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* Add experimental DynamicTextureModule.ReuseTextures flag, currently only ↵Justin Clark-Casey (justincc)2012-08-281-1/+13
| | | | | | | | | | | 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)2012-08-281-1/+1
| | | | Remove mismatching ConvertStream() where there is no AsyncConvertStream and neither IDynamicTextureManager implementer implements this method.
* minor: Fix bad log message for failure to create an inventory folderJustin Clark-Casey (justincc)2012-08-251-1/+1
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* Log initial script startup info notice when xengine actually starts to do ↵Justin Clark-Casey (justincc)2012-08-251-1/+1
| | | | this for debugging purposes, rather than before it actually starts to do this.
* Extend "Restarting scripts in attachments" debug log message to show actual ↵Justin Clark-Casey (justincc)2012-08-241-1/+3
| | | | name of user and the region they are in
* If a connecting scene presence is replacing an existing scene presence then ↵Justin Clark-Casey (justincc)2012-08-241-1/+1
| | | | bypass close checks.
* Pass the "attachToBackup" bool given to SceneGraph.AddNewSceneObject() down ↵Justin Clark-Casey (justincc)2012-08-241-1/+1
| | | | | | | into the 3-parameter AddNewSceneObject() method instead of always hardcoding true. This doesn't affect any core OpenSimulator code since all callers were passing true anyway But it allows region modules to create objects that are never persisted.
* Fix bad child prim permissions that can make objects change perms after rezzingMelanie2012-08-243-3/+39
| | | | Port from Avination
* refactoring out SetFaceColorSignpostMarv2012-08-201-52/+15
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* making use of implicit operators and Util.Clip handling of Vector3SignpostMarv2012-08-201-21/+26
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* single operation for PRIM_COLORSignpostMarv2012-08-201-0/+49
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* fix typoSignpostMarv2012-08-201-1/+1
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* Add --force flag to "kick user" console command to allow bypassing of recent ↵Justin Clark-Casey (justincc)2012-08-202-4/+7
| | | | | | | | | 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.
* fixing bug that get/set the wrong property for prim types other than sphere ↵SignpostMarv2012-08-171-1/+2
| | | | & box
* implementedSignpostMarv2012-08-171-0/+50
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* BulletSim: Properly regenerate hulls when objects made physical.Robert Adams2012-08-171-8/+8
| | | | | This fixes the problem of non-base shapes (cubes and spheres) falling through the terrain.
* Modify order of code so SOP doesn't set the physics actor flyingRobert Adams2012-08-171-7/+12
| | | | | | property multiple times every time Update is called. This eliminates zillions of settings which is better for BulletSim. The should be no functionality change.
* Correct an exception report in SceneObjectPart so it outputs the stack.Robert Adams2012-08-151-1/+1
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* enables configurable minimum sizes for physical & non-physical primsSignpostMarv2012-08-154-20/+93
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* Add support for the extra params to scene and the event managerMelanie2012-08-152-0/+62
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* Add a skeleton for a name value storage associated with regionsMelanie2012-08-153-0/+15
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* Allow the use of the region debug console found in recent viewers. This consoleMelanie2012-08-141-0/+39
| | | | | | | will be available to estate owners and managers. If the user using the console had god privs, they can use "set console on" and "set console off" to switch on the actual region console. This allows console access from within the viewer. The region debug console can coexist with any other main console.
* Lay some groundwork for temp attachments. Decouple attachments from inventory.Melanie2012-08-142-2/+2
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* Restore SOG constructor chaining removed in recent 513b77b. This is not a ↵Justin Clark-Casey (justincc)2012-08-031-1/+1
| | | | functional change.
* Move previously unadvertised SendPeriodicAppearanceUpdates setting from ↵Justin Clark-Casey (justincc)2012-08-031-1/+7
| | | | | | | | | | [Startup] to [Appearance] config section. Add description and default of false (as before) to OpenSimDefaults.ini If set to true, this config switch will resend avatar appearance information (a small amount of UUID data, not the baked textures themselves) to other avatars in the sim every 60 seconds. For me, this has helped with situations where avatars appear persistently grey - the LL viewer sometimes did not appear to request assets the first time the appearance data was sent. However, this switch will not help with other appearance failure situations (e.g. failure to bake assets). This setting is experimental but will not have any significant impact on the simulator if turned to true.
* refactor: rename SOG.RezzingObjectID to SOG.FromPartID to match ↵Justin Clark-Casey (justincc)2012-08-032-2/+2
| | | | FromFolderID, FromItemID and to reflect that it's a SOP ID rather than a SOG ID.
* Don't bothre setting RezzingObjectID to UUID.Zero in SOG constructor - this ↵Justin Clark-Casey (justincc)2012-08-031-3/+4
| | | | is already its default value as it's a struct.
* ImprovedTerseObjectUpdate packet does not support shape updates, thus ↵SignpostMarv2012-08-031-1/+1
| | | | scheduling terse updates will not (and does not) update shape information in the viewer
* Initialize the Rezzing object to UUID.ZeroMelanie2012-08-021-3/+4
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* reduced-complexity implementation of function to get rezzing object keySignpostMarv2012-08-022-1/+10
| | | | Signed-off-by: Melanie <melanie@t-data.com>
* Create the ability for physics modules to request assets on demand byMelanie2012-08-011-0/+16
| | | | | | themselves. For that, the physics module simply calls RequestAssetMethod, which in turn points to Scene.PhysicsRequestAsset. This gives physics access to the asset system without introducing unwanted knowledge of the scene class.
* Adds support to ScriptModuleComms for region modules to exportMic Bowman2012-07-311-0/+4
| | | | constants to the script engine.
* Avoid a race condition between the scene shutdown thread and the update ↵Justin Clark-Casey (justincc)2012-07-271-3/+5
| | | | | | | | | thread since commit c150320 (Thu Jul 26 15:27:18 2012) c150320 started explicitly disposing of the physics scene and nulling it out on region shutdown. However, the update loop may not have yet checked Scene.ShuttingDown, particularly if avatars were not in the scene, causing failure when it tried to lookup time dilation. This commit moves the setting of m_shuttingDown above the existing 500ms pause to notify avatars that they are being kicked. This should not affect the few other places that use this flag.
* Remove duplicated IScenePresence.PresenceType. This is already in ↵Justin Clark-Casey (justincc)2012-07-271-2/+0
| | | | | | ISceneAgent.PresenceType from which IScenePresence inherits. No other code changes required.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimRobert Adams2012-07-261-23/+46
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| * When copying items, copy the item description field instead of the asset ↵Justin Clark-Casey (justincc)2012-07-261-23/+46
| | | | | | | | | | | | | | | | 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.
* | Add a Dispose() of the physics engine when a scene is being shutdown.Robert Adams2012-07-261-0/+9
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* Move Watchdog and MemoryWatchdog classes into OpenSim.Framework.Monitoring ↵Justin Clark-Casey (justincc)2012-07-251-0/+1
| | | | with other monitoring code from OpenSim.Framework
* Rename OpenSim.Framework.Statistics to OpenSim.Framework.Monitoring.Justin Clark-Casey (justincc)2012-07-252-2/+2
| | | | This better reflects the long-term purpose of that project and matches Monitoring modules.
* Make SceneManager.OnRegionsReadyStatusChange event available.Justin Clark-Casey (justincc)2012-07-254-10/+76
| | | | | 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
* Change attachment handling to remove object from the scene first as perMelanie2012-07-234-13/+23
| | | | | | 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.
* Committing Avination's memleak fix-a-thon, installment #3Melanie2012-07-231-0/+2
| | | | | | When linking, detach the no longer used SOG's from backup so they can be collected. Since their Children collection is never emptied, they prevent their former SOPs from being collected as well.
* Stop explicitly closing and nulling out Animator in order to prevent NREs in ↵Justin Clark-Casey (justincc)2012-07-192-23/+7
| | | | | | | various places due to race conditions. Even where checks are being made they aren't enough since they all assume that the Animator they just checked is still there in the next line, which is not necessarily the case without locking. The memory used is small and these should be GC'd anyway when the SP is released. If this is not happening then the wider problem of old SPs being retained needs to be resolved.
* Prevent race conditions between two threads that call LLClientView.Close() ↵Justin Clark-Casey (justincc)2012-07-191-3/+3
| | | | simultaneously (e.g. ack timeout and an attempt to reconnect)
* Add TestCreateDuplicateRootScenePresence() regression test.Justin Clark-Casey (justincc)2012-07-193-1/+41
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* Add basic TestCreateRootScenePresence() regression testJustin Clark-Casey (justincc)2012-07-191-135/+144
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* Add EventManager.OnRegionLoginsStatusChange fired whenever logins are ↵Justin Clark-Casey (justincc)2012-07-194-16/+35
| | | | | | | 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.
* Add back notification to neighbouring regions when RegionReadyModule is not ↵Justin Clark-Casey (justincc)2012-07-181-0/+3
| | | | active accidentally just removed in 528004d
* Perform other region ready actions even if simulator is configured to leave ↵Justin Clark-Casey (justincc)2012-07-183-21/+29
| | | | logins disabled on startup.
* Fix bug where region ready was being triggered twice in quick succession if ↵Justin Clark-Casey (justincc)2012-07-181-9/+12
| | | | a region contained no scripts.