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* Allow a null rotation to be passed in to RezObject so that we can control ↵Justin Clark-Casey (justincc)2011-04-121-7/+13
| | | | whether to use the serialized rotation or not. Not used yet.
* Fix (add) ability to rez objects by dragging them out of another prim's ↵Justin Clark-Casey (justincc)2011-04-121-5/+54
| | | | | | | | inventory. This should happen if the client supplies a task ID with the RezObject call. The rez goes through the same code as llRezObject(), so the same perms are applied. Rotation isn't yet preserved, this should be fixed shortly.
* Changed the "not in scene" check in the prioritizier to justMic Bowman2011-04-101-2/+3
| | | | | | a warning. There appears to be a race condition on slow logins that attempts to prioritize before the scene presence is fully initialized.
* Fixed the prioritizer functions for the new priority queuesMic Bowman2011-04-101-210/+82
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* Implements adaptive queue management and fair queueing forMic Bowman2011-04-101-2/+69
| | | | | | | improved networking performance. Reprioritization algorithms need to be ported still. One is in place.
* Fix bug where on duplication, the root part local id was continually used in ↵Justin Clark-Casey (justincc)2011-04-061-1/+1
| | | | populating the local id scene object index instead of each part's local id
* Signal prim count taint if the AbsolutePosition of a scene object changes.Justin Clark-Casey (justincc)2011-04-061-0/+2
| | | | | 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.
* Change some text to make the autoreturn mechanism more obvious, and align ↵Justin Clark-Casey (justincc)2011-04-052-3/+8
| | | | with the fact that it's one word rather than two.
* remove now unused individual LandData prim counts.Justin Clark-Casey (justincc)2011-04-051-14/+0
| | | | | 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.
* Implement taking of coalesced objects.Melanie2011-04-032-2/+11
| | | | | | | 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.
* Make CHANGED_OWNER work for deeding and god-mode in-world changeMelanie2011-04-031-0/+4
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* A stab at making CHANGED_OWNER workMelanie2011-04-011-5/+5
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* Remove unused Datastore parameter from RegionInfo (legacy from early 2008)Justin Clark-Casey (justincc)2011-03-312-3/+0
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* When an object is duplicated, add it to the full/local id SOG indexes as ↵Justin Clark-Casey (justincc)2011-03-261-1/+29
| | | | well as Entities
* Make SceneGraph.ForEachSOG() execute once for each SOG, not once for each ↵Justin Clark-Casey (justincc)2011-03-261-5/+25
| | | | | | | | 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
* refactor: rename SOG collections in SceneGraph to make it clearer that they ↵Justin Clark-Casey (justincc)2011-03-261-30/+30
| | | | are indexing each part's UUID, not just the root part.
* Add generic EventManager.OnObjectAddedToScene and get PrimCountModule to ↵Justin Clark-Casey (justincc)2011-03-232-3/+45
| | | | | | | 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.
* Add an initial confidence-building TestAddObject() for prim counts.Justin Clark-Casey (justincc)2011-03-221-6/+7
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* On initial setup, include estate and regions names in questions to make it ↵Justin Clark-Casey (justincc)2011-03-211-1/+1
| | | | clearer what they relate to.
* For objects loaded from an IAR, make sure the CreatorID points towards the ↵Justin Clark-Casey (justincc)2011-03-101-2/+6
| | | | | | | | | 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.
* Upgrade nunit.framework.dll to version 2.5.9. Fix up tests appropriately.Justin Clark-Casey (justincc)2011-03-0912-12/+0
| | | | This version removes the NUnit.Framework.SyntaxHelpers namespace, so any modules with their own tests will need to delete this using statement.
* Fix a few little thingsMelanie2011-02-271-0/+2
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* change some log messages from info to debugJustin Clark-Casey (justincc)2011-02-252-2/+2
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* Fix bug where avatars in other regions would not always show up on the mini-mapJustin Clark-Casey (justincc)2011-02-241-1/+2
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* Parameterizes the view distance used to compute and manageMic Bowman2011-02-222-5/+28
| | | | | | | | | | | | | | 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.
* Remove test T020_TestMakeRootAgent() which hasn't been active for ages anywayJustin Clark-Casey (justincc)2011-02-191-19/+0
| | | | 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.
* Put some CapabilitiesModule null checks in SceneJustin Clark-Casey (justincc)2011-02-181-4/+11
| | | | Stop tests setting up a capabilities module by default
* If GridService.GetNeighbours() could not find the region then log a warning ↵Justin Clark-Casey (justincc)2011-02-181-2/+5
| | | | | | 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
* extend TestChildAgentEstablished() test slightly to put in ↵Justin Clark-Casey (justincc)2011-02-182-3/+12
| | | | EntityTransferModule. Not yet enabled.
* On SceneSetupHelpers, go back to calling ScenePresence.CompleteMovement() ↵Justin Clark-Casey (justincc)2011-02-181-19/+41
| | | | | | | 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().
* remove another unused test teardown methodJustin Clark-Casey (justincc)2011-02-181-6/+0
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* remove unused test teardown methodJustin Clark-Casey (justincc)2011-02-181-8/+2
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* separate attachment tests out into their own classJustin Clark-Casey (justincc)2011-02-182-50/+180
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* Add very basic test which invokes the scene update loop once and checks the ↵Justin Clark-Casey (justincc)2011-02-183-157/+224
| | | | | | frame number. This makes Scene.Update() match its original description of performing a single update, which also matches the semantics of SOG and ScenePresence.
* minor: add method doc to a few ScenePresence methodsJustin Clark-Casey (justincc)2011-02-181-2/+13
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* Stop the avatar sometimes pausing for more than a second on the border when ↵Justin Clark-Casey (justincc)2011-02-181-0/+7
| | | | | | | | | 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.
* Add support for new naming syntax of linked regions to osTeleportAgent and ↵Marck2011-02-171-3/+3
| | | | osTeleportOwner.
* Change the QUERYACCESS method to eliminate spurious access denied messagesMelanie2011-02-161-1/+2
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* Set filter to send proper rotations for root partBlueWall2011-02-131-1/+1
| | | | | | | 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.
* Added emergency monitoring of UDP Outgoing packets thread. Just type ↵Diva Canto2011-02-081-0/+2
| | | | "emergency-monitoring on/off"
* New command: show pending-objectsDiva Canto2011-02-061-0/+8
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* Send object date to viewer in microseconds (Fixes mantis bug #3990)Kevin Cozens2011-02-041-1/+2
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* Change UpdateAgent (for changes in agent position) to be sentMic Bowman2011-02-031-21/+22
| | | | | | once to each simulator rather than once to each region. This should help with some of the delays caused by multiple outstanding requests to a single service point.
* Fix up QueryAccess to also check parcelsMelanie2011-01-281-1/+1
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* Fix bumping into sim borders and check estate bans for walking crossingsMelanie2011-01-282-13/+42
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* Make it workMelanie2011-01-271-4/+6
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* Add a TeleportFlags member to SP so we can tell how we got there.Melanie2011-01-272-0/+15
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* Remove the RestorePresences functions (which don't seem to be doingMic Bowman2011-01-262-69/+12
| | | | | anything) and clean up the code in AddNewClient (so Appearance only gets assigned once, not three times).
* Fix script data not being reset as it should beMelanie2011-01-241-0/+4
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2011-01-172-5/+5
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