Commit Graph

1407 Commits

Author SHA1 Message Date
Mic Bowman
3afddb9033 Merge branch 'test-select' into queuetest 2011-04-12 12:39:02 -07:00
Mic Bowman
095e602c4a First pass at moving object property requests into a queue similar
to the entity update queue. The number of property packets can
become significant when selecting/deselecting large numbers of
objects.

This is experimental code.
2011-04-12 12:36:36 -07:00
Justin Clark-Casey (justincc)
d6948b15c4 Make it more obvious when it happens that DLL plugin loading fails. Improve exception output on Windows. 2011-04-11 21:51:17 +01:00
Mic Bowman
ebc249e3be Changed the "not in scene" check in the prioritizier to just
a warning. There appears to be a race condition on slow logins
that attempts to prioritize before the scene presence is fully
initialized.
2011-04-10 17:02:40 -07:00
Mic Bowman
0bd06d8ba8 Fixed the prioritizer functions for the new priority queues 2011-04-10 16:57:02 -07:00
Mic Bowman
77cf9405de Implements adaptive queue management and fair queueing for
improved networking performance.

Reprioritization algorithms need to be ported still. One is
in place.
2011-04-10 16:57:02 -07:00
Justin Clark-Casey (justincc)
9bc2705f37 Fix bug where on duplication, the root part local id was continually used in populating the local id scene object index instead of each part's local id 2011-04-06 20:52:36 +01:00
Justin Clark-Casey (justincc)
8318915d7e Signal prim count taint if the AbsolutePosition of a scene object changes.
This updates prim counts correctly if an object is moved by something other than an avatar (e.g. scripts, region modules)
Create TestMoveOwnerObject() regression test for this case.
2011-04-06 20:48:00 +01:00
Justin Clark-Casey (justincc)
2497962360 Change some text to make the autoreturn mechanism more obvious, and align with the fact that it's one word rather than two. 2011-04-05 22:25:00 +01:00
Justin Clark-Casey (justincc)
0e465da187 remove now unused individual LandData prim counts.
However, the calls to the land management module to record prims need to remain, since they were also being used to return owner object lists, etc.
This is probably why prim counts were being done there in the first place.
2011-04-05 21:25:54 +01:00
Justin Clark-Casey (justincc)
f58941e89f Make the "All Estates" option work from the client (this makes chosen changes to all the estates that the user owns).
This applies to adding/removing estate users, groups, managers and bans.
This is the application of the AllEstates_0.5.patch from http://opensimulator.org/mantis/view.php?id=5420
Thanks very much, Snoopy!
2011-04-05 01:30:13 +01:00
Melanie
b385d4aa03 Implement taking of coalesced objects.
WARNING!!!!!
You can TAKE them, but you can't REZ them again. Only the first of the contained
objects will rez, the rest is inaccessible until rezzing them is implemented.
Also, rotations are not explicitly stored. This MAY work. Or not.
2011-04-03 20:24:44 +01:00
Melanie
e8e940e33e Make CHANGED_OWNER work for deeding and god-mode in-world change 2011-04-03 14:16:41 +01:00
Melanie
3a113f9902 A stab at making CHANGED_OWNER work 2011-04-01 22:04:29 +01:00
Justin Clark-Casey (justincc)
8022400bd4 Remove unused Datastore parameter from RegionInfo (legacy from early 2008) 2011-03-31 22:16:09 +01:00
Justin Clark-Casey (justincc)
bfd9cc44b4 When an object is duplicated, add the dupe to the uuid/local id indexes as well as the basic entities list.
Added a prim counts test to reinforce this - shift-copy was no incrementing prim count.  This will sometime become a basic scene test.
New code needs to be refactored so we just call SceneGraph.AddSceneObject().  This will happen in the near future.
With this, basic owner prim counts on a single parcel appear to be working fine (with the same previous existing taint calls as used by the land management module).
More work to do.
2011-03-26 02:05:53 +00:00
Justin Clark-Casey (justincc)
3d0e072d50 Merge branch 'master' into primcounts 2011-03-26 00:57:52 +00:00
Justin Clark-Casey (justincc)
26d16567e1 Make SceneGraph.ForEachSOG() execute once for each SOG, not once for each prim (e.g. a SOG with 3 prims would have the action executed three times).
To do this, a new SceneObjectGroupsByFullID index in SceneGraph which just index's prims by their root part UUID, in order to avoid the inefficiency of filtering existing lists.
Existing callers to SceneGraph.ForEachSOG() did not fail due to the multiple per SOG action executions - they were probably just much less efficient.
Code suggests that no callers expected ForEachSOG() to execute actions on sog multiple times
2011-03-26 00:53:19 +00:00
Justin Clark-Casey (justincc)
f30bf429c2 refactor: rename SOG collections in SceneGraph to make it clearer that they are indexing each part's UUID, not just the root part. 2011-03-26 00:42:48 +00:00
Justin Clark-Casey (justincc)
6ae04448f7 Start using IPrimCounts populated by PrimCountModule instead of LandData counts populated by LandManagementModule.
In order to pass ILandObject into IClientAPI.SendLandProperties(), had to push ILandObject and IPrimCounts into OpenSim.Framework from OpenSim.Region.Framework.Interfaces, in order to avoid ci
Counts are showing odd behaviour at the moment, this will be addressed shortly.
2011-03-25 23:05:51 +00:00
Justin Clark-Casey (justincc)
7f5019b0f2 Add ILandObject.IPrimCounts for the new prim count module.
Not functional yet, but tests now act against this object rather than interrogating the module directly
2011-03-25 21:47:54 +00:00
Justin Clark-Casey (justincc)
d011896341 Add generic EventManager.OnObjectAddedToScene and get PrimCountModule to listen for that rather than EventManager.OnParcelPrimCountAdd
OnParcelPrimCountAdd had the wrong semantics for the PrimCountModule - it was invoked for every entity in the scene, not just new ones, which would screw up the untainted count.
Extend automated test for this scenario.
2011-03-23 21:53:14 +00:00
Justin Clark-Casey (justincc)
b34743e5fe Add an initial confidence-building TestAddObject() for prim counts. 2011-03-22 23:47:36 +00:00
Justin Clark-Casey (justincc)
7acade00b9 On initial setup, include estate and regions names in questions to make it clearer what they relate to. 2011-03-21 23:26:35 +00:00
Justin Clark-Casey (justincc)
2d1f0d224c minor: slightly adjust previous method doc. 2011-03-21 22:27:16 +00:00
Justin Clark-Casey (justincc)
793bfb5a66 add method doc to IEstateDataService and IEstateDataStore interfaces 2011-03-21 22:25:20 +00:00
Justin Clark-Casey (justincc)
d3a20a1e92 On initial region registration, if the user chooses the option to make the region part of an existing estate, then list the existing region names. 2011-03-21 21:37:06 +00:00
Justin Clark-Casey (justincc)
b821f748ac For objects loaded from an IAR, make sure the CreatorID points towards the OSP resolved ID if newer CreationData is not present.
This should resolve issues where the creator for rezzed objects was being shown as "Unknown user" where previous behaviour was to show the OSP resolved account.
This is being done by parsing the serialized objects and updating the CreatorID if no CreationData exists.  This operation might be expensive for sculpties where the sculpt texture is inlined with the object data.  Will just have to see.
This relies on the IAR streaming inventory data before asset data (as is currently the case).  Will need to introduce more stringent checks for file order on loading (much like JAR zips must start with the manifest file).
This is for IAR loading only.  Tests updated to check this behaviour.
2011-03-10 21:56:15 +00:00
Justin Clark-Casey (justincc)
9456bb77fb Upgrade nunit.framework.dll to version 2.5.9. Fix up tests appropriately.
This version removes the NUnit.Framework.SyntaxHelpers namespace, so any modules with their own tests will need to delete this using statement.
2011-03-09 23:25:24 +00:00
Melanie
cea47491de Fix a few little things 2011-02-27 19:49:23 +00:00
Justin Clark-Casey (justincc)
2b04cab1ee change some log messages from info to debug 2011-02-25 02:15:06 +00:00
Justin Clark-Casey (justincc)
2f5394e70d Fix bug where avatars in other regions would not always show up on the mini-map 2011-02-24 22:33:54 +00:00
Mic Bowman
5a16fa882c Parameterizes the view distance used to compute and manage
child agents in neighbor regions. This means you can extend
the view on a simulator beyond the default 3x3 regions.

This uses a region default draw distance and should be
replaced at some point by the avatar specified draw distance.
That will require more careful, dynamic recomputation of child
agents every time the draw distance changes.

WARNING: this is experimental and has known instabilities. specifically
all regions "within site" should be running the same default draw distance
or agents will not be closed correctly.
2011-02-22 13:23:54 -08:00
Justin Clark-Casey (justincc)
9e47018cfb Remove test T020_TestMakeRootAgent() which hasn't been active for ages anyway
This test was non-viable.  Keeping inactive T021_TestCrossToNewRegion() around for now since it's still useful for reference purposes in constructing a future working test.
2011-02-19 00:14:13 +00:00
Justin Clark-Casey (justincc)
60fe3d48ee Put some CapabilitiesModule null checks in Scene
Stop tests setting up a capabilities module by default
2011-02-18 23:50:54 +00:00
Justin Clark-Casey (justincc)
8249d77991 If GridService.GetNeighbours() could not find the region then log a warning rather than causing a null reference on the normal log line
This also extends the TestChildAgentEstablished() test to actually activate the EntityTransferModule, though the test is not yet viable
2011-02-18 23:25:59 +00:00
Justin Clark-Casey (justincc)
dd9efc1838 extend TestChildAgentEstablished() test slightly to put in EntityTransferModule. Not yet enabled. 2011-02-18 23:05:56 +00:00
Justin Clark-Casey (justincc)
eb699df5f6 On SceneSetupHelpers, go back to calling ScenePresence.CompleteMovement() for the last stage of AddRootAgent() instead of SP.MakeRootAgent()
Going this extra step doesn't appear to cause any test failures.
This is arguably better for test purposes, though at some stage another method may arise which does just call AddRootAgent().
2011-02-18 22:49:19 +00:00
Justin Clark-Casey (justincc)
023f953f39 remove another unused test teardown method 2011-02-18 22:25:45 +00:00
Justin Clark-Casey (justincc)
c155f57dbe remove unused test teardown method 2011-02-18 22:22:51 +00:00
Justin Clark-Casey (justincc)
c763edf56d separate attachment tests out into their own class 2011-02-18 22:20:08 +00:00
Justin Clark-Casey (justincc)
88da253c94 Add very basic test which invokes the scene update loop once and checks the frame number.
This makes Scene.Update() match its original description of performing a single update, which also matches the semantics of SOG and ScenePresence.
2011-02-18 21:54:44 +00:00
Justin Clark-Casey (justincc)
e774679f62 minor: add method doc to a few ScenePresence methods 2011-02-18 21:19:16 +00:00
Justin Clark-Casey (justincc)
4725221435 Stop the avatar sometimes pausing for more than a second on the border when region crossing.
This restores a RemoveFromPhysicalScene() call in ScenePresence.CheckForBorderCrossing() when the agent has been placed in transit.
If we don't remove the agent from the physical scene, then the method continues to be called via ScenePresence.Update()
until the handover of the client between regions is completed.  Since this handover can take more than 1000ms (due to the 1000ms
event queue polling response from the server), this results in the avatar pausing on the border for the entire handover period.
2011-02-18 20:54:00 +00:00
Marck
4f9c3c73ad Add support for new naming syntax of linked regions to osTeleportAgent and osTeleportOwner. 2011-02-17 13:47:13 +01:00
Melanie
918c12c965 Change the QUERYACCESS method to eliminate spurious access denied messages 2011-02-16 08:06:11 +00:00
BlueWall
c75e916ccf Set filter to send proper rotations for root part
This allows the root prim, alone or in a set, to send it's
	rotation. This fixes unsitting the avatar on sit-offsest
	type teleports where the sit target is in the root prim of
	a linkset.
2011-02-13 07:42:53 -08:00
Justin Clark-Casey (justincc)
7e21c1eadf Hack in a crude temporary "estate show" command
This will show the estate for each region, along with that estate's id and the estate owner.
This is temporary because the command output might change.
This commit also converts the estate module from the old to the new region module format
2011-02-12 00:46:01 +00:00
Diva Canto
ac7bc78555 Added emergency monitoring of UDP Outgoing packets thread. Just type "emergency-monitoring on/off" 2011-02-08 12:06:14 -08:00
Diva Canto
98ea78fc77 New command: show pending-objects 2011-02-06 19:39:29 -08:00