ScenePresence.
* Suggested to the Garbage Collector that this may be a good time to >.>, <.< *gasp* collect the memory.
2008-02-20 01:17:21 +00:00
Teravus Ovares 932a132116 * Made a quickupdate method to run through only entities that have scheduled themselves for updates looking for changes. This runs 10 times a second.
* Set the massively slow UpdateEntities method to run every 2 seconds instead of 10 times a second.  This method runs through *all* of the entities can calls the virtual update().  
* Documented some of the code in the scene.Update method.
2008-02-20 00:08:04 +00:00
Justin Clarke Casey ca78c3ef0d Doc correction 2008-02-19 23:44:22 +00:00
Justin Clarke Casey 48e085c774 * Add documentation
* The reason why pending downloads tick ever upwards is because missing assets are never signalled to the TextureSender
* Rectifying this is not straightfoward, but this will constitute the next patch.
* This does not explain the memory leak.
2008-02-19 23:42:30 +00:00
Justin Clarke Casey 9a8c19d67b Putting in eyecatcher lines on OpenSim start as we had previously. This makes it easier to pick out a restart of OpenSim in an appended log file 2008-02-19 20:59:21 +00:00
Justin Clarke Casey b331e96e25 Remove "Loading inventory" messages from item inventory loads 2008-02-19 20:21:25 +00:00
Sean Dague 530cc24884 From: Michael Osias <mosias@us.ibm.com>
This patch implements the llSendRemoteData command and fixes mantis 552,
and possibly 586.
2008-02-19 19:16:21 +00:00
Teravus Ovares cfc9ee4265 * Adds limited support for each hollow type for the supported prim., Cube with a triangle hollow, Cube with a cylinder hollow, cylinder with a triangle hollow, etc.
* More work needs to be done here as several of the profileshape/hollow combinations are rotationally offset from where they render in the client.
2008-02-19 16:01:14 +00:00
Tedd Hansen 47c909ca0a Playing "Name that thread". Adding names and isbackground=true to all threads so it will be easier to debug. 2008-02-19 12:02:53 +00:00
Teravus Ovares 62f608b152 *rawfile fix. 2008-02-19 08:57:43 +00:00
Teravus Ovares e789a6bc9b * This patch adds Prism support to the Meshmerizer. Prism is one of the object types in the drop down on the object tab. Positive tapers are slightly incorrect(prim sinks into ground a tiny bit). Everything else that's supported works as expected. Hollow, cut, negative tapers, top shear. 2008-02-19 08:49:38 +00:00
Teravus Ovares 01cf9d8b7e * Committing Ahzz's patch number 620.
* Description SQLITE Inventory Table locks. *Provided by Openlfiegrid.com 
* Provides missing inventory table locks in SQLite.
2008-02-19 00:08:28 +00:00
Dalien Talbot 75fe826d57 A bit more prominent sign of start up completion :-) thanks HashBox for the ASCII! 2008-02-18 23:31:48 +00:00
Teravus Ovares d0b218f667 Committing ahzz's patch #619 - Description:
Patch provided by Openlifegrid.com 
Adds locks around clientCircuits and clientCircuits_reverse Adds existance check on adding to clientCircuits for clients resending UseCircuit packet.
Adds locks around Clientmanager.m_clients for add/remove/tryGet calls
2008-02-18 21:24:34 +00:00
Teravus Ovares 056f3dca2c * Probably fixed the corner freeze bug. On uninitialized avatar, ODEPlugin was trying to set the height of avatar to 127m, which you can imagine is a bit /wrong\ 2008-02-18 20:39:16 +00:00
Justin Clarke Casey 359f84ee43 * Output XmlRpc error message if user server gets a fault response from the region server on login
* This will make it more obvious if one accidentally starts one's region server in standalone rather than grid mode but then tries to login to a grid (as I am wont to do)
* We are now sending back a fault code (-32601) if no xmlrpc method is found rather than an ordinary message
2008-02-18 18:48:55 +00:00
Teravus Ovares 5944d5e7f6 * Fixed a land manager exception or two with Math.Max(255,Math.Min(0,val))
* Trapped a few more into little self contained boxes with padlocks on them.
2008-02-18 18:22:50 +00:00
Justin Clarke Casey b37b71b273 * Make RegionProfileData.RequestSimProfileData static
* Minor documentation bits
2008-02-18 17:31:05 +00:00
Teravus Ovares e292d43b96 * Since default loglevel is debug, I'm commenting out the resending x packet lines instead. If you want to see them, uncomment the lines, alternatively open up the simulator statistics in the client to get a 'bytes unacked' which is the same information, just compressed so it doesn't lag the simulator and make it harder to pick out useful debug information from the console. 2008-02-18 17:30:55 +00:00
Teravus Ovares 4e3547cd12 * Putting the resending x packet into debug mode only. Set your loglevel to debug to see them or pull up the simulator statistics in the client to see the 'un acked packet bytes'. 2008-02-18 17:24:53 +00:00
Justin Clarke Casey 500d259c25 * Do not allow a user to be created if one with the same name already exists 2008-02-18 15:50:18 +00:00
Sean Dague 28c808446d a new attempt at converting to the right types 2008-02-18 15:34:03 +00:00
Sean Dague 5314f397b2 Attempt to fix casting issue introduced by RegionSize constant. I think this
should actually all be uints, but this will hopefully let people log in again.
2008-02-18 15:25:47 +00:00
Justin Clarke Casey ad40ee7307 * Allow create user on standalone even if authentication is off, in case the creator wants to see a starting region for a user
* This also resolves mantis 601
2008-02-18 15:23:18 +00:00
Tedd Hansen c62328950a More exception checks and crash hints
If no scriptengine is specified then don't try to load any.
2008-02-18 14:21:51 +00:00