Viewer 2/3 contains a bug where the viewer will constantly retry ParcelVoiceInfoRequest requests on voice-disabled parcels where voice is otherwise available.
Attempts to fix this server-side have not been successful - sending a non-OK http code (e.g. a 404) just makes the viewer request again immediately.
Dropping the request entirely is a bit better but the viewer still retries after a minute.
Estate settings already enabled voice by default so doing the same for parcels. This only has an effect if you have any voice system active at all.
Ultimately, the re-request bug needs to be fixed viewer-side (LL suffers from the same issue!) but it might be worth implementing the drop request hack.
This lets us remove the dependency of OpenSim.Framework.dll on data/avataranimations.xml, which is not necessary for ROBUST.
This commit also takes care of the odd situation where animations are stored and used internally with uppercase names (e.g. "STAND")
but scripts refer to them with lowercase names (e.g. "sit").
Update() now accepts a frames parameter which can control the number of frames updated.
-1 will update until shutdown.
The watchdog updating moves above the maintc recalculation for any required sleep since it should be accounted for within the frame.
.NET 4.0 added the method Stream.CopyTo(stream, bufferSize). For .NET 3.5
and before, WebUtil defined an extension method for Stream with the signature
Stream.CopyTo(stream, maxBytesToCopy). The meaning of the second parameter
is different in the two forms and depending on which compiler and/or
runtime you use, you could get one form or the other. Crashes ensue.
This change renames the WebUtil stream copy method to something that
cannot be confused with the new CopyTo method defined in .NET 4.0.
This is to deal with the hundred lines of command splurge when one previously typed "help"
Modelled somewhat on the mysql console
One can still type help <command> to get per command help at any point.
Categories capitalized to avoid conflict with the all-lowercase commands (except for commander system, as of yet).
Does not affect command parsing or any other aspects of the console apart from the help system.
Backwards compatible with existing modules.
This is so that the static MainConsole.Instance doesn't retain references to methods registered by scene and other modules to service commands.
This prevents the scene from being garbage collected at the end of a test.
This is not the final thing preventing GC - next up is the timer started by SimStatsReporter that holds a reference to Scene that prevents end of test gc.
On the first frame, all startup scene objects are added to the physics scene.
This can cause a considerable delay, so we don't start raising the alarm on scene loop timeouts until the second frame.
This commit also slightly changes the behaviour of timeout reporting.
Previously, a report was made for the very first timed out thread, ignoring all others until the next watchdog check.
Instead, we now report every timed out thread, though we still only do this once no matter how long the timeout.
In theory, this means that a 64-bit Windows OS user can now run OpenSim.exe with ODE and use more than 2 (or 3) GB of memory.
However, this is completely untested since I don't currently own a 64-bit Windows box. Feedback appreciated.
Using OpenSim.32BitLaunch.exe should continue to work. Other platforms are unaffected.
This will currently not work with sqlite - I will add that too if this works.
Logging level was DEBUG before 312e145 (Fri Feb 3 2012).
312e145 also accidentally removed the 'general error' log message if any shape deserialization failed.
This commit restores it, though this has no functional impact.
This matches the tickcount masking in the thread watchdog.
For some reason, Util.EnvironmentTickCount() masks ticks by 0x3fffffff instead of 0xffffffff
Some might make a comeback in the future but others are of dubious usefuless for health check purposes, or the complexity of collection outweighs their usefulness.
Some data is available via other means (e.g. "fcache status").
This is damage control es EstateSettings is not the place this can be put.
EstateSettings is nt unique to a region and therefore would introduce
a hard limit of one telehub per estate, completely shutting off the
option of having SL style telehubs, e.g. one per region. Whole
estate teleport routing can still be implemented id desiresd, this
way all options are open while the other way most options get closed
off.
Telehub settings now persist to the database and are saved across sim restarts. So-far this only works on MySQL. this is a work in progress, teleport routing is not yet implemented.
Support for viewer side of telehub management. Can manupulate Telehubs and SpawnPoints from the viewer estate managemnt tools. This is a work in progress and does not yet persist or affect teleport routing.
Update basic profile to use the replaceable interface, making configuration less error-prone. Add support to query avatar's home user account and profile service for regions usng the updated OpenProfileModule with Hypergrid.
Further filters "debug packet <level>" to exclused [Request]ObjectPropertiesFamily if level is below 25.
Adjust some method doc
Minor changes to some logging messages.
There were two problems here:
1) On object group update, we looked for the group is the IClientAPI group cache rather than in the groups service. This fails to groups created newly in that session
2) On object group update, we weren't setting the HasGroupChanged flag. This meant that the change was not persisted unless some other action set this flag.
This commit fixes these issues and hopefully addresses http://opensimulator.org/mantis/view.php?id=5588
This commit also moves HandleObjectGroupUpdate() to the GroupsModule from the Scene.PacketHandlers.cs file
The only caller is the LLUDP stack and this has to validate the UDP circuit itself, so we know that it exists.
This allows us to eliminate another null check elsewhere and simplifies the method contract
This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before.
This may stop some avatars appearing grey on login.
This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity
This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces
This is required for the substitution of different HTTP servers or the newer HttpServer.dll without having to commit to a particular implementation.
This is also required to write regression tests that involve the HTTP layer.
If you need to recompile, all you need to do is replace OSHttpRequest/OSHttpResponse references with IOSHttpRequest/IOSHttpResponse.
This required an option to be added to NullRegionData via ConnectionString for it to act as a non-static instance, so that regression tests (which only load this class once) don't get hopeless confused and complex to compensate.
Normal standalone operation unaffected.
This involves getting IScene.RequestModuleInterfaces() to return an empty array (as was stated in the method doc) rather than an array containing one null entry.
Callers adjusted to stop checking for the list reference being null (which never happened anyway)
These are just the result of an attempt to canonicalize received messages - it's not important that we constantly log them.
Also finally get the deregister grid service message working properly
This is necessary so that code in HttpServer can use framework facilities such as the thread watchdog for monitoring purposes.
Doing this shuffle meant that MainServer was moved into OpenSim/Framework/Servers
Also had to make OpenSim.Framework.Console rely on OpenSim.Framework rather than the other way around since it in turn relies on HttpServer
MainConsole and some new interfaces had to be moved into OpenSim/Framework to allow this. This can be reverted if parts of OpenSim.Framework stop relying on console presence (cheifly RegionInfo)
This had stopped working. However, at the moment it still allows the physics flag to be set even though this has no effect. This needs to be fixed.
Default for this flag is true as previously.
I added the boolean config setting "allow_regionless", defaulting to false. If set to true, opensim will start up ok if no region configurations are found in the specified region_info_source. It will not ask the user to create a region.
When a slider parameter is changed, the viewer uploads a new shape (or other asset) and the item is updated to point to it.
Viewer 1 uploaded the data in the initial request itself, so the asset references was almost always correctly updated.
However, viewer 3/2 always uploads data in a subsequent xfer, which exposed a race condition where the viewer would make the item update before the asset had uploaded.
This commit shuffles the order of operations to avoid this race, the item is updated with the new asset id instead of the old one while the upload was still taking place.
A second race had to be fixed where avatar appearance would also be updated with the old asset id rather than the new one.
This was fixed by updating the avatar appearance ids when the appearance was actually saved, rather than when the wearables update was made.
There were a few variables in LocalConsole with single character names, and the class fields did not use the m_ prefix.
I also removed a redundant variable, h. It was being set to 1 in a couple of places, and incremented in another, but never actually used.
Pressing backspace causes hidden input (such as passwords) to be revealed on the console. The echo state was not being taken into account when handling a backspace key press.
This is the message sent to the client when the object is returned.
We were sending byte[0] in the binary bucket. This didn't kill viewer 1 but did terminate viewer 3 (don't know about viewer 2).
So sending "\0" instead.
This is to address http://opensimulator.org/mantis/view.php?id=5683
When a user logs in, the attachment item ids are pulled from persistence in the Avatars table. However,
the asset ids are not saved. When the avatar enters a simulator the attachments are set again. If
we simply perform an item check then the asset ids (which are now present) are never set, and NPC attachments
later fail unless the attachment is detached and reattached.
Hopefully resolves part of http://opensimulator.org/mantis/view.php?id=5653
This was happening because we were using the source avatar's item IDs in the clone appearance.
Switch to using the asset IDs of attachments instead for NPCs.
The InventoryAccessModule and AttachmentModule had to be changed to allow rezzing of an object without an associated inventory item.
Hopefully goes some way towards resolving http://opensimulator.org/mantis/view.php?id=5653