| Commit message (Collapse) | Author | Age | Files | Lines |
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and that needs to be reflected in all other services setups. But the teleport test still doesn't work. Commenting it for now.
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find it in the cache.
Commented out the Standalone teleport test because it's failing, and the scene setup is very confusing. I suspect it may be wrong -- the connectors-as-ISharedRegionModules are being instantiated several times when there are several scenes.
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grid server via regular Web forms. May be good for developing administrative tools.
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Added serverPort to the fields that get stored (I think this is the UDP port).
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don't stay in the DB.
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getting parameters and replies over the wire.
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code.
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for the old, removed asset handlers
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correct bug associated with this
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cache during the test
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IConfigSource causing grief to region modules expecting it to be
non-empty (which a number of them do).
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folders were never being removed from trash when they were singled out for purging in trash. They were being removed when Trash was purged as a whole. That behavior is now fixed for the new InventoryService set.
* Removed left-overs from AssetInventoryServer.
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with Store/Get
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operation. Moving a batch of items is a 1-time operation. Made it async anyway, so that the viewer doesn't wait in case the DB layer is dumb (which is the case currently).
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of the tests clearer because I'm not constantly resetting properties.
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randomly occurs.
* LongVersion nIni may be causing the test thread death. Pausing OpenSimulator during startup causes a nIni error that makes debugging startup operations difficult for users. It might be because when it's in pause mode, something else reads from the nini config passed? If it is, it might not be fixable.. however, if it's concurrency that causes nini death it would make sense to give each section of the tests a new IConfigSource so that they don't read from the same configsource at the same time.
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inventory-connector
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Handler - ref mantis #4010
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Implement more parts of TestAssetService
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starting to get on my nerves.
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inventory code can be written with the async inventory fetch
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panda)
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inventory and asset, service modules. The boolean startServices was replaced with realServices string. If the string contains the word asset, it will start a real asset module, if it contains inventory, it starts a real inventory. Otherwise, it use mock (NullPlugin-like) objects, for tests that don't really need functionality.
* SetupScene is now actually sharing the asset and inventory modules if the tester wishes to have multiple regions connected. To link regions, just start SetupScene with the same CommunicationManager for all scenes. SceneSetupHelper will hold a static reference to the modules and won't initialize them again, just run the scenes through the modules AddRegion, RegionLoaded and PostInitialize.
* With the recent changes, both asset and inventory (and in the future, user) services should always be asked from the scene, not instantiated alone. The tests should reflect this new behavior and always start a scene.
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everything-inventory in CommsManager, which wasn't actively used anymore.
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SceneSetupHelpers.SetupScene()
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lets you configure region sizes to be smaller without crashing the region. I remind you that regions are still square, must be a multiple of 4, and the Linden client doesn't like anything other then 256. If you set it bigger or smaller, the terrain doesn't load in the client, the map has issues, and god forbid you connect it to a grid that expects 256m regions.
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module interface. This fixes an issue where region references were being added but weren't being deleted,
causing those "unnotified circuit" messages.
* Also fixes tests accordingly
- Fixes Mantis #3452
- Fixes Mantis #3388
- Fixes Mantis #3871
- Related to Mantis #3493
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a raycast test safely.
* Test for prim obstructions between the avatar and camera. If there are obstructions, inform the client to move the camera closer. This makes it so that walls and objects don't obstruct your view while you're moving around. Try walking inside a hollowed tori. You'll see how much easier it is now because your camera automatically moves closer so you can still see.
* Created a way to know if the user's camera is alt + cammed or just following the avatar.
* Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)
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linkset, made each of those prims rotate around its own centre rather than around the geometric centre of the selection like they should do (and like the client expects).
This involved adding a new OnUpdatePrimSingleRotationPosition event to IClientAPI so that we can get the changed position from the client.
Btw adding new events to IClientAPI is really tedious where you have to copy the change across to at least 5 or 6 other files.
[Note this doesn't fix the bug where any rotation changes to the root prim (but not the whole linkset) cause rotation errors on the child prims.]
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