Commit Graph

790 Commits

Author SHA1 Message Date
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
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
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
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
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
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
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
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
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
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
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
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
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