MemberwiseClone() also clones the "already backed up" flag, preventing prims
created by drag-copying from being persisted. If such a prim is made the root
prims of a link set, the entire set will not be persisted. Fixed now.
chat relaying via private channels, and old IRCBridgeModule
behaviour. also cleaning up IRCBridgeModule's OpenSim.ini
configuration variable names (still supporting "old" variable
names). refactored IRCChatModule into IRCConnector and incorporating
watchdog from IRCBridgeModule into IRCConnector.
enabling ChatModule to be used as a super-class and utilizing it in
ConciergeModule.
* Guys, there's an endless loop there *ON PURPOSE*. Please don't try to *fix* it. We must continue to process the UDP stream buffer on clients that disconnected nastily until it ends or the UDP server accept thread will die a horrible death.
* Unix epoch starts at midnight, not at 8:00am
* All date/time handling should be done in UTC in the server, not in
the local timezone.
* Refactor out repeated computation of a constant value
- Added setting of CreationTime to some places where inventoryitems
are created
This fixes Mantis#2390.
Add rezzing time to objects. Add Object return and traffic fields to land
database. Add plumbing for auto return. Implement auto return.
Contains a migration. May contain nuts.
* Implement the linear impulse portion of llPushObject. We should have a lsl compatible implementation of that portion of the push. Angular.. well. still have yet to implement a torque accumulator.
* llPushObject respects the region and parcel settings for Restrict Push, it also respects GodMode as is defined in the LSL spec.
* Regarding an earlier change, I think it would be possible to eliminate the creation of new IPEndPoints on every end receive if we did the client circuit lookup before starting
the next receive. However, this would be a performance trade off and hence not worth trying without performance testing
* This widened what I think is an existing race condition where asynchronous recieves could potentially stomp on each other's end points (though this must occur very rarely, if at
all, in reality)
* This allows multiple user profile providers to be specified in OpenSim.ini separated by commas
* If multiple providers are specified then a request for a user profile will query each in turn until the profile is either found or all have been queried
* Unfortunately I don't believe this order can currently be specified, which if true is something that will need to be fixed.
* Thanks to smeans for the original patch.
* Additionally, you can probably get more physical prim now together.. though, I think this puts us back on par with where we were in the beginning of the year on number of physical objects. Experiment. Make videos. Send Feedback. Enjoy.
- Added two missing caps (UpdateScriptAgent, UpdateScriptTask)
- Added one missing EventQueue event (ScriptRunningReply)
- Changed DNE and XEngine to use this new event
As we only use the mono engine anyway, the "Mono" checkbox is set by
default but doesn't have any function.
* If you are hosting many regions on a single instance, you will probably notice a decrease in region startup time and maybe a slight increase in performance.
* Single regions won't notice anything different
- Makes SQLite mimick MySQL default behavior on first
and last name already on db: it does not insert the
new record.
- Added tests for UUID 0 and for new UUID with existing
first and last name.
* I believe this is reasonable since code outside the Linden client stack shouldn't be aware of the packet format being used
* I would love to have made the method protected, but the LoadBalancerPlugin is still calling it and resolving that would require more work
* This should fix a long standing issue where you often wouldn't see other people simply turn around without moving at all
* Arguably lastPhysRot (to mirror lastPhysPos) is not a good name, may change variable names later
* This may help http://opensimulator.org/mantis/view.php?id=2377 where large linksets do not always correctly delete - since a lost kill packet to the client could result in
the symptoms described
* Re-enabled the native ODE prim types when possible
* Fixed several invalid assumptions in the prim recycle process.
* Added better message for 'reused a disposed physicsactor'
* Added a way to recover from errors during collision_optimized
* Added a way to recover from an error condition where prim_geom wasn't reset properly
* Calculate an agents height in LLGetAgentSize() from apperance parameters rather than physics avatar numbers
* Another good looking patch from idb - thanks!
* Region registration is enabled by default in the configuration unless the user chooses otherwise
* On the console
* show status - shows grid status
* enable-reg - enables region registration to the grid
* disable-reg - disables region registration
* Enabling or disabling region registration will not affect any other grid functions or regions already on the grid
* If you're experiencing knee bendiness try the windows settings, as the *nix settings seem to now be incorrect. (this update does that, but you may have your own opensim.ini settings active.
* Mac users, pray to chi11ken to make you a .dylib version
* This is semi-tuned and post teravus hack. (Though I didn't apply the terrain pitting fix hack. I'm still deciding if it's necessary as there was a lot of work over the past several months on the heightfield collider.
* Please use '--enable-shared --disable-demos --disable-asserts' if you are building your own libode in the configure step. Asserts are pretty much useless for use with .NET
* This also updates ODE.NET as, there were some API changes in May that were just added to ODE.NET today.
* Experimenting with the PacketPool mechanism.
* It's still disabled in the code, however there's now a flag to enable it.
* Converted to use Generic Collections vs Hashtables, also now uses a list of 'OK to pool' packets, starting with the high volume PacketAck packet.
* Implemented a proper update thread
* Removed the UpdateLock Mutex as it's no longer needed because updates can only happen one at a time now.
* This should actually improve performance significantly.. But, see the warning on the next line!
* Warning: If there are deadlocks that the threadpool timer method was hiding, this will expose them for all the nastiness they are.
See mantis #2379 for some useful scripts that work with this.
Note that I added another configuration parameter in addition to the patch to allow for legacy behavior in the absence of new configuration settings.
fix for the LandManagementModule. I changed LandSnapshot to use
CachedUserInfo to take a load off the user server. Also, missing owner
profiles are legit, warning removed.
XmlIgnored the SceneObjectPart.SitTargetAvatar property, as (afaik) this is only used to indicate that a avatar is sitting (or about to sit) on the prim.
And there are situations where it might not be cleared, like if a client crashes while sitting on the prim. Which results in that avatar's id getting stored in any xml backup or taking the prim into inventory. And then its always classed as a avatar is sitting on that prim.
* This was not a problem with objects consisting of less than 30 prims, since the extra schedules would be ignored
* However, above approximately 30 prims extra schedules would actually occur.
* For instance, a 140 prim object would end up triggering approximately 2500 ObjectUpdates to every avatar in range rather than 140
* Hopefully, this change will improve client responsiveness on deselect and was one of the reasons that the AgentThrottle restriction started causing problems yesterday.
The average-value of modify.ModifyBlock.Height in LLClientView.cs:4170
seem to be incorrect or it isn't the average? Mhhh...
So the terrain build -> Flaten Sphere is unuseable.
I have put in a patch that contains a workaround while
the main problem is not solved.
* Puts remote requests in a single worker thread
* Worker thread only starts when there are agents to serve
* When there are no agents to serve, it shuts down
* A good example of how to deal with threads in non-shared modules so they don't end up consuming threads per regions
If prim is part of SOG, then ask the SOG to update the
position, rather than asking the part itself.
Ghosted child prims should no longer result from llSetPos.
Not sure if this is the right approach for all cases ,
would appreciate feedback on the patch.
The attached patch fixes mantis bug 2312 (llGetPos() returns incorrect
values for child prims where the root prim is rotated). Regression
tests still pass.
Incidentally AbsolutePosition which was used before looks a little
suspicious to me as its always going to return the wrong value if the
root prim is rotated. GetWorldPosition does take the rotation into
account, but AbsolutePosition is used in a lot of places. Though i
don't understand why there is both GetWorldPosition as well as
AbsolutePosition so I've left the latter alone.
[i also cleaned up some indent problems, --- dr scofield]
Attached is a patch for LLGround which was just plain broken and could
cause a runtime error. It now returns valid data with valid input (ie
the offset does not take the position off the edge of the sim), but a
runtime error will occur if invalid data is given.
On invalid data the LL servers return the ground height based on a
valid point closest to the effective position calculated using the
supplied offset. Is the OpenSim convention to replicate the LL servers
as closely as possible? If so I can submit an additional patch to
replicate the LL behaviour.
If you use load-oar to transfer region data from one sim to another
then currently inventory items can be left with unknown owner
permission which results in them being no-mod/no-copy for
everyone. The attached patch fixes things up so if the owner uuid does
not exist on the destination system then it assigns ownership (and the
creator for completeness) to the master avatar id. This will make it
much more practical to share copies of regions :-)
fields is GONE (HttpServer does not support that), you can read the
"normal" HTTP headers available via properties, and you can add
headers. also, it is now possible to set a timeout for KeepAlive (for
those clients that pay attention to it).
this also fixes the broken REST inventory/assets/appearance services,
they should be working again.
testcase for OSHttpResponse will follow.
* I believe this was the cause of the remaining packet_out_of_order messages in the Linden client logs
* There were race conditions where multiple clientstacks would overwrite each other's sequence numbers
* Changing network bandwidth in the preferences will now have a much more noticeable effect - a user may want to increase this if data is being slow to download from opensim
llSetLinkApha is not fully implemented and has not been updated
to use the recently added GetLinkParts and associated implementation
pattern as per llSetLinkColor and llSetLinkPrimitiveParams.
* Fixes 1 too large count in region you're in (Region no longer reports the green dot about yourself to you)
* For all local requests, the region will check itself instead of going to it's web service. (optimization)
Prevent EventAbortException inner exceptions of
TargetInvocationException being re-thrown from
OpenSim.Region.ScriptEngine.Shared.ScriptBase.
Executor.ExecuteEvent
Implementation of llModifyLand() and There is a bug on
permission-check of land-terraforming: x an y-coordinates
are interchanged on function-call ExternalChecksCanTerraformLand.
Correct: x is west, and y is north. 2) Missing check of
"Other allow to terraform-flag" (Parcel.ParcelFlags.AllowTerraform)
Introduce a resend counter on the ack queue. The header "Resent" field is
now obsolete. Implement 3 resends on reliable packets, variable.
Increase default resend timeout to 3000ms and default silence threshold
to 350ms.
* This revision also makes the exception catcher of last resort print to the log instead of just the console
* This means logs should now capture sim crashing exceptions, though not those which are caused by a crash of the virtual machine itself
* Resolve redundancy by removing the OpenSimBase check - if modules are recieve nini config directly they should probably be the ones to do the checking
Addresses llDie issues. The attached patch catches run time
exceptions that occur during method invocation (of type
TargetInvocationException) and exposes the internal exception.
This makes it possible to pass out the SelfDeleteException.
Also added handlers in a couple places to make sure that
exception was being passed out far enough to be handled
correctly. Tested on DNE.
* This patch aims to store look at data when an avatar logs off in grid mode
* However, in my short test it doesn't appear to be working yet - numbers are being stored but they don't look correct
* But this doesn't appear to cause any login problems
* Thanks tyre
instead of the 130s timeout somewhere. Additionally, mark the map-tile as
offline. This partly fixes the TP problems of Mantis 2332; the rest is a viewer
problem (just relogin).
- Added lookup in the data-layer
- MySQL works
- SQLite doesn't have a grid-db, so it won't work there
- I added MSSQL-code to the best of my knowledge; but I don't know MSSQL :-)
- Added the plumbing up to OGS1GridServices. This speaks with the grid-server
via XMLRPC.
- Modified MapSearchModule to use the new data. It's backward compatible; if
used with an old grid-server, it just returns one found region instead of a
list.
- Refactored a bit.
Note: This updates data, grid-server and region code. No new files.
Fix: objects being duplicated inventory on detach. Fix: Mad jumping around of
attachments while editing. Fix: Attachments being persisted to database on
login. Fix: Attachments being persisted when changed by a script like
invisprim refresh. Fix: Attachpoint set, but not reset correctly. Fix: prevent
spurious full updates while editing attachments. Several other fixes
* we appear to both setup a default configuration and provude identical defaults when we later try to read the values - this is probably not really necessary
old way: each region module interested in chat from client had to
- subscribe to scene.EventManager.OnNewClient
- then in its OnNewClient delegate it would subscribe to
client.OnChatFromViewer to capture chat messages coming
new way: ChatModule is the only region module that uses the "old
way" approach but is now forwarding all client chat via
scene.EventManager.OnChatFromClient
- each region module interested in chat from client now only
subscribes to scene.EventManager.OnChatFromClient
this not only simplifies code, but also allows us to substitute
ChatModule with derived classes (ConciergeModule is going to be one
example).
Also, this changeset changes ChatFromViewer to ChatFromClient as it
doesn't necessarily have to be a viewer that is a chat source.
i've taken great care to only comment out those OnNewClient delegates
that were only used for getting at the client chat --- hope it's not
breaking anything.
1. type issues on column create in ado.net
2. not setting a field in the ado.net row translates into explicitely
setting it to null in sqlite land (because it can't read the defaults
stanzas out of the database)
Things should work again after this.
* Switched it on by default
* Updated OpenSim.ini.example to reflect this
* Caught a UDP Server issue that occurs when the network pipe is saturated
* Still experimental :D
In Second Life's implementation of llParseString2List(), all spacer
strings which occur within the source string are included in the
resulting list. In OpenSim's implementation, any spacers occurring
at the beginning of the string are discarded; furthermore, if multiple
spacers occur between non-spacer elements, or at the end of the source
string, only the first spacer is added to the resulting list;
the remainder are discarded.
Thank you, fusspawn, for an implementation of osGetSimulatorVersion.
This patch removes the llRequestSimulatorData(..., 128) hack and
implements the functionality as an osFunction.
regions in the in-world map. It currently only returns the first region that
matches the search string; in a future version it will return more search
results.
Note: File added; run runprebuild.
* This actually probably doesn't make a huge difference. We still end up resending a massive number of packets in quite a few situations, but it's not easy to consistently
reproduce this.
* Might really need some throttling of packet send to the client on the OpenSim end.
required to log in. set_login_params accepts avatar_uuid and password of a
user with god level 200 or more, and allows setting either or both the
login_motd or login_level
* This is a HUGE update.. and should be considered fraut with peril.
* SSL Mode isn't available *yet* but I'll work on that next.
* DrScofld is still working on a radical new thread pump scheme for this which will be implemented soon.
* This could break the Build! This could break your Grid!
A number of the deprecated functions had missing parameters
causing compile errors. These included:
llSound, llMakeExplosion, llMakeFountain, llMakeSmoke,
llMakeFire, llPointAt, llXorBase64Strings, llSetPrimURL
OS/SL script conformance, implement llSoundPreload and
llRemoteLoadScript to behave as in SL. In SL
llSoundPreload appears to do nothing. In OS
llRemoteLoadScript shouts an error when invoked
"Deprecated. Please use llRemoteLoadScriptPin instead."
* Updated MSSQL to reflect resend changes
* Added the new columns in prims table.
* Created a implementation for getting gestures.
* Remove configurable table names for user.
* Thanks Ruud Lathorp
* This is an initial basic experimental code for inventory import and export from the region server
* Probably not yet ready for general use
* Thanks Kayne!
User server won't start up for a MSSQL grid migrating from a significantly
older version to current version due to duplication in three of the
migrations code files. Patch included takes out the duplicated code from
the three files so a smooth update should happen on start up.
Estate/ Manager Owner Uses the Region/Estate Menu Region TAB,
and uses "Teleport Home All Users..." (Action Button), the
action will complete but no one will be teleported and all
users still function in the region ok.
- Added TeleportFinish event to the event-queue. It works better than
before (you can teleport), but it doesn't work quite right yet (you
start TPing after the TP again).
Beware: Still experimental and non-working.
The current llGetLinkName returns an empty string if a prim
with the given link number is not found in the link set. In
SL an empty string is only returned if the prim name is actually
blank, a NULL_KEY is returned instead with a couple of exceptions.
* If EventQueueGet is enabled, use that instead of a few UDP packets, if it's disabled use the UDP packets like normal.
* We *really* suggest users do not turn on EventQueueGet yet.. as it's highly experimental, broken, and resource intensive
* Updated OpenSim.ini.example
* Testers of EventQueueGet.. in OpenSim.ini, it's in the [Startup] Section.. change EventQueue = false, to EventQueue = true.
* returns FAKEEVENT instead of the connection returning a 502. It doesn't like our 502's for some reason.. so, in leau of this.. send it a fake event.
* Once again, this is still 'really early' code, so please don't blame us if you have no more threads left.
* This won't function yet as far as the client can tell.. because it doesn't respond to the first query with a 200 message.
* We have to figure out how to encode those binary values in the example code in the module...
* Committing this so we have a start point. Will continue to work on this more today.
* This means that saving notecards in prim inventories should now work.
* Not the nicest code in the world - the transactions system is pretty fugly right now
* PLEASE NOTE: Currently, the prim will not repersist until up to 15 seconds after it is unselected.
* What we really need is a proper mechanism so that any prim updates still waiting when the simulator is quit are performed before exit.
DNE and move all of DNE into the DotNetEngine directory. Remove references
that would cause the script runtime to load the entire engine + scene into
each script appdomain. This might help DNE memory consumption.
* It seems kind of silly to be building a 256x256 array just to use two 16 float blocks.. but for now the layerdata routine requires it so we'll go along with that.
* We only fill a 32x16 area of the 256x256 float array with data.
* We use patches 0,0 and 0,1 for the first and second patch to determine the direction and magnitude of the wind.
The binaries are still different, but that is only a small step away now.
The OSSLPrim has been removed. This commit will breal all scripts
using Prim.Scale(), etc, syntax. It was not secure and will have to
be brought back in another form.
Scene. Make the script engines check that the engine name in the
//Engine:language comment is a valid engine and treat it as a normal
comment if it's not.
//DotNetEngine: needs to be written as //ScriptEngine.DotNetEngine: now, since
that is it's real internal name. //XEngine: still works
Check the client dialog box (from top menu) WORLD / REGION ESTATE
/ REGION tab. The client dialog box seems to have a hard limit of
about 32 characters per line available for displaying the region
version number. Our regions are sending a string which is greater
than the limit, causing the client to wrap the text and look ugly.
* A little wind wouldn't hurt anyone, right? This is the 'slightly breezy' setting.. hopefully you won't notice 'much' of a difference.
* It turns out the terrain patch routine is similar enough to the wind version that it can be used to hack together a breeze generator with a few mods.
* Not much configuration.. yet. You only get breeze updates in the general vicinity of your camera now to keep bandwidth usage down.. and we're not talking about 'much' movement at the moment.
* initial version... could use improvement I'm sure.
The entire LSL API is now in the single, shared file
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api_Base.cs
This is for both engines. The OSSL function are still separate.
and makes it use a common set of types in both engine. Fixes the issues with
running both engines and HTTP requests / listens / timers etc..
Also fixes a couple of minor Scene issues and a CTB by nullref.
Active gestures are sent as part of the login-response. Added
fetchActiveGestures to SQLite and MySQL; added an empty one for MSSQL and
NHibernate. Using the empty ones won't cause errors, but doesn't provide
persistence either, of course.
all methods needed outside the API ststic. Async command processing
is now wholly internal to the API. This sets the stage for the next
convergence step.
of the types, located in OpenSim/Region/ScriptEngines/Shared/LSL_Tyoes.cs
Also changes the compiler in DotNetEngine to use that. You _will_ need to
let your region recompile all your scripts!
Thank you, tyre, for a patch that refactors LSL to use a unified set of
method signatures and type names, reorders methods and removes unused
and adds new method stubs.
for inventory REST calls for the time being, as firefox, curl, and
also python's urllib2 cannot authenticate using digest auth.
fix permission checking for prim inventory to be the same as for
normal edit ops.
ordinary region modules and are able to coexist in one instance.
See http://opensimulator.org/wiki/ScriptEngines for details. There were
changes to OpenSim.ini.example, please note DefaultScriptEngine.
Also see the User docs and FAQ on the Wiki. Default is DotNetEngine.
* if a packet was really null it would be caught by the general exception handler at the top of the client thread, which would also provide more information and attempt a clean
shutdown
- Conformance fix: If the notecard can't be found, shout on DEBUG_CHANNEL as the docs state
- Bug fix: Don't let llGetNotecardLine throw an exception on freshly created notecards