Commit Graph

2315 Commits

Author SHA1 Message Date
Justin Clark-Casey (justincc)
5c94346bd7 refactor: Move functions that lookup asset ids from task inventory or pass them through to ScriptUtils class in OpenSim.Region.Framework.dll
Renames functions to better reflect what they do.
This is so that code registering with modInvoke() can reuse this code to provide functions that behave in a consistent manner with existing LSL/OSSL functions.
2013-02-06 01:17:19 +00:00
Justin Clark-Casey (justincc)
1fc9f282fa Merge branch 'dynamic-attributes2' 2013-02-05 00:35:15 +00:00
Justin Clark-Casey (justincc)
0d0bfa4dcd minor: change comment about assuming script references are textures in UuidGatherer since this is no longer the behaviour. 2013-02-02 03:02:04 +00:00
Justin Clark-Casey (justincc)
9822bb664b Log missing assets on "fcache assets" found. This ignores references found by scanning LSL/notecard files since these are the source of false positives.
This also changes UuidGatherer to reutn an AssetType.Unknown for embedded script/lsl references instead of Texture, since these are often not textures.
This is added to help people in determining when they have missing assets such as textures, etc.
In this case, one wants to run "fcache clear" first.
2013-02-02 02:57:38 +00:00
teravus
d8d4e7f236 Sit and Spin reduction. If sitting, slam avatar angular velocity to zero. 2013-02-01 15:42:24 -05:00
Melanie
6a4c8824ea Whitespace fix and removing unneccessary parentheses 2013-01-31 20:46:41 +00:00
Jak Daniels
fac72d540b Allow use of MaptileStaticUUID in Regions.ini to override the global setting in OpenSim.ini for each region.
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
2013-01-30 23:37:02 -05:00
teravus
52ea6eadae * This adds a bit more to the previous flying roll effect by adding additional roll when pressing page down, and reducing your roll when pressing page up to make it feel more responsive and give the user more visual feedback. 2013-01-30 07:34:48 -05:00
teravus
7c4e0ff03c * Adds a satisfying angular roll when an avatar is flying and turning. (General, not physics). Makes flying not feel as stiff. 2013-01-30 06:22:05 -05:00
Melanie
776cc33541 Prevent items being destroyed by rename operations. Renaming of a wearable also
sends an asset transaciton but it is empty. So we can't ignore name data
when a transaction is present and can't treat every transaction as valid.

Conflicts:

	OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
2013-01-27 01:07:37 +00:00
Justin Clark-Casey (justincc)
53833babf9 Add OnScriptMovingStartEvent and OnScriptMovingEndEvent to EventManager so that these can be triggered by future code (not yet implemented).
Also hooks up moving_start and moving_end script events, eliminating itemID on XEngine EventManager methods since this is completely unused.
An adaptation of the patch in http://opensimulator.org/mantis/view.php?id=6515
Thanks Garmin Kawaguichi and Signpost Marv.
2013-01-26 03:57:51 +00:00
Oren Hurvitz
af6a7cf95d Added DynAttrs to the serialized XML format of prims. When copying prims, use deep copy for DynAttrs. 2013-01-25 04:03:26 +00:00
Justin Clark-Casey (justincc)
a6d9c26365 Encapsulate an OSDMap in DAMap (was DynAttrsOSDMap) rather than inheriting from it
This is the easier way to give us control over locking, rather than asking that OSDMap IDictionary methods be virtual
2013-01-25 04:03:11 +00:00
Justin Clark-Casey (justincc)
1bd0b06ec1 Implement Dynamic Attributes for SOP and PBS. Implement storage in SQLite 2013-01-25 04:03:04 +00:00
teravus
878df52515 * This makes the non-physics llCastRay 'better'. It's not 'correctly working', and if you look deep enough, you see that the results are not really stable depending on the direction of the ray. 2013-01-23 21:58:51 -05:00
Melanie
c1795ed399 Add the Avination physics raycast glue so Core Physics can implement raycast 2013-01-23 21:03:24 +00:00
Robert Adams
95c53ecae7 Have SOP and LSL_Api call the proper GetCenterOfMass and GetGeometricCenter
routines on the physics engine. Won't make a difference for any
existing scripts since ODE always returned Vector3.Zero.
2013-01-21 15:55:54 -08:00
Justin Clark-Casey (justincc)
fc6115f777 Check the existing ScenePresence.ParentPart to make sure we're not trying to sit on a prim we're already sat upon, rather than looking up the part from scratch.
An adaptation of commit 055b8a2
Having both ParentID and ParentPart references now is redundant.  ParentID should probably be eliminated.
2013-01-19 02:29:02 +00:00
Justin Clark-Casey (justincc)
115e1c2abb Add "debug set set animations true|false" region console command.
Setting this logs extra information about animation add/remove, such as uuid and animation name
Unfortunately cannot be done per client yet
2013-01-18 23:22:02 +00:00
Justin Clark-Casey (justincc)
74256c0cc4 Restore previous client AO behaviour by not allowing them to remove the default animation but continue to allow scripts to do so.
This keeps the fix from http://opensimulator.org/mantis/view.php?id=6327
and fixes the behaviour regression in http://opensimulator.org/mantis/view.php?id=6483
Animations may still exhibit different behaviour if both scripts and clients are adjusting animations.
A change in the behaviour of client AO to not remove all animations may be a better long term approach.
2013-01-18 22:57:09 +00:00
Justin Clark-Casey (justincc)
0963ece25b Implement co-operative script termination if termination comes during a script wait event (llSleep(), etc.)
This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability.
If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread.
This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period.
Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented.
This commit, unlike 1b5c41c, passes the wait handle as an extra parameter through IScript.Initialize() instead of passing IScriptInstance itself.
2013-01-16 02:07:43 +00:00
Justin Clark-Casey (justincc)
b8949024bc Revert "Implement co-operative script termination if termination comes during a script wait event (llSleep(), etc.)"
Doing this as a favour to Melanie.  This will be back with passing the wait handles directly to the api.

This reverts commit 1b5c41c14a.
2013-01-16 01:45:09 +00:00
Justin Clark-Casey (justincc)
03a8a4426f Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2013-01-16 00:20:18 +00:00
Justin Clark-Casey (justincc)
1b5c41c14a Implement co-operative script termination if termination comes during a script wait event (llSleep(), etc.)
This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability.
If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread.
This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period.
Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented.
2013-01-16 00:12:40 +00:00
dahlia
055b8a2d58 move resit fix to ScenePresence.cs and allow for requesting sit on objects other than the object currently sat on 2013-01-14 22:24:24 -08:00
Robert Adams
daacd4deed Fix exception reporting in SceneObjectPart so it logs what the exception is rather than just saying it happened. 2013-01-11 16:47:07 -08:00
Justin Clark-Casey (justincc)
05ac6d3209 Save attachments on detach/exit if a contained script state has been changed.
This involves making Attachments module listen for start/stop script changes.
It also involves removing the script from the region on detach in the same manner as every other DeleteSceneObject() call rather than simply stopping it
This is necessary tue to the bad assymetry of start and stop script triggers but it appears to be the correct behaviour anyway, as detached objects are completely gone from the sim.
Not just in a state where their scripts have been stopped.
2013-01-11 01:46:36 +00:00
Justin Clark-Casey (justincc)
a16ae5d7e3 Move scene debug commands into separate module. Command changes from "debug scene <key> <value>" to "debug scene set <key> <value>" to accomodate future settings 2013-01-10 23:49:48 +00:00
Justin Clark-Casey (justincc)
983e458bb6 refactor: route the final scene backup through the same code that handles periodic backup
This is rather than making unnecessary duplicate checks that the SOG later performs again.
2013-01-10 22:59:40 +00:00
Justin Clark-Casey (justincc)
701ca1e4b8 Add "debug scene pbackup true|false" console command. This enables or disable periodic scene backup. For debug purposes.
If false, scene is still saved on shutdown.
2013-01-10 22:38:48 +00:00
Melanie
f16c4a254c Revert "Prevent empty Anim Packs"
This reverts commit 5561333668.
2013-01-09 00:20:24 +00:00
Melanie
c1c540f454 Revert "Fix sequence id fr default anim"
This reverts commit a775931a0c.
2013-01-09 00:20:14 +00:00
Melanie
a775931a0c Fix sequence id fr default anim 2013-01-08 23:36:05 +00:00
Melanie
5561333668 Prevent empty Anim Packs 2013-01-08 23:12:32 +00:00
Justin Clark-Casey (justincc)
9503383887 Fix llGetLinkKey() to return the last sat avatar as the last link number.
As per http://wiki.secondlife.com/wiki/LlGetLinkKey
This is done by keeping a scene-object wide list of sitters.
This also fixes bugs in this function where linknums 0 and 1 weren't treated properly if there were sitting avatars on a single prim.
This also fixes a minor race condition for multiple concurrent sitters on a prim with no current sitters by locking on the object-wide list rather than individual sop lists
Addresses http://opensimulator.org/mantis/view.php?id=6477
2013-01-04 20:34:39 +00:00
Oren Hurvitz
1a6694b264 Fixed several problems with the Sun: some settings didn't work, or were inconsistently used. - The sun position is always calculated by combining the sun settings in the Region and Estate. This fixes the problem that 'UseEstateSun' didn't work. - To remove ambiguity, the EstateToolsSunUpdate event no longer accepts the sun's position as parameters. That's because the position is always calculated from the Region and Estate settings. - Use only the 'FixedSun' flag to determine whether the sun is fixed; not the 'UseGlobalTime' flag. - Don't change the region's 'SunPosition' field according to the sun's position: this field is used only to set the position when using a FixedSun. (The 'SunVector' field does get updated according to the sun's position in the sky) 2013-01-02 23:16:24 +00:00
Robert Adams
fdf8732cd7 ScenePresence passes the avatar rotation down to the physics engine. This will be a no-op for ODE but enables asymmetrical avatars for BulletSim. 2012-12-28 16:29:16 -08:00
Robert Adams
5afab9bcfe Add check to always push terse updates for presences that have new velocities of zero. 2012-12-27 22:12:27 -08:00
Robert Adams
d15bfcf614 Replace axis rotation numeric constants (STATUS_ROTATE_XYZ) with symbols. Also made it so llSetStatus() can individually enable disable rotation axi using the bitmask of flags. 2012-12-18 19:25:40 -08:00
Robert Adams
8a95953bb7 BulletSim: experimentally remove unit displacement from prim border crossing test. This seems to cause border crossing to be sensed either a little early or a little late depending on which directin the object is moving. If border crossings become totally borked or someone remembers why this was displacement was done, revert this change. 2012-12-16 21:19:12 -08:00
Justin Clark-Casey (justincc)
494e6a5f11 minor: If the physics module tells us that an object has gone out of bounds, more helpfully log the name, id, position and region of that object. 2012-12-15 00:30:17 +00:00
Justin Clark-Casey (justincc)
56ec177b3b minor: Add commented out log lines to ScenePresenceAnimator for future debug use (such as logging anim pack contents sent to clients) 2012-12-14 23:42:23 +00:00
Justin Clark-Casey (justincc)
750ad2d3af Fix issue where calling llVolumeDetect(FALSE) would not remove phantom flag, causing subsequent issues if physics was re-enabled.
Added regression tests
Addresses http://opensimulator.org/mantis/view.php?id=6365
2012-12-14 22:15:40 +00:00
Dan Lake
88b094cbf7 Simplify sit code a bit by determining correct animation in HandleSit instead of HandleSitRequest. This eliminates m_nextSitAnimation, an unneeded state-saving variable in ScenePresence 2012-12-13 13:05:28 -08:00
Diva Canto
b8178f5a50 Switched the order by which foreign inventory and foreign assets are brought in, to avoid race conditions on the client. 2012-12-09 22:03:21 -08:00
Diva Canto
cb80d8a29c UserManagementModule: search the local cache for names too.
Inventory transfers: don't do async on asset transfers or now.
2012-12-09 15:31:11 -08:00
Justin Clark-Casey (justincc)
0568c76a88 Use a thread abort safe version of OpenMetaverse.DoubleDictionary with the aim of avoiding OpenSimulator problems due to script thread aborts.
When an object is removed, its scripts are stopped and then the thread running them is aborted if stop takes too long.
However, it appears that aborting a thread at just the wrong moment when it is obtaining a ReaderWriterLockSlim lock can leave this lock in an inconsistent state.
One symptom of this is that mono leaps to 100% cpu and a vm thread dump reveals lots of threads waiting for a ReaderWriterLockSlim lock without any thread actually holding it.
This is probably the same problem as encountered originally in commit 12cebb12
This commit looks to plaster this problem by putting lock obtaining methods inside finally blocks which should be uninterruptible by thread aborts.
2012-12-07 00:47:04 +00:00
Justin Clark-Casey (justincc)
fb26d32a5c minor: Put Scene.PhysicsRequestAsset() into standard C# xml format. 2012-12-04 22:33:25 +00:00
Justin Clark-Casey (justincc)
02db8b9adb Combine TestDeleteSceneObjectAsync() with TestDeRezSceneObject() as they are functionally identical.
Move TestDeleteSceneObjectAsync() and TestDeleteSceneObjectAsyncToUserInventory() from SceneObjectBasicTests -> SceneObjectDeRezTests
2012-11-24 03:49:23 +00:00
Justin Clark-Casey (justincc)
a4ce63d0cd Fix regression TestDeleteSceneObjectAsyncToUserInventory by adding a BasicInventoryAccessModule() and re-enable in test suite. 2012-11-24 03:38:15 +00:00