Commit Graph

5293 Commits (ecd296ad6737b2770f2f556c2fec6cfecc1851f8)

Author SHA1 Message Date
MW 573fb3a609 Hopefully fixed the bugs in primitives rotation editing 2007-08-25 14:12:40 +00:00
Sean Dague c35e3b1f35 updated to include saving of object flags.
People will need to blow away their databases after this point.
2007-08-25 13:06:09 +00:00
MW 6555ffb591 Set some default values for "create user" in case anyone just pressing return as the answer to some of the settings. 2007-08-24 21:15:23 +00:00
MW e53ba00212 Now also enabled Inventory persistence in standalone mode when account Authentication is turned off. 2007-08-24 20:58:24 +00:00
Sean Dague 2ca00ba47e add some better verbose statements to get a better feel for what is going
on in the data paths
2007-08-24 18:52:41 +00:00
MW 8b4955f6c1 Hopefully fixed the issue of inventory not working for the master account. (Note you will need to delete userprofile.yap for this to take effect.) 2007-08-24 16:30:27 +00:00
MW 4276a352bc Small bit of refactoring to the startup command script code (moved it into a separate method), so that I could add a new CLI command of "command-script <fileName>", so that as well as the startup command script still being processed on startup. A user can create other command scripts and use the single command ("command-script <filename>") to run them at any time. Could be useful for trying out various configurations etc. 2007-08-24 16:17:57 +00:00
Sean Dague 487a54ffc0 it helps to actually call TestTables to get the new tables created 2007-08-24 15:51:31 +00:00
Sean Dague 5c8fe0602a setting to native line ending for new files 2007-08-24 15:48:44 +00:00
Sean Dague a70fac535f updated SQLite Inventory to newer model data definition,
and add automatic generating of the inventory table
2007-08-24 15:42:53 +00:00
MW 82e2ec60d5 Fixed a problem where some prims didn't show up when you crossed or teleported into another region. 2007-08-24 14:32:22 +00:00
MW bbc7b5b847 Added temporary fix for the sqlite datastore exception in windows .Net, Added a Try catch block around "shapeDa.Fill(ds.Tables["primshapes"]);" line. Seems if the database file is empty (ie opensim has just created it or nothing has been stored in it yet.) then the exception will be fired and catch, then opensim can continue and have no problems (it will still save prims fine), then on next restart if the database file has entries in it, the exception will no longer be thrown. 2007-08-24 13:35:51 +00:00
MW 39a8cc43c7 Had "using OpenSim.Physics.Manager;" defined twice in SceneObjectGroup.cs, so removed one of them. 2007-08-24 12:38:48 +00:00
MW d79b0ba269 Hopefully fixed mantis bug #318 (exception when a prim moves across a border, for now have stopped prims moving beyond a regions area, will add sending prims from one region to another soon). 2007-08-24 12:34:00 +00:00
Sean Dague c296ad684b attempted fix for .NET issue with the database 2007-08-24 12:02:52 +00:00
MW df73446bee Scripts are now copied into a prim (ie new copy placed in the prim) rather than moved into there. 2007-08-24 11:42:44 +00:00
MW a53125aae0 Updated sqlite3.dll to version 3.4.2
Fixed it so now when you move a script to a Prim or delete a script from a prim the change should show up in the prims inventory straight away (without having to close the edit window and reopen it).
When linking prims, all parts except for the root part of the new group are removed from the physics engine, as currently we only really support root parts in the physics engine.
2007-08-24 11:04:07 +00:00
Sean Dague f6e0791e04 Add region to db 2007-08-23 19:48:21 +00:00
Sean Dague ff7164196d I think this fixes blob save/load issues (though I'm still not convinced this
will handle > 8k textures yet).  Need MW to test to see if this gets rid of his
issue.  

There is commented code left in here for now until we know it is fixed
2007-08-23 19:28:09 +00:00
Tedd Hansen 07836b890c Lowered priority of script threads. Executing state_entry() event on script rez. 2007-08-23 18:43:11 +00:00
MW 0d5311e49b Added RemovePrim method to the physics plugins interface.
Implemented that method in ODE plugin.
Hooked it up so when deleting/taking prims into your inventory they will be removed from physics engine.
Enabled the other physics hook ups in Scene.cs (and also added registering prims with physics plugin when they are rezzed from Inventory.)
So now to get the avatar to prim collision testing working, just change to use the ODE plugin (in the OpenSim.ini file, physics = OpenDynamicsEngine). Remember though ODE only really works (without problems) when running with a single region.
2007-08-23 17:21:08 +00:00
Sean Dague 8c9f006dd3 grouping of functions to make the overall logic easier to grasp for people,
and start to show how this can be super classed with some common elements.
2007-08-23 15:16:53 +00:00
Sean Dague 63c56f71a8 remove this sqlite file as the database is actually autogenerated
from the MonoSqlite module, and the schema is evolving over there.

People would just get into trouble if they creat the db with this.
2007-08-23 14:54:04 +00:00
Sean Dague 742846d9e6 fix typo 2007-08-23 13:08:52 +00:00
MW edd50f2e8e Implemented Resize Method in OdePrim.
attached the links to that from SceneObject, so now resizing works (as much as resizing currently works in opensim, fixing resizing in general is on my todo list for today).
Rotation of a root prim also now updates the physics engine.
So think there really is only deleteprim left, then it should be usable (Different shapes (other than boxes that it currently uses) can wait a little bit longer).
[of course there are still the other issues of ODE not really working when there is more than one region in a instance of opensim].
2007-08-23 11:38:50 +00:00
MW 8264ba849f Added a PhysicsActor PhysActor member to SceneObjectPart, and made it so this is set when registering the prims with the physics engine.
Position changes of the prim is now updated straight away to physic engine. (note at the moment, only root prim is registered with physics engine. Think we need to decide how we are going to manage child prims and physics.)
As before this is all currently disabled (in scene.cs) until its in a bit more working condition.
2007-08-23 11:18:16 +00:00
MW 9a8742e838 Added danx0r's physics patch, although for now have disabled the lines in Scene.cs, as any changes to prims (like size or position changes) are only updated to the physics engine when you restart opensim. Also prims aren't deleted from the physics engine. These shouldn't be hard to fix. 2007-08-23 10:53:42 +00:00
Brian McBee 107469ed93 More lsl functions (thanks to ldviopeng and wjordan!) 2007-08-23 05:26:02 +00:00
Sean Dague 1f45f688b2 setup test tables function which lets us make sure that everything
we are going to ask for from the database is actually there.  This
will let us bail early with a useful error message, instead of late
with a hard to understand one.

Do some other cleanups to get rid of debug input I put in
2007-08-22 21:45:26 +00:00
Sean Dague 1fa2d487aa Bit of refactoring of the sqlite storage code to build the
data definition in ado.net objects up front.  This makes auto
generating the sql commands work a lot more reliably.
2007-08-22 21:09:38 +00:00
Tedd Hansen caee73353d Debug shows how many bytes (total) a script (assembly) uses after compile and load. 2007-08-22 20:01:04 +00:00
Tedd Hansen 9566444a6a Correct OpenSim.ini and inventoryStore.db 2007-08-22 19:49:36 +00:00
Tedd Hansen ffa8bd6cdd Seems like I commited OpenSim.ini and inventoryStore.db unintentionally in last commit... 2007-08-22 19:40:30 +00:00
Tedd Hansen 4beef91d00 GC.GetTotalMemory(true) was blocking.
We now support individual scripts on individual prims. Do the script dance... \o/ \o\ /o/ \o/ .o.
2007-08-22 19:33:10 +00:00
Tedd Hansen 0eadb7591e Added OnRemoveScript event handler to ScriptEngine. Fixed event queuing of empty objects crash. 2007-08-22 18:41:31 +00:00
MW 47c6d8ae8f Added OnRemoveScript(uint localID, LLUUID itemID) event , trigged when a script in a primitive is deleted. 2007-08-22 18:36:47 +00:00
Tedd Hansen 5a86fd2c31 (Untested) Scripts are individually loaded into objects (on rez), and event fired likewise. Bugfixes coming in next commit. 2007-08-22 18:09:38 +00:00
MW 283468caa0 Added Scene.GetSceneObjectPart(uint localID) 2007-08-22 17:46:23 +00:00
MW 001d5a5c92 Made SceneObjectGroup.GetChildPrim() public, for now so that script engine can get ref to the SceneObjectPart/ IScriptHost. 2007-08-22 17:40:26 +00:00
MW 5ea6d8d739 A little bit of cleaning up. 2007-08-22 16:59:13 +00:00
lbsa71 5403153c15 A case of 'while I was working someone set me up the bomb'. 2007-08-22 16:04:04 +00:00
lbsa71 22537aa620 * Added stub OnRezScript handler with plentiful of comments 2007-08-22 15:29:47 +00:00
MW a3648b6862 added ParentPartID to TaskInventoryItem class to make it easier to store them in database. 2007-08-22 15:07:21 +00:00
MW f90bd59708 Fixed typo. 2007-08-22 14:48:53 +00:00
MW f02ebb6476 Added forgotten file.
Made a change to the Scene.EventManager OnRezScript event, it now includes the itemID as a param. This uuid is unique to each instance of a script, so can be used for tracking changes/editing, stopping and deleting a script.
2007-08-22 14:47:01 +00:00
MW b5921e2b95 Start of Task Inventory (ie prim's inventory). For now, you can only move scripts into a prim (from your user inventory) and although the script will now show up in the prims inventory, you can't make any changes to it (or delete it). Also a prim's inventory is currently not saved between restarts. 2007-08-22 14:37:54 +00:00
Brian McBee de2432b73e Fix for un-encrypted master avatar password in user database 2007-08-22 05:00:25 +00:00
Sean Dague 6f6432864d auto create sqlite database if it doesn't exist. This works, but needs some
cleaning up prior to release.  However this should make it easy for people
to start using sqlite storage.
2007-08-21 22:01:30 +00:00
MW 921ac14e86 Added OnRezScript event to Scene.EventManager.Which the script engine should subscribe to. This is triggered whenever a script is moved into a primitive (and includes the localid of the prim and the script text as params) . Currently though the script item isn't deleted from a users inventory, nor does it actually show up in the objects inventory (this will be fixed soon.) So that means that it isn't currently possible to edit a script (or delete it) once it has been added to a primitive. 2007-08-21 21:03:18 +00:00
MW 73a67feaa3 changed the comment lines from # to ; in opensim.ini.
added a serverside_object_permissions = false entry (set to true to enable permission checking on prim editing etc).
set the default for standalone account authentication to be turned on (so we don't get lots of people asking why inventory doesn't work). Just remember to use "create user" to create the accounts.
2007-08-21 19:03:44 +00:00