This fixes the unit tests that were failing yesterday, but I'm not committing those yet, because I'm seeing 2 of those tests having pass and fail outcomes randomly which suggests that the tests are buggy.
Several improvements in the connectors themselves.
Several improvements in configurations.
Needed to add a hack in IUserService and UserManagerBase, to be removed when that service is refactored.
Eat collision errors --- NOTE: this fix might be naive, it seems to
have helped us getting to 81 avatars (whereas we'd crash with 20
before), but it sure would benefit from some check-over by a person
skilled in the art of ODE physics.
This change addresses two issues:
[1] It adds a flag field to the blendface call which allows the
caller to indicate whether or not the generated asset is
temporary, and whether or not the asset being replaced should
be explicitly retired fromt the memory cache. The decimal
values correspond to:
0 - Permanent asset, do not expire old asset
1 - Permanent asset, expire old asset
2 - Temporary asset, do not expire old asset
3 - Temporary asset, expire old asset
'3' corresponds to the default behavior seen today, and is
the continued behavior of the non-blendface calls.
[2] The dynamic texture routines are highly-asynchronous and can
be scheduled simultaneously on a multi-core machine. The nature
of the texture management interfaece is such that updates may
be lost, and the nature of asynchornous operation means that
they may be processed out of order. A lock has been added to
ensure that updates are at least atomic. No attempt has been
made to enforce ordering. The lock applies to the SceneObjectPart
being updated and is held for the lifetime of the TextureEntry
used to carry texture updates (the one instance carries all
faces supported by the prim).
Users of these services should remember that the dynamic texture
call is asynchronous and control will be returned *before* the
texture update has actually occurred. As a result, a isubsequent
GetTexture call may not return the expected asset id. A script
must wait for the corresponding TEXTURE_CHANGED event before
retrieving any texture information.
SL's LSL supports lone idents:
integer x;
x;
as well as lone idents in for-loop assignments:
for (x; x < 10; x++) { ... }
while those are errors in C# (MONO at least). This patch skips lone
idents in such places.
Fixes Mantis #3042.
For loops with no assignment are no longer syntax errors. For example,
this is now valid:
for ( ; i < 10; i++) { ... }
Corresponding changes to lsl.{lexer,parser} in r99 in opensim-libs.
Fixes Mantis #2501. Fixes Mantis #2884.