Commit Graph

2078 Commits (fbc6c16fd75a14663b5544ef9538cbc406569bb8)

Author SHA1 Message Date
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.
* 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.
* 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
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
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)
* 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.
* 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
* 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
* 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
* 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.
** 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()
* 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)
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
* 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.
* 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.
* 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:
"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
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.
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 :
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
* 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.
** 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)
'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.
* 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
* 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
* 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.
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.
* 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
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>
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
commented out.
2008-02-08 02:23:57 +00:00
Charles Krinke 2fb541cb2a Make timer events from scripts a little less chatty.
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.
* 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
* 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
* 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.
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
* 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)
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.
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.
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. :)
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!
* 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
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.
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
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.
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.
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
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.
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
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
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
* 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
* 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.
* 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
* 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.
* 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.
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.
* 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
* 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
* 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.
* 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
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
* 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
* 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.
* 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
* 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.
* 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
* 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
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
* 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!
* 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.
* 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
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:
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
* shortened references
* Removed redundant 'this'
* Normalized EOF
2007-12-27 21:41:48 +00:00
Teravus Ovares d82ed9a8c5 * Fixed MonoSQLite Update Table routine
* 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
* 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.
* 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
* 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
* 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
* 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.
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
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:
** - 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
* 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
* 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
* 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.
No user functionality yet.
Refactoring to follow.
2007-12-24 22:35:01 +00:00
Charles Krinke fa2495ae6b Again, great thanks to Alondria for:
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
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
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:
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.
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
* 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
* 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.
* 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