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* Adjust the quanterions used in the rez coalsced object tests to get sensible ↵Justin Clark-Casey (justincc)2011-04-132-1/+12
| | | | | | bounding box and offset numbers. Extend test to check position of objects in the rezzed coalescence.
* refactor: move code to obtain the coalescence size and object offsets into ↵Justin Clark-Casey (justincc)2011-04-132-15/+38
| | | | CoalescedSceneObjects from the serializer.
* Add coalesced scene objects class and serializer. This is currently only ↵Justin Clark-Casey (justincc)2011-04-135-4/+281
| | | | | | | | | used by the TestRezCoalescedObject() regression test. This structure matches the existing one for SceneObjects and will allow code to be reused by the uuid gatherer, other tests, etc. Test is not yet fully implemented due to a bug in rezzing coalesced objects where they all get the same name as the item. Only one object should get the same name as the item, which appears to be the one selected last when the the objects were coalesced in the first place. This bug will be addressed shortly.
* Bug fix in object serialization -- sculpt data was wrong.Diva Canto2011-04-121-1/+1
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* refactor: simplify bRayEndIsIntersection boolean set from ↵Justin Clark-Casey (justincc)2011-04-121-12/+1
| | | | RayEndIsIntersection byte
* If an object is rezzed directly from a prim inventory then give it the ↵Justin Clark-Casey (justincc)2011-04-121-1/+1
| | | | rotation it was stored with.
* 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.
* Make it more obvious when it happens that DLL plugin loading fails. Improve ↵Justin Clark-Casey (justincc)2011-04-111-1/+2
| | | | exception output on Windows.
* 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.
* Make the "All Estates" option work from the client (this makes chosen ↵Justin Clark-Casey (justincc)2011-04-052-0/+12
| | | | | | | | 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!
* 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 the dupe to the uuid/local id indexes as ↵Justin Clark-Casey (justincc)2011-03-261-1/+29
| | | | | | | | | 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.
* Merge branch 'master' into primcountsJustin Clark-Casey (justincc)2011-03-261-28/+48
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| * 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.
* | Start using IPrimCounts populated by PrimCountModule instead of LandData ↵Justin Clark-Casey (justincc)2011-03-253-223/+1
|/ | | | | | | 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.
* Add ILandObject.IPrimCounts for the new prim count module.Justin Clark-Casey (justincc)2011-03-251-0/+5
| | | | Not functional yet, but tests now act against this object rather than interrogating the module directly
* 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.
* minor: slightly adjust previous method doc.Justin Clark-Casey (justincc)2011-03-212-2/+2
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* add method doc to IEstateDataService and IEstateDataStore interfacesJustin Clark-Casey (justincc)2011-03-212-2/+90
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* On initial region registration, if the user chooses the option to make the ↵Justin Clark-Casey (justincc)2011-03-212-0/+28
| | | | region part of an existing estate, then list the existing region names.
* 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.