Attached patch protects against a NullReferenceException
in SceneObjectGroup.stopMoveToTarget (used by LSL function
llStopMoveToTarget). Thanks to M. Igarashi.
welcomes = /path/to/welcome/files/directory
a directory in which you can place welcome templates for concierged
regions (those regions that match the "regions" regexp). you can use
format substitution:
0: will be replaced by avatar name of the avatar entering the region
1: will be replaced by region name
2: will be replaced the name of the concierge
MemberwiseClone() also clones the "already backed up" flag, preventing prims
created by drag-copying from being persisted. If such a prim is made the root
prims of a link set, the entire set will not be persisted. Fixed now.
chat relaying via private channels, and old IRCBridgeModule
behaviour. also cleaning up IRCBridgeModule's OpenSim.ini
configuration variable names (still supporting "old" variable
names). refactored IRCChatModule into IRCConnector and incorporating
watchdog from IRCBridgeModule into IRCConnector.
enabling ChatModule to be used as a super-class and utilizing it in
ConciergeModule.
* Guys, there's an endless loop there *ON PURPOSE*. Please don't try to *fix* it. We must continue to process the UDP stream buffer on clients that disconnected nastily until it ends or the UDP server accept thread will die a horrible death.
* Unix epoch starts at midnight, not at 8:00am
* All date/time handling should be done in UTC in the server, not in
the local timezone.
* Refactor out repeated computation of a constant value
- Added setting of CreationTime to some places where inventoryitems
are created
This fixes Mantis#2390.
Add rezzing time to objects. Add Object return and traffic fields to land
database. Add plumbing for auto return. Implement auto return.
Contains a migration. May contain nuts.
* Implement the linear impulse portion of llPushObject. We should have a lsl compatible implementation of that portion of the push. Angular.. well. still have yet to implement a torque accumulator.
* llPushObject respects the region and parcel settings for Restrict Push, it also respects GodMode as is defined in the LSL spec.
* Regarding an earlier change, I think it would be possible to eliminate the creation of new IPEndPoints on every end receive if we did the client circuit lookup before starting
the next receive. However, this would be a performance trade off and hence not worth trying without performance testing
* This widened what I think is an existing race condition where asynchronous recieves could potentially stomp on each other's end points (though this must occur very rarely, if at
all, in reality)
* This allows multiple user profile providers to be specified in OpenSim.ini separated by commas
* If multiple providers are specified then a request for a user profile will query each in turn until the profile is either found or all have been queried
* Unfortunately I don't believe this order can currently be specified, which if true is something that will need to be fixed.
* Thanks to smeans for the original patch.
* Additionally, you can probably get more physical prim now together.. though, I think this puts us back on par with where we were in the beginning of the year on number of physical objects. Experiment. Make videos. Send Feedback. Enjoy.
- Added two missing caps (UpdateScriptAgent, UpdateScriptTask)
- Added one missing EventQueue event (ScriptRunningReply)
- Changed DNE and XEngine to use this new event
As we only use the mono engine anyway, the "Mono" checkbox is set by
default but doesn't have any function.
* If you are hosting many regions on a single instance, you will probably notice a decrease in region startup time and maybe a slight increase in performance.
* Single regions won't notice anything different
* I believe this is reasonable since code outside the Linden client stack shouldn't be aware of the packet format being used
* I would love to have made the method protected, but the LoadBalancerPlugin is still calling it and resolving that would require more work
* This should fix a long standing issue where you often wouldn't see other people simply turn around without moving at all
* Arguably lastPhysRot (to mirror lastPhysPos) is not a good name, may change variable names later
* This may help http://opensimulator.org/mantis/view.php?id=2377 where large linksets do not always correctly delete - since a lost kill packet to the client could result in
the symptoms described
* Re-enabled the native ODE prim types when possible
* Fixed several invalid assumptions in the prim recycle process.
* Added better message for 'reused a disposed physicsactor'
* Added a way to recover from errors during collision_optimized
* Added a way to recover from an error condition where prim_geom wasn't reset properly
* Calculate an agents height in LLGetAgentSize() from apperance parameters rather than physics avatar numbers
* Another good looking patch from idb - thanks!
* If you're experiencing knee bendiness try the windows settings, as the *nix settings seem to now be incorrect. (this update does that, but you may have your own opensim.ini settings active.
* Mac users, pray to chi11ken to make you a .dylib version
* This is semi-tuned and post teravus hack. (Though I didn't apply the terrain pitting fix hack. I'm still deciding if it's necessary as there was a lot of work over the past several months on the heightfield collider.
* Please use '--enable-shared --disable-demos --disable-asserts' if you are building your own libode in the configure step. Asserts are pretty much useless for use with .NET
* This also updates ODE.NET as, there were some API changes in May that were just added to ODE.NET today.
* Experimenting with the PacketPool mechanism.
* It's still disabled in the code, however there's now a flag to enable it.
* Converted to use Generic Collections vs Hashtables, also now uses a list of 'OK to pool' packets, starting with the high volume PacketAck packet.
* Implemented a proper update thread
* Removed the UpdateLock Mutex as it's no longer needed because updates can only happen one at a time now.
* This should actually improve performance significantly.. But, see the warning on the next line!
* Warning: If there are deadlocks that the threadpool timer method was hiding, this will expose them for all the nastiness they are.
See mantis #2379 for some useful scripts that work with this.
Note that I added another configuration parameter in addition to the patch to allow for legacy behavior in the absence of new configuration settings.
fix for the LandManagementModule. I changed LandSnapshot to use
CachedUserInfo to take a load off the user server. Also, missing owner
profiles are legit, warning removed.
XmlIgnored the SceneObjectPart.SitTargetAvatar property, as (afaik) this is only used to indicate that a avatar is sitting (or about to sit) on the prim.
And there are situations where it might not be cleared, like if a client crashes while sitting on the prim. Which results in that avatar's id getting stored in any xml backup or taking the prim into inventory. And then its always classed as a avatar is sitting on that prim.
* This was not a problem with objects consisting of less than 30 prims, since the extra schedules would be ignored
* However, above approximately 30 prims extra schedules would actually occur.
* For instance, a 140 prim object would end up triggering approximately 2500 ObjectUpdates to every avatar in range rather than 140
* Hopefully, this change will improve client responsiveness on deselect and was one of the reasons that the AgentThrottle restriction started causing problems yesterday.
The average-value of modify.ModifyBlock.Height in LLClientView.cs:4170
seem to be incorrect or it isn't the average? Mhhh...
So the terrain build -> Flaten Sphere is unuseable.
I have put in a patch that contains a workaround while
the main problem is not solved.
* Puts remote requests in a single worker thread
* Worker thread only starts when there are agents to serve
* When there are no agents to serve, it shuts down
* A good example of how to deal with threads in non-shared modules so they don't end up consuming threads per regions
If prim is part of SOG, then ask the SOG to update the
position, rather than asking the part itself.
Ghosted child prims should no longer result from llSetPos.
Not sure if this is the right approach for all cases ,
would appreciate feedback on the patch.
The attached patch fixes mantis bug 2312 (llGetPos() returns incorrect
values for child prims where the root prim is rotated). Regression
tests still pass.
Incidentally AbsolutePosition which was used before looks a little
suspicious to me as its always going to return the wrong value if the
root prim is rotated. GetWorldPosition does take the rotation into
account, but AbsolutePosition is used in a lot of places. Though i
don't understand why there is both GetWorldPosition as well as
AbsolutePosition so I've left the latter alone.
[i also cleaned up some indent problems, --- dr scofield]
Attached is a patch for LLGround which was just plain broken and could
cause a runtime error. It now returns valid data with valid input (ie
the offset does not take the position off the edge of the sim), but a
runtime error will occur if invalid data is given.
On invalid data the LL servers return the ground height based on a
valid point closest to the effective position calculated using the
supplied offset. Is the OpenSim convention to replicate the LL servers
as closely as possible? If so I can submit an additional patch to
replicate the LL behaviour.
If you use load-oar to transfer region data from one sim to another
then currently inventory items can be left with unknown owner
permission which results in them being no-mod/no-copy for
everyone. The attached patch fixes things up so if the owner uuid does
not exist on the destination system then it assigns ownership (and the
creator for completeness) to the master avatar id. This will make it
much more practical to share copies of regions :-)
* I believe this was the cause of the remaining packet_out_of_order messages in the Linden client logs
* There were race conditions where multiple clientstacks would overwrite each other's sequence numbers
* Changing network bandwidth in the preferences will now have a much more noticeable effect - a user may want to increase this if data is being slow to download from opensim
llSetLinkApha is not fully implemented and has not been updated
to use the recently added GetLinkParts and associated implementation
pattern as per llSetLinkColor and llSetLinkPrimitiveParams.
* Fixes 1 too large count in region you're in (Region no longer reports the green dot about yourself to you)
* For all local requests, the region will check itself instead of going to it's web service. (optimization)
Prevent EventAbortException inner exceptions of
TargetInvocationException being re-thrown from
OpenSim.Region.ScriptEngine.Shared.ScriptBase.
Executor.ExecuteEvent
Implementation of llModifyLand() and There is a bug on
permission-check of land-terraforming: x an y-coordinates
are interchanged on function-call ExternalChecksCanTerraformLand.
Correct: x is west, and y is north. 2) Missing check of
"Other allow to terraform-flag" (Parcel.ParcelFlags.AllowTerraform)
Introduce a resend counter on the ack queue. The header "Resent" field is
now obsolete. Implement 3 resends on reliable packets, variable.
Increase default resend timeout to 3000ms and default silence threshold
to 350ms.