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* Move addin information to CoreModulePlugin.addin.xmlBlueWall2012-09-073-6/+3
| | | | Move the addin information from attributes in the source file to the CoreModulePlugin.xml, which is the standard. This will help us automate addin version dependency information when we make new OpenSim releases.
* Add warning chevrons around the GC.Collect added to Warp3DImageModule in ↵Justin Clark-Casey (justincc)2012-09-071-0/+4
| | | | | | | | commit 5eb2526 Manually calling GC.Collect() really shouldnt' be necessary and is generally regarded as a bad idea. A GC should occur anyway pretty shortly afterwards. However, can leave this in development code for now to see if it does actually make a significant difference rather than simply doing a GC a little earlier.
* Add missing DynamicTexture.cs file from last commitJustin Clark-Casey (justincc)2012-09-061-0/+61
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* If reusing dynamic textures, do not reuse small data length textures that ↵Justin Clark-Casey (justincc)2012-09-066-43/+127
| | | | | | | | | fall below current viewer discard level 2 thresholds. Viewer LL 3.3.4 and before sometimes fail to properly redisplay dynamic textures that have a small data length compared to pixel size when pulled from cache. This appears to happen when the data length is smaller than the estimate discard level 2 size the viewer uses when making this GetTexture request. This commit works around this by always regenerating dynamic textures that fall below this threshold rather than reusing them if ReuseDynamicTextures = true This can be controlled by the [Textures] ReuseDynamicLowDataTextures config setting which defaults to false.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimBlueWall2012-09-062-3/+33
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| * If the GetTexture capability receives a request for a range of data beyond ↵Justin Clark-Casey (justincc)2012-09-062-3/+33
| | | | | | | | | | | | | | | | | | | | that of an otherwise valid asset, return HTTP PartialContent rather than RequestedRangeNotSatisfiable. This is because recent viewers (3.2.1, 3.3.4) and probably earlier ones using the http GetTexture capability will sometimes make such invalid range requests. This appears to happen if the viewer's estimate of texture sizes at discard levels > 0 (chiefly 2) exceeds the total texture size. I believe this does not normally happen but can occur for dynamic textures with are large but mainly blank. If this happens, returning a RequestedRangeNotSatisfiable will cause the viewer to not render the texture at the final resolution. However, returning a PartialContent (or OK) even with 0 data will allow the viewer to render the final texture.
* | 0006270: Warp3D leaks memory on mono based systemsBlueWall2012-09-061-1/+4
|/ | | | Thanks Hiro Lecker for a patch to reduce memory useage with Warp3D map module
* Make ReuseDynamicTextures an experimental config setting in [Textures]. ↵Justin Clark-Casey (justincc)2012-08-301-1/+4
| | | | | | | | | | Default is false, as before. If true, this setting reuses dynamically generated textures (i.e. created through osSetDynamicTextureData() and similar OSSL functions) where possible rather than always regenerating them. This results in much quicker updates viewer-side but may bloat the asset cache (though this is fixable). Also, sometimes issue have been seen where dynamic textures do not transfer to the viewer properly (permanently blurry). If this happens and that flag is set then they are not regenerated, the viewer has to clear cache or wait for 24 hours before all cached uuids are invalidated. CUrrently experimental. Default is false, as before.
* If the compile-time DynamicTextureModule.ReuseTextures flag is set, check ↵Justin Clark-Casey (justincc)2012-08-301-43/+59
| | | | metadata still exists for any reused asset in case some other process has removed it from the cache.
* This partially implements the LSL function to set the responseMic Bowman2012-08-291-1/+19
| | | | | | | | type for an HTTP request. Since the "official" LSL function limits the use of the response type, it is implemented as osSetContentType with a string for the content mime type and a threat level of high. With this function you should be able to implement rather functional media-on-a-prim application with much less difficulty.
* Fix regression introduced in a0d178b2 (Sat Aug 25 02:00:17 2012) where ↵Justin Clark-Casey (justincc)2012-08-291-32/+32
| | | | | | | | | | | folders with asset type of 'Folder' and 'Unknown' were accidentally treated as system folders. This prevented more than one additional ordinary folder from being created in the base "My Inventory" user folder. Added regression test for this case. Switched tests to use XInventoryService with mostly implemented TestXInventoryDataPlugin rather than InventoryService Disabled TestLoadIarV0_1SameNameCreator() since this has not been working for a very long time (ever since XInventoryService) started being used since it doesnt' preserve creator data in the same way as InventoryService did and so effectively lost the OSPAs. However, nobody noticed/complained about this issue and OSPAs have been superseded by HG like creator information via the --home save oar/iar switch.
* Add experimental DynamicTextureModule.ReuseTextures flag, currently only ↵Justin Clark-Casey (justincc)2012-08-284-55/+297
| | | | | | | | | | | configurable on compile. Disabled (status quo) by default. This flag makes the dynamic texture module reuse cache previously dynamically generated textures given the same input commands and extra params for 24 hours. This occurs as long as those commands would always generate the same texture (e.g. they do not contain commands to fetch data from the web). This makes texture changing faster as a viewer-cached texture uuid is sent and may reduce simulator load in regions with generation of lots of dynamic textures. A downside is that this stops expiry of old temporary dynamic textures from the cache, Another downside is that a jpeg2000 generation that partially failed is currently not regenerated until restart or after 24 hours.
* Add IDynamicTextureManager.ConvertData() to match AsyncConvertData(). ↵Justin Clark-Casey (justincc)2012-08-282-6/+7
| | | | Remove mismatching ConvertStream() where there is no AsyncConvertStream and neither IDynamicTextureManager implementer implements this method.
* formattingSignpostMarv2012-08-271-22/+22
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* refactoring to load from self (fixes ChanneDigger being absent)SignpostMarv2012-08-271-5/+11
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* refactoring to assign the first argument to a variableSignpostMarv2012-08-271-4/+5
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* minor: Simplify return of vector render module name and some very minor ↵Justin Clark-Casey (justincc)2012-08-271-4/+3
| | | | removal of unncessary syntax clutter
* Add VectorRenderModule.TestRepeatSameDrawDifferentExtraParams()Justin Clark-Casey (justincc)2012-08-271-2/+32
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* Add VectorRenderModuleTests.TestRepeatDrawContainingImage()Justin Clark-Casey (justincc)2012-08-271-0/+31
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* Add VectorRenderModuleTests.TestRepeatDraw()Justin Clark-Casey (justincc)2012-08-271-11/+48
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* Lock disposal of separate gdi+ objects under different threads since this ↵Justin Clark-Casey (justincc)2012-08-221-26/+42
| | | | | | | | | | prevents malloc heap corruption seen under Ubuntu 10.04.1 and 11.04 - probably a libcairo issue In testing, it appears that if multiple threads dispose of separate GDI+ objects simultaneously, the native malloc heap can become corrupted, possibly due to a double free(). This may be due to bugs in the underlying libcairo used by mono's libgdiplus.dll on Linux/OSX. These problems were seen with both libcario 1.10.2-6.1ubuntu3 and 1.8.10-2ubuntu1. They go away if disposal is perfomed under lock.
* Fix bug in SoundModule.PlayAttachedSound() where every sound update to an ↵Justin Clark-Casey (justincc)2012-08-211-3/+5
| | | | | | avatar would base its gain calculation on the previous avatar's gain, instead of the original input gain This is similar to commit d89faa which fixed the same kind of bug in TriggerSound()
* When loading an OAR, validate any group UUIDs and properly reconstruct ↵Justin Clark-Casey (justincc)2012-08-201-1/+62
| | | | | | | | | | parcel access lists. If a group UUID is present that is not on this simulator then the object or parcel is no longer group owned. This is a change from previous behaviour where such invalid UUIDs were kept. This is an adaptation of patch 0002 from http://opensimulator.org/mantis/view.php?id=6105 by Oren Hurvitz of Kitely. My adaptations are formatting only, apart from the notices about parcel owner IDs not being saved since this has now been fixed. Thanks Oren.
* Add --force flag to "kick user" console command to allow bypassing of recent ↵Justin Clark-Casey (justincc)2012-08-203-3/+3
| | | | | | | | | race condition checks. This is to allow a second attempt to remove an avatar even if "show connections" shows them as already inactive (i.e. close has already been attempted once). You should only attempt --force if a normal kick fails. This is partly for diagnostics as we have seen some connections occasionally remain on lbsa plaza even if they are registered as inactive. This is not a permanent solution and may not work anyway - the ultimate solution is to stop this problem from happening in the first place.
* Fix scripted detach of temp attachmentsMelanie2012-08-201-6/+2
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* As per lindn spec, disable detach and drop for temp attachmentsMelanie2012-08-141-0/+8
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* Lay some groundwork for temp attachments. Decouple attachments from inventory.Melanie2012-08-142-17/+30
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* Fix old regression that stopped saving parcel owner data in OARs.Justin Clark-Casey (justincc)2012-08-031-1/+1
| | | | | | This was working in 0.7.2 but was accidentally removed from 0.7.3. The --publish option for "save oar" will now save oars stripped of parcel owner information as well as scene object info. Please use the --publish option if you want to publish oars that may be later loaded by others to the same grid from which they were saved.
* Fix build break.Justin Clark-Casey (justincc)2012-08-031-1/+1
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* Update settings loading in AvatarFactoryModule which should have been in ↵Justin Clark-Casey (justincc)2012-08-031-4/+4
| | | | last commit 205f2326
* Fix the recent windows compile error by putting newFont for case "R" in ↵Justin Clark-Casey (justincc)2012-08-031-3/+8
| | | | VectorRenderModule inside its own context, rather than disposing of the old font before using it as a prototype for the new.
* attempting to fix a build issueSignpostMarv2012-08-031-2/+2
| | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* Fixed a rare bug that caused Save OAR to fail because it thought it had ↵Oren Hurvitz2012-08-031-5/+11
| | | | | | timed-out The bug manifested as follows: a large world was saved. All the assets were found. But for some unknown reason, the timeout timer was restarted. So after 1 minute it closed the Archive Writer, because it didn't receive any more assets during that minute. That caused the OAR to become corrupted because ArchiveWriteRequestExecution.Save() was still running.
* Delete old blank SOGSpamTestJustin Clark-Casey (justincc)2012-08-031-37/+0
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* Properly dispose of all GDI+ entities used in VectorRenderModule for dynamic ↵Justin Clark-Casey (justincc)2012-08-031-253/+316
| | | | | | | textures. The convention is that if an object implements IDiposable() the code must explicitly call Dispose() or call it via the using statement. This may be particularly important for GDI+ objects since they encapsulate native code entities.
* Add simple draw test for the VectorRenderModuleJustin Clark-Casey (justincc)2012-08-021-0/+75
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* Fix bug in SoundModule.TriggerSound() where every sound update to an avatar ↵Justin Clark-Casey (justincc)2012-07-311-3/+6
| | | | | | would base its gain calculation on the previous avatar's gain, instead of the original input gain. This was making sound attenuate oddly when there were NPCs in the region, though it could also happen with ordinary avatars.
* When copying items, copy the item description field instead of the asset ↵Justin Clark-Casey (justincc)2012-07-261-2/+3
| | | | | | | | description field. If we copy the asset description then we will only ever replicate the very first description, if there was one, not any subsequent changes. Thanks to Oren Hurvitz of Kitely for this patch from http://opensimulator.org/mantis/view.php?id=6107 I have adapted it slightly to change the order of arguments (name before description rather than vice-versa) and slightly improve some method doc.
* Move Watchdog and MemoryWatchdog classes into OpenSim.Framework.Monitoring ↵Justin Clark-Casey (justincc)2012-07-252-0/+2
| | | | with other monitoring code from OpenSim.Framework
* Rename OpenSim.Framework.Statistics to OpenSim.Framework.Monitoring.Justin Clark-Casey (justincc)2012-07-254-4/+4
| | | | This better reflects the long-term purpose of that project and matches Monitoring modules.
* Make SceneManager.OnRegionsReadyStatusChange event available.Justin Clark-Casey (justincc)2012-07-251-6/+1
| | | | | This is fired when all regions are ready or when at least one region becomes not ready. Recently added EventManager.OnRegionReady becomes OnRegionReadyStatusChange to match OnLoginsEnabledStatusChange
* Remove bad using statement in AttachmentsModuleTests.Justin Clark-Casey (justincc)2012-07-241-2/+1
| | | | It seems that the mono 2.10.8.1 doesn't choke on this but for some reason 2.4.3 fails.
* extend regression TestRezScriptedAttachmentFromInventory() to check actual ↵Justin Clark-Casey (justincc)2012-07-241-3/+19
| | | | start of script rather than just the script status reported by SOG.ContainsScripts()
* extend regression TestDetachScriptedAttachementToInventory() to check ↵Justin Clark-Casey (justincc)2012-07-241-3/+25
| | | | correct running status on a re-rezzed attachment
* Change attachment handling to remove object from the scene first as perMelanie2012-07-231-29/+59
| | | | | | justincc's original work. Sample scripts before doing so. Also refactor some crucial common code and eliminate parameters that were only ever used with the same constant value.
* BulletSim: add reference to OpenSim.Region.CoreModules in BSScene.cs ↵Robert Adams2012-07-201-1/+1
| | | | attempting to fix a mono compile error.
* Correct namespace of BinaryLoggingModule (a cut-and-paste error). Add a ↵Robert Adams2012-07-202-1/+162
| | | | simple, high performance logger for high frequency logging (physics sub-operations, for instance).
* Fix the order of operations on detach. The object must always be serializedMelanie2012-07-201-6/+10
| | | | | while still in the scene to avoid losing important script state. DeleteSceneObject can not be called before doing this!
* Comment out OnIncomingInstantMessage and OnInstantMessage handlers in ↵Justin Clark-Casey (justincc)2012-07-191-10/+10
| | | | GroupsModule, since these led to a private blank method
* Add EventManager.OnRegionLoginsStatusChange fired whenever logins are ↵Justin Clark-Casey (justincc)2012-07-191-5/+5
| | | | | | | enabled or disabled at any point, not just during initial startup. This replaces EventManager.OnLoginsEnabled which only fired when logins were first enabled and was affected by a bug where it would never fire if the region started with logins disabled.