Commit Graph

943 Commits

Author SHA1 Message Date
Jeff Ames
0da6dabc15 Added dummy IAgentAssetTransactions to fix compile failure. 2008-02-17 01:00:17 +00:00
MW
5cc0bbd419 Renamed AgentAgentTransactionModule to the correct name of AgentAssetTransactionModule 2008-02-16 13:13:40 +00:00
MW
b618802e53 Moved the AgentAssetTransactionsManager (and AgentAssetTransactions) out of CommsManager and into a module (AgentAgentTransactionModule), still needs cleaning up though.
But its one more thing out of the CommsManager. One day we will kill the CommsManager!
2008-02-16 13:01:42 +00:00
MW
694dff3b70 Some changes to remove some of the direct calls to CommsManager from Scene, so that they now go through the SceneCommunicationService. As a small step towards the day we can kill the CommsManager (YAY!) 2008-02-16 11:55:09 +00:00
Teravus Ovares
be6edefcfb * ODE Stability update 4 :D
* Changed the way meshing requests get sent to the ODEPlugin
* Numerous other fixes
2008-02-15 21:35:52 +00:00
Justin Clarke Casey
cf9c0135b1 Resolve mantis #572 - terrain help printed multiple times when change-region has not been invoked 2008-02-15 16:05:49 +00:00
Sean Dague
4cc5aac18b be smarter about the size of dynamic textures that we pull in 2008-02-15 15:55:23 +00:00
Sean Dague
2f6e1ac34d allow for 1024x1024 textures through osSetDynamicTextureURL. Follow up patch
to do smarter resize coming this afternoon.
2008-02-15 13:00:47 +00:00
MW
23c7c6dabd Fixed bug in AvatarFactoryModule that resulted in removing cloth items, not being persisted. 2008-02-15 12:39:45 +00:00
Jeff Ames
b13836db57 Update svn properties. 2008-02-15 00:43:20 +00:00
Sean Dague
980a926a4b make dynamic textures temporary to try to stop filling up the
asset db.
2008-02-14 19:17:25 +00:00
MW
8ad450f83e More work on trying to get AvatarFactoryModule to play nicely with multiple threads 2008-02-14 18:59:03 +00:00
Adam Frisby
e1d9275610 * Fixed accessibility problem on ITerrainChannel 2008-02-14 17:23:29 +00:00
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
0d14c47c28 * Bigisn ODE Stability update 2 2008-02-14 00:39:08 +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
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
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
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
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
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
Dalien Talbot
c935b308e6 The very beginnings of attachments (no detachments! :) 2008-02-10 22:23:11 +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
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