Attached is a patch which provides osAvatarPlayAnimation() the ability to
also trigger animations contained within the same prim as the script, as
llStartAnimation() does. (It also modifies osAvatarStopAnimation(),
otherwise the script wouldn't be able to stop animations it had started.)
* Sometimes, null is a valid return value to indicate 'none found'. doh.
* Sometimes, the Grid server does not send simURI - this you need to reconstruct yourself. Euw.
(I believe) this solves mantis issue #3287
- move a couple constants from InventoryArchiveConstants to
ArchiveConstants, now only one of these is needed
- change InventoryArchiveConstants references to ArchiveConstants
- remove InventoryArchive AssetInventoryServer plugin dependency on
OpenSim.Region.CodeModules
- trim trailing whitespace
* In most cases, the setting in OpenSim.ini.example is taken as the canonical one since this is the file virtually everyone ends up using
* OpenSim will start up with a blank OpenSim.ini, in which case sqlite is the default database (as before)
It's good practice to isolate unit tests so their outcome (pass/fail)
does not depend on whether another test has been run/passed/failed. A
method is used to populate the DB independently for each test, and a
TearDown method cleans up the database after each test.
Also adding extra comment in C-style comment test.
* A saved archive now immediately expires the data in the asset cache that it used, rather than retaining all the assets (esp textures) in the cache.
* This is an imperfect solution. Ideally we would only expire the assets newly requested for the archive (not existing ones). But doing that would require a lot more
restructuring.
* I don't believe there are any locking issues due to the locking performed by the underlying memory cache, but please report any issues.
* Add some comments to the Wind Module
* Add the BinBVH decoder/encoder as a scene object (to encode/decode animations programmatically).
* Add m_sitState for upcoming code to improve sit results.
Also truncate messages that may exceed the limit set by the packet size. The limit in OpenMetaverse is 1100 bytes including a zero byte terminator.
Fixes Mantis #3244
* I'm concerned however that the 'minimum fly height' should really be implemented in ScenePresence and not in the specific physics plugin so that all of the physics plugins can take advantage of it and if desired, a person could swap out the 'minimum fly height' functionality with other functionality.
* Uses 'mouselook' or left mouse button down, to determine when to use the camera's UP axis to determine the direction of movement.
* We crouch-slide no more.
llSetHoverHeight() should not clamp the x/y position of an object the way MoveTo does,
and it should recalculate the absolute height to hover at as an object moves to reflect
the current ground/water height under it.
Correctly implementing required adjusting the Physics interfaces and implementing at
the physics plug-in level. The attached is a patch that correctly implements
llSetHoverHeight() including updates to the ODE physics plug-in.
* This should make saving large OARs a somewhat better experience
* However, the problem where saving an archive pulls large numbers of assets into the asset cache isn't yet resolved
* This patch also removes lots of archive writing spam that crept in
Changes to IWindModule interface: Change from assuming a single array of
256 Vector2 values to a lookup function that takes region x, y, z and returns a Vector3
* Changed llWind() to use new lookup method of IWindModule
* Moved logic for determining the wind at a given point in the data array from
llWind() to the Wind Module itself.
* Renames MiniRegionModule to MRMModule to make it more distinct from the actual Mini Region Module[s] executed in Scene.
* Renames MiniRegionModuleBase to MRMBase for convenience. MRM's need to be adjusted to inherit from MRMBase.
Changed OpenSim.Framework.Communications.Tests.LoginServiceTests to use the LLStandaloneLoginService (from the LLStandaloneLoginModule) rather than LocalLoginService. Really these login tests should most likely be somewhere else as they are testing specific implementations of login services.
Commented out the old LocalLoginService as its no longer used, but want to check there are no problems before it gets deleted.
Added a flag (bool m_autoCreateLindenStack = true) which says if the ClientStack will be autocreated and initialised when creating regions. This helps with moving ClientStacks to Region modules.
Currently this flag is hardcoded to true, as it is only for testing at the moment, so you need to change the value in the code if you want to turn off auto creating.
The ini files in this folder are loaded after the masterini file (if that is set) and before opensim.ini.
The default folder it looks for and searches is "bin\config", but that can be set by using the command arg "-inidirectory=<path>" (path is local to bin\) when starting up opensim.exe.
isn't tested, but it doesn't break anything else. The reason for this
function is to let in world tools be used to coordiante out of world
network services that need access to client ip addresses.
Also in that plugin it registers the IUserService with all the Scenes (as they are created). So now we can start changing over all uses of IUserService, that currently access it from the CommunicationsManager to accessing it from the Scene.RequestModuleInterface call.
Once that is done we can move the UserService creation out to its own plugin and remove all references to it from the CommunicationsManager. Then we can take the next CommunicationsManager interface and repeat.
Added a ApplicationRegistry to OpenSimBase.
Changed LoadRegionsPlugin so it registers itself to that application registry.
Added a event to LoadRegionsPlugin, that is triggered when it creates a new scene ,although maybe this event should actually be in opensimBase incase other plugins are creating regions (like the RemoteAdminPlugin).
* This commit also does a first pass at creating folders for an inventory archive (previously everything was dumped in the same destiantion folder).
* This code might not work yet and nobody else should be using it yet anyway :)
- handle GetUser request for nonexistent user gracefully
- include throttle levels in ClientInfo
- code to save/restore throttles in client stack
- only update/send updates to active clients
- make animation classes serializable
Added OpenSim.Grid.UserServer.Modules project/dll which now contains the components of the userserver. With the OpenSim.Grid.UserServer being the setup and initiate exe.
If -background=true is specified on the command line, a null pointer exception crashes the server in OpenSim/Region/Application/OpenSimBase.cs in method StartupSpecific. Its trying to dereference m_console which is null, presumably because we're in background mode.
This patch fixes a bug where if a script in a child prim has taken
control of an avatar when they sit, although permission for camera
control is revoked when they stand, free camera control is not
restored. Currently it is only restored if the script is in the root
prim (though its not clear to me where this happens!).
* Moves Entity Updates into a seperate thread, allowing for OpenSim to utilize a computers CPU more effectively in return for potentially greater user and prim capacity.
* Removes an expensive Sqrt call performed during Update on each object. This should lower CPU requirements for high-prim regions with physics enabled.
* MXP Changes: Centers the region around 0,0 for primitives instead of 128,128. Prim display should now look more correct for MXP viewers.
Thanks mirceakitsune for a patch that prevents the avatar from trying to
walk along the Z-axis in mouselook mode (or left-click the avatar and
walk) while looking up or down.
Fixes Mantis #946.
* Added log4net dependency to physxplugin in prebuild.xml.
* Added missing m_log fields to classes.
* Replaced Console.WriteLine with appropriate m_log.Xxxx
* Tested that nant test target runs succesfully.
* Tested that local opensim sandbox starts up without errors.
* Added estate ban table to migration scripts of all supported databases.
* Added nhibernate mapping for EstateBans property of EstateSettings
* Refactored property accessors for EstateBan object.
* Added comments for EstateBan properties.
* Ensured that NHibernate tests pass with NUnitGUI.
* Ensured that nant test target passes.
This fixes mantis #3210. Thank you, tlaukkan!
The built-in default is OpenSim, unless a user server url is given, then
that is used, unless "shard" is also goven, then shard takes precedence.
The defult in OpenSim.ini is "OpenSim" for compatibility.
* Not locking causes enumeration exceptions as described in this matis
* part.TaskInventory needs to be locked for every access as it's a dictionary
* Extra locking will hopefully not cause any major issues - in places where the enumeration of the dictionary performs other lock or long running operations, the dictionary is
cloned instead
required file system objects are not present in the test harness.
This makes the main code ignore the failure, therefore the test succeeds.
Not elegant and maybe a unit test guru has a better way. Marked as a TODO
I've changed the extension point name, and the internal references that
used the same string. I also fixed up the messaging around the asset
loader so that it is more explicit.
The attached patch implements osGetDrawStringSize that looks like:
vector osGetDrawStringSize(string contentType, string text, string
fontName, int fontSize)
in LSL. It is meant to be used in conjunction with the osDraw*
functions. It returns accurate information on the size that a given
string will be rendered given the specified font and font size.
This allows for nicely formatted and positioned text on the generated
image.
Known issue: after TP, the self client doesn't see the animations going, but others can see them. So there's a bug there (TPs only, crossings seem to be all fine).
Untested: did not test animation overriders; only tested playing animations from the viewer.
* Also remove a duplicate write archive call in the unit test which might be causing test failures for people using mono 2.2 (though not 1.9.1, it would seem)
* Moves llEmail() delay to after e-mail send rather than before, in line with SL
* Thanks DoranZemlja
* Last build failure looks like a glitch, but one that has already happened twice recently which I need to look at
* This slightly extends a lock in WorldCommModule so that it covers the GetNewHandle method which states in it's doc that it assumes locking has happened before the method is
called
* Thanks DoranZemlja
and dropped nonths ago, because it is required to get smooth region
crossings with AO running. Without it, in some corner cases, anims will
continue to run in an unstoppable state.
The change makes two principal implementation changes:
[1] It removes the hard coded set of possible asset server client
implementations, allowing any arbitrary implementation that has been
identified to the PluginLoader as an appropriate extension. The
extension point for asset server client extension
is /OpenSim/AssetServerClient. All of the old configuration rules have
been preserved, and any of the legacy configuration values will still
work as they did before, except the implementation is now loaded as a
plug-in, rather than as a hard-coded instantiation of a specific class.
The re-hashing of IAssetServer as an extension of IPlugin made upgrading
of the implementation classes a necessity.
Caveat: I have not been able to meaningfully test the crypto-grid
clients. I believe they should work correctly, but the refactoring
necessary to handle plug-in based initialization (vs constructor-based
initialisation) admits the possibility of a problem.
[2] The asset cache implementation, previously introduce as a hard-code
class instantiation is now implemented as an IPlugin. Once again the
previous (configurationless) behavior has been preserved. But now it is
possible for those interested in experimenting with cache technologies
to do so simply by introducing a new extension for the asset cache
extension point (/OpenSim/AssetCache).
I've tested all of the configuration settings, after applying the patch
to a newly extracted tree, and they seem to work OK.