Justin Clarke Casey
61ae75f364
* Catch the occasional resolution exception that comes out of SceneCommunicationService.EnableChildAgents so we can see what hostname is failing
2008-03-22 20:44:15 +00:00
Justin Clarke Casey
6ce79a0f78
* Downgrade 'texture not found' message to DEBUG and stop putting out 'already dispatched' message completely temporarily
...
* I believe that if the Linden client has not started to receive a texture after 15 seconds, it re-requests it.
* My hypothesis is that the texture packets are often still in the texture queue (esp. if the client has just cleared its cache), so another load of packets get added...
* If this is the cause, resolution is going to be rather complicated.
2008-03-22 19:15:01 +00:00
Justin Clarke Casey
936f961a53
* Reducing spam on console so we only notify once if we're dropping repeated requests for missing textures
...
* Also minor logic change so that we actually do retry missing texture requests (we weren't before)
2008-03-22 18:30:54 +00:00
Justin Clarke Casey
625e8f7700
* Minor log message change
2008-03-22 17:56:05 +00:00
Justin Clarke Casey
e211a3b00b
* Tell the user what the new terrain commands format is if they try to execute a deprecated one
...
* As per CharlieO's suggestion in #806 . Thanks!
2008-03-22 10:09:09 +00:00
Teravus Ovares
7854f6f4a2
* Committing some math to discover the Oriented Bounding Box and decomposing it into planes and normals.
...
* No obvious functionality difference as the Ray-cast code is incomplete for OBB right now.
2008-03-22 03:40:38 +00:00
Charles Krinke
2f3bb3b836
Remove a couple more compiler warnings by commenting unused variables.
...
This takes us down to 15 compiler warnings on a VS2005 C# build.
2008-03-21 23:31:32 +00:00
alondria
6ac21141c6
Adds in +, -, and / operators for Rotations (and fixes Mantis 671)
2008-03-21 21:31:18 +00:00
alondria
d3515bf22e
Woops - forgot to call m_host.AddScriptLPS(1) in llGetObjectDetails....
2008-03-21 20:20:39 +00:00
Justin Clarke Casey
be83ac37f9
* Small adjust to last commit's logging so we only print out one warning when we start dropping requests
2008-03-21 20:19:43 +00:00
alondria
181c5ab7d7
Implements llGetObjectDetails()
2008-03-21 20:04:52 +00:00
Justin Clarke Casey
45ea156804
* If a client session requests the same texture more than n times (currently n=5), we now drop the subsequent requests
...
* This may improve region memory usage
* This is a short-term response to a problem whereby some clients keep requesting the same texture even after we've sent it
* This treats the symptom rather than the cause.
* n can be adjusted by changing the constant at the top of UserTextureDownloadService if necessary
2008-03-21 19:16:29 +00:00
alondria
d76c6ee140
Implements llKey2Name().
2008-03-21 18:45:09 +00:00
Charles Krinke
1e452dacf4
Comment out an unused 'str' and add a WriteLine to use
...
an "Exception e" with e.ToString() to eliminate 2 warnings.
2008-03-21 17:06:31 +00:00
Charles Krinke
21e5e65bb7
Comment out "m_randomizeWater" and "ms" until we use them later.
2008-03-21 16:52:55 +00:00
alondria
5c41051fda
Implemented llOverMyLand() and correct llGetOwnerKey() to properly return the information for the argument key, opposed to the object the script is in.
2008-03-21 15:34:51 +00:00
Teravus Ovares
0cb05c1952
* Updated ray tracing code. It's now good enough to use when the XYZ vector components of the scale have a difference of less then 4.5 meters.
...
* When a new prim is created and raytracing is called for, raytrace from the camera position to the ground in the direction of the Norm(RayEnd - RayStart).
* If we got a hit based on our camera, create the new prim at the edge of the prim we hit.
* Don't raytrace if the difference between any component of the vector exceeds 4.5meters.
2008-03-21 05:54:56 +00:00
Adam Frisby
803670e6ea
* Removed more encoding faults.
2008-03-21 02:36:34 +00:00
Adam Frisby
fd8aa566b5
* Removed a bad encoder.
2008-03-21 02:32:56 +00:00
Adam Frisby
7286bd60b0
* Converted a large number of ASCII encodings to UTF8.
...
* We should not be using ASCII anywhere except for legacy compatibility reasons.
* A large number of UTF8 Encoders are being used in places where we should be using Util.StringToField instead. These have been tagged with // ENCODING FAULT
* This should fix Mantis#799 - Japanese Profile Text does not work.
2008-03-21 02:26:00 +00:00
Teravus Ovares
dc79146d01
* Fix for #499 : linked primsets don't rotate properly when using a door script that works OK on SL
...
* Fix for #693 : llSetRot malfunction in linked prims causing instance of invisible prim
2008-03-21 00:52:41 +00:00
Justin Clarke Casey
c1beb85315
* First draft resolution of mantis 777, 734, 389 - scripts do not save in non-home regions
...
* Should work in multi-region standalone and grid modes
* This should also solve other non-home region caps issues (map requests, RC client inventory requests, etc)
* We now pass CAPS information on to the destination region on region crossing, and set up a CAPS object when an agent becomes a master
* Current limitation is that this will only work if your http_listener_port is 9000
* This is a very early code cut (lots of bad practice, hard coding and inefficiency). However, I wanted to get this out there for feedback and my own sanity. Next few patches will clean up the mess.
2008-03-20 20:04:45 +00:00
MW
f61ea1998e
Added back a fix that lbsa71 did aqes ago to fix a buffer overflow in the packetpool, which somewhere through time got lost/reverted
2008-03-20 15:33:08 +00:00
Justin Clarke Casey
20473af892
Another poxy patch which consists mainly of logging changes (some already commented out) to find out what CAPS is doing
2008-03-20 13:03:26 +00:00
Jeff Ames
84289cfb4b
Fix server crash when setting prims physical under basic physics.
2008-03-19 19:33:38 +00:00
Justin Clarke Casey
2b78c40d89
* Adding log debugging messages and making others more explicit
...
* This reveals that the problem with saving scripts in a non-home region in multi-region configurations is due to a CAPS setup issue
* For some reason the client is still using the CAPS on the region it just came from, causing the ScenePresence lookup to fail (since the presence is now, correctly, a child agent).
2008-03-19 19:25:10 +00:00
Teravus Ovares
8d5bcc9da1
* Fix for if 782: Locked prims may still be moved by click+drag.
...
* Remember, your admin user and estate managers can move locked objects that are not owned by them. That functionality differs from the Linden way of thinking and it's by design! It is not a bug! Create a non-god user and use that as your normal account.
2008-03-19 18:32:25 +00:00
Justin Clarke Casey
f747687c8f
* Patch to add llSetLinkPrimitiveParams stub
...
* Thanks krtaylor
2008-03-19 17:28:21 +00:00
Jeff Ames
3f2ea4f647
Thanks Ahzzmandius for fix for overflow in user profile About box or First Life About box when using non-ASCII encodings (bug #769 ).
2008-03-19 15:12:48 +00:00
Justin Clarke Casey
93d05b8b1f
* Print a warning every 20 times a client requests a texture that it should already have received
...
* The warning will be
[USER TEXTURE DOWNLOAD SERVICE]: Received {0} requests for already dispatched texture {1} from client {2}
This is to see whether the texture packet queue memory leak is caused by clients continually re-requesting textures they should already have
2008-03-19 14:38:58 +00:00
Justin Clarke Casey
16cd6cd82e
* Documentation patch from krtaylor. Thanks!
2008-03-19 10:47:40 +00:00
Jeff Ames
a0e1be3280
Fixed some comparisons of LLUUIDs to null.
...
Thanks to DrSchofld for pointing this out.
2008-03-19 09:36:13 +00:00
Justin Clarke Casey
d135dad051
* Add a large amount of extra locking to m_parts in SceneObjectGroup
...
* Should help stop any InvalidOperationExceptions caused by concurrent read/write
* The extra locking should be okay, but I'm really surprised we've got away without mucho crashes due to this...
2008-03-18 20:42:01 +00:00
Justin Clarke Casey
f77ab46184
* Stop (which currently removes) all scripts in an object when that object is deleted from the region
2008-03-18 20:11:35 +00:00
Justin Clarke Casey
78e24380c8
* Stop grid inventory network failures crashing the client session
...
* Now the operation will just fail and post a message to the log instead, which may be mysterious to the client but isn't so brutal
2008-03-18 19:52:07 +00:00
Justin Clarke Casey
18f9f1410d
* Just inserting some exploratory comments into inventory code
2008-03-18 18:19:44 +00:00
Jeff Ames
e5b9144282
Formatting cleanup.
2008-03-18 15:30:38 +00:00
Adam Frisby
aad69b9018
* Applying Mantis Patch #518.2 - State not persisted in MySQL DataStore
2008-03-18 14:54:44 +00:00
Jeff Ames
bf8b5844f2
Formatting cleanup. Minor refactoring.
2008-03-18 14:51:42 +00:00
lbsa71
9c428d9935
* Applied Grumly57 patch for #781 ; Thanks, Grumly!
2008-03-18 13:39:29 +00:00
Justin Clarke Casey
0b7626b630
* Remove unused (and somewhat nonsensical) method in PhysicsActor
...
* Thanks for DrScofld for drawing attention to this
2008-03-18 11:37:34 +00:00
Justin Clarke Casey
f81c491725
Patch from DrSchofld (IBM). In his own words
...
structs (such as LLUUID) are considered values by mono. comparing them against null makes no sense and the mono compiler will flag that as evaluating to always false --- except if "cleverly" disguised. the attached patch fixes such an occurrence in OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/AsyncCommandPlugins/SensorRepeat.cs.
[yes, i'm on a crusade against comparing structs against null, go ask jradford from libsl ;-)]
2008-03-18 11:32:44 +00:00
Teravus Ovares
443c66b432
Since we don't yet have a reliable way to release the lock that prevents a user from logging in a second time if they're already registered as logged in;
...
* If a user logs in and they are noted as agentOnline. Set agentOnline = false and send a 'you're already logged in' message to the user asking them to wait 5 minutes. These 5 minutes are not enforced (because there's no foolproof interlock release yet without the grid operator getting a support call for every little sim crash). When the user gets the message, they can log-in immediately after it, but the user can expect weird results if they don't wait 5 minutes and log-in to the region they were in previously.
2008-03-18 06:03:50 +00:00
Teravus Ovares
42857fe4e9
* Added the ability to type the partial name of a region in the start location box and go to that region if it's there. If no close match was found, it sends you home. This is tested on mySQL. There's untested code on grids that are based on sqlite and MSSQL. The SQL statements *should* be right, but your results may very.
...
* Ex, if you want to go to Wright Plaza, you simply need to type Wright Plaza in the start location in the client when you log-in.
2008-03-18 05:44:25 +00:00
Jeff Ames
47180080f0
Formatting cleanup.
2008-03-18 05:16:43 +00:00
Jeff Ames
175dc285ff
Added copyright messages. Set svn:eol-style. Minor cleanup.
2008-03-18 03:51:59 +00:00
Jeff Ames
9f7639fd6d
Formatting cleanup.
2008-03-18 03:41:05 +00:00
Teravus Ovares
4e30f862af
Building on Joha's update...
...
* Server now listens to the client's start location request for 'home' or 'last' and sends the user to the home location or the last location.
2008-03-18 03:09:38 +00:00
Johan Berntsson
040a887b9c
Last position will be stored in the DB on logout, and the avatar can continue from the same position in the next login (only with MySQL at the moment)
2008-03-18 01:38:07 +00:00
Justin Clarke Casey
bbddc0dbe7
* Move missing texture request forward so that we don't actually ask the AssetCache for it if we know it's missing.
2008-03-17 21:44:54 +00:00
Justin Clarke Casey
872184fa2a
* Inserting code to prepare to fix trash emptying and the edit texture inventory (again)
...
* Can't just do this fix since it stops subfolders working (though it appears subfolder renaming may be fubar at the moment)
2008-03-17 21:34:58 +00:00
Justin Clarke Casey
9122762dc8
* More almost completely unproductive log message fiddling
2008-03-17 19:13:15 +00:00
Justin Clarke Casey
37c32e1154
* Make it more obvious if local user services are being used
...
* Tell the log whether the sim is started in standalone or grid mode
2008-03-17 19:08:23 +00:00
Justin Clarke Casey
d137d4b907
* DEV: Remove client's CAPS handlers object when they log out
2008-03-17 18:16:36 +00:00
Jeff Ames
a8aeec29da
Fix a few mono compiler warnings. Minor cleanup.
2008-03-17 17:39:42 +00:00
Justin Clarke Casey
cd1978b424
* Reduce the annoyingness of clients that continually request unfound textures (probably for some good reason) by dropping all subsequent requests after the first reply.
...
* Print out a console message every 20 tries rather than every single one.
* This weakens the problem but does not eliminate it
2008-03-17 17:30:01 +00:00
Jeff Ames
7d1dcf3e68
Replaced some magic PCode numbers with enum values.
2008-03-17 17:23:49 +00:00
Jeff Ames
825c89e7ac
Replaced some Console.WriteLine calls with writes to log.
2008-03-17 17:10:53 +00:00
Justin Clarke Casey
5160733ba1
* Remove uninformative exception traces from remoting errors
...
* Indulge in my fetish for console message conformity
2008-03-17 16:55:12 +00:00
Sean Dague
dba37a8722
From: Alan M Webb <awebb@vnet.ibm.com>
...
Here's a diff of the changes I have made in support of the following LSL
script functions.
llSetScriptState
llGetScriptState
llCSV2List
llListRandomize
llList2ListStrided
llListFindList
llResetOtherScript
llGetScriptName
It was necessary to modify ExecutorBase in support of the ScriptState
implementations.
I also modified SceneObjectPart and SceneObjectPart.Inventory to
corrects a quoting mismatch in the commentary that through off live
parsing of the files.
I also simplified the State definition at the start of BuiltinCommands.
2008-03-17 15:11:36 +00:00
Teravus Ovares
76bf1f3654
* Fixed prim creation in basic physics mode. ( BasicPhysics returns null probably a lot more then it should? )
2008-03-16 18:55:56 +00:00
Jeff Ames
8a9d20facd
Update svn properties.
2008-03-16 06:59:31 +00:00
Charles Krinke
f7c5867723
Thank you kindly, Grumly57 for:
...
Added MSSQLDataStore.cs to OpenSim.Framework.Data.MSSQL and changed it
to reflect the actual capabilites of MySQLDataStore.cs
2008-03-15 20:53:39 +00:00
MW
58ce8f3818
added some os helper functions for the texture drawing module. see http://opensimulator.org/wiki/OSSL_TextureDrawing for function prototypes and example script. Will expand that page later.
2008-03-15 13:52:57 +00:00
MW
c04899b60a
Part 2 of fixing inventory for client 1.19.1 (RC), inventory items should now show up.
...
Most likely still some problems and most like needs some more work (and still a couple of things to finish off).
2008-03-15 12:53:03 +00:00
MW
70e55205a1
Part 1 of making inventory work again in the 1.19.1 (RC) client. Implemented the FetchInventoryDescendents CAPS handler. But currently returning empty folder details.
...
So this commit doesn't actually fix inventory in that client, it just stops the "loading" message being displayed forever next to a folder, and instead shows empty folders.
Next part will be to fill in the details of the items in the folders.
2008-03-15 11:48:27 +00:00
Adam Frisby
4746c26824
* Fix for Justincc's bug report #768 - Terrain looks rather phallic.
2008-03-14 19:50:11 +00:00
Justin Clarke Casey
1641e4ecb1
* Remove stupid bug I just introduced where delinking would only delink one prim at a time.
...
* Teaches me not to say stuff like 'this is now working'
2008-03-14 18:51:51 +00:00
Justin Clarke Casey
9341c71135
* Minor - error message should be a warning. Spelling
2008-03-14 18:30:28 +00:00
Justin Clarke Casey
87067bff1e
* The rest of the fix necessary for mantis #766 - terse updates broken
...
* Even very rapid linking/delinking should now behave normally. Terse updates still occur as before
* Hopefully this ends the recent linking problems - please let us know if there are more
2008-03-14 18:21:21 +00:00
Sean Dague
01faa86c1a
Fix Mantis 636
2008-03-14 18:09:20 +00:00
Justin Clarke Casey
dc84f350a7
* As yet incomplete fix for mantis #766 - terse updates broken
...
* Currently, terse updates are back, and extremely rapid linking and delinking will only break occasionally
* More work to do here
2008-03-14 16:28:33 +00:00
Teravus Ovares
ce9c2ecac8
* You can leave godmode if you want now.
...
* Fixed a compile error.
2008-03-14 15:52:32 +00:00
lbsa71
24aedf52c6
* Added null root part guard
...
* Normalized some UUID handling
* Compacted a few Contains/Add into Set
2008-03-14 15:28:34 +00:00
MW
7ab08f2ac4
Attempt to fix mantis #741 , could not replicate it myself. But the error was suggesting that the SceneObjectPart was null, so added a null check, to make sure the sceneobject to be attached is found before attempting the attachment.
2008-03-14 15:23:33 +00:00
MW
a5f5be8a0c
attempt to try to fix mantis issue # 613, which seems to be a threading issue. Queue is only threadsafe if its a public static member, which in this case it wasn't. And we were locking it during both enqueues and dequeues. So have added those locks to a syncObject. But it still needs testing on a high load region, as that seems to be when the exception happened.
2008-03-14 14:40:31 +00:00
Jeff Ames
3778840f36
Update svn properties.
2008-03-14 14:20:05 +00:00
Adam Frisby
53e8d91c06
* Fixed 'flatten area' brush, so it now has a 'force' instead of instantly flattening the selected area.
...
* Noise, and Noise-Area brushes now use Perlin noise, more closely simulating the method LL uses officially.
* TerrainModule has been cleaned up slightly.
* TerrainUtil class has several new functions related to seeded noise generation.
* Extracted ITerrainEffect, ITerrainFloodEffect, ITerrainLoader, ITerrainPaintableEffect, TerrainChannel to seperate files.
2008-03-14 13:37:39 +00:00
Teravus Ovares
ae9a98ceb1
* Added proper handling of llSetStatus(STATUS_PHYSICS,BOOL)
2008-03-14 06:20:50 +00:00
Teravus Ovares
abacfba287
* Preliminary work with the ODEPlugin to collect collision data.
2008-03-14 05:22:52 +00:00
Jeff Ames
94c39c793a
Update svn properties.
2008-03-14 00:41:09 +00:00
Sean Dague
4e588c715d
some hackery with the VectorRenderModule to let you pass in a canvas
...
size. Helps make the fonts crisp when using vector renderer as a
text board.
2008-03-13 20:47:36 +00:00
lbsa71
cb28cc686b
* Added cautionary README.txt
2008-03-13 20:00:41 +00:00
lbsa71
8b6d29ff2e
* SimpleApp is dead, long live OpenSim.Region.Examples.SimpleModule
...
* This module more or less crashes every region in the instance if you enable it by moving it from local /bin to global /bin
* But hey, it crashes in lots of interesting ways.
2008-03-13 19:55:18 +00:00
Justin Clarke Casey
12cb0d15f8
* Put back a comment I just inexplicably zapped
2008-03-13 18:42:57 +00:00
Justin Clarke Casey
429ecb8508
Just a few comments
2008-03-13 18:31:05 +00:00
Sean Dague
1ad041707a
this is a believed fix for some of the MySQL races. Testing would
...
be appreciated.
2008-03-13 17:42:07 +00:00
Justin Clarke Casey
67a59b62e3
* Very minor comment change to reflect the fact that eliminating spurious delink prim updates is low priority
2008-03-13 12:35:59 +00:00
Sean Dague
e7076d3d15
remove the rex based voice chat. No current client implements this,
...
and a seperate voice server approach compatible with SLVoice is needed here.
2008-03-13 12:29:56 +00:00
Justin Clarke Casey
297887e1fc
* Change opensim.ini.example guidance on asset_database setting to be "local" or "grid"
...
* See OpenSim.ini.example for more details
* The old sqlite/mssql settings were redundant and effectively ignored anyway. Hence, there's no need for you to change your current settings, which will still work
* In fact, asset_database should probably be moved to [Network] since it's meaningless for standalone installations
2008-03-13 01:01:28 +00:00
Justin Clarke Casey
a4304fb9e6
* Fix Mantis 761 (linking and delinking prims rapidly caused prims to 'disappear')
...
* Root cause was that if two updates occurred in the same second of time, the second one was never sent
* Linking/delinking appears to be okay now
2008-03-13 00:22:38 +00:00
Sean Dague
31cdb1afb0
there was a single instance where the log4net object was not
...
static readonly. I suspect this was the cause of mantis #500 .
2008-03-12 21:09:56 +00:00
Justin Clarke Casey
bbb9a21eb5
* Fix mantis 757.
...
* DelinkFromGroup was removing the parts from the delinked group, which later upset the update thread when it tried to do a queued update for that object
* Temporary fix is to stop deleting the parts, though it would be good later to stop sending out the now spurious updates
* This fix actually reveals another bug, where rapid linking and delinking will cause the non root prims to disappear (though they're actually still there if you relog). This is the next bug to tackle.
2008-03-12 18:59:50 +00:00
Justin Clarke Casey
b9ef6ed047
* Don't abort (and keep failing) the update if one Entity gives us an exception when we try to update it
...
* This doesn't remove bug 757, but does largely remove the worst consequences
2008-03-12 18:11:08 +00:00
Justin Clarke Casey
c310f2ab24
* Since remoting exceptions occur quite often in some cases (e.g. when a neighbouring region is down), put out only the source and message of the RemotingException (not the stack trace) to the console.
...
* It doesn't appear that the remoting stack trace yields any useful information anyway
2008-03-12 17:37:00 +00:00
Justin Clarke Casey
42123770de
* Add comments and slight corrections to ClientView.AgentTextureCached
...
* Reduce 'asset not found' console debug spam
2008-03-12 17:02:08 +00:00
MW
fc551ef127
Applied patch from mantis #749 , Grass now stays to set type when moved. thanks Grumly57.
2008-03-12 15:53:04 +00:00
MW
2fea38a5f2
Applied patch from mantis #610 , fixed invalid filenames with dump_assets_to_file set to true. thanks tyre.
2008-03-12 15:45:56 +00:00
Adam Frisby
be6d8f6d9a
* Switched Noise 'Flood Area' brush to use Perlin rather than random noise.
...
* Fixed a bug with the Smooth Area brush.
2008-03-12 13:49:38 +00:00
Adam Frisby
d626125825
* Fix for Smooth Area Flood Brush, now doesn't flood the entire sim.
2008-03-12 13:03:44 +00:00
Adam Frisby
1277f68f43
* Fix for SQLiteAssetData - We now ignore duplicate assets. We shouldn't support replacing a asset with a fixed UUID as this leads to potential collisions and revisioning issues when proxying down the road.
2008-03-12 12:59:09 +00:00
Jeff Ames
43148ffc23
Update svn properties.
2008-03-12 12:22:43 +00:00
Adam Frisby
935e67a783
* Updated Terrain Module
...
* Terrain Area-of-Effect brushes now should work properly.
* Updated the scale / effect of various brushes. Small & Medium brushes should now actually do something.
2008-03-12 11:47:34 +00:00
lbsa71
95e4d1ae5e
* made some privates protected
2008-03-12 11:18:43 +00:00
lbsa71
e2dfd919bc
* made GridManager class public
2008-03-12 11:11:52 +00:00
Adam Frisby
8e27656fcc
* Refactored some terrain brushes to move out some common functions into TerrainUtil class. More needs doing.
...
* Adjusted strength of brushes to Math.Pow(2,size), this should in theory work closer to how it was before.
2008-03-12 11:02:30 +00:00
lbsa71
df104e6f84
* Renamed Main.cs to GridServerBase.cs
2008-03-12 10:16:28 +00:00
lbsa71
3f45cfc591
* Refactored out exe bit out of Grid Server for great justice
2008-03-12 10:13:19 +00:00
lbsa71
f1b8712da3
* Refactored some internals in Grid Server Main
2008-03-12 09:50:12 +00:00
lbsa71
d873a043dd
* Refactored out creation of LoginResponse
...
* Refactored out ErrorResponse
2008-03-12 09:37:39 +00:00
lbsa71
47ed69c933
* Extracted RegionProfileData from Request
...
* Introduced ValidateNewRegion and ValidateOverwrite
2008-03-12 09:17:23 +00:00
lbsa71
da854b9691
* minor refactoring
2008-03-12 08:44:36 +00:00
Sean Dague
163a7cb6c8
better fix for 551, not sure why I missed this earlier
2008-03-12 02:48:08 +00:00
Jeff Ames
6da664edbe
Refactor out some duplicate code.
2008-03-11 22:15:28 +00:00
Sean Dague
6340fa0aab
Ensure resolution of mantis 113
2008-03-11 21:37:35 +00:00
Sean Dague
0159aa7048
get rid of artificial InventoryLock object in favor of
...
locking on the DataSet. This doesn't change any functionality
and leaves us with one less object.
2008-03-11 21:23:06 +00:00
Sean Dague
ed4710eda0
added early readme
2008-03-11 20:43:08 +00:00
Sean Dague
2827339345
Attempted fix for http://opensimulator.org/mantis/view.php?id=551
2008-03-11 20:38:55 +00:00
Sean Dague
1dfa382e44
moving everything into OpenSim.TestSuite namespace
2008-03-11 20:15:07 +00:00
Justin Clarke Casey
e7e157d95e
* Temporarily disabling sending of ImageNotInDatabasePacket when a texture isn't found, since this appears to be crashing Linden client 1.19.0(5)
2008-03-11 18:41:22 +00:00
Justin Clarke Casey
4ed96d9929
* Very temporarily put AgentCachedTexturePackets onto the wind rather than the texture queue
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* This is in order to identify whether it is these which are somehow causing the massive texture packet bloat,
* since this is the only other packet put on to that queue other than the TextureSender ones
2008-03-11 18:37:06 +00:00
Sean Dague
fa79433d2e
clone off pCampBot to OpenSim.TestSuite, as I'm going to be
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making enough breaking changes that I'd rather not mess up
people currently using pCampBot effectively.
2008-03-11 18:06:25 +00:00
Justin Clarke Casey
956f7cb4f9
* Very minor error message change in GridAssetClient
2008-03-11 17:55:49 +00:00
Adam Frisby
11ba471bcc
* Applying patch #754 - Fix for Vector Magnitude operation. Thanks cmickeyb!
2008-03-11 16:19:01 +00:00
Adam Frisby
b40957b57c
* Applying patch from Mantis #607 - Grid Server crash. Thanks Diva.
2008-03-11 15:48:50 +00:00
Johan Berntsson
f0bfb87979
Eliminated several compiler warning messages
2008-03-11 04:40:39 +00:00
Johan Berntsson
bec947cde3
The plugin loader can now handle plugin dependencies without hardcoding
2008-03-11 03:10:21 +00:00
Sean Dague
e128819b20
this fixes up the exponentially growing startup times caused
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by not deleting the landaccesslist. If this triggers an
sqlite error on .NET, we'll need to track that down seperatly.
2008-03-11 00:22:56 +00:00
Teravus Ovares
f46fcbb9d2
* Added Linear Acceleration reporting to the ODEPlugin.
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* Added support for LSL llGetOmega (Rotational/Angular Velocity)- ODEPlugin is the only physics plugin that reports it.
2008-03-10 14:14:44 +00:00
Teravus Ovares
d0123a796b
ODEPlugin
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* Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level.
* osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE);
* By default, prim do not float at the water level.
* More work is needed on the floating, but it's a start.
2008-03-10 05:56:58 +00:00
Teravus Ovares
8bea3dbdb9
* Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.
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* Added WaterLevel support to the ODEPlugin. More on this later.
2008-03-10 05:23:43 +00:00
Teravus Ovares
8bba8e232c
* Fixed a few things and enabling Physical Prim border crossings again.
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* Everyone try to push a physical prim across a region border now.
2008-03-09 20:29:59 +00:00
Adam Frisby
f89e7107bb
* Fix for hydraulic erosion brush. Still not working as planned, but getting closer. Bugs may be due to the water distribution pattern.
2008-03-09 19:22:21 +00:00
Teravus Ovares
7cae577094
ODE Plugin
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* More cleanup
* Less noise
2008-03-09 17:50:24 +00:00
Jeff Ames
9bc6ee576e
Update svn properties.
2008-03-09 16:51:34 +00:00
Adam Frisby
42e1a6ee95
* Fix to the OlsenSphere brush to make it more powerful.
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* W.I.P: Hydraulic Erosion (Spherical) paintbrush - code is all there, but some work is required on the initial parameters to get it to function correctly. Replaces the smooth brush when `newbrushes` is switched on.
2008-03-09 16:50:09 +00:00
Teravus Ovares
5b6eba968b
* Fixed the Link + Duplicate + Unlink both = 'ODE Invalid Argument in Collision Space Crash'
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* Added: Console comment: [PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil.
2008-03-09 16:32:44 +00:00
Teravus Ovares
081b2ac34e
* Cleaned up some locking on the ODEPlugin to make it more developer friendly
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* Expect the occasional deadlock?
2008-03-09 15:43:01 +00:00
Jeff Ames
7981c45750
Update svn properties.
2008-03-09 15:08:03 +00:00
Adam Frisby
b46b152954
* New terrainmodule paint brush "Olsen Erosion"
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* Implements the Optimised Erosion routine defined by Jacob Olsen in the paper 'Procedural Terrain Generation' (http://www.oddlabs.com/download/terrain_generation.pdf )
* Replaces the 'flatten' brush when 'newbrushes' is enabled.
2008-03-09 15:00:52 +00:00
Teravus Ovares
13a4d13d67
* Added a hack-ish routine to add the State column to the primshapes table if it wasn't already there.
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* Started OpenSim on SQLite to a mass of red 'unable to load prim' messages.
* If you are getting this message, after this update, when you start OpenSimulator, you'll get it one more time and then it'll work again.
2008-03-09 14:27:44 +00:00
Teravus Ovares
7a9e572e8a
Linux Compile error if Color is compared against null. Documentation for System.Drawing.Color says it returns a Color with all Components as 0 if the String passed isn't a known color, so the null check has been commented out
2008-03-09 13:04:58 +00:00
Jeff Ames
3e47389f9a
Update svn properties.
2008-03-09 06:39:15 +00:00
Adam Frisby
1011bbf39d
* Small optimisation on Weathering paint brush.
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* Added "script terrain newbrushes <true|false>" to enable experimental terraforming brushes. Presently the 'revert' brush is replaced with the Weathering brush, when enabled.
2008-03-08 23:28:29 +00:00
Adam Frisby
f88324d6cd
* Applying Mantis #737 - Fix for Terragen loader. Thanks Jonc.
2008-03-08 23:21:35 +00:00
Charles Krinke
39684496eb
Remove two warnings with unused variables.
2008-03-08 23:12:25 +00:00
Adam Frisby
6ecc1066b1
* Added Thermal Weathering paint brush to Terrain Module.
2008-03-08 22:53:10 +00:00
Charles Krinke
8d2d69dc88
Thank you kindly Grumly57 for a patch to solve:
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Grass type is not persisted. Try to rez some grass several time to have different random grass types around, then immediately move a couple of them. Or restart the sim and logon again. You'll see all grass types reverted to a dull default one :-)
2008-03-08 22:52:17 +00:00
Charles Krinke
ff75ba99a9
Thank you very much, Ldviopeng for :
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Patch to implement the following LSL functions:
llGetObjectPermMask()
llSetObjectPermMask()
2008-03-08 22:26:25 +00:00
MW
52d867e600
Added new drawing command "PenColour", with format "PenColour <colourname>;" colour name can be any of the predefined .net System.Drawing.Color names.
2008-03-08 22:06:24 +00:00
Adam Frisby
6eeb25ee33
* Slight tweak for the above.
2008-03-08 21:51:01 +00:00
Adam Frisby
54359ab17b
* By popular demand, implemented "script terrain fill <val>"
2008-03-08 21:49:26 +00:00
MW
d340820826
Added Frist basic version on the VectorRenderModule, that allows scripts to do some basic drawing onto textures. Currently the method the scripts have to use is most likely not the most user friendly, but this should improve soon. And hope to allow SVG files (either loaded from a web site, or even script created) to be used. I will add a page to the wiki tomorrow, until then http://www.pastebin.ca/934425 is a example c# script that can be used to get a bit of a idea.
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Also added osSetDynamicTextureDataBlend and osSetDynamicTextureURLBlend that will allow the various textures to be blended together, but currently there are still a few bugs in them. So not ready for use yet.
2008-03-08 20:54:34 +00:00
Adam Frisby
8f6f85e530
* Implemented 'Revert' channel in Terrain Module.
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* Added Revert Area, flood brush.
* Added Revert Sphere, paint brush.
2008-03-08 19:11:22 +00:00
Charles Krinke
3151e302ca
Thank you kindly, Ldviopeng for:
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Patch to implement the following LSL / OS functions
llParcelPrimCount(60%)
osSetParcelMediaURL
2008-03-08 18:06:10 +00:00
Adam Frisby
e41b45d107
* Made a change to the loading mechanism to fix it's operation.
2008-03-08 01:58:59 +00:00
Adam Frisby
b4c315dcec
* Default terrain is now a little more interesting than a flat 0m plane.
2008-03-08 01:55:34 +00:00
Jeff Ames
bc02d14b6b
More spelling corrections in the spirit of r3771.
2008-03-07 14:55:26 +00:00
Justin Clarke Casey
d48e992aa8
* Increase inventory description columns from 64 characters to 128
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As per the suggestions in Mantis 687 (thanks Sakai) to resolve an exception
* This won't apply to any existing inventory tables you have, but shouldn't
cause any issues with old tables either
2008-03-07 14:40:18 +00:00
lbsa71
f76bc24de7
* Applied patch #719 from lvoidpeng.
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* Implements llGetOwnerKey
Thanks, lvoidpeng!
2008-03-07 14:26:27 +00:00
Justin Clarke Casey
479379ee28
* Minor spelling corrections as per mantis 712
2008-03-07 14:17:22 +00:00
Justin Clarke Casey
9aeff3fb86
* Temporary resolution for mantis #711
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* Trying to store items other than textures, sounds and scripts in a prim's inventory should no longer cause an exception.
* Temporary solution is to ignore storage requests for these assets - actually implementing this requires changes to TaskInventoryItem, at least
2008-03-07 12:39:06 +00:00
Justin Clarke Casey
759a0bcba0
Make Local back end services warn/error messages explicitly say they are from standalone services
2008-03-07 12:03:48 +00:00
Johan Berntsson
b99455d23d
Fix to solve mantis 717 problem. Makes sure the region DB schema is up to date and consistent
2008-03-07 08:10:52 +00:00
Adam Frisby
c9eb051936
* Fix for exception in landmanager crash.
2008-03-06 23:14:24 +00:00
Adam Frisby
a360116502
* Disabled ancient TerrainEngine.
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* Enabled new TerrainModule. (The king is dead, long live the king!)
* Use the console command: "script terrain save file.r32" / "script terrain load file.r32" to load/save terrain. Now uses the extension to determine file format.
* MANY of the old terrain features do not have a replacement function in the new module yet, this needs to be corrected, but has not been done so far. This being said, the new module is faster and more efficient and should be a good replacement.
2008-03-06 15:49:53 +00:00
Teravus Ovares
0cb4e401ad
* Killed 4 more warnings (at 16 now)
2008-03-06 09:41:34 +00:00
Adam Frisby
1410210b84
* Four more warnings, etc etc.
2008-03-05 22:00:41 +00:00
Adam Frisby
810d2126ea
* Three more warnings are a-gone.
2008-03-05 21:56:14 +00:00
Adam Frisby
4d9ed39444
* Four more warnings bite the dust.
2008-03-05 21:50:58 +00:00
Adam Frisby
14b37533aa
* Removed more compiler warnings, dead code, etc.
2008-03-05 21:47:19 +00:00
Sean Dague
4ea52b2105
Change SceneObjectPart.LocalID to .LocalId to be case matching
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with SceneObjectGroup.LocalId (and hence reduce confusion).
2008-03-05 18:57:13 +00:00
Adam Frisby
f64611862a
* New Terrain Module (disabled, search for 'usingTerrainModule = false' to reenable)
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* *Much* faster terraforming (woot!)
* New "Brushes" design, so you can create custom terraforming brushes then apply those inplace of the standard tools. (ie an Erode Brush for example)
* New specialised "Flood Brushes" to do large area effects, ie, raise-area, now takes a bitmap rather than repeats the ordinary raise brush a thousand times.
* New modular file Load/Save systems -- write importers/exporters for multiple formats without having to hard code the whole thing in.
* Coming soon - effects system, ie the old Erosion functions, etc. for one-shot effects.
2008-03-05 00:52:35 +00:00
Sean Dague
92e54bdd17
this is probably just a band aid, but should at least
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help figure out where my last crash came from by being
extra careful arround Add for scene object group.
2008-03-04 18:49:44 +00:00
Teravus Ovares
18324773d2
* One line fix to get everything working again. Essentially set the originRegionID = RegionID in RegionInfo.cs on line 375
2008-03-04 14:39:51 +00:00
Jeff Ames
d2806090ae
Cleaned up a couple compiler warnings.
2008-03-04 10:12:39 +00:00
Johan Berntsson
c78eebfdfc
Fixed a region split synchronization bug
2008-03-04 09:39:58 +00:00
Johan Berntsson
fe56c18795
Fixed SQL update error
2008-03-04 07:54:35 +00:00
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!
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* 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
358a4963d3
* More compiler warning nukage.
2008-03-03 09:56:30 +00:00
Adam Frisby
415fc22e5e
* Removed a bunch of compiler warnings.
2008-03-03 09:54:39 +00:00
Teravus Ovares
794deeeb85
* Fixed about Text in the profile in grid mode.
2008-03-03 09:30:59 +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.
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* 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!
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* 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
c953e51c11
* Doh, forgot one license header
2008-03-03 08:19:54 +00:00
lbsa71
7d40a0afb8
* Changed the license headers. The Data Framework is now all OpenSim. Yay! *toots*
2008-03-03 08:15:14 +00:00
lbsa71
84959bf530
* Renamed the Data Framework namespaces
2008-03-03 07:59:31 +00:00
lbsa71
d97e4d97e9
* renamed the key file (baby steps here)
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* ignored the generated files
2008-03-03 07:53:26 +00:00
lbsa71
b3b1f74485
* Started the ardous task to rename the TribalMedia.Framework.Data to OpenSim.Framework.Data.Base
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It's you !!
How are you gentlemen !!
2008-03-03 07:48:35 +00:00
Charles Krinke
cff3c20ee5
Thank you very much, Ahzzmandius for:
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converts Parse calls to TryParse
Replaces string.empty and lluuid.zero calls on user load to use real
values from DB (related to user profile save/load work. Finer grained patching)
2008-03-02 22:36:47 +00:00
Charles Krinke
7794fc3766
Change handler001 through handler009 to more
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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
dd8e728abd
Thank you kindly, Ahzzmandius for adding
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owner_uuid support to the MSSQL data driver.
2008-03-02 20:33:46 +00:00
Charles Krinke
30ebd15926
Update names of handler010 through handler019
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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.
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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.
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* 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.
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* 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
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appropriate names consistent with their use.
2008-03-02 03:50:33 +00:00
Charles Krinke
7a0e1a8c34
Rename handler030 through handler038 with more
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appropriate names consisten with their use.
2008-03-02 02:47:34 +00:00
Charles Krinke
18a058eb84
Rename handler040 through handler049 with more
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appropriate names consistent with their user.
2008-03-02 02:30:28 +00:00
Charles Krinke
21f3661077
Rename handler050 through handler059 with more
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appropriate names consistent with their use.
2008-03-02 02:06:31 +00:00
Charles Krinke
c9e8d83fc9
Rename handler060 through handler069 with more
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appropriate names consistent with their use.
2008-03-02 01:43:52 +00:00
Charles Krinke
fdff8c3fa5
Rename handler070 through handler079 with more
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appropriate names consistent with their use.
2008-03-02 00:07:28 +00:00
Charles Krinke
20c98b6203
Rename handler080 through handler089 with more
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appropriate names consistent with their use.
2008-03-01 22:47:48 +00:00
Charles Krinke
b0fbe96ca4
Beginning to change all handler000 through handler094
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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:
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* 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>
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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.
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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
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** 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>
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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).
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* 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.
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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
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* 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*
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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. :)
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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. :)
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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.
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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
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* 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;
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* 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
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* 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
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* 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
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* 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)
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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.
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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:
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* 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)
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* 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()
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* 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
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* 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
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* 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
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* 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)
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* 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.
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(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().
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* 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.
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* 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
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* 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>
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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.
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* 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.
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* 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:
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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
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* 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))
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* 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
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* 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
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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
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* This also resolves mantis 601
2008-02-18 15:23:18 +00:00
Tedd Hansen
c62328950a
More exception checks and crash hints
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If no scriptengine is specified then don't try to load any.
2008-02-18 14:21:51 +00:00
Sean Dague
f47bcb0f98
bring back some script engine debugging, hoping this will help track down the randoms segfaults
2008-02-18 14:17:09 +00:00
Justin Clarke Casey
1cbef0b908
Patch from Michael Osias IBM (jimbo2120)
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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.
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[The ComsmsManager will die]
2008-02-18 09:29:22 +00:00