Justin Clark-Casey (justincc)
0badf3718d
refactor: push the part of SceneObjectGroup.CheckSculptAndLoad() that actually deals with the part into a SceneObjectPart.CheckSculptAndLoad() method
2011-07-11 03:35:29 +01:00
Justin Clark-Casey (justincc)
2f3d0e209f
When a sculpt/mesh texture is received by a part on a callback request, don't do the unnecessary work of copying the base shape.
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Just setting the new base shape is enough to reinsert the sculpt data and set the taint.
Also cleans up a few more left-in debugging messages.
2011-07-11 03:13:59 +01:00
Justin Clark-Casey (justincc)
6a15464b0a
refactor: Make arguments to SceneGraph.UpdatePrimFlags() more readable
2011-07-11 02:29:19 +01:00
Justin Clark-Casey (justincc)
01b98c2e62
refactor: Make arguments for SceneObjectGroup.UpdatePrimFlags() more readable
2011-07-11 02:18:19 +01:00
Justin Clark-Casey (justincc)
e68ae44b6b
minor: remove mono compiler warning
2011-07-11 02:11:37 +01:00
Justin Clark-Casey (justincc)
c6d4304a04
refactor: very minor space insertion
2011-07-11 02:11:16 +01:00
Justin Clark-Casey (justincc)
c964114f7e
refactor: make argument to SOP.UpdatePrimFlags() more readable
2011-07-11 02:09:11 +01:00
Justin Clark-Casey (justincc)
59aedbc94b
Rename SceneSetupHelpers.AddRootAgent to AddClient() to better represent its effects and return object
2011-07-09 02:25:40 +01:00
Justin Clark-Casey (justincc)
5e8900dfd0
minor: code tidy and inserted log lines for future use.
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Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does
After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory
When phantom is toggled, the sculptdata is regenerated before remeshing.
But on resize, the sculptdata is not regenerated.
So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled.
2011-07-09 00:35:30 +01:00
Justin Clark-Casey (justincc)
1dcad4ac66
minor: commented out log lines for future use and very small code tidy
2011-07-08 17:58:01 +01:00
Justin Clark-Casey (justincc)
e41093635a
fix build break I just introduced
2011-07-01 21:37:03 +01:00
Justin Clark-Casey (justincc)
9f72fbcb75
Add an async inventory details sender to respond to FetchInventory packets.
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If a user with a very large inventory right-clicks on their "My Inventory" folder, viewer 1 code will send a massive number of Fetchinventory requests.
Even though each is handled asynchronously via a pool thread, the sheer frequency of requests overwhelms the pool and freezes inbound packet handling.
This change makes the first Fetchinventory thread also handle subsequent requests, freeing up the other threads.
Further efficiencies could be made by handling all the items in a particular FetchInventory request together, rather than separately.
2011-07-01 21:25:40 +01:00
Huaiyu (Kitty) Liu
f029bd7782
Reimplement AddNewSceneObjectBySync in SceneGraph.cs and DeleteSceneObjectBySync in Scene.cs,
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so that they are eventually calling OpenSim's implementation of AddSceneObject and DeleteSceneObject.
Also, fixed a bug in syncing position of attachments.
2011-06-30 16:44:01 -07:00
Robert Adams
6574690c7b
Add FullPartID dictonary entry into AddNewSceneObjectBySync
2011-06-30 14:10:00 -07:00
Justin Clark-Casey (justincc)
c84a1bd99f
Don't follow inventory links of links.
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This is to avoid problems with corrupt inventories where an inventory link target points back at the source's folder
No viewer has been observed to set these up as of yet. If this ever happens, we will need a more sophisticated solution to track sent folders within the recursion
2011-06-29 01:33:41 +01:00
Justin Clark-Casey (justincc)
1b4c08730e
refactor: simplify redundant double containing folder check
2011-06-29 00:56:35 +01:00
Justin Clark-Casey (justincc)
3f0b8db0c1
If an inventory link target is in the same folder as the source, then don't recursively request that folder.
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Currently, this should never actually happen but certainly best to handle this case
2011-06-29 00:54:53 +01:00
Justin Clark-Casey (justincc)
22f25fae38
Hack around with the NPC module to get osNpcCreate() partially working again.
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This now creates an avatar but appearance is always cloudy.
Move doesn't work.
Really, creating an NPC should only involve a ScenePresence rather than doing anything with IClientAPI, since an NPC has no viewer to communicate with!
2011-06-29 00:28:22 +01:00
Justin Clark-Casey (justincc)
1a0a9d2290
Implement the latest mesh mechanism so that rezzing the uploaded mesh now works again.
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Many thanks to the aurora project for pioneering this.
This code is almost certainly not bug free, but it does at least appear to handle simple meshes (except when the viewer crashes - but it is beta!).
2011-06-24 21:54:01 +01:00
Dan Lake
b71b7b2f7c
Updated CacheUserName to work without circuit data on non-client manager actors. I need to fix this long term by creating a circuit data on non-cm actors and synchronizing properties across using sync layer.
2011-06-21 16:55:31 -07:00
Dan Lake
b6d93d0c40
Merge branch 'dev' of ssh://island.sciencesim.com/home/sceneapi/sceneapi into dev
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Conflicts:
OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/GridDialogModule.cs
2011-06-15 15:26:17 -07:00
Dan Lake
327f30e6d1
Merge branch 'master' into dev
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Physics/Manager/PhysicsActor.cs
OpenSim/Region/Physics/Manager/PhysicsScene.cs
2011-06-15 14:13:58 -07:00
Dan Lake
8791e5dac0
Working out merge errors with master
2011-06-15 13:43:02 -07:00
Mic Bowman
ad84728aba
Add localID to physical object creation functions.
2011-06-15 11:31:32 -07:00
Mic Bowman
29da57e380
Add the PhysActor to the correct SOP when duplicating a physical
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prim. Thanks, MisterBlue
2011-06-15 11:26:45 -07:00
Dan Lake
9c15c8897e
Merge branch 'master' into dev
2011-06-14 23:16:48 -07:00
Dan Lake
32ddcefaca
Merge branch 'master' into dev
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Conflicts:
OpenSim/Region/Framework/Scenes/EventManager.cs
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneGraph.cs
OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
OpenSim/Region/OptionalModules/ContentManagementSystem/CMModel.cs
2011-06-14 23:15:34 -07:00
Huaiyu (Kitty) Liu
941cec5548
Added code to propagate ScriptLandCollidingStart, ScriptLandColliding, and
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ScriptLandCollidingEnd events.
2011-06-14 16:48:21 -07:00
Huaiyu (Kitty) Liu
57a42508ec
Added AbsolutePosition as another SOP property to sync across, yet made
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it a group property, so that only RootPart will trigger a sync message
for this property. An optimization to avoid sending many position updates
for linkset objects.
2011-06-14 14:53:12 -07:00
Justin Clark-Casey (justincc)
fc7e17baf7
When serializing objects, stop accidentally using the green text colour value for alpha
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This addresses http://opensimulator.org/mantis/view.php?id=5111
2011-06-10 21:49:25 +01:00
Justin Clark-Casey (justincc)
b5518dc906
minor: Add some commented out destructor logging messages for potential future use.
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At the moment, client and scene objects are being garbage collected as expected, at least in simple scenarios.
2011-06-10 20:40:14 +01:00
Justin Clark-Casey (justincc)
2bc8dcfdbd
minor: add method doc to make it clear that click action is fired when the click action is changed, not when a prim is clicked
2011-06-10 02:27:45 +01:00
Diva Canto
80fc607d75
Fixed "Unknown User" listed as creator/owner on prims created with the Build button by foreign visitors. Added command to the UserManagementModule to list all the known bindings between user UUIDs and their names: show user-names.
2011-06-08 16:01:33 -07:00
Diva Canto
9759b2a4bb
Added EventManager.OnPrimsLoaded, an event that modules can hook up onto so that they know when the scene's objects have been loaded from the DB.
2011-06-08 15:18:14 -07:00
Diva Canto
02b40670be
This makes the display names work better for foreigners
2011-06-07 12:10:57 -07:00
Huaiyu (Kitty) Liu
7c542be833
When TaskInventory value is synced across, each receiver will also call
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Inventory.ForceInventoryPersistence, so that PSA will see HasInventoryChanged
set to true and do proper persistence backup.
Also, added ScheduleSyncUpdate in UpdateInventoryItem, so that the new
TaskInventory item will be propagated to all actors.
2011-06-06 15:22:23 -07:00
Huaiyu (Kitty) Liu
d28c857232
Added code to also propagate ScriptColliding and ScriptCollidingEnd events.
2011-06-06 11:39:22 -07:00
Huaiyu (Kitty) Liu
0319807820
Only ScriptCollidingStart is propogated from PE now. Code added to sync that event.
2011-06-04 15:09:41 -07:00
Justin Clark-Casey (justincc)
fe471b6424
Extend TestGiveInventoryFolder() to test giving back the freshly received folder
2011-06-04 02:44:53 +01:00
Justin Clark-Casey (justincc)
12b1cbf8bf
Fix give inventory tests to use different users rather than (accidentally) the same user. Extend TestGiveInventoryItem() to test giving back the same item.
2011-06-04 02:39:26 +01:00
Justin Clark-Casey (justincc)
fe890554fb
insert an InventoryArchiveUtils.FindItemsByPath() to return multiple items rather than just the first one
2011-06-04 01:37:01 +01:00
Justin Clark-Casey (justincc)
896f039513
create TestGetInventoryItem()
2011-06-04 00:51:49 +01:00
Justin Clark-Casey (justincc)
1543fd7fff
extend TestGiveInventoryFolder() to check for the receipt by user 2
2011-06-04 00:20:54 +01:00
Justin Clark-Casey (justincc)
d09210da86
minor: add in method print out to new test
2011-06-03 23:15:31 +01:00
Justin Clark-Casey (justincc)
527e10a04e
add stub UserInventoryTests.GiveInventoryFolder(). Not yet complete
2011-06-03 23:13:05 +01:00
Huaiyu (Kitty) Liu
22f5f7962c
Added code so that collision events are only forwarded from PSA to script engines.
2011-06-03 13:17:44 -07:00
Huaiyu (Kitty) Liu
8ab8969d82
Fixed the problem of non-recoganized localID in PhysicsCollision -- if it is 0,
...
it means it's land collision, not errors.
2011-06-03 12:06:58 -07:00
Huaiyu (Kitty) Liu
06d002cc3b
On handling UpdatePrimProperties, if the properties updated are all in the terse-update
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list, only trigger SOP.ScheduleTerseUpdate; otherwise, trigger ScheduleFullUpdate.
This is to prevent client managers to send big updates to clients, especially when a link-set
object moves around.
2011-06-03 11:35:37 -07:00
Diva Canto
e33cedfd42
HG Landmarks now working.
2011-06-03 10:26:58 -07:00
Diva Canto
76c60f1f99
Moved CreateNewInventoryItem to the InventoryAccessModule in preparation for supporting HG landmarks.
2011-06-03 08:27:01 -07:00
Huaiyu (Kitty) Liu
ee7b965bf9
Commented out debug messages for VolumnDetect sync and collisions.
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Took out the warning message when reported collided SOP/SP is no
longer is local Scene.
2011-06-02 10:58:39 -07:00
Huaiyu (Kitty) Liu
e2b6c5d199
Added a new RegionSyncMessage, AvatarTeleportSameRegion, for PSA to inform PE to
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update avatar positon after teleporting within the same region, and the logic
to send/receive the message. Teleporting within the same region seems working now
with remote PE.
2011-06-01 11:34:42 -07:00
Huaiyu (Kitty) Liu
3c58a1c244
Merge branch 'dev' into dev_demo_debug
2011-06-01 10:06:42 -07:00
Dan Lake
3a582a4cec
TEMP: commented out agent limits in scene as a workaround for DSG demos
2011-06-01 10:01:04 -07:00
Huaiyu (Kitty) Liu
a17f0a0ea1
Fixed the problem that notecard updating was not propagated -- now syned
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across actors, bit viewers may not always get the correct update.
2011-05-31 16:23:06 -07:00
BlueWall
3326e417b4
Merge branch 'master' of /home/opensim/src/opensim
2011-05-28 16:21:30 -04:00
BlueWall
c7e18f9017
Adding an event to signal that logins are enabled
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Added an event to signal the eabling of logins and added an alert to send to a configured service.
2011-05-28 16:20:10 -04:00
BlueWall
d2c2a4301b
Merge branch 'master' of /home/opensim/src/opensim
2011-05-28 00:39:21 -04:00
BlueWall
99f42c0a6e
Add option to disable logins
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This just covers script loading for now. More to come.
2011-05-28 00:35:06 -04:00
Huaiyu (Kitty) Liu
83e3a6a59a
Added display of script compilation errors on ScriptEngine's concole (log),
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as temp solution for getting the errors.
2011-05-27 14:43:04 -07:00
Justin Clark-Casey (justincc)
e9988a3728
Make sure culture is en-US when saving archive related xml.
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This might resolve http://opensimulator.org/mantis/view.php?id=5475
2011-05-27 21:19:20 +01:00
Justin Clark-Casey (justincc)
4e4db749eb
If parsing fails in the primitive base shape (which prints out a debug log message), also print out the name and uuid of the part containing this shape.
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This is to help in diagnosing parsing failures.
2011-05-27 20:59:35 +01:00
Huaiyu (Kitty) Liu
1cca4a978d
In propagating PhysicsCollision event across actors, sending the list of UUIDs
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of collision objects, instead of localIDs.
llVolumeDetect() now seems working, at least with integrated physics.
2011-05-26 14:54:03 -07:00
Huaiyu (Kitty) Liu
c3c566cd24
Added synchronization of SOP property VolumnDetectActive, and proper actions following
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its setting to true.
2011-05-26 14:15:23 -07:00
Huaiyu (Kitty) Liu
486497331c
When Flags is updated on a prim, call UpdatePrimFlagsBySync to trigger appropriate
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actions when flags are changed.
2011-05-26 12:17:17 -07:00
Huaiyu (Kitty) Liu
d79a37e0ca
Added reporting of LocalFlags property update in a few more spaces.
2011-05-25 16:27:32 -07:00
Melanie
e398c33648
Add PayPrice to serialization format Xml2
2011-05-25 12:17:46 +01:00
Melanie
28c25d8477
Allow disabling the legacy backup mechanism to avoid the object clone if
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backup is not used.
2011-05-24 04:03:51 +01:00
Melanie
178d541dca
Add an event for an orderly region shutdown that fires once per region before
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the SceneGraph is torn down.
2011-05-24 01:19:48 +01:00
Justin Clark-Casey (justincc)
bb9b317f15
Get rid of OpenSim.Tests.Common.Setup subpackage in favour of just OpenSim.Tests.Common instead
2011-05-21 01:05:20 +01:00
Justin Clark-Casey (justincc)
d7e5b76d73
refactor: rename AddSceneObjectItem to AddSceneObject
2011-05-21 00:39:42 +01:00
Justin Clark-Casey (justincc)
084059319c
refactor: move scene object item creation code into TaskInventoryHelpers
2011-05-21 00:37:20 +01:00
Huaiyu (Kitty) Liu
41317dda8e
Added AttachObjectBySync and calling it from AddNewSceneObjectBySync to
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link avatar and attachments, and to update viewers properly.
2011-05-20 16:30:19 -07:00
Justin Clark-Casey (justincc)
9103fe84d5
move test task inventory notecard item creation into a new TastInventoryHelpers class
2011-05-21 00:25:58 +01:00
Justin Clark-Casey (justincc)
0050bb438c
refactor: use SceneSetupHelpers.CreateSceneObject()
2011-05-21 00:15:22 +01:00
Justin Clark-Casey (justincc)
534ee52a12
rename UserProfileTestUtils to UserAccountHelpers to be consistent with other test helper names
2011-05-21 00:11:52 +01:00
Justin Clark-Casey (justincc)
3fed61a5d5
refactor: in TaskInventoryTests, use UserProfileTestUtils.CreateUserWithInvetory()
2011-05-21 00:07:24 +01:00
Justin Clark-Casey (justincc)
90567a9eaa
refactor Scene.RezObject() to use AddNewSceneObject() rather than copy/pasting code with small differences
2011-05-21 00:02:53 +01:00
Justin Clark-Casey (justincc)
f2095ea279
refactor TestRezObjectFromInventoryItem()
2011-05-20 23:45:39 +01:00
Justin Clark-Casey (justincc)
4b0fc4faef
implement Scene.GetSceneObjectGroup(string name) to match the equivalent GetSOP method
2011-05-20 23:41:14 +01:00
Justin Clark-Casey (justincc)
91a9f30b16
implement Scene.GetSceneObjectGroup(UUID fullID) using existing index
2011-05-20 23:34:34 +01:00
Justin Clark-Casey (justincc)
7ed419217f
add test for rezzing an object from a prim item
2011-05-20 23:22:27 +01:00
Huaiyu (Kitty) Liu
f1800824eb
Set ScenePresence.IsSyncedAvatar to true in right places, so that only the client manager
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that has the client connection will trigger agent crossing.
2011-05-19 16:31:02 -07:00
Huaiyu (Kitty) Liu
ef4caa2c75
Merge branch 'dev' into dev_attachment
2011-05-19 13:46:35 -07:00
Huaiyu (Kitty) Liu
ab0630ed81
Fixed code in handling setting attachedAvatar when its UUID.Zero.
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Removed some obselete and debug code.
2011-05-19 13:44:15 -07:00
Dan Lake
973d0fcdaa
Prevent checking for border crossings for synced avatars. This causes border crossings to happen only on the client manager where the real client is connected and the result is synced to other actors.
2011-05-19 13:32:27 -07:00
Robert Adams
b0173de7ec
Add localID to prim and avatar physics creation calls
2011-05-19 12:10:53 -07:00
Robert Adams
83d67391f1
Fix physical actor update by passing additional attributes when physics terse update happens
2011-05-18 08:30:59 -07:00
Justin Clark-Casey (justincc)
c562b9ef19
correct small mistake in "delete object name <name>" usage summary
2011-05-18 00:22:09 +01:00
Huaiyu (Kitty) Liu
2f7ecf359b
Merge branch 'dev' into dev_attachment
2011-05-17 10:49:35 -07:00
Huaiyu (Kitty) Liu
0e1efc3250
Added some debug messages for avatar border crossing.
2011-05-17 10:33:58 -07:00
Dan Lake
a0a8654c07
Fix check for vanilla opensim. Should not check for border crossing on non-CM actors.
2011-05-17 10:31:35 -07:00
Justin Clark-Casey (justincc)
784f70f704
don't throw a null reference if an inventory link target doesn't exist when we're inspecting in order to send the required inventory folders
2011-05-17 02:25:05 +01:00
Justin Clark-Casey (justincc)
5573fcfa93
Fix adding/removing/replacing outfits in viewer 2
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To get this to work, I had to disable the dupe link check I put in a couple of commits ago.
When the viewer adds wearables to an existing outfit, it first requests deletes of all the existing links before creating a new set.
Since these messages are async, the creates were being received before the deletes had a chance to complete, resulting in missing current outfit links.
However, the dupe check shouldn't be as important now that broken links have been fixed - it was the broken links that were causing the client to create dupes.
Tested on kokua 0.1.0 WIP and SL 2.6.3. I now have no problems managing outfits on my standalone.
2011-05-14 00:10:27 +01:00
Dan Lake
cd6f261d11
Merge branch 'master' into dev
2011-05-13 15:59:40 -07:00
Justin Clark-Casey (justincc)
5f9edd195c
Fix broken inventory links on viewer 2.
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It appears that if the viewer requests a folder containing links, we must also send the folders that contain the link targets first.
This was tested with Kokua 0.1.0 WIP though I predict it will also work with other viewer 2s
2011-05-13 03:24:19 +01:00
Huaiyu (Kitty) Liu
cf6c9e77a0
Removed old code in RegionSyncServer/Client that were used for object syncing in the asymmetric sync era.
2011-05-12 14:36:55 -07:00
Justin Clark-Casey (justincc)
9988bff9e3
Add a smidgen of method doc about the fact that item links reuse the asset id item slot
2011-05-12 03:18:53 +01:00
Justin Clark-Casey (justincc)
ac12ace6f1
Prevent viewer 2 from creating a duplicate outfit inventory links.
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I believe this is safe since there is a 1-1 correspondence between link item and worn item (i.e. you can't be wearing the same item at two spots simultaneously in one outfit).
This should stop lots of duplicate links being created when viewer 2 is used.
However, this doesn't prevent broken inventory links, which I believe is timing related since the effect is not consistent (e.g. keep relogging and the viewer should end up seeing them correctly) . I think we actually see this problem on viewer 1 as well.
It might be easier just to implement the Fetch*2 inventory caps which are documented at http://wiki.secondlife.com/wiki/Inventory_API . WebFetch* has been deprecated by Linden Lab since viewer 2.5.1 and according to the sl wiki, "has numerous bugs".
2011-05-12 02:46:13 +01:00
Huaiyu (Kitty) Liu
ef66b29e95
Removed Bucket Sync code from SceneObjectPart. Bucket Sync should be gone now.
2011-05-11 16:42:38 -07:00