MW
4616563cc4
Added "better" multi thread handling to AvatarFactoryModule, which uses EventWaitHandles, I'm a bit concerned about what effect this might have on performance in a large grid. But I've spent long enough on this problem for one day and as its valentines day, I will be killed and tortured (most likely not in that order) if I don't stop work for the day soon.
2008-02-14 16:38:38 +00:00
Adam Frisby
91d9248fce
* Removed some catch-all-ignores from UDPServer in an attempt to look for #305 .
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* Minor work towards abstracting terrain.
2008-02-14 16:13:53 +00:00
Adam Frisby
3c22da9efc
* Tree Populator Module, use "script tree" to make a growing tree in your sim.
2008-02-14 12:27:24 +00:00
Adam Frisby
f3afa68a2a
* Made new Framework.Constants class, added RegionSize member.
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* Converted all instances of "256" spotted to use RegionSize instead. Some approximations used for border crossings (ie 255.9f) are still using that value, but should be updated to use something based on RegionSize.
* Moving Terrain to a RegionModule, implemented ITerrainChannel and TerrainModule - nonfunctional, but will be soon.
2008-02-14 12:16:33 +00:00
lbsa71
c0d411f427
* Exposed AddHandlers in response to mantis #534 . Thanks, kmeisthax!
2008-02-14 11:15:41 +00:00
Justin Clarke Casey
1229503764
Revert the index -> Add changes made in AvatarFactoryModule previously. It appears that in conjunction with MW's locking changes, that two threads may race to create the avatar
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appearance in the TryGetAvatarAppearance() method. Moving off Add will mean the second replaces the first instead of throwing the exception. This may still not be a good
permanent solution - more extensively locking or a code rearrangement could be better. I'm going to leave this in MW's much more familiar hands now.
2008-02-14 11:10:43 +00:00
Teravus Ovares
135a72d6ca
* Removed the noise from the console. The last commit seems to have resolved the recent reports of 'argument not a space' on linux. Though, there were about 50 changes :D
2008-02-14 10:07:15 +00:00
Teravus Ovares
bd880f9178
* Another ODE Stability update. This might fix the recent Linux issues with the ODEPlugin.
2008-02-14 09:31:22 +00:00
Teravus Ovares
e3a711536b
* ODE - This fixes a few things and breaks a few more.
2008-02-14 01:57:19 +00:00
Tedd Hansen
5f70b8b922
Added a small but maybe important clue that UserServer is not running.
2008-02-14 01:35:17 +00:00
Jeff Ames
4e005fc225
Cleaned up some typos.
2008-02-14 00:44:21 +00:00
Teravus Ovares
0d14c47c28
* Bigisn ODE Stability update 2
2008-02-14 00:39:08 +00:00
Teravus Ovares
3588d89b2c
* Bigish ODE stability Update. Run Prebuild
2008-02-13 23:14:41 +00:00
Teravus Ovares
2e89c01851
* This fixes mantis 553 (It appears that the exception is thrown when there is a collision with a cylinder that is both hollowed and either tapered or cut. The sequence of actions that reproduce the problem for me are: create a cylinder, hollow to 95%, taper X/Y, then collide it with another object or avatar. Note that the cylinder itself is not marked physical. )
2008-02-13 19:06:35 +00:00
Justin Clarke Casey
df21da6dec
* Patch from Dr Schofld's (IBM). In his own words
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all TerrainEngine.LoadFromFileX(string filename) methods don't set the dirty bits in heightmap.diff[,] in contrast to the TerrainEngine.LoadFromFileX(string filename, int dimensionX, int dimensionY, int lowerboundX, int lowerboundY) cousins. this has the unpleasant drawback that the Scene.SendTerrainUpdate(bool) will not send layer data to the client.
the attached patch fixes all LoadFromFileX(.) methods.
Thanks!
* Also small build fix for AvatarFactoryModule
2008-02-13 16:35:42 +00:00
MW
d91c03e23b
Added some locks on the cache Dictionary in AvatarFactoryModule.
2008-02-13 16:29:34 +00:00
Justin Clarke Casey
5e9ae68df4
* Fix for mantis 522. However, I would be a little surprised if this code did much anyway, so perhaps it's not currently in use.
2008-02-13 15:27:11 +00:00
Justin Clarke Casey
3624efde85
* Make code fix to address prim rotation unlink issues (mantis 383, 454. 369)
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* Many thanks to alex_carnell for the necessary information for this
2008-02-13 14:45:32 +00:00
MW
49a5a00b80
Added a method to access a named folder in a users inventory, to the inventory Database interfaces. This could be useful for adding a item to a users inventory from say a web front end application or some other third party application. [note the method is only currently implemented in the sqlite provider]
2008-02-13 14:45:13 +00:00
Teravus Ovares
c1044039d4
* Removed a debug line that got called every frame.
2008-02-13 08:37:50 +00:00
Teravus Ovares
d773ca5147
* Made physical prim stable enough for the general population to turn on. (though I still don't recommend it for welcome regions unless object build is off.
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* Updated the ode.dll for windows with a more reasonable stack space reserve. Linux users will need to type ulimit -s 262144 before starting up OpenSimulator if using Physical Prim to protect against stack collisions. or run the included ./bin/opensim-ode.sh to start up OpenSimulator in ODE mode.
* Added internal collision score and am keeping track of 'high usage' prim.
* Tweaked collisions some more
* Tested up to 460 physical prim in extremely close quarters (which was previously impossible in OpenSim). After 460 in tight quarters, physics slows down enough to make it hard to do any moving, however.. non physics things still work, such as logging on to the simulator, etc.
2008-02-13 07:50:15 +00:00
Jeff Ames
001ce95e4c
Clean up more unnecessary String.Format calls
2008-02-13 03:38:18 +00:00
Justin Clarke Casey
a1a206cb05
* Clean up LIBRARY INVENTORY messages
2008-02-13 02:43:41 +00:00
Justin Clarke Casey
1677bde480
* Clean up the agent's asset transactions when it is removed from the scene
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* This may or may not help with the memory leak, need to assess
2008-02-13 00:52:49 +00:00
Justin Clarke Casey
365cf8e455
* Refactor: Move last commit's refactor back to AgentAssetTransactionsManager
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* Push asset update (invoked when clothing is altered) down into AgentAssetTransactions from Scene.Inventory.cs to join others
* I've tested that clothing creation and update still works, but please let me know if it suddently breaks for you.
* Add/correct comments
2008-02-13 00:30:51 +00:00
Justin Clarke Casey
2018cf312b
Refactor: factor a method out of AgentAssetTransactionsManager
2008-02-12 22:41:57 +00:00
Justin Clarke Casey
6a3455a98c
* Refactoring: Rename AssetTransactions.cs and AssetTransactionsManager and align classes with file names
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* Small amount of ndoc
* This will probably require a prebuild and nant clean
2008-02-12 18:15:54 +00:00
Teravus Ovares
49a6ac300f
* This fixes the object edit box's flipping checkboxes when you modify one of the permission masks or Locked status using the available checkboxes.
2008-02-12 15:47:37 +00:00
lbsa71
d79633b7c7
* various minuscule code convention conformance fixes
2008-02-12 11:21:23 +00:00
Teravus Ovares
e5ede36f0c
* Physical prim cross borders and continue from where the left off on the other side now, assuming the region on the other side has physical prim enabled.
2008-02-12 07:32:32 +00:00
Teravus Ovares
6e01769bcf
* A bunch of updates to make things more smooth.
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** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation)
** Disabling prim that inter-penetrate instead of just not attaching a joint
** Reduced prim spin a 'little' bit, but not *enough*
** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter
** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets.
** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method.
** Upped the Inter-penetration depth to 0.25 instead of .08.
2008-02-12 04:27:20 +00:00
Teravus Ovares
c926962862
* This resolves the null exceptions when a script is manipulating a physical object in ODE and you delete the object. The script is still running and trying to add force, but the object reference is null.
2008-02-12 00:01:55 +00:00
Teravus Ovares
f603e57e9a
* Added PhysicsScene.Dispose()
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* In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
2008-02-11 22:54:51 +00:00
Justin Clarke Casey
7647239f32
Tiny change to print out a warning in a situation which almost guaranteeably never occurs anyway
2008-02-11 21:58:58 +00:00
Justin Clarke Casey
c80c6e9774
Documenting and minor tweaks
2008-02-11 20:10:44 +00:00
Tedd Hansen
d1e0b642f4
* Renamed and moved avatar appearance config keys. Everyone who has appearance persistence needs to set new params for it (check OpenSim.ini.example)
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New keys "appearance_persist" and "appearance_connection_string" are now under [Startup].
* Reorganized OpenSim.ini slightly
2008-02-11 18:04:12 +00:00
MW
aae37cb1d0
reverted the last three commits
2008-02-11 15:56:01 +00:00
MW
a3837a1e9a
yet another small change (as part of my fight back against Teravus over taking me in the number of commits)
2008-02-11 15:54:22 +00:00
MW
9cce1ab366
another small change
2008-02-11 15:52:59 +00:00
MW
f3ff3a678b
small change
2008-02-11 15:52:18 +00:00
lbsa71
e399141dfb
* Added some connection debugging
2008-02-11 14:09:35 +00:00
lbsa71
c927928245
* some refactoring on permissions
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* temporary re-introduced the weird 'flip-back' behaviour, but debugging it; will remove it if I don't find anything.
2008-02-11 13:26:55 +00:00
Tedd Hansen
59b224a901
Unhandled exception handler hookup is now the first thing to happen when OpenSim starts
2008-02-11 09:11:33 +00:00
Teravus Ovares
e6453d9b9d
* Changed child_get_tasks to see_into_this_sim_from_neighbor.
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* Turned on see_into_this_sim_from_neighbor by default.
* Fix Race Condition with parts being added to a group while the simulator is starting up.
2008-02-11 05:19:54 +00:00
Teravus Ovares
a56664cf59
* um, Prim crossings? Experimental.
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* Backup your database just in case.
2008-02-11 01:43:54 +00:00
Tedd Hansen
44058f8ae6
state_entry is now executed on state change.
2008-02-10 22:36:01 +00:00
Tedd Hansen
9a04e0e1c4
We now support LSL state
2008-02-10 22:25:59 +00:00
Dalien Talbot
c935b308e6
The very beginnings of attachments (no detachments! :)
2008-02-10 22:23:11 +00:00
Tedd Hansen
78363c3bab
Bugfix to state command:
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"state default;" rewrite to "state ("default");"
2008-02-10 21:55:26 +00:00
Tedd Hansen
f5cf5ad134
Bugfix on that last Quaternion/Vector patch
2008-02-10 21:43:53 +00:00
Tedd Hansen
3b844cb756
Untested bugfix in state support
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Replaced (?<s1>(?![a-zA-Z_]+)\s*)" + @"([a-zA-Z_]+)(?<s2>[^a-zA-Z_\(\)]*){ with (?<s1>(?![a-zA-Z_]+)\s*)" + @"(state\s+)?([a-zA-Z_]+)(?<s2>[^a-zA-Z_\(\)]*){
Lets see what happens now... :)
2008-02-10 21:37:19 +00:00
Tedd Hansen
801e95bbe1
Added support for function calls as values in LSL-specific <0,0,0> and <0,0,0,0> Quaternion and Vector
2008-02-10 21:30:46 +00:00
alondria
758458121e
Implements llListStatistics() and a bunch-o-LSL_Types.list statistical methods. Added LIST_STAT_HARMONIC_MEAN in addition to LL's LIST_STAT_*
2008-02-10 21:28:41 +00:00
Teravus Ovares
38f0615ffe
* This updates adds locking capability. Thanks, lbsa71 for pointing out my bitmasking error of the objectflags! It's still a little bit wonky when you check the checkbox, however it 'takes' and doesn't break anything.
2008-02-10 21:27:32 +00:00
Tedd Hansen
0756e01475
Removed some ScriptEngine config debugging.
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Added experimental console command to:
* unload module (note: module probably doesn't support it)
* load module
Not visible in help (needs testing first).
2008-02-10 19:03:38 +00:00
Teravus Ovares
b4a19a4fb4
* Added support for delinking individual prim from a linkset.
2008-02-10 18:56:34 +00:00
alondria
c2632a2eb9
Implemented llGetParcelFlags() and llGetRegionFlags(). I don't think the RegionFlags are currently implemented within EstateSettings, thus this is always 0.
2008-02-10 18:08:02 +00:00
alondria
04a5a57b3d
Implements llGetObjectMass()
2008-02-10 17:41:57 +00:00
Charles Krinke
cf284efcda
Thank you very much, Hashbox for :
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Add scene-debug command to Enable/Disable scripting,
collision, and physics from console.
2008-02-10 16:03:58 +00:00
lbsa71
e0424254bd
* Refactored permissions handling to extract info out of permisisons block in ClientView
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* Changed some uint constants to Enum values
2008-02-10 14:27:21 +00:00
Teravus Ovares
8d37e91454
* Adding more broken objectflags to the list here. Touch was also broken. It might be smarter to just rebuild the whole objectflags before sending it to the client >.<
2008-02-10 12:44:36 +00:00
Teravus Ovares
85a9834ed8
* A lot of ugly permissions updates.
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** Created SendFullUpdateToAllClientsExcept(LLUUID) so that permission updates /appear/ to apply immediately
** Separated out the ObjectFlags and the Permission Flags. They're related but not the same
** Added a hack routine to add *back* the objectflags to the client flags because the client hates the way we're doing object permissions
** Updated the clientflags routine to properly tell the client when they can't edit admin objects (objects owned by the sim administrator) even when they're an estate manager(why? >.< argh!)
** Fixed a null sim administrator/estate manager/user from causing permissions to return false even when it should return true.
** Re-added ObjectModify hack to allow collaboration with the allow anyone to move checkbox until we get group permissions done.
2008-02-10 10:55:57 +00:00
Jeff Ames
e207284fef
Clean up logging calls using String.Format explicitly
2008-02-10 01:57:59 +00:00
Teravus Ovares
d2e66872ed
*Neb try this update. It might fix it.. it might also cause no parcel to be sent.
2008-02-09 22:05:00 +00:00
lbsa71
0b0bb28fd5
* added count of texture data bytes and asset bytes
2008-02-09 21:50:45 +00:00
lbsa71
176a1fe382
* added two new commands (for debug/disaster recovery)
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'show assets' shows the current state of the asset cache (number of cached assets, requests, et c)
'clear-assets' forcibly re-initializes the asset cache thereby freeing all cached items.
'clear-assets' is not to be used lightly, as it probably introduces mem inconsistencies and doubling up of textures.
2008-02-09 21:17:47 +00:00
Tedd Hansen
4d376ee630
Added undocumented "modules list" command, lists shared region modules.
2008-02-09 12:08:08 +00:00
Jeff Ames
f6e9b9404f
Applied patch from mirceakitsune to fix #502 (lower land does the same as raise land)
2008-02-09 10:41:36 +00:00
Teravus Ovares
07d0f558c4
* Fixed nebadon's UserServer crash bug from yesterday.
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* Made Estate tools work for estate managers without needing to request admin status First
* Added code to make the Simulator version to be reported in the About box of the client
2008-02-09 07:53:01 +00:00
Teravus Ovares
c9b5516ca8
* Adds Top Shear support to the Meshmerizer for the Cube prim and the Cylinder prim.
2008-02-09 05:18:52 +00:00
Teravus Ovares
fec65b3c69
* Tweaked timing of rapid mesh requests. Helps a race condition.
2008-02-09 04:08:26 +00:00
Justin Clarke Casey
d546859bc1
* Change logger to handle [<entry>] where <entry> contains non alphabetic characters
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* Change logger to not print extra line if [<entry>] <text> like string is not logged
* Remove more of my previous chatty debugging statements
2008-02-09 01:53:57 +00:00
Justin Clarke Casey
a50a8376d6
* In the most basic situations, ClientView and ScenePresence no longer leak memory
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* However, I'm no longer sure they were even a big contributory factor (to this particular leak, there are other causes of other leaks). I need better measurement techniques
* Removed most of my debugging gawp
2008-02-09 01:37:53 +00:00
Justin Clarke Casey
2dc94870aa
Mostly debugging verbosity which I shall very shortly comment out.
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Just want to try this out on windows quickly.
2008-02-09 00:14:34 +00:00
Teravus Ovares
bb5b88d161
* Fixed a situation in ODE where it didn't call the mesher on a cube when you tapered if you didn't have a cut or a hollow.
2008-02-08 23:48:27 +00:00
Teravus Ovares
fadf5b479f
* Added Taper support to the Meshmerizer for Cube and Cylinder.
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* Removed the hull verbosity
2008-02-08 23:28:38 +00:00
Justin Clarke Casey
f05f583613
Still chasing logout memory leak. Putting in small changes and temporary light verbosity to this end
2008-02-08 22:39:08 +00:00
Teravus Ovares
b63c267f0b
* Finished Cylinder in the Meshmerizer. Hollow and Path cut work for it now. Enjoy the new physics-friendly prim type.
2008-02-08 22:11:28 +00:00
Justin Clarke Casey
e6cd420f19
refactor - remove unused m_children from EntityBase
2008-02-08 20:11:45 +00:00
Justin Clarke Casey
47353ffe48
Minor refactoring
2008-02-08 19:56:49 +00:00
Justin Clarke Casey
9d95f9bcf4
Minor ScenePresence related refactoring
2008-02-08 19:53:18 +00:00
Adam Frisby
a50a26f812
* Dun-dun-dun. JavaScript scripting now actually works. :)
2008-02-08 18:39:30 +00:00
Adam Frisby
23e0ef3492
* Made some terrain functions faster computationally.
2008-02-08 18:18:34 +00:00
Adam Frisby
a637473f80
* Adding console spam to help track 'The Steve Bug'.
2008-02-08 17:49:53 +00:00
Sean Dague
62943de68a
change counter from 3 => 2 based on feedback from mirceakitsune on mantis
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http://opensimulator.org/mantis/bug_view_page.php?bug_id=490
2008-02-08 16:29:01 +00:00
Sean Dague
7b4fb3b8bc
From: Kurt Taylor <krtaylor@us.ibm.com>
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Attached is a patch for Mantis 25 - this fixes the problem of not having a
touch_start happen for all prims in a linked group. So, with this, large
builds can now have a single script in the base prim and it will run when
any prim in the linked build is touched. The problem was that the
objectgrab event was not being propagated to all the prims in the group.
2008-02-08 16:09:24 +00:00
MW
5a63047144
small bit of refactoring,
2008-02-08 15:07:29 +00:00
Teravus Ovares
3be2e772ec
* Removed a statement that crashes the Meshmerizer if you don't have a specific /dev/ folder
2008-02-08 12:07:39 +00:00
Teravus Ovares
7d77fa6a9d
* Okay, fixed the path cut offset, however the inner wall isn't properly 'cut' from the hull, so slightly better support, but still limited.
2008-02-08 11:44:27 +00:00
Teravus Ovares
50acb8e634
* This update adds limited support for Cylinder meshed prim in the Meshmerizer plugin. (Limited because path cut is wrongly offset and while Hollowing works, you can walk through the inside wall.)
2008-02-08 11:32:56 +00:00
Teravus Ovares
1ff4711cfb
* Fix: Send Parcel data on region crossing.
2008-02-08 03:20:11 +00:00
Charles Krinke
dfca32b046
Missed one event message that needed to be
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commented out.
2008-02-08 02:23:57 +00:00
Charles Krinke
2fb541cb2a
Make timer events from scripts a little less chatty.
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DEBUG is defined by default in the Linux build.
2008-02-08 01:42:56 +00:00
Tedd Hansen
97ec8cba62
Maybe VB.Net will compile now... who knows ;)
2008-02-07 16:37:28 +00:00
Tedd Hansen
ba846e62ef
Same VB.Net patch done right.
2008-02-07 15:36:58 +00:00
Tedd Hansen
c997cc97bb
VB.Net compiler might work on Windows now.
2008-02-07 15:31:22 +00:00
Teravus Ovares
dba1f476c9
* Fixed negative child agents in the sim stats.
2008-02-07 08:28:48 +00:00
Teravus Ovares
3674257095
* This update contains a bucket-full of network optimizations.
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* ParcelProperties are sent only when needed instead of on any movement
* Terse Updates and other temporary data packets are marked unreliable
* After a certain amount of users, the sim actually sends updates on things less
* Experimental
* Tested to 68 avatar with pCampBot (And it's surprising what actually causes the most lag.. the text chat!)
2008-02-07 08:15:38 +00:00
Teravus Ovares
0e771c8d39
* didn't save :P so, this is the other half to my last commit
2008-02-07 06:11:02 +00:00
Jeff Ames
49622dfbc5
Update version numbers to 0.5
2008-02-07 04:41:08 +00:00
Teravus Ovares
1b8e89751a
* Added the Scripted objectflag if there is a script running in a prim. Remove the flag if you delete all of the scripts in the object.
2008-02-07 01:52:39 +00:00
Justin Clarke Casey
aa9d3f7aed
* Allow terrain load-tile for RAW files
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* Patch from Sophie Lee [webmage] - IBM. Thanks very much!
2008-02-06 20:47:08 +00:00
Justin Clarke Casey
548bbc97e5
* Chasing down memory leak where memory used by a client is not returned on client logout
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* This code may or may not be on the right track, but I want to save my work so far.
2008-02-06 20:34:18 +00:00
Adam Frisby
f93fdfa5af
* Marking off which uses of catch (Exception e) is legit and which are not, for later removal/replacement.
2008-02-06 15:30:02 +00:00
Adam Frisby
a37eb62047
* Added debug message to try track down Mantis#305.
2008-02-06 14:39:25 +00:00
Jeff Ames
3b42b5f098
Consolidated LoadAnims and AvatarAnimations constructor.
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Fixes locking issues with Animations in ScenePresence (bug #324 )
2008-02-06 10:19:30 +00:00
Teravus Ovares
530d24da14
* Fixed script count incrementer. Was decrementing but only incrementing when a script was requested by UUID
2008-02-06 10:11:46 +00:00
Teravus Ovares
d842699ef3
* Put the script run limiter on the SceneObjectPart as otherwise you can drop scripts in prim and they'll still run with scripts disabled.
2008-02-06 09:53:59 +00:00
Teravus Ovares
9d6ea497e2
* Added the ability to start and stop all scripts in the simulator using the debug tab on the estate tools. This along with the disable physics via the debug tab are persistant across reboots. That means that if it's disabled when you shut down the simulator, the simulator will come up again when you start it up without loading the scripts. Turning them back on is as simple as unchecking 'disable scripts' in the debug tab of the estate tools.
2008-02-06 09:38:14 +00:00
Jeff Ames
4ec4e2cb32
Cleaned up some unreachable code warnings.
2008-02-06 08:31:29 +00:00
Jeff Ames
b68d2bd09a
Fixed typo in Mag() (Thanks lc_tuco for pointing this out)
2008-02-06 08:26:09 +00:00
Teravus Ovares
9cd9e90e7f
* Added Active Scripts to report the number of scripts running to Sim Stats
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* Added Script Performance to report the number of functions run per second to Sim Stats.
* Removed a few warnings (@.@ up to 50 now)
2008-02-06 08:03:22 +00:00
alondria
52af264948
Fixed regex in LSL2CSConverter so it will properly handle casting to (string) part of vector (eg. vector.z)
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This fixes Mantis 388
2008-02-06 02:30:05 +00:00
alondria
31576c8a26
Somehow llList2Float never made it into LSL_BaseClass and LSL_BuiltIn_Commands_Interface - it is now (and foxes Mantis 395)
2008-02-06 02:04:00 +00:00
Jeff Ames
6ed5283bc0
Converted logging to use log4net.
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Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
2008-02-05 19:44:27 +00:00
Brian McBee
7a61bcff86
Cut down on the number of packets sent during terraforming. Terraforming should be much more responsive.
2008-02-05 18:27:40 +00:00
alondria
36f7a087e6
Added explicit Quaternion->string and list->string conversions.
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Some preliminary work on llSetStatus and llGetStatus.
2008-02-05 15:06:37 +00:00
MW
542cd417c8
Small refactoring on Terrain Update sending, so that other code can force terrain updates to be sent to clients.
2008-02-05 15:03:08 +00:00
MW
33c4631c6d
some small changes, like adding a couple of extra methods to IInventoryServices so that a check can be done to see if a inventory set exists for a certain user.
2008-02-05 13:02:03 +00:00
Justin Clarke Casey
80b8630e19
* Fix Mantis 457
...
* Show stats, users, etc. should now work again on the region console.
2008-02-05 12:37:46 +00:00
Tedd Hansen
1d95f0521d
Reverted MySQLDataStore.cs to not use static mutexes any more, patch didn't work anyway.
...
Added js to OpenSim.ini.example.
2008-02-05 12:18:50 +00:00
Teravus Ovares
ca5aadfbff
* Refactored the sound calls to SceneObjectPart
...
* Fixed a few bugs
* Wrote an example module to make certain event systems more mature.
2008-02-05 05:26:18 +00:00
Jeff Ames
99844ee4c0
Added copyright statements.
2008-02-05 03:20:51 +00:00
Justin Clarke Casey
baefa05b57
* Rebase all current servers on common abstract BaseOpenSimServer class
...
* The immediate upshot is that "show uptime" from the console will now show uptime on all server types (user, asset, grid, etc)
* DEV: This refactoring is far from complete - only just enough to makes the "show uptime" command common accross the servers. More is needed, but in this case it's somewhat like eating cabbage, which I prefer not to do all at once
2008-02-04 18:52:24 +00:00
Justin Clarke Casey
5db5630ec9
Change sim command from "stats" to "show stats" for consistency
2008-02-04 18:01:55 +00:00
Justin Clarke Casey
a1c9349d47
Refactor only: serve stats objects directly through StatsManager singleton
2008-02-04 16:22:58 +00:00
Teravus Ovares
3ff5ad1ed3
Patch from mikkopa/_someone Thanks! adds support for llPreloadSound, llTriggerSound, llPlaySound, llPreloadSound.
...
* Time to make music boxes?
2008-02-04 14:40:46 +00:00
Adam Frisby
5ffc225545
* Replacing missing break statement from DotNetEngine/Compiler/LSL/Compiler.cs
2008-02-04 13:43:42 +00:00
Adam Frisby
ba16daff7c
* Added JavaScript support to OpenSim scripting. Totally Untested. Enjoy. :)
2008-02-04 12:43:07 +00:00
MW
755ad9e3e0
First part of avatar persistence, currently only really works in standalone mode (with accounts_authenticate set to true), it also only currently has a mysql database connector. (sqlite one will follow soon). It also uses the tribalmedia database system, so this needs checking to see if the old problems with mono have been fixed.
...
To use, see the appearance section in opensim.ini.example, set "persist = true", then add the correct connection string for your database.(see mysql-AvatarAppearance.sql in share folder for a example of the table mysql table structure).
This could possible be used in a very small grid, but would mean each region server would need to connect to the same mysql database.
But the work to move the code to one of the grid servers shouldn't be too much.
2008-02-04 12:04:02 +00:00
Adam Frisby
6fbc64af5e
* Whole buncha stuff.
2008-02-04 10:39:30 +00:00
Adam Frisby
760ece2595
* Chat Message format patch from kinoc ( #443 ) Thanks!
2008-02-04 10:23:13 +00:00
alondria
bc3d0217af
Added llRot2Fwd, llRot2Left, and llRot2Up as well as explicit vector->string casting.
...
(Thanks to dalien on informing me how easy the math was for these).
2008-02-03 16:42:43 +00:00
Tedd Hansen
5a99a96fed
Temporarily disabled shared threads because of a bug. Script were only working on 1 region. :)
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Using default warning level on C#/VB compile
2008-02-03 09:35:50 +00:00
Teravus Ovares
b0c6baaeb0
* Adding the PhysicsCamperBot load testing app to the SVN in it's own folder. You'll have to build it separately to take advantage of it. *read the Readme file*. The bots created by this application roam around amusingly to simulate load.
...
* Be smart, Don't use this on a public grid, lest you get banned permanently.
2008-02-03 04:13:46 +00:00
alondria
742ed9537d
Implements LSL function llDialog().
...
The ScriptDialogReply packet handler is a bit of a hack job. It is currently handled similar to ChatFromViewer, which will trigger the listen() event, however this is not exactly how LL's implementation works and will/can be fixed up later.
2008-02-02 22:53:01 +00:00
alondria
0ea708c133
Added llParseString2List (and a few extra methods to LSL_Types.list).
2008-02-02 18:52:07 +00:00
Teravus Ovares
7476b26ae7
* Added a way to temporarily disable physics using the estate tools
...
* Added a method for Tedd to hook to in scene to disable the Scripting engine that currently says, [TOTEDD] Here is the method to trigger disabling of the scripting engine.
2008-02-02 17:43:21 +00:00
Charles Krinke
6a1d9e8da1
Thank you very much daTwitch for your first contribution to the C# simulator.
...
This is the beginnings of support for storage of region owner in the MySQLManager
table and the use of "owner_uuid".
2008-02-02 16:43:57 +00:00
Teravus Ovares
f26cdfd057
* Fixed llSetTextureAnim to respect rate and Length and Start
2008-02-02 16:42:46 +00:00
Tedd Hansen
3a6405d2f7
In an attempt to solve multihomed UDP problem I seem to have bound UDP socket to external IP instead of internal :)
2008-02-02 16:03:10 +00:00
Teravus Ovares
2d6c21e8fc
* Added Full support for llSetTextureAnim. To ckrinke: Let the fountains of Wright Plaza flow!
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* Fixed another bug in LibSL. This is the same version, as before just with a bug fix.
2008-02-02 08:11:14 +00:00
Tedd Hansen
785b641272
fixed a timing bug in config re-read. Apparently there is 1000000000 ns in one second...
2008-02-02 07:53:13 +00:00
Tedd Hansen
2db5de3e72
Added commands to change config file from console:
...
CONFIG SET section key value value value
CONFIG GET section key
CONFIG SAVE (it saves, but does it save correctly?:)
ScriptEngine will react correctly to any config change made while it is running.
2008-02-02 07:35:51 +00:00
Jeff Ames
b1a6f4821b
Updated svn properties.
2008-02-02 07:13:37 +00:00
Tedd Hansen
b089ccfa3d
Hopefully fixed MySQL DB crash on startup issue (so we can remove 3 sec wait).
...
Added option to try alternate UDP ports if the one configured is in use.
UDP packets are now bound to the actual outside IP address and hopefully won't "randomly" select IP on multihomed systems.
2008-02-02 06:34:07 +00:00
Tedd Hansen
b57d9be856
Re-enabled AllowedCompilers function
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Added notice in OpenSim.ini that config refresh function is disabled
2008-02-02 05:07:02 +00:00
Tedd Hansen
a004ea5f17
Almost forgot to check in:
...
OpenSim.32BitLaunch.exe is a 32-bit application that loads OpenSim.exe using .Net framework, hence it is JIT-compiled to 32-bit.
Use this app to start OpenSim on 64-bit systems (works great on Vista 64 :))
2008-02-02 05:03:28 +00:00
Tedd Hansen
1ecdaf333f
Note to self: Next time read debug-files on correct computer. It makes bughunting SO much easier! *jeesh*
2008-02-02 04:45:18 +00:00
Tedd Hansen
7bd3ecfc2a
Bugfixes. Now it even reads configuration before it uses it! ;)
2008-02-02 04:35:08 +00:00
Tedd Hansen
b1f97f9e77
Temporarily disabled AllowedCompilers so all 3 compilers are allowed.
...
Fixed bug in how code is handled, hopefully we can now run all 3 languages? :)
2008-02-02 04:06:51 +00:00
Teravus Ovares
d4f32649cd
* Committing some untested stuff regarding texture animations. This won't break anything, but the llSetTextureAnim function is completely untested.. (though it may be functional once the script engine works again)
2008-02-02 03:57:57 +00:00
Tedd Hansen
8dc5153ad7
Added header/footer of scripts to make C# and VB scripts much easier to write.
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Added some logging on what is happening during compile.
2008-02-02 03:42:35 +00:00
Tedd Hansen
5c8abed450
Bugfix: LSL was mapped to VB.Net compiler ... that didn't work out so well :)
2008-02-02 03:17:38 +00:00
Tedd Hansen
e06ee9fd4b
Added load/unload queue size limit
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Added option to share script load/unload thread between regions
Added event execution queue size limit
+ some bugfixes from all the changes
2008-02-02 03:11:06 +00:00
Tedd Hansen
8ccc12d642
Added OpenSim.32BitLaunch.exe that can be used on 64-bit systems to run OpenSim in 32-bit mode.
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Added VISUAL BASIC.NET-support
//cs, //lsl and //vb as first characters of script will determine what compiler is used.
Compile warnings are no longer treated as errors. Script will still run.
Added a few useless and useful config options:
Write script source to harddisk for debug, Default compile language, Allowed compilers (languages), compile in release or debug mode, clean up old scripts on startup
Loads of warnings for incorrect config
2008-02-02 02:35:56 +00:00
Tedd Hansen
667197f24d
Added OpenSim.32BitLaunch.exe that can be used on 64-bit systems to run OpenSim in 32-bit mode.
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Fixed ScriptEngine.Common startup problems.
2008-02-02 00:59:22 +00:00
Charles Krinke
a9b69f3880
Thank you very much, Kinoc for : Moved the Listener loop try/catch to a better position.
...
Uses the IRC nick as the default when user location cannot be determined.
2008-02-02 00:47:28 +00:00
Tedd Hansen
ea74f97e9b
Forgot to create an object before use. Now why can't .Net just do that itself? :)
2008-02-02 00:20:31 +00:00
Tedd Hansen
34d21ac94b
Added some error checking to MaintenanceThread, no-crash (just log) loading of script engines, and support to load multiple script engines
2008-02-02 00:09:55 +00:00
Tedd Hansen
694642a482
Moved iniFilePath to a static and put it in OpenSim.Application.iniFilePath.
...
Refreshing config based on this.
Temporarily disabled feature to refresh config file while running.
2008-02-01 23:56:09 +00:00
Tedd Hansen
4715453159
Bugfix, maybe it won't crash during startup and crash somewhere else instead? :)
2008-02-01 23:44:02 +00:00
Tedd Hansen
d02a90823f
SCRIPTING STILL BROKEN
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Added comments and regions, restructured code
Changed a lot of AppDomain junk from console from using Console.Write to Log.Verbose and set it to #if DEBUG
All modules should now refresh their configuration runtime
Made all logging in ScriptEngine.Common get script name from actual engine
Renamed LSLLongCmdHandler to AsyncLSLCommandManager
Added auto-recover with 5 sec throttle for new MaintenanceThread
2008-02-01 23:36:36 +00:00
Tedd Hansen
a6726b0c9d
SCRIPT SUPPORT IS STILL BROKEN.
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Bugfix: Scripts exceeding max and set to be killed were not killed, only removed.
Added ability to re-read configuration while OpenSim is running
All regions now sharing one MaintenanceThread
New MaintenanceThread:
- checks for script execution timeout
- re-reads config
- starts/stops threads if thread active count becomes too high/low compared to config
Speed increase on event execution:
- Reuse of try{}catch{} blocks
- Time calculation on event execution
2008-02-01 22:18:55 +00:00
Charles Krinke
8a4e8a8e31
Thank you, Kinoc for the ChatModule.cs updates.
2008-02-01 22:15:40 +00:00
Tedd Hansen
0c0286911d
Config option to set number of scripts per AppDomain
2008-02-01 20:52:00 +00:00
Tedd Hansen
e14c8f59f7
Added config options:
...
ScriptThreadPriority to set script thread priority
DeactivateScriptOnTimeout to remove script if it is executing too long
2008-02-01 20:45:15 +00:00
Tedd Hansen
f4ddf5cf28
Removed "Loading inventory for Primitive" message.
...
Fixed small bug in thread counter.
2008-02-01 20:19:29 +00:00
Tedd Hansen
a9c1f3fdb4
Experimental
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Moved DotNetScriptEngine configuration to config file.
Added option to share script execution threads between regions.
2008-02-01 20:12:25 +00:00
Tedd Hansen
5d6e89eaf9
Highly experimental
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A separate thread is used to enforce max function (event) execution time for scripts.
2008-02-01 19:07:05 +00:00
alondria
43ecb1b4d2
Fixed errors being thrown by invalid PSYS_SRC_TARGET_KEY's in llParticleSystem - defaults to source prim (consistent with LL grid).
...
Should fix mantis 427.
2008-02-01 15:22:11 +00:00
alondria
0eb4e85988
Thanks to Hashbox for a patch to:
...
Implementing llStringTrim and hooking in osRegionNotice
2008-02-01 14:18:00 +00:00
Teravus Ovares
96f6add4ad
* ODE:Fix copy and paste bug in space calculation limits
2008-02-01 14:05:22 +00:00
MW
5099be8072
Temporary try catch around calculateSpaceForGeom() , to see if it gets past mantis issue #435 (for now)
2008-02-01 13:10:40 +00:00
Teravus Ovares
64a1a1f059
* Committing random physics stuff to the SVN for use later
2008-02-01 07:39:19 +00:00
Teravus Ovares
bec71977ab
* Added more supported feature to particlesystems. While this appears to have a libsl update... it's really a fix to the libsl version we're already using because of a bug in the particlesystem implementation
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* Added two new simstat counters in the simstat enum for the RCCS. (I'll find something cool to put in them)
* fixed a time waster in ODEPlugin.cs
2008-02-01 04:22:20 +00:00
Teravus Ovares
e2f783789c
* Adding limited support for LLParticleSystem.
...
* We still need to set the 'default particle' texture as, a particle system with no texture set doesn't work.
* The particle System Flags don't seem to be quite right yet as some flags don't seem to have an effect. So no alpha in/out, color change, affected by the wind, etc.. yet
* Thanks to Alondria for some massive work here. This update just tweaks a few things that she did.
2008-01-31 18:27:11 +00:00
Sean Dague
61ed12c4d8
revert last IRC bridge changes as this broke chat on my test environment.
...
Going to sift through the diff later to sort out what the root cause is here.
2008-01-31 17:15:41 +00:00
lbsa71
f72b834b25
* setting some readonlies
2008-01-31 10:56:40 +00:00
alondria
62ae3c9bf5
Hit a dead end with llParticleSystem (libsecondlife issues) so no functionality added yet, but did not want to loose work.
2008-01-31 06:59:48 +00:00
Justin Clarke Casey
a4bf98f4ba
* Add asset/texture cache statistics to region server console
...
* You can type 'stats' at the REGION# prompt to get this information in grid or standalone mode
* Don't take these numbers as gospel yet, since for some reason textures displayed from inventory which require downloading from the server are being recorded as assets
rather than textures
* But I don't have any reason to believe they aren't broadly accurate.
* I've put these in so I can tell whether the high memory usage on regions is down to the asset/texture cache
* This will require a prebuild
* DEV: Only adds needed to be implemented since, as far as I can tell, assets cached are currently never released. For my part, seeing large cache memory numbers will
provoke me to think about doing something about this.
* DEV: Now switched to using a singleton to get the stats reporters rather than threading the object through various layers
* DEV: Will refactor the other server stats reporters to do this in one of the next commits
2008-01-31 00:42:31 +00:00
Teravus Ovares
9722b6ad53
Updating ODE.NET as the version I used possibly caused the slowness.
2008-01-30 08:58:44 +00:00
Teravus Ovares
02d672de36
* See if this helps Nebadon.
2008-01-30 08:30:22 +00:00
Teravus Ovares
cb05b76b83
* This update restores *nix support
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* This stability optimization is disabled on Apple Computers until the .dylib library is updated.
2008-01-30 07:46:48 +00:00
Teravus Ovares
fc9b3ec5a8
* Experimental ODE Update to make ODE more stable
...
* WARNING: This update will break *nix support. Will be restored in the next revision
2008-01-30 07:09:58 +00:00
Teravus Ovares
8aa796595c
* Fixed a crash if the server is unable to connect to the UserServer when a user logs off
2008-01-29 17:16:38 +00:00
Teravus Ovares
c4687116ad
* Implemented grab and throw in ODE. It's a little strong still so toss gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location.
2008-01-29 15:10:18 +00:00
Justin Clarke Casey
55dc0dc267
* Patch from Ansi (IBM)
...
* Allows the creation of a user via the RemoteAdminPlugin.
* Many thanks!
2008-01-29 14:43:45 +00:00
Teravus Ovares
832243c6e8
* No more massive spires and massive pits when editing land using Select + tool + amount + apply;
2008-01-29 06:16:06 +00:00
Teravus Ovares
da0fa4253b
Thanks kinoc for your improved IRC Gateway patch as referenced in mantis issue 390.
2008-01-29 04:35:01 +00:00
Teravus Ovares
47761a4a5e
* Commenting out the 'collision notifications' on BulletX, as there hasn't been an update on bullet in a while and the console notifications consume the entire CPU to make bullet completely unusable.
2008-01-29 02:08:30 +00:00
Teravus Ovares
4742a172e2
* This fixes the stair issue that Sdague reported on *nix. Be aware that if you cross a border into a region, the new region doesn't know your height and therefore you're about a meter off the ground. If the region doesn't know your height, you won't be able to climb steps. If you're in that state, edit your appearance and the region will learn your height and you will again be able to climb steps.
2008-01-29 01:20:43 +00:00
Justin Clarke Casey
beefbb46d2
* Add total logouts (and total logins) to server side user stats
...
* Passing the stats collector through object chains is not ideal - this will change when more stats come in
* This change will need a prebuild
2008-01-28 22:00:38 +00:00
Teravus Ovares
035d807847
* ODE Going to Time Step 0.020 = (1000\20) - ((1000\20) * .09) = ~45 pfps
2008-01-28 04:31:40 +00:00
Teravus Ovares
5e36feada2
* Mostly ODE update. Things are a bit more behaved then the last experimental update.
2008-01-28 03:25:02 +00:00
Teravus Ovares
205001ab8d
* Highly experimental ODE_STEPSIZE = 0.025f - 1000 / 25 = 40fps - 10 substeps with fallback to 5 substeps when things get slow
...
* Just to give you an idea of the difference .. previous ODE_STEPSIZE was 0.005f - 1000/5 = 200fps - 10 substeps with fallback to 5 substeps when things get slow
* *nix avatar may fall over again, *sorry*
2008-01-27 03:18:10 +00:00
Teravus Ovares
254e047dad
* Shifted strategy of detecting specific *nix distributions to detecting *nix.
...
* Let me know if all your avatar are standup.
2008-01-26 17:38:30 +00:00
Teravus Ovares
58106926bb
* Added a try/catch handler around childdataupdates because the enumeration is prone to modification when logging on. These can be safely ignored because the data gets old fast and new ones get generated somewhat quickly.
2008-01-26 17:00:35 +00:00
Justin Clarke Casey
90c853685c
* Add very basic initial login stats to the user server
...
* Typing 'stats' on the command line will given total number of successful logins today and yesterday
* A little bit more to come, probably
* Refactoring will follow next
2008-01-25 19:24:25 +00:00
Teravus Ovares
f96d6ea2cd
Implemented a suggestion from Mic Bowman regarding border crossing and SignificantClientMovement.
2008-01-25 18:12:08 +00:00
Justin Clarke Casey
75d91c387a
* Changing && to || as suggested by dirk and ChrisD, also looks sensible to me
...
* Please revert if this is wrong, Teravus
2008-01-25 16:36:00 +00:00
Teravus Ovares
a2f11a000a
* Added Ubuntu to the OS detection routine. This seems to have helped on Debian.
2008-01-24 22:49:35 +00:00
Brian McBee
90b35beee7
Another try at fixing the Animations problem on region crossing.
2008-01-24 02:36:01 +00:00
Teravus Ovares
f0811e4800
* This update updates ODE to again use the AMotor to keep the avatar upright instead of the 'avatar wobble' This also uses a hack to detect debian and change the force applied by the AMotor to a different value for Debian. The intent of this all is to get the avatar to stand up in Debian with the AMotor.
2008-01-23 23:57:54 +00:00
Teravus Ovares
09a616e1ea
* Added ReadEtcIssue to Util
...
* If you have Debian running, you should get a platform line that says, 'Found Debian!' when starting up your sim.
* If someone running Debian will confirm this does occur, that would be most helpful.
2008-01-23 23:32:19 +00:00
Teravus Ovares
adf05e682e
* One more try at specifically identifying Debian from the code.
...
* There's 3 platform lines now. Would someone running debian and/or Fedora core please try this revision out and send me the three [PLATFORM] lines?
2008-01-23 22:30:12 +00:00
Teravus Ovares
6874beff52
* When Scene loads, added a platform string print out for testing purposes. Anyone on Debian want to run this revision and send me back the two platform lines? It would be helpful.
2008-01-23 22:07:48 +00:00
Justin Clarke Casey
0325e6ee6a
* Library scripts can now be dragged into prims
...
* Unfortunately, they show us as non modify, though they will run
* We're probably hitting unimplement permissions stuff
2008-01-23 17:52:13 +00:00
Justin Clarke Casey
2df8918aed
* Persistent prim inventory script storage is now turned on by default
...
* Persistence of things apart from scripts will be implemented later on - I at least want to do some work with asset server stats so loading can be monitored first.
* No MSSQL implementation as of yet
* Progress can be followed at http://opensimulator.org/wiki/OpenSim:Prim_Inventory_Persistence
* Please let me know if you see issues resulting from this change.
2008-01-23 16:44:03 +00:00
lbsa71
bc88f90a6e
* I just love doing these substantial contributions.
2008-01-22 15:30:47 +00:00
lbsa71
8d0364e228
* changed nonsensical PermissionMask and ObjectFlags mixup; if this causes perms weirdness, let's all work together to find the real cause.
2008-01-22 15:07:30 +00:00
Teravus Ovares
af43349294
Giving Mantis 393 a shot (not enough info to really know for sure though).
2008-01-22 09:06:44 +00:00
Tedd Hansen
50dcd33bab
Giving Mantis #388 a shot
2008-01-22 09:00:49 +00:00
Teravus Ovares
5cf96daaf2
* Enabled dead region tracking for ChildAgentDataUpdates
...
** If the region fails 3 times, then ChildAgentDataUpdates no longer get sent to that region
* Enabled Child_Get_Tasks in grid mode.
* When Child_Get_Tasks is enabled on neighbor regions, the neighbor region uses the client's draw distance to send out prim. This is a lot less likely to flood the client now since the ChildAgentDataUpdate contains both the throttle settings and the draw distance. This means that with this enabled, you can see prim in other regions in grid mode. Very experimental.
2008-01-22 08:52:51 +00:00
Adam Frisby
7d61705c3c
* Renamed a number of TerrainEngine functions to conform naming standards better.
2008-01-22 00:33:05 +00:00
Teravus Ovares
f22b8b6f04
* Added an army of exception handlers to the InterRegion logoff message
2008-01-21 23:28:38 +00:00
Teravus Ovares
3fe6b2280d
* Shutting down child agents properly in neighbor regions.
2008-01-21 23:04:42 +00:00
Brian McBee
274d958893
Another attempt to squash the animation bug. Wish I could get this to fail at will.
2008-01-21 22:44:55 +00:00
Justin Clarke Casey
dfb84d0d37
Change misleading placeholder error messages for attempts to persist non-script items to prim inventory
2008-01-21 22:34:14 +00:00
Brian McBee
288c4f4a44
Attempt to catch animation fubar on region crossing that causes client hang. Mantis 319.
2008-01-21 22:13:08 +00:00
Justin Clarke Casey
46fe6e2f97
* Scripts edited within a prim will now be persisted correctly
...
* On restart the latest save will be restored rather than the very first dragged in scripts
* Also add previously missed out database commits to separate prim inventory commit path (sigh)
2008-01-21 16:42:53 +00:00
Justin Clarke Casey
331aef2bae
Method rename
2008-01-21 15:17:09 +00:00
Justin Clarke Casey
504ae63669
* Make object persistence more granular by separating prim and prim inventory persistence
2008-01-21 15:06:49 +00:00
Tedd Hansen
da8923450a
Small bug in ResetScript
2008-01-21 12:00:27 +00:00
Teravus Ovares
e04356387d
* And, so did the UDPServer Verboseness
2008-01-21 03:19:08 +00:00
Charles Krinke
a759ff5ea3
Surround the "non implemented" in an else clause if face is inappropriate for:
...
llSetColor, llSetAlpha, llGetColor, llSetTexture, llOffsetTexture,
llRotateTexture & llGetTexture
2008-01-21 03:14:38 +00:00
Teravus Ovares
da99c2ab10
* Stopped Physical Object saving on SQLite got commented out in my last commit.. un commenting it out now.
2008-01-21 03:13:44 +00:00
Teravus Ovares
a3851b3812
* Added hooks for logout to all IUserService and all that implement it.
...
* Added a Logout message with a name on the console
* Added a *fixme* message to figure out why the current agent session is null
* After updating you may notice that there's a login <user> and also a logout<user>
2008-01-20 23:08:50 +00:00
Brian McBee
59d7165f40
Graceful failure of teleport to unavailable regions might actually work now.
...
I blame all bugs on the age of my brain cells.
2008-01-20 21:11:55 +00:00
Brian McBee
730e2d6d7c
Check if remote simulator is up before attempting teleport. Teleport to a remote region should now fail gracefully if remote simulator is down.
2008-01-20 19:12:00 +00:00
Teravus Ovares
64392b4fac
* Found and fixed a situation where a neighbor region would come up send a notice and would be tagged as 'too far away' when it was right next door.
2008-01-20 05:51:38 +00:00
Teravus Ovares
4f9c7288cd
* Announcing the alternative prim early adoption program.. Adding regular spheres to the physical prim mix.
...
* Be advised.. these are not ellipsoids.. these are spheres.
2008-01-19 22:51:16 +00:00
Tedd Hansen
cc635a651a
Most is back in its original state :) Hope I didn't break anything... *looks innocent*
2008-01-19 22:23:22 +00:00
Tedd Hansen
4b56e0e324
removed additional debugging, added temp mega-debugging to StoreLandObject
2008-01-19 21:33:39 +00:00
Tedd Hansen
9e9ba262f7
More debugging
2008-01-19 21:16:22 +00:00
Tedd Hansen
65ea917d34
Added exception handler to LandManager IncomingLandObjectFromStorage
2008-01-19 20:59:47 +00:00
Tedd Hansen
57ae2ce300
Getting closer to that crash .. :)
2008-01-19 20:50:54 +00:00
Tedd Hansen
4ab19afc0a
More debugging
2008-01-19 20:45:09 +00:00
Brian McBee
17c25796b8
checking return code may make failed teleports fail more gracefully.
2008-01-19 20:34:54 +00:00
Tedd Hansen
6353df5569
More debugging in hunt for that random startup crash
2008-01-19 19:49:08 +00:00
Tedd Hansen
8351894170
one more try before I leave
2008-01-19 11:25:08 +00:00
Tedd Hansen
8c5d93eff6
"compile before commit, AND check compile result" - forgot a ;
2008-01-19 11:19:02 +00:00
Tedd Hansen
ca772be0d4
Still hunting, added debug output
2008-01-19 11:17:12 +00:00
Teravus Ovares
8fdeab57b1
* Potential fix to the 'can't run a script anymore bug'
2008-01-19 02:58:19 +00:00
Tedd Hansen
d23222cbc6
Added block for scenario: global exception handler called in loop when exception happens inside global exception handler
...
Added InnerException to output
2008-01-18 23:45:16 +00:00
Teravus Ovares
741d136f8c
* Return of the avatar wobble.
2008-01-18 21:38:47 +00:00
Tedd Hansen
ab5527dd53
Why don't you try compiling before you commit?
...
No, I don't need to. I'm good, my code never fails!
2008-01-18 20:55:14 +00:00
Tedd Hansen
0d8b8d340c
Nope, that didn't do it - trying lock on performParcelPrimCountUpdate instead
2008-01-18 20:52:53 +00:00
Tedd Hansen
8fbac08fb5
Added a mutex lock on loadAllLandObjectsFromStorage so maybe just MAYBE we can get rid of that annoying startup crash...
2008-01-18 20:46:53 +00:00
Teravus Ovares
b7ab6d705a
* Physics update to perhaps help people who have capsules that have capsized
2008-01-18 19:01:35 +00:00
Justin Clarke Casey
8df4774830
On reflection, HasGroupChanged is more appropriate
2008-01-18 18:57:28 +00:00
Justin Clarke Casey
be50fa76ee
Change SOP.HasChanged to HasPrimChanged in preparation for further changes
2008-01-18 18:43:16 +00:00
lbsa71
dfda3dd4d7
* Fixed bug where 'taskOwnerId' would always be null in PermissionManager, hence always retuning false on GenericObjectPermission.
2008-01-18 14:01:41 +00:00
Teravus Ovares
dc5ab8b6c3
* Friction reduction update.
...
* It's a known fact that the greater the friction the more computationally intensive a physics simulation with it is....
2008-01-18 02:32:34 +00:00
Teravus Ovares
ecd6c1110a
* ODE Physics update. fixed weird rotation of the avatar surrogate.
...
* Set the avatar's radius to 0.37m, I think this gives the *best* balance between spaces the avatar can fit, and the ability to climb steps
* Fixed a few things
* Tweaked some more
* Played with gravity (-9.8m/s)
2008-01-18 02:26:43 +00:00
Tedd Hansen
82d43db1cc
Added data structure to be passed through event execution queue so that events can use llDetect*-commands to find information about event.
2008-01-17 15:22:35 +00:00
Teravus Ovares
18c959df12
* Added llApplyImpulse in the global frame. The object must be physical before this'll do anything. Be careful with this function as it's easy to loose prim.
2008-01-17 14:59:05 +00:00
lbsa71
344b4d92f5
* added ForEachPart helper
...
* added SetOwnerId that... sets.. OwnerId... on all parts.
2008-01-17 09:32:02 +00:00
Teravus Ovares
c2863df49d
* Added and implemented the LSL changed event.
...
* An example changed event syntax is at: http://opensimulator.org/wiki/Changed_Event_Example
* You can use this to trigger actions in your script if someone sits on your object_rez
* You can use this to figure out all of the CHANGED_ constants except for CHANGED_REGION, CHANGED_TELEPORT, and CHANGED_ALLOW_DROP
2008-01-17 02:23:48 +00:00
Teravus Ovares
feba36aaf3
* Fixed standing up so that you're at the new position of the prim if you move the prim and then stand up!
...
* Enter llSetPos elevators and conveyors n' stuff.!
2008-01-16 22:53:49 +00:00
Tedd Hansen
7fa6646d6f
Added (experimental) terrain elevate command to allow whole terrain to be elevated with positive or negative values
2008-01-16 21:21:31 +00:00
Justin Clarke Casey
b33da2538e
* Fix mantis 345 - it is now possible to duplicate prims directly in the region again without breakage
...
* This includes their inventories
* Also, this revision properly synchronizes prim inventory crud.
2008-01-16 20:27:12 +00:00
Teravus Ovares
c3061717d0
* Fixed a packet counting issue that I introduced
...
* Fixed a bunch of goofy math for calculating the sim stats counters
* Made most of the sim stats counters additive so it's easy to change the sim stats interval
* Changed the sim stats send interval to 3 seconds
2008-01-16 19:34:48 +00:00
Justin Clarke Casey
57519b6dba
* Store task inventory when an object is taken into agent inventory
...
* This means that you can take an object from a region and rez it somewhere else, with its inventory intact.
* As for earlier, at this stage only scripts can be placed in inventory
* This isn't an efficient implementation, a better one will probably need to come along soonish
2008-01-16 18:35:34 +00:00
MW
795a339af5
First part of changing prim's permission flags to use the correct enum (libsl PermissionMask)
2008-01-16 17:31:07 +00:00
Teravus Ovares
771ed747e5
* Slowed down the sim stats update to once every 5 seconds because the network accounting required it... with it being the lowest updated stat.
...
* Time dilation is off now.. because it's the additive of the 0.91 * 10 (adds a second) / 5( the number of seconds since the last update) which results in 0.41td as common
* Slowing down the network accounting update will probably fix the red issue.
2008-01-16 17:07:46 +00:00
lbsa71
b12f56d1d0
* fixed a race condition where several UDP-generated threads would collide on accessing AckList
...
* introduced __TryGetValue__ (learn to love it!) instead of ugly ifs and catch
2008-01-16 12:38:08 +00:00
lbsa71
f2ca9c1d05
* Reverted bugfx that really should go into separate commit
2008-01-16 12:33:02 +00:00
lbsa71
5e757d2ad1
* More work on getting the database framework to actually work
2008-01-16 12:25:13 +00:00
Teravus Ovares
29c869fd33
* Fix for: http://opensimulator.org/mantis/view.php?id=358
2008-01-16 06:04:33 +00:00
Teravus Ovares
5dd741267e
* Added Agent Time, Pending Downloads, and made Agent Updates/Sec actually accurate.
...
* We're only missing, the script related sim stats counters and the Images time counter and the Pending Uploads counter. The rest of them are actually implemented now.
2008-01-16 05:48:40 +00:00
Teravus Ovares
5958192398
* Added Packets In/s, Packets Out/s and Current un_acked Packets to the SimStatsReporter
...
* This doesn't take into account the throttler, it just assumes the throttle limit isn't reached.
2008-01-16 03:33:46 +00:00
Teravus Ovares
314c554ed4
* Refactored the SimStatsReporter to reuse the same packet and packet blocks over and over again instead of creating 1 a second.
...
* Added frame Milliseconds, Physics Milliseconds and Other Milliseconds to the Sim Stats Reporter so we can start to figure out what the slowdowns are. (these were the most convenient to get and had just about no overhead.
2008-01-16 02:48:39 +00:00
Teravus Ovares
0a783e4442
* Added some comments to the linkset positioning code
2008-01-15 14:39:35 +00:00
Teravus Ovares
492e72b21a
* Delinking doesn't leave invisible physical objects behind anymore
2008-01-15 04:27:02 +00:00
Teravus Ovares
45e945616b
* Pass 2 of collidable (non physical) linksets
...
* Linkset status is now persistent
* Tweaked a physics child prim positioning hack to generate less database saves
* Re-factored physics object creation calls into ApplyPhysics. To create a new physics representation of an object or linkset, it's only necessary to call *group*.ApplyPhysics(bool m_physicalPrim). *lbsa has been waiting for this refactoring*
* We have collidable linksets now. (they don't become phantom anymore)
2008-01-15 04:14:27 +00:00
Adam Frisby
b25f9f322c
* Mother of all commits:
...
* Cleaned up copyright notices in AssemblyInfo.cs's
* Added Copyright headers to a bunch of files missing them
* Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
2008-01-15 02:09:55 +00:00
Teravus Ovares
a522d7844b
* First pass at collidable linksets
...
* There will be bugs, you can count on that. To avoid them, set the linksets phantom
* After region restart, the linksets restore in a non collidable state.
* Linksets can but shouldn't be made physical with the physical checkbox or when you unlink them, they tend to explode.
* After creating a linkset, you have to move the linkset or set it phantom and not phantom for it to become collidable.
* There's a few ParentGroup references that need to be refactored.
2008-01-14 18:29:04 +00:00
Justin Clarke Casey
785826231e
Print out the exception as well as APPLICATION EXCEPTION DETECTED when the server hits something terminal.
...
This was the original intention, but the line order was slightly wrong.
2008-01-14 18:02:37 +00:00
Justin Clarke Casey
c9ad862aab
Remove unused SOG constructor
2008-01-14 15:46:42 +00:00
Tedd Hansen
370e79cd9e
ZERO_ROTATION set to 0,0,0,1 -- not 0,0,0,0 ;)
2008-01-14 15:37:00 +00:00
Teravus Ovares
30714c044e
* HeightField handling update in ODE. Should improve the terrain pits. So far, only windows lib updated. Need to do the Linux version.
...
* Update also checked into opensim-libs
2008-01-13 22:11:49 +00:00
Tedd Hansen
6eaa9b4766
Anti-crash fix: Allow int (numbers without dot) when changing Estate terrain settings.
...
Also added exception handling if string->float conversion still should fail for some reason.
2008-01-13 16:40:33 +00:00
Teravus Ovares
4f39df42ae
* Removed a debug message that I left in there....
2008-01-13 08:07:45 +00:00
Teravus Ovares
d9e4533202
* Fixed an overflow in the land manager
...
* Did some goofy math undoing in the Sim Stats Reporter
* More reduction to the amount of calls per second to UnManaged ODE code
* Added a significant amount of comments to ODE
2008-01-13 07:14:54 +00:00
Charles Krinke
fa83249db8
Thank you very much, Kinoc for implementing llGetSubString and llDeleteSubString:
...
from the c# implementations of string.SubString(start,len) and string.Remove(start,len).
Especially since negative indexing and exclusion are included in the LSL versions.
This patch is closer to the LSL version. Maybe an osSubString and osRemoveString
would be appropriate?
2008-01-12 22:25:10 +00:00
Charles Krinke
7d609ae56d
Thank you, Kinoc for adding: When accessing slower web sites or proxy services
...
300 msecs can be too slow and cause a timeout to occur. This is reported when
llHTTPRequest times out but may not be reported for other functions like
osSetDynamicTextureURL. This sets the time out to 30 seconds. It appears
that the value affects not just llHTTPRequest's.
2008-01-12 22:18:23 +00:00
Adam Frisby
0b0df333dc
* In the interests of making life difficult for everyone, the Grid Server now actually checks your authentication keys rather than ignoring them.
2008-01-12 19:23:56 +00:00
alondria
d3fa814458
Added notice on console to change storage_plugin if set to OpenSim.DataStore.MonoSqlite.dll before replacing with OpenSim.Framework.Data.SQLite.dll
2008-01-12 17:18:42 +00:00
alondria
4e643eba5f
If OpenSim.ini uses OpenSim.DataStore.MonoSqlite.dll, have it use OpenSim.Framework.Data.SQLite.dll during runtime.
2008-01-12 17:10:06 +00:00
Tedd Hansen
f9c981007d
Set eol
2008-01-12 15:52:34 +00:00
Tedd Hansen
27859faf7a
Welcome back LSO.
...
Added old LSO code, will use it as base to create new LSO VM.
2008-01-12 15:49:41 +00:00
Tedd Hansen
0081c060d0
Set eol
2008-01-12 14:45:59 +00:00
Tedd Hansen
33d82aa532
Added license to new files
2008-01-12 14:40:28 +00:00
Tedd Hansen
bacbade369
Major reorganizing of DotNetEngine. Moved common script engine parts to ScriptEngine.Common, only .Net-specific code in DotNetEngine. AppDomains, event handling, event execution queue and multithreading, script load/unload queue, etc has been moved to ScriptEngine.Common.
...
Loads of things has been put into interfaces instead of the specific class.
We are now one step closer to ScriptServer, and its very easy to implement new script languages. Just a few lines required to make them a OpenSim script module with all its glory.
2008-01-12 14:30:22 +00:00
Teravus Ovares
e2c679637e
* Trying something to see if it helps teleports and border crossings
2008-01-12 11:16:44 +00:00
Tedd Hansen
a993d0d335
ScriptServer communication is ok. Script is creatd on onrez. But since it can not access Scene it sort of crashes right away ;)
...
Added some sample placeholders for implementing rest of LSL events.
2008-01-12 10:25:08 +00:00
Tedd Hansen
011abad053
ScriptServer protocol now correctly casts datatypes -- ready for implementing
2008-01-12 09:44:01 +00:00
Teravus Ovares
0518369e3a
*removed a goofy debug line left in
2008-01-12 04:32:27 +00:00
alondria
90ccc248e8
Implements llModifyLand() - Still needs some tweaking to match LL's effect on how much to effect the land.
2008-01-12 04:30:47 +00:00
Teravus Ovares
a3972257c8
* Added some of the finer control points to POS such as
...
** jumping
** crouching
** landing on prim
2008-01-12 04:29:36 +00:00
Teravus Ovares
7e81841f0e
*ech one thing didn't save from the last commit
2008-01-12 04:14:06 +00:00
Teravus Ovares
cbcba1f026
* Unmoderated the ODE FPS in the sim stats. Decided to do that after Andrew Linden insisted that Havok was running at 45fps internally.
...
* Set the SimStats packet as unreliable (so we don't require an ack and do resends on it)
2008-01-12 04:12:38 +00:00
alondria
c2ca98519b
Linking osTerrainGetHeight, osTerrainSetHeight, and osRegionRestart to LSL_BaseClass to allow them to be called in LSL scripts.
2008-01-12 03:23:11 +00:00
Adam Frisby
bf8ffc7a0c
* For your enjoyment, some RAdmin improvements, namely a new LoadHeightmap method.
2008-01-12 03:17:28 +00:00
Jeff Ames
5d7e120d56
Set svn:eol-style.
2008-01-12 01:35:25 +00:00
Tedd Hansen
c4684b2d14
And one last time - removed duplicate exception dump :)
2008-01-12 01:30:57 +00:00
Tedd Hansen
d0d3812cdf
Minor fix to global exception handler - now only displays unhandled (full crash) exceptions.
2008-01-12 01:27:25 +00:00
Tedd Hansen
adbdbc675b
Added global exception handler with possibility of reporting crash details directly to developers (disabled for now)
2008-01-12 01:25:35 +00:00
Tedd Hansen
e7dbaad04f
New ScriptServer protocol successfully implemented.
...
Still needs hooking up for all commands in both ends, separation of local and remote LSL-commands, etc.
2008-01-12 01:14:31 +00:00
Tedd Hansen
1e9a66cbaa
ScriptServer communication protocol (v1), primitive RPC-like TCP client/server
2008-01-12 00:48:58 +00:00
Jeff Ames
ef674acc24
Fix some warnings under mono.
2008-01-11 21:08:37 +00:00
Justin Clarke Casey
82d7fb7522
* Exprimental prim inventory persistence can now be enabled by users.
...
* This can be turned on by setting storage_prim_inventories_experimental = True in OpenSim.ini
* Implemented for sqlite and MySQL, no MSSQL implementation yet
* As an experimental feature, there is no guarantee that this won't take down your region or that the db representation won't need to change.
* More (and continuing) details at http://opensimulator.org/wiki/OpenSim:Prim_Inventory_Persistence
2008-01-11 18:44:53 +00:00
Justin Clarke Casey
48be04df1d
* Do database implementation for prim inventory items in mysql
...
* Properly clean up items when a region object is deleted
* Update persisted prim when an inventory script is changed
* No user functionality yet
2008-01-11 17:00:21 +00:00
Justin Clarke Casey
c7b25967e7
Turn off accidental hardcoding
2008-01-11 14:56:45 +00:00
Justin Clarke Casey
1e981a7c1c
Switch prim items type representation to use int rather than strings.
2008-01-11 14:55:27 +00:00
Tedd Hansen
6bcf44e141
Added const definintions for sculpted prims.
2008-01-10 19:21:37 +00:00
Justin Clarke Casey
b0904f471d
Fix r2959 - last letter was being sliced off region prim renames
2008-01-10 01:39:49 +00:00
Teravus Ovares
85fe8ed085
* This update enables the web_login method.
...
* Remember, the client doesn't support web_login to other grids in the current RC, however the next RC will.
2008-01-09 22:05:28 +00:00
Sean Dague
7ba9c13fa8
default to OpenSim.Framework.Data.SQLite which is the new storage
...
dll location
2008-01-09 18:50:12 +00:00
Sean Dague
411d06c94e
moving Region store for SQLite into the OpenSim.Framework.Data.SQLite
...
namespace to mirror what is done with MySQL. This will require a
configuration change for people using SQLite for prims which is given
as an example in OpenSim.ini.example
2008-01-09 18:41:20 +00:00
Tedd Hansen
260145a7e6
Dynamic loading of ScriptEngine in ScriptServer
...
ScriptServer event pipe (OpenSim->ScriptServer->ScriptEngine) should in theory be done
2008-01-09 17:13:02 +00:00
Justin Clarke Casey
796ae57bea
Prim inventory script saving phase 2.
...
* It is now possible to edit and save scripts directly from prim inventories
* On saving, the script will be restarted in the region
* Doesn't appear that it's yet possible to drag inventory contents back to agent inventory. Not quite sure why this is yet - the perms all look very permissive.
2008-01-09 15:46:45 +00:00
Sean Dague
ebba112379
make Stopped a property of the SceneObjectPart instead of in the
...
database code, so this is a shared concept.
2008-01-08 21:56:52 +00:00
lbsa71
b9dcb24175
* Removed unneeded and uneeded debug message
2008-01-08 20:28:31 +00:00
lbsa71
c01dfe4953
* Removed superfluous and erroneous perms check on parts.
2008-01-08 15:01:15 +00:00
lbsa71
3ebd0430d9
* Heavy refactoring of MultipleObjUpdate flow for readability
2008-01-08 14:54:20 +00:00
Justin Clarke Casey
0428701da7
Minor prim inventory method refactoring
2008-01-07 22:32:10 +00:00
Justin Clarke Casey
348b79d801
Trigger persistence of the scripts in a prim's inventory when that inventory is changed/updated/deleted (before the trigger only happened if the prim was moved).
...
This is still development code - experimental prim inventory persistence cannot yet be enabled by users.
2008-01-07 22:11:26 +00:00
Justin Clarke Casey
eadfbf3ba2
Very minor refactoring. Remove unused prim inventory bool returns for now
2008-01-07 03:09:00 +00:00
Justin Clarke Casey
6b4b041902
Refactor Scene.Inventory.RezScript to use newer script starting code
2008-01-07 03:02:13 +00:00
Justin Clarke Casey
95c9a9939e
Commenting out InnerScene.SceneObjects for now since it was unpopulated and not used by active code (as far as I can see), so a source of confusion. All
...
current code uses the Entities dictionary
2008-01-07 02:33:22 +00:00
Justin Clarke Casey
3e75dede1b
Persistent prim inventory phase 5. Restart scripts contained in persisted prims on region start.
...
No user functionality exposed yet - no ini switch to enable persistence or restore. A bit more initial work to do.
2008-01-07 02:12:06 +00:00
Justin Clarke Casey
286802558e
Factor out inventory code in SceneObjectGroup into seperate class.
...
As was true for the previous update, this might require nant users to re-run prebuild.[sh|bat]
2008-01-06 22:55:45 +00:00
Justin Clarke Casey
35a63c64f6
Factor out inventory related code in SceneObjectPart into separate class
2008-01-06 22:43:45 +00:00
Jeff Ames
3d7e6fc6d8
Set svn:eol-style.
2008-01-06 11:17:57 +00:00
Justin Clarke Casey
679923ec87
Factor out TaskInventoryItem
2008-01-06 01:56:29 +00:00
Justin Clarke Casey
7cedb09869
Prim inventory phase 4. Properly recover the prim folder ID from storage. Scripts now show up in prim inventories after region restart.
...
Probably doesn't yet work for any items other than scripts.
Still some work to do. No user functionality exposed. Not yet user tieable into normal code.
2008-01-06 01:16:06 +00:00
Justin Clarke Casey
70361bceb8
Persistent prim inventory phase 3. Now retrieving prim item data from persistent store, but this doesn't yet show up for the client. Still no user functionality and not
...
enabled
in normal code.
2008-01-05 22:48:36 +00:00
Teravus Ovares
9ea4c03b8f
* Hiding CompletePingChecks and UseCircuitCode messages.. as the packets are most definitely handled.
...
* My guess is someone was using them to diagnose a problem and they've been in the console output ever since.
2008-01-05 22:06:24 +00:00
Teravus Ovares
1ccf80f8d2
* Re-enabling parcel prim count updates, as it doesn't cause errors on the console and border crossing problems anymore
2008-01-05 21:47:38 +00:00
Justin Clarke Casey
a55c987b78
Dah, don't try and commit the primitems table if we're not running with prim inventories
2008-01-05 21:17:51 +00:00
Tedd Hansen
0fb0a6816d
Only one queue is used for load/unload of scripts.
...
So loading/unloading of scripts are now done in same sequence as they are called.
2008-01-05 20:05:29 +00:00
Justin Clarke Casey
52666e64c8
Prim inventory storage phase 2. Add a prim inventory script item to sqlite experimentally. This is not yet enabled in the codebase. No user functionality yet - next
...
phase is to write the code to restore the script in prim inventory on region load
2008-01-05 19:46:00 +00:00
Brian McBee
b96da29d1a
Inventory subfolders working again in grid mode.
2008-01-05 18:50:00 +00:00
Tedd Hansen
d430b7d815
Removed ModuleName because its like that and thats the way it is (according to Mono)
2008-01-05 17:15:38 +00:00
Tedd Hansen
704e491c3a
Added ModuleName to /OpenSim/StartUp modules + debug messages during startup
2008-01-05 16:58:30 +00:00
Tedd Hansen
130dea789a
Added some comments + Ahlotta Debugging in startup sequence
2008-01-05 16:38:37 +00:00
Tedd Hansen
966f639ad6
Changes to ScriptServer to (hopefully) make it compile on both .Net and Mono.
...
Some debug info for startup added to find bugs. ++
2008-01-05 15:48:02 +00:00
Tedd Hansen
53793db182
Added errorhandler+tip that grid server might not be running on grid registration failure on opensim startup.
2008-01-05 15:10:22 +00:00
Teravus Ovares
db3edff5d5
* Applying jhurliman's LLSD login enablement patch.
...
* I'm keeping it deactivated until some issues are resolved.
* I'm patching it in deactivated so the patch doesn't get outdated
* I've deactivated it by commenting out the handler for the application/xml+llsd content type.
* While I've tested this as much as possible on my setup and found the deactivated code doesn't cause any problems, consider this update experimental (event though it's deactivated)
2008-01-05 06:05:25 +00:00
Teravus Ovares
786da7847b
* Fixed a waste of resources in ODE. Possibly a cause of thread leak.
...
* Border crossings within the same opensim instance seem better.
2008-01-05 02:19:08 +00:00
Tedd Hansen
1dc107c2d7
Log instead of crash on some specific unknown startup bug I'm getting
2008-01-05 01:58:18 +00:00
mingchen
81b4c7be3e
*Added ability to skip any use of the console when configuring and assume default value. This is useful when the server is running by itself and a new region request is added without sufficient information
2008-01-04 14:14:15 +00:00
Teravus Ovares
f0b149dfc1
* Fixed situation where sometimes your avatar tries to land and gets 'put' 80 meters into the air immediately.
2008-01-04 04:09:18 +00:00
Teravus Ovares
960b7e93b1
* Added the ability for estate managers to use the magic secondlife blue card of death to send out region and estate messages.
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* Switched over Region Restart notices to the magic secondlife blue card of death method.
2008-01-04 02:24:05 +00:00
Teravus Ovares
42e129cb33
* Fixing a the time clock issue on Sim Restart messages. See Mantis 287
2008-01-04 00:40:19 +00:00
Teravus Ovares
0c555883d5
* Made covenant changes made in the estate tools persist across sim restarts.
2008-01-03 23:46:43 +00:00
Brian McBee
0e966baa2c
Tweaked "show users" formatting, added user's IP address to display.
2008-01-03 19:38:58 +00:00
lbsa71
1337a3973d
* changed form Debug to Verbose on Texture sending
2008-01-03 14:08:51 +00:00
lbsa71
7b062cefa2
* Added removal of TextureSenders and UserTextureDownloadService on agent leaving region.
2008-01-03 14:01:53 +00:00
Jeff Ames
119f9b0d80
Set svn:eol-style.
2008-01-03 13:44:52 +00:00
lbsa71
1d098aa84c
* Some work on TextureDownloadModule
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* fixed Cancel bug
2008-01-03 13:40:38 +00:00
Justin Clarke Casey
f34ccdd222
Reduce maximum number of items in an inventory packet to approximate Linden servers count, to see if this solves Ursula's inventory problem
2008-01-03 01:45:40 +00:00
Justin Clarke Casey
968649aec9
Fix mantis 280 - sim crashes when a prim is deleted.
2008-01-03 01:30:25 +00:00
Johan Berntsson
047aba2067
I have fixed the ZeroDecodeCommand bug, and restored my packet recycling code. Let me know by IRC if there are other problems
2008-01-03 00:59:12 +00:00
Justin Clarke Casey
78ba9cebc5
Minor refactoring to expose PrimInventory from SceneObjectPart
2008-01-02 22:05:10 +00:00
Teravus Ovares
a72d33d3a5
* Added the ability for Region Owners to add and remove estate managers using the estate tools.
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* Estate managers get abilities like the region owner for now.
* Estate managers, you'll need to request server admin status to be able to activate the estate tools dialog (haven't figured out why this is the case yet)
* Switching from grid mode to standalone or switching grids will make the stored Estate Manager UUIDs not match up with a valid account so you'll see (waiting) listed there instead of a user until you reset them or go back to the grid you added them from.
2008-01-02 20:25:47 +00:00
Tedd Hansen
198dea28ad
Full .dll-name in config option for ScriptEngine. Loading only scriptengine specified in config.
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ScriptServer will still not start!
2008-01-02 15:58:33 +00:00
Teravus Ovares
3a83be1721
* Did a bit of estate work. Added some fields to EstateSettings.xml for estate managers.
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* You can put UUIDs in those fields to give other users some ability to help manage a sim you own.
* Also started decoding the EstateOwnerMessage packet convolutions.
2008-01-02 10:06:43 +00:00
lbsa71
4b4ee98070
* Trying to address TextureSender issues
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* The BlockingQueue exposes Contains so we can make sure we don't add a TextureSender to the queue if there's already one present
* introduced some TryGetValue and various code convention stuff
2008-01-02 09:07:11 +00:00
Teravus Ovares
2f43578386
* Re-wrote IM that sends the friend request so that it displays the name of the person who sent the request, or (hippos) if it can't find it.
2008-01-02 03:05:18 +00:00
Teravus Ovares
3738bc8899
* Updates UserServer
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* Updates OSG1UserServices
* Friends list is now persistent in grid mode.
* You can add, new friends and remove them
2008-01-02 00:54:50 +00:00
Tedd Hansen
4d3a8f4b52
Fixed nant compile problem
2008-01-01 15:28:16 +00:00
Tedd Hansen
d484df15c0
Trying to fix nant compile error
2008-01-01 15:18:36 +00:00
Tedd Hansen
7ef7caa200
Temp removed new data types patch from Mantis #272 , causing compile problems (nant)
2008-01-01 14:56:12 +00:00
Tedd Hansen
8d79a5d93c
Minor changes. Changed Prebuild.xml to avoid first-time-compile error because of dependencies. Made some changes to new LSLString.
2008-01-01 14:23:14 +00:00
Tedd Hansen
86a38dfd0f
Adrianas 0000272 -- I think we need to implement standard string/integer/float functions too.
2008-01-01 11:41:07 +00:00
Tedd Hansen
9eba3d2f89
Fixed string issue in compiler
2008-01-01 11:28:56 +00:00
Teravus Ovares
b4c9b6bd19
* You can add and remove a friend in standalone now within the same simulator. It saves.
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* You can add and remove a friend in grid mode now within the same simulator. It doesn't save yet.
* I got rid of Mr. OpenSim as a friend.. he bothers me /:b...
2008-01-01 06:12:04 +00:00
Tedd Hansen
a8cb20355c
Correction of last commit
2007-12-31 19:31:40 +00:00
Tedd Hansen
ff4f2f5681
Changed type comparison from String to object type
2007-12-31 19:18:17 +00:00
Justin Clarke Casey
db9a7eee51
Correct location of DotNetEngine. Remove some debug stuff since my addins problem turned out to be local.
2007-12-31 17:52:48 +00:00
Jeff Ames
3c9505199a
Set svn:eol-style and svn:ignore.
2007-12-31 12:00:40 +00:00
Tedd Hansen
fefb00bc91
Changed from "Load all .dll's in ScriptEngine" to "Load only DotNetEngine" (temporarily hardcoded) to avoid problems with two scriptengines existing in ScriptEngine folder.
2007-12-31 11:38:08 +00:00
Justin Clarke Casey
60fa75ac04
Standard library folders can now be configued in the xml in inventory/OpenSimLibrary - no hardcoded changes are required. For some reason, all the folders are currently
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showing up as texture folders, even though they are configured with the same types as the agent inventory folders. This should be resolved soon.
2007-12-31 03:33:21 +00:00
Teravus Ovares
b0a6299937
* Added a catch for RemotingErrors on the TCP init
2007-12-31 01:57:14 +00:00
Teravus Ovares
373d801c40
* Added graceful remote script server connection error handling
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* Removed a friends module test that I had.
2007-12-30 23:56:29 +00:00
Teravus Ovares
57a1132585
* Fixed References in Prebuild so the project compiles
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* Added Friends List methods to IUserData interface
* Created Stub friendslist Database Methods
2007-12-30 23:29:44 +00:00
Tedd Hansen
5b8620d82f
Comments + fix = in theory stand alone script server + "RemoteSevrver" ScriptEngine (as opposed to "DotNetEngine") should work for a single region. It will however not work because it doesn't have two-way communication.
2007-12-30 22:57:27 +00:00
Tedd Hansen
6055db2bc3
server->script event path almost ready for remote scriptengine (translation table between local script ID and remote script ID missing)
2007-12-30 22:37:07 +00:00
Tedd Hansen
c084c54fb5
Added ScriptEngine.RemoteServer module
2007-12-30 19:08:22 +00:00
Tedd Hansen
527b5f86a2
In this commit I am using an editor feature called "Save All" before I commit.
2007-12-30 16:34:54 +00:00
Tedd Hansen
7ef09a1202
Added comments to ScriptEngine classes that explains what their purpose is
2007-12-30 16:32:29 +00:00
lbsa71
14a191b285
* re-applied AddNewPrim refactoring... third time now...
2007-12-30 16:00:55 +00:00
Teravus Ovares
d430bc62a9
* Patch from Alondria that re-fixes llSetColor
2007-12-30 07:06:14 +00:00
Teravus Ovares
32438ab1b9
* This update rolls back the packetpool and LibSL changes. Please retest and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version.
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* This update also fixes scripting and some weird physics reactions
2007-12-30 06:18:17 +00:00
Teravus Ovares
14368d9a73
* Applied Melanie's same instance IM fix. This will make IMs work within the same OpenSim Instance.
2007-12-30 04:12:08 +00:00
lbsa71
3e8df2b868
* Extracted out old RezObject method placing at absolute pos without the raytracing
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* Ignored some bins
2007-12-29 19:53:07 +00:00
Teravus Ovares
0631151e08
* Patch from Melanie provides Util.CleanString and uses it on the prim name and description. Thanks Melanie.
2007-12-28 23:19:03 +00:00
Teravus Ovares
7685f9c90f
* applied melanie's matnis patch #255 . Thanks Melanie.
2007-12-28 20:48:27 +00:00
Teravus Ovares
f64d94f8ca
* Rezzing items from Inventory on top of other prim rezzes them 0.5 meters above the 'hit' prim instead of buried in the ground somewhere.
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* Various Refactorings
2007-12-28 14:24:14 +00:00
lbsa71
5b720b4b39
* Made a copy of parts before updating to avoid dictionary updated exceptions on big updates
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* The part now uses the byte[] TextureEntry instead of the object
2007-12-28 13:11:49 +00:00
lbsa71
6a02900c8a
* redid the AddNewPrim refactoring as that got lost in r2855
2007-12-28 09:17:01 +00:00
Adam Johnson
79496381fc
Patch from Johan: LibSL updated to the latest revision (1568) and all packets are now
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recycled to improve performance and memory usage.
2007-12-28 08:51:39 +00:00
lbsa71
8cd72beb86
* Moved PrimitiveBaseShape subclasses into factory methods - the subclassing scheme won't hold for serialization
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* Extracted out the 'old' AddNewPrimitive that places an object at an exact pos, without the raytracing
2007-12-28 08:34:38 +00:00
Teravus Ovares
5bd5770ed2
* Patch from Melanie. Thanks Melanie!
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* This patch addresses a regression where 5 default textures, including the default "new prim" texture, would not be shown unless in viewer cache.
* Further, it supplies a new plywood texture as the base texture, which is purpose-made from locally photo-sourced material (means i took a picture and made it into a tile), which is closer in appearance and color to the Linden one.
* It changes the default new prim texture UUID to match the UUID generated by the viewer when "default" is clicked, which is a texture UUID hardcoded in some scripts as well, so it would cause compatibility issues if not addressed.
* The patch fixes a number of UUID duplications (same UUID for asset and inventory items) and capitalization issues in the XML files.
* It also includes new versions of 4 other textures, which were no longer loadable in grid mode.
2007-12-28 05:36:28 +00:00
Teravus Ovares
67bbed8202
* Added ability to create new prim on existing prim (rezzing prim from inventory on other prim coming soon). No more new prim buried in the ground by accident.
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* The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now.
2007-12-28 05:25:21 +00:00
Charles Krinke
9b36c6c3ad
Add missing "System." to System.NullReferenceException
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so Linux build works again.
2007-12-28 03:45:19 +00:00
Teravus Ovares
776e83941a
* Fixed Physical prim, various issues, viewer freezes, sim crashes, ODE errors, etc.
2007-12-27 23:19:00 +00:00
Charles Krinke
3cf3b426b6
Thank you again, Alondria for:
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Adding some more support to Vectors and Rotations
Description * String->Vector/Rotation added
* Vector * and / a double added.
2007-12-27 23:09:31 +00:00
lbsa71
efd90b56b7
* Optimized usings
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* shortened references
* Removed redundant 'this'
* Normalized EOF
2007-12-27 21:41:48 +00:00
Teravus Ovares
d82ed9a8c5
* Fixed MonoSQLite Update Table routine
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* Charles, this will fix the red issue.
* Same situation, the first run updates the tables (and gives you a ton of red errors), the second run and everything works as expected.
2007-12-27 18:49:16 +00:00
lbsa71
87e2a694e2
* AssetServerBase: _ProcessRequest is now called GetAsset
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* PrimitiveBaseShape: The textures are now exposed as a 'TextureEntry Textures'; all serialization still using the 'byte[] TextureEntry' for backwards compatibility.
* Scene: Re-added AddTree, since the Tree type isn't gone from libsl, merely relocated.
2007-12-27 14:00:30 +00:00
Teravus Ovares
dfbc6e101e
* Fixed the matching logic error on the LLQuat to axiom quat :P
2007-12-27 06:09:28 +00:00
Teravus Ovares
da66f3eac8
* fixed a logic error in the receiving end of the prim load for the sit target
2007-12-27 05:52:24 +00:00
Adam Frisby
2cb222806b
* Fixed compile issue caused by half-refactoring (sorrry!)
2007-12-27 05:48:27 +00:00
Teravus Ovares
cbf5ff4a93
* Added Sit Target persistence over sim restarts for mySQL and MonoSQLite.
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* SAVE YOUR PRIM DATA, THIS MAKES CHANGES TO YOUR PRIMS TABLE
* The first time you run OpenSim after updating past this revision, you'll see a lot of Errors. Be calm, shutdown the simulator, and start it again and your prims table will be updated.
* MSSQL added the fields to the Initial CreateTable section, however, you'll need to add the fields to your prims table if you want it to persist.
2007-12-27 05:37:48 +00:00
Adam Frisby
af406bf6fa
* Added osRegionRestart(float secs) to LSL Commands
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* Added osRegionNotice(string msg) to LSL Commands
* Added PermissionManager checks for osTerrainSetHeight, osRegionRestart.
2007-12-27 05:26:52 +00:00
Adam Frisby
8b6dd623bd
* Added osTerrainSetHeight(int x, int y, double val) to LSL commands
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* Added osTerrainGetHeight(int x, int y) to LSL commands
2007-12-27 05:20:03 +00:00
Teravus Ovares
87d55443d3
* Added slightly better object sit handling
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* Added sit handling for sit targets
* Implemented llSitTarget()
* Implemented llAvatarOnSitTarget()
* Sit targets do not persist sim restart.
2007-12-27 03:25:00 +00:00
Justin Clarke Casey
54d9fbc0fe
Prim inventory persistence phase 1: Creation of preliminary table in sqlite.
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No user functionality yet. This code is not turned on, so there is no possibility
of disruption to existing databases.
2007-12-27 00:53:13 +00:00
Teravus Ovares
9f2fb5ba70
* Play the 'landing' animation when landing and minimize the collision protection offset so the animations match up.
2007-12-26 22:26:45 +00:00
Justin Clarke Casey
01de4bbfbd
If a prim is persisted in the region, scripts dragged into its inventory after a server restart would not appear (though the script they contain would still be invoked). This
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change fixes that problem.
2007-12-26 20:21:06 +00:00
Teravus Ovares
f852b64555
* This update includes a wide range of changes to the ODEPlugin for avatar movement, including:
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** - avatar can navigate stairs better now
** - avatar can land without shooting into the air
** - excessive collisions with the ground are tempered somewhat and should only shoot the avatar up 20m instead of 200m
** - Try Catched a TextureDownloadModule.cs array out of bounds error with a report that causes it not to crash the sim, however it reports a few important items for tracking it down.
2007-12-26 17:16:47 +00:00
Teravus Ovares
b7170215ba
* Patch by Melanie to fix CreateSelected
2007-12-26 04:36:28 +00:00
Teravus Ovares
0e460a81cc
* Coded around another Null packet sent by the packet pool
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* Condensed 8 calls to unmanaged code in ODE down to 1
2007-12-26 04:23:36 +00:00
Teravus Ovares
2259bc8ebf
* Added a -val heightfield value limiter so giant pits of death don't cause avatar to go into an endless plunge to the middle of the earth.
2007-12-26 01:53:08 +00:00
Teravus Ovares
98f4a568ad
* Removed a debug message I left in there
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* Added a few more comments.
2007-12-26 01:06:18 +00:00
Teravus Ovares
e008c3e4a9
* Added the ability to land automatically on prim by pressing the page down button when over them and colliding
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* Reverted the avatar portion of the inter-penetration physics scene explosion management, it needs more work.
2007-12-26 00:57:37 +00:00
Justin Clarke Casey
e9efd5bee2
Small non-functional inventory changes
2007-12-25 18:11:56 +00:00
Justin Clarke Casey
280a5cba8b
Prim inventory script saving phase 1. Create necessary CAPS structures for correctly accepting prim inventory script updates.
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No user functionality yet.
Refactoring to follow.
2007-12-24 22:35:01 +00:00
Charles Krinke
fa2495ae6b
Again, great thanks to Alondria for:
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Adding:: llSetParcelMusicUrl(), llGetRootPosition(), llGetRootRotation(),
llGetGeometricCenter(), llSetLocalRot(), llListReplaceList(),
llGetObjectPrimCount(),llGetParcelDetails(), llGetParcelMaxPrims(),
llWater(), llGetLocalRot(), and llGetAccel()
2007-12-24 21:16:32 +00:00
Charles Krinke
f28f917c61
Revert most of the regionName message stuff.
2007-12-24 19:27:52 +00:00
Charles Krinke
edf6f9e573
Go back to displaying the X,Y and not the regionName until
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SearializableRegionInfo is a bit more understood. This is
only a mainlog message.
2007-12-24 19:13:01 +00:00
Charles Krinke
09651f298c
Added regionName to "far away" region report.
2007-12-24 17:26:28 +00:00
Charles Krinke
60b5130cff
Add regionName to OGS1 regionUp report.
2007-12-24 17:21:07 +00:00
Teravus Ovares
de43f7e858
* ODE: now using the 10.00000638 density value on prim.
2007-12-24 05:48:16 +00:00
Justin Clarke Casey
bde1690c4c
FOR http://opensimulator.org/mantis/view.php?id=226 I have a theory that an inventory descendents packet which exceeds a certain size is not being received by the client due
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to something in the network constraining the maximum UDP packet size.
This hypothesis fits the observed facts. The change here reduces the maximum number of items in any single packet to 20.
If I'm wrong I'll go back and correct the comments.
2007-12-24 03:26:55 +00:00
Teravus Ovares
b2903c4a8a
* Patch from Alondria - Added LLFunctions llGetMass(), llGetLandOwnerAt(), llGetVel(), llGround()
2007-12-23 13:14:56 +00:00
Justin Clarke Casey
c545cc8cd9
Miscellaneous small tweaks and more logging messages to move towards resolving inventory problems
2007-12-23 02:14:29 +00:00
Charles Krinke
5cd6f235ce
Thank you, Alondria for:
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Reverts the LSL Texture/Color functions back to the original code, allowing them to function again
2007-12-22 22:49:37 +00:00
Justin Clarke Casey
c470efea57
Make copying of scripts into prim inventories more reliable on the first attempt when the asset server is lagging by formalising the de facto polling.
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This may not be the best solution in the long run, but should improve things for now.
This may also improve reliability when updating inventory item metadata (e.g. renaming an item) and in retrieving textures
for the main map view.
2007-12-22 19:48:01 +00:00
Justin Clarke Casey
ed0f8bd572
minor refactor
2007-12-22 16:45:44 +00:00
Justin Clarke Casey
e52c217e44
Put in some race revealing warning messages triggered when a user rezzes a script to prim inventory
2007-12-22 14:34:05 +00:00
Teravus Ovares
b64deca32f
* Masochistically updated libsecondlife.dll to r1550
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* after some tweaking to the UDPServer all appears to be well
* Added what 'was' the GetType(bytes,packetEnd,zeroBuffer) to the UDPServer. (it was removed as a static method from Packet)
2007-12-22 14:02:50 +00:00
Teravus Ovares
9f886083ab
* Fixed general avatar bounciness in ODE
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* Craggy terrain mishandling by ODE still occasionally causes point bounciness
2007-12-22 07:23:02 +00:00
Teravus Ovares
de32006f9a
* Added smoother handling of interpenetrating physical objects.
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* Fixes:
* -- duplicating Active physical object causes objects to explode in opposite directions
* -- Rezzing objects too close to you avatar causes avatar to shoot around in odd directions
* Vanity
2007-12-22 05:43:34 +00:00
Justin Clarke Casey
1ac57290ae
Initial hookup of update task inventory event. No functionality yet.
2007-12-22 02:52:35 +00:00
mingchen
21e32196c7
*Fixed logic issue in LandManager that caused an 'invalid parcel' error to spew in the debug when land was selected
2007-12-21 21:04:27 +00:00