Commit Graph

4782 Commits (cee071ea6080ae2c5beb495a5dee636662073734)

Author SHA1 Message Date
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)
* 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
It's you !!
How are you gentlemen !!
2008-03-03 07:48:35 +00:00
Charles Krinke cff3c20ee5 Thank you very much, Ahzzmandius for:
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
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
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
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.
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.
* 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.
* To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly.  This will also be fixed.
* Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed.   In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go.
* This implementation is better then it crashing your sim, so I'm commiting it for now.
2008-03-02 09:31:39 +00:00
Charles Krinke d6039b40a4 Rename handler020 through handler029 with more
appropriate names consistent with their use.
2008-03-02 03:50:33 +00:00
Charles Krinke 7a0e1a8c34 Rename handler030 through handler038 with more
appropriate names consisten with their use.
2008-03-02 02:47:34 +00:00
Charles Krinke 18a058eb84 Rename handler040 through handler049 with more
appropriate names consistent with their user.
2008-03-02 02:30:28 +00:00
Charles Krinke 21f3661077 Rename handler050 through handler059 with more
appropriate names consistent with their use.
2008-03-02 02:06:31 +00:00
Charles Krinke c9e8d83fc9 Rename handler060 through handler069 with more
appropriate names consistent with their use.
2008-03-02 01:43:52 +00:00
Charles Krinke fdff8c3fa5 Rename handler070 through handler079 with more
appropriate names consistent with their use.
2008-03-02 00:07:28 +00:00
Charles Krinke 20c98b6203 Rename handler080 through handler089 with more
appropriate names consistent with their use.
2008-03-01 22:47:48 +00:00
Charles Krinke b0fbe96ca4 Beginning to change all handler000 through handler094
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:
* 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>
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.
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
** 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>
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
Sean Dague 2d0db170a3 sample change to see if rev actually changes on prebuild when I do this 2008-02-28 17:32:40 +00:00
Sean Dague 17e24e9698 propset Rev on prebuild, hoping to make it easier to propogate this 2008-02-28 16:51:46 +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).
* 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.
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
Jeff Ames 28a07ed2e8 Backported MACOSX OS identifier into Prebuild. 2008-02-27 05:22:47 +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
* 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