Commit Graph

1070 Commits (5deca3f0c5bfac77e7f4c52b4d7414f01e70b58d)

Author SHA1 Message Date
Johan Berntsson 279e0061c5 Merged 3Di code that provides scene and avatar serialization, and plugin support for region move/split/merge. See ThirdParty/3Di/README.txt. Unless the new modules are used there should be no noticeable changes when running OpenSim. 2008-03-04 05:31:54 +00:00
Jeff Ames cd6f4a57e7 Added copyright heaaders. Minor cleanup. 2008-03-04 04:11:37 +00:00
Teravus Ovares d015356902 * Applied patch 708 from devalnor. Thanks devalnor!
* ODE: Added support for larger box stacks. (they're slow, but they work)
* ODEPlugin no longer tries to 'catch up' with the simulator frame rate if it gets behind.  Catching up was causing a lot of problems with larger box stacks and other things that stall the simulator (like saving prim in the datastore)
2008-03-03 16:52:25 +00:00
Adam Frisby 415fc22e5e * Removed a bunch of compiler warnings. 2008-03-03 09:54:39 +00:00
Jeff Ames d50eb9d2b3 Updated svn properties. 2008-03-03 09:29:21 +00:00
Jeff Ames a88f93389c Fixed typo. 2008-03-03 09:27:44 +00:00
Adam Frisby 38568aa75f * Oops, fixed. 2008-03-03 09:17:15 +00:00
Adam Frisby c5d1f87cd2 * Removed and sorted using clauses in a number of files.
* Cleaned up ITerrainChannel
* Implemented Raise, Lower, Smooth, Flatten, Noise Terrain Paint Brushes
* Implemented Raise, Lower, Smooth, Flatten, Noise Terrain Fill Brushes
* Implemented Export functionality for RAW32 terrain loader
* Implemented Import/Export for SLRAW terrain loader
* Implemented Export for JPEG terrain loader
2008-03-03 08:35:59 +00:00
Teravus Ovares fe49c96ee0 * Applying Ahzz's profile patch. Thanks Ahzz!
* Fixed a few bugs in the patch that are sim crashers.
* There's still a bug in mySQL mode/ grid mode where the main userprofile text doesn't save.
2008-03-03 08:30:36 +00:00
lbsa71 84959bf530 * Renamed the Data Framework namespaces 2008-03-03 07:59:31 +00:00
Charles Krinke 7794fc3766 Change handler001 through handler009 to more
appropriate names consisten with their use.
All done with all 94 handlers from handler001
through handler094. Hopefully we can move 
forward without numbered handlers.
2008-03-02 22:28:48 +00:00
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 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
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 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
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 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
Jeff Ames f218e7e090 Update svn properties. 2008-02-27 15:57:00 +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 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
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
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
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
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
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
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
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
Teravus Ovares 740ce20d9d * Found the land bug, yay 2008-02-20 20:07:12 +00:00
Jeff Ames a8cfbbe963 Minor cleanup. 2008-02-20 18:38:20 +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
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
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
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
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
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 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
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
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 1cbef0b908 Patch from Michael Osias IBM (jimbo2120)
In his own words: 
If a prim becomes a listener or remote channel and the script is deleted, it cannot become a listener or channel again with a new script.  
This patch fixes that.
2008-02-18 11:14:53 +00:00
MW 5fb1809384 Small change to the IAgentAssetTransactions file that Chi11ken added for me (thanks Chi11ken). when I forgot to commit it on saturday.
[The ComsmsManager will die]
2008-02-18 09:29:22 +00:00
Teravus Ovares 81a00dd68f * Thanks to Ahzz, more verbose error messages on the console and possibly a fix to the b*stard Sakai issue. 2008-02-18 07:22:10 +00:00
Charles Krinke 2c81e18fc3 Thank you very much Ahzzmandius for adding the support
to purge the avatars inventory "Trash" folder using the
bizarre tortoiseSVN method of diff/patch.
2008-02-18 03:25:14 +00:00
Charles Krinke 3df36523cb Thank you very much, Hashbox for:
Changed the public IsAdministrator back to protected, 
now checks Config to see whether it is allowed to run or not. 
Defaults to false (not allowed).
To use add the following to OpenSim.ini
[LL-Functions]
AllowosConsoleCommand=true
2008-02-18 03:14:31 +00:00
Teravus Ovares 8edaada1d3 ODE: Tired of floating above the ground after crossing a border? Boy have I got a solution for you! For a limited time, you can be the right height after border crossings automatically. Just three easy payments of $9.95 and make sure your neighbor is sending child agent updates! 2008-02-18 01:52:25 +00:00
Charles Krinke e6a74344e7 Thank you Hashbox for adding the
osConsoleCommand Feature to ll-functions.
2008-02-17 21:15:43 +00:00
Teravus Ovares 19e0ada93a * Located and destroyed the weird velocity and rotation transfers. It turned out to be that the Static PhysicsVector.Zero was transferring velocities between all non fixed objects. Not so static after all :(. Finding it was cruel and unusual punishment from the CLR.
* Therefore, when you run through a pile of prim you won't see things rotate when they're not supposed to anymore.
* Avatars don't float off either.
2008-02-17 10:41:08 +00:00
Jeff Ames 3b9d332f84 Added copyright notices. 2008-02-17 01:16:40 +00:00
Jeff Ames 0da6dabc15 Added dummy IAgentAssetTransactions to fix compile failure. 2008-02-17 01:00:17 +00:00
MW 5cc0bbd419 Renamed AgentAgentTransactionModule to the correct name of AgentAssetTransactionModule 2008-02-16 13:13:40 +00:00
MW b618802e53 Moved the AgentAssetTransactionsManager (and AgentAssetTransactions) out of CommsManager and into a module (AgentAgentTransactionModule), still needs cleaning up though.
But its one more thing out of the CommsManager. One day we will kill the CommsManager!
2008-02-16 13:01:42 +00:00
MW 694dff3b70 Some changes to remove some of the direct calls to CommsManager from Scene, so that they now go through the SceneCommunicationService. As a small step towards the day we can kill the CommsManager (YAY!) 2008-02-16 11:55:09 +00:00
Teravus Ovares be6edefcfb * ODE Stability update 4 :D
* Changed the way meshing requests get sent to the ODEPlugin
* Numerous other fixes
2008-02-15 21:35:52 +00:00
Justin Clarke Casey cf9c0135b1 Resolve mantis #572 - terrain help printed multiple times when change-region has not been invoked 2008-02-15 16:05:49 +00:00
Sean Dague 4cc5aac18b be smarter about the size of dynamic textures that we pull in 2008-02-15 15:55:23 +00:00
Sean Dague 2f6e1ac34d allow for 1024x1024 textures through osSetDynamicTextureURL. Follow up patch
to do smarter resize coming this afternoon.
2008-02-15 13:00:47 +00:00
MW 23c7c6dabd Fixed bug in AvatarFactoryModule that resulted in removing cloth items, not being persisted. 2008-02-15 12:39:45 +00:00
Jeff Ames b13836db57 Update svn properties. 2008-02-15 00:43:20 +00:00
Sean Dague 980a926a4b make dynamic textures temporary to try to stop filling up the
asset db.
2008-02-14 19:17:25 +00:00
MW 8ad450f83e More work on trying to get AvatarFactoryModule to play nicely with multiple threads 2008-02-14 18:59:03 +00:00
Adam Frisby e1d9275610 * Fixed accessibility problem on ITerrainChannel 2008-02-14 17:23:29 +00:00
MW 4616563cc4 Added "better" multi thread handling to AvatarFactoryModule, which uses EventWaitHandles, I'm a bit concerned about what effect this might have on performance in a large grid. But I've spent long enough on this problem for one day and as its valentines day, I will be killed and tortured (most likely not in that order) if I don't stop work for the day soon. 2008-02-14 16:38:38 +00:00
Adam Frisby 91d9248fce * Removed some catch-all-ignores from UDPServer in an attempt to look for #305.
* Minor work towards abstracting terrain.
2008-02-14 16:13:53 +00:00
Adam Frisby 3c22da9efc * Tree Populator Module, use "script tree" to make a growing tree in your sim. 2008-02-14 12:27:24 +00:00
Adam Frisby f3afa68a2a * Made new Framework.Constants class, added RegionSize member.
* Converted all instances of "256" spotted to use RegionSize instead. Some approximations used for border crossings (ie 255.9f) are still using that value, but should be updated to use something based on RegionSize.
* Moving Terrain to a RegionModule, implemented ITerrainChannel and TerrainModule - nonfunctional, but will be soon.
2008-02-14 12:16:33 +00:00
lbsa71 c0d411f427 * Exposed AddHandlers in response to mantis #534. Thanks, kmeisthax! 2008-02-14 11:15:41 +00:00
Justin Clarke Casey 1229503764 Revert the index -> Add changes made in AvatarFactoryModule previously. It appears that in conjunction with MW's locking changes, that two threads may race to create the avatar
appearance in the TryGetAvatarAppearance() method.  Moving off Add will mean the second replaces the first instead of throwing the exception.  This may still not be a good 
permanent solution - more extensively locking or a code rearrangement could be better.  I'm going to leave this in MW's much more familiar hands now.
2008-02-14 11:10:43 +00:00
Teravus Ovares 0d14c47c28 * Bigisn ODE Stability update 2 2008-02-14 00:39:08 +00:00
Justin Clarke Casey df21da6dec * Patch from Dr Schofld's (IBM). In his own words
all TerrainEngine.LoadFromFileX(string filename) methods don't set the dirty bits in heightmap.diff[,] in contrast to the TerrainEngine.LoadFromFileX(string filename, int dimensionX, int dimensionY, int lowerboundX, int lowerboundY) cousins. this has the unpleasant drawback that the Scene.SendTerrainUpdate(bool) will not send layer data to the client.

the attached patch fixes all LoadFromFileX(.) methods.

Thanks!

* Also small build fix for AvatarFactoryModule
2008-02-13 16:35:42 +00:00
MW d91c03e23b Added some locks on the cache Dictionary in AvatarFactoryModule. 2008-02-13 16:29:34 +00:00
Justin Clarke Casey 5e9ae68df4 * Fix for mantis 522. However, I would be a little surprised if this code did much anyway, so perhaps it's not currently in use. 2008-02-13 15:27:11 +00:00
Justin Clarke Casey 3624efde85 * Make code fix to address prim rotation unlink issues (mantis 383, 454. 369)
* Many thanks to alex_carnell for the necessary information for this
2008-02-13 14:45:32 +00:00
Teravus Ovares c1044039d4 * Removed a debug line that got called every frame. 2008-02-13 08:37:50 +00:00
Teravus Ovares d773ca5147 * Made physical prim stable enough for the general population to turn on. (though I still don't recommend it for welcome regions unless object build is off.
* Updated the ode.dll for windows with a more reasonable stack space reserve.  Linux users will need to type ulimit -s 262144 before starting up OpenSimulator if using Physical Prim to protect against stack collisions. or run the included ./bin/opensim-ode.sh to start up OpenSimulator in ODE mode.
* Added internal collision score and am keeping track of 'high usage' prim.
* Tweaked collisions some more
* Tested up to 460 physical prim in extremely close quarters (which was previously impossible in OpenSim).  After 460 in tight quarters, physics slows down enough to make it hard to do any moving, however..  non physics things still work, such as logging on to the simulator, etc.
2008-02-13 07:50:15 +00:00
Jeff Ames 001ce95e4c Clean up more unnecessary String.Format calls 2008-02-13 03:38:18 +00:00
Justin Clarke Casey 1677bde480 * Clean up the agent's asset transactions when it is removed from the scene
* This may or may not help with the memory leak, need to assess
2008-02-13 00:52:49 +00:00
Justin Clarke Casey 365cf8e455 * Refactor: Move last commit's refactor back to AgentAssetTransactionsManager
* Push asset update (invoked when clothing is altered) down into AgentAssetTransactions from Scene.Inventory.cs to join others
* I've tested that clothing creation and update still works, but please let me know if it suddently breaks for you.
* Add/correct comments
2008-02-13 00:30:51 +00:00
Justin Clarke Casey 2018cf312b Refactor: factor a method out of AgentAssetTransactionsManager 2008-02-12 22:41:57 +00:00
Justin Clarke Casey 6a3455a98c * Refactoring: Rename AssetTransactions.cs and AssetTransactionsManager and align classes with file names
* Small amount of ndoc
* This will probably require a prebuild and nant clean
2008-02-12 18:15:54 +00:00
Teravus Ovares 49a6ac300f * This fixes the object edit box's flipping checkboxes when you modify one of the permission masks or Locked status using the available checkboxes. 2008-02-12 15:47:37 +00:00
lbsa71 d79633b7c7 * various minuscule code convention conformance fixes 2008-02-12 11:21:23 +00:00
Teravus Ovares e5ede36f0c * Physical prim cross borders and continue from where the left off on the other side now, assuming the region on the other side has physical prim enabled. 2008-02-12 07:32:32 +00:00
Teravus Ovares 6e01769bcf * A bunch of updates to make things more smooth.
** Sending the actual TimeDilation to the client now instead of the 62455 constant.  The client is *supposed* to use that value to sync with the simulator.    (actually sending ushort.maxvalue * TimeDilation)
** Disabling prim that inter-penetrate instead of just not attaching a joint
** Reduced prim spin a 'little' bit, but not *enough* 
** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter 
** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets.
** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method.   
** Upped the Inter-penetration depth to 0.25 instead of .08.
2008-02-12 04:27:20 +00:00
Teravus Ovares c926962862 * This resolves the null exceptions when a script is manipulating a physical object in ODE and you delete the object. The script is still running and trying to add force, but the object reference is null. 2008-02-12 00:01:55 +00:00
Teravus Ovares f603e57e9a * Added PhysicsScene.Dispose()
* In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
2008-02-11 22:54:51 +00:00
Justin Clarke Casey 7647239f32 Tiny change to print out a warning in a situation which almost guaranteeably never occurs anyway 2008-02-11 21:58:58 +00:00
Tedd Hansen d1e0b642f4 * Renamed and moved avatar appearance config keys. Everyone who has appearance persistence needs to set new params for it (check OpenSim.ini.example)
New keys "appearance_persist" and "appearance_connection_string" are now under [Startup].
* Reorganized OpenSim.ini slightly
2008-02-11 18:04:12 +00:00
lbsa71 e399141dfb * Added some connection debugging 2008-02-11 14:09:35 +00:00
lbsa71 c927928245 * some refactoring on permissions
* temporary re-introduced the weird 'flip-back' behaviour, but debugging it; will remove it if I don't find anything.
2008-02-11 13:26:55 +00:00
Teravus Ovares e6453d9b9d * Changed child_get_tasks to see_into_this_sim_from_neighbor.
* Turned on see_into_this_sim_from_neighbor by default.
* Fix Race Condition with parts being added to a group while the simulator is starting up.
2008-02-11 05:19:54 +00:00
Teravus Ovares a56664cf59 * um, Prim crossings? Experimental.
* Backup your database just in case.
2008-02-11 01:43:54 +00:00
Dalien Talbot c935b308e6 The very beginnings of attachments (no detachments! :) 2008-02-10 22:23:11 +00:00
Teravus Ovares 38f0615ffe * This updates adds locking capability. Thanks, lbsa71 for pointing out my bitmasking error of the objectflags! It's still a little bit wonky when you check the checkbox, however it 'takes' and doesn't break anything. 2008-02-10 21:27:32 +00:00
Tedd Hansen 0756e01475 Removed some ScriptEngine config debugging.
Added experimental console command to:
* unload module (note: module probably doesn't support it)
* load module
Not visible in help (needs testing first).
2008-02-10 19:03:38 +00:00
Teravus Ovares b4a19a4fb4 * Added support for delinking individual prim from a linkset. 2008-02-10 18:56:34 +00:00
lbsa71 e0424254bd * Refactored permissions handling to extract info out of permisisons block in ClientView
* Changed some uint constants to Enum values
2008-02-10 14:27:21 +00:00
Teravus Ovares 8d37e91454 * Adding more broken objectflags to the list here. Touch was also broken. It might be smarter to just rebuild the whole objectflags before sending it to the client >.< 2008-02-10 12:44:36 +00:00
Teravus Ovares 85a9834ed8 * A lot of ugly permissions updates.
** Created SendFullUpdateToAllClientsExcept(LLUUID) so that permission updates /appear/ to apply immediately
** Separated out the ObjectFlags and the Permission Flags.  They're related but not the same
** Added a hack routine to add *back* the objectflags to the client flags because the client hates the way we're doing object permissions
** Updated the clientflags routine to properly tell the client when they can't edit admin objects (objects owned by the sim administrator) even when they're an estate manager(why? >.<  argh!)
** Fixed a null sim administrator/estate manager/user from causing permissions to return false even when it should return true.
** Re-added ObjectModify hack to allow collaboration with the allow anyone to move checkbox until we get group permissions done.
2008-02-10 10:55:57 +00:00
Jeff Ames e207284fef Clean up logging calls using String.Format explicitly 2008-02-10 01:57:59 +00:00
Teravus Ovares d2e66872ed *Neb try this update. It might fix it.. it might also cause no parcel to be sent. 2008-02-09 22:05:00 +00:00
lbsa71 0b0bb28fd5 * added count of texture data bytes and asset bytes 2008-02-09 21:50:45 +00:00
Teravus Ovares 07d0f558c4 * Fixed nebadon's UserServer crash bug from yesterday.
* Made Estate tools work for estate managers without needing to request admin status First
* Added code to make the Simulator version to be reported in the About box of the client
2008-02-09 07:53:01 +00:00
Justin Clarke Casey a50a8376d6 * In the most basic situations, ClientView and ScenePresence no longer leak memory
* However, I'm no longer sure they were even a big contributory factor (to this particular leak, there are other causes of other leaks).  I need better measurement techniques
* Removed most of my debugging gawp
2008-02-09 01:37:53 +00:00
Justin Clarke Casey 2dc94870aa Mostly debugging verbosity which I shall very shortly comment out.
Just want to try this out on windows quickly.
2008-02-09 00:14:34 +00:00
Justin Clarke Casey f05f583613 Still chasing logout memory leak. Putting in small changes and temporary light verbosity to this end 2008-02-08 22:39:08 +00:00
Justin Clarke Casey e6cd420f19 refactor - remove unused m_children from EntityBase 2008-02-08 20:11:45 +00:00
Justin Clarke Casey 47353ffe48 Minor refactoring 2008-02-08 19:56:49 +00:00
Justin Clarke Casey 9d95f9bcf4 Minor ScenePresence related refactoring 2008-02-08 19:53:18 +00:00
Adam Frisby a637473f80 * Adding console spam to help track 'The Steve Bug'. 2008-02-08 17:49:53 +00:00
Sean Dague 7b4fb3b8bc From: Kurt Taylor <krtaylor@us.ibm.com>
Attached is a patch for Mantis 25 - this fixes the problem of not having a
touch_start happen for all prims in a linked group.  So, with this, large
builds can now have a single script in the base prim and it will run when
any prim in the linked build is touched.   The problem was that the
objectgrab event was not being propagated to all the prims in the group.
2008-02-08 16:09:24 +00:00
MW 5a63047144 small bit of refactoring, 2008-02-08 15:07:29 +00:00
Teravus Ovares 1ff4711cfb * Fix: Send Parcel data on region crossing. 2008-02-08 03:20:11 +00:00
Teravus Ovares dba1f476c9 * Fixed negative child agents in the sim stats. 2008-02-07 08:28:48 +00:00
Teravus Ovares 3674257095 * This update contains a bucket-full of network optimizations.
* ParcelProperties are sent only when needed instead of on any movement
* Terse Updates and other temporary data packets are marked unreliable
* After a certain amount of users, the sim actually sends updates on things less
* Experimental
* Tested to 68 avatar with pCampBot  (And it's surprising what actually causes the most lag..  the text chat!)
2008-02-07 08:15:38 +00:00
Teravus Ovares 0e771c8d39 * didn't save :P so, this is the other half to my last commit 2008-02-07 06:11:02 +00:00
Teravus Ovares 1b8e89751a * Added the Scripted objectflag if there is a script running in a prim. Remove the flag if you delete all of the scripts in the object. 2008-02-07 01:52:39 +00:00
Justin Clarke Casey 548bbc97e5 * Chasing down memory leak where memory used by a client is not returned on client logout
* This code may or may not be on the right track, but I want to save my work so far.
2008-02-06 20:34:18 +00:00
Adam Frisby a37eb62047 * Added debug message to try track down Mantis#305. 2008-02-06 14:39:25 +00:00
Jeff Ames 3b42b5f098 Consolidated LoadAnims and AvatarAnimations constructor.
Fixes locking issues with Animations in ScenePresence (bug #324)
2008-02-06 10:19:30 +00:00
Teravus Ovares 530d24da14 * Fixed script count incrementer. Was decrementing but only incrementing when a script was requested by UUID 2008-02-06 10:11:46 +00:00
Teravus Ovares d842699ef3 * Put the script run limiter on the SceneObjectPart as otherwise you can drop scripts in prim and they'll still run with scripts disabled. 2008-02-06 09:53:59 +00:00