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* Add "threads abort <thread-id>" simulator console command that allows us to ↵Justin Clark-Casey (justincc)2011-10-252-2/+48
| | | | | | abort a watchdog managed thread. This is for diagnostic purposes.
* Make OpenSim.Framework.Servers.HttpServer rely on OpenSim.Framework instead ↵Justin Clark-Casey (justincc)2011-10-2513-64/+212
| | | | | | | | | of the other way around. This is necessary so that code in HttpServer can use framework facilities such as the thread watchdog for monitoring purposes. Doing this shuffle meant that MainServer was moved into OpenSim/Framework/Servers Also had to make OpenSim.Framework.Console rely on OpenSim.Framework rather than the other way around since it in turn relies on HttpServer MainConsole and some new interfaces had to be moved into OpenSim/Framework to allow this. This can be reverted if parts of OpenSim.Framework stop relying on console presence (cheifly RegionInfo)
* Drop some unnecessary ContainsKey() checking before Remove() in BaseHttpServer()Justin Clark-Casey (justincc)2011-10-241-12/+2
| | | | Remove() presumably does this check anyway since it just returns false if the key is not in the collection.
* Fix bugs in EventQueueGetModule.ClientClosed() and ↵Justin Clark-Casey (justincc)2011-10-242-5/+9
| | | | | | BaseHttpServer.RemovePollServerHTTPHandler() that stopped existing code in ClientClosed() from actually tearing down the poll handler Actually doing the tear down appear to have no ill effects with region crossing and teleport.
* Get UUIDGatherer to scan notecards in the graph for asset uuids.Justin Clark-Casey (justincc)2011-10-222-5/+6
| | | | | This is to support npc baked texture saving in oars and iars. May address http://opensimulator.org/mantis/view.php?id=5743
* refactor: Make IClientAPI.DebugPacketFormat a property rather than a setter ↵Justin Clark-Casey (justincc)2011-10-171-2/+2
| | | | without a getter
* move see_into_this_sim_from_neighbor [Startup] flag parsing into Scene with ↵Justin Clark-Casey (justincc)2011-10-151-5/+0
| | | | the others
* fetch physical_prim switch from [Startup] config from inside scene, as is ↵Justin Clark-Casey (justincc)2011-10-151-5/+2
| | | | done for most other scene config params
* Restore [Startup] physical_prim flag which can stop any prims being subject ↵Justin Clark-Casey (justincc)2011-10-151-0/+6
| | | | | | | to physics This had stopped working. However, at the moment it still allows the physics flag to be set even though this has no effect. This needs to be fixed. Default for this flag is true as previously.
* refactor: rename IClientAPI.SendPrimUpdate() to SendEntityUpdate() since it ↵Justin Clark-Casey (justincc)2011-10-141-1/+8
| | | | sends entity updates (including presence ones), not just prims.
* Get rid of some traces of the old pre-ROBUST grid architecture configJustin Clark-Casey (justincc)2011-10-122-38/+0
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* flip master version up to 0.7.3Justin Clark-Casey (justincc)2011-10-071-1/+1
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-10-031-2/+1
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| * Remove usage of Linden packet types from inside Attachments Module and interfaceDan Lake2011-10-031-2/+1
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* | Remove vestigal RegionStatus.SlaveScene.Justin Clark-Casey (justincc)2011-10-031-3/+0
|/ | | | This appears to be code clutter since the code that uses this has long gone.
* Add Enabled switch in new [Attachments] section in OpenSimDefaults.ini to ↵Justin Clark-Casey (justincc)2011-09-301-1/+1
| | | | | | allow attachments to be temporarily turned off. This is for debugging purposes. Defaults to Attachments Enabled
* Added a setting to [Startup] section of config that will allow the simulator ↵Kevin Houlihan & Michelle Argus2011-09-242-21/+51
| | | | | | to start up with no regions configured. I added the boolean config setting "allow_regionless", defaulting to false. If set to true, opensim will start up ok if no region configurations are found in the specified region_info_source. It will not ask the user to create a region.
* Fix avatar parameter updating for viewer 3 and maybe 2.Justin Clark-Casey (justincc)2011-09-232-0/+3
| | | | | | | | | When a slider parameter is changed, the viewer uploads a new shape (or other asset) and the item is updated to point to it. Viewer 1 uploaded the data in the initial request itself, so the asset references was almost always correctly updated. However, viewer 3/2 always uploads data in a subsequent xfer, which exposed a race condition where the viewer would make the item update before the asset had uploaded. This commit shuffles the order of operations to avoid this race, the item is updated with the new asset id instead of the old one while the upload was still taking place. A second race had to be fixed where avatar appearance would also be updated with the old asset id rather than the new one. This was fixed by updating the avatar appearance ids when the appearance was actually saved, rather than when the wearables update was made.
* Reinstate option to land an npc when it reaches a target.Justin Clark-Casey (justincc)2011-09-221-1/+1
| | | | This is moved into ScenePresence for now as a general facility
* Updated some variables to be closer to the coding standards (and easier to ↵Kevin Houlihan2011-09-161-91/+88
| | | | | | | understand). There were a few variables in LocalConsole with single character names, and the class fields did not use the m_ prefix. I also removed a redundant variable, h. It was being set to 1 in a couple of places, and incremented in another, but never actually used.
* Passwords could be revealed in console by pressing backspace.Kevin Houlihan2011-09-161-1/+4
| | | | Pressing backspace causes hidden input (such as passwords) to be revealed on the console. The echo state was not being taken into account when handling a backspace key press.
* In an object return message, send a null-terminated empty string in binary ↵Justin Clark-Casey (justincc)2011-09-131-2/+40
| | | | | | | | | bucket to prevent a viewer 3 crash. This is the message sent to the client when the object is returned. We were sending byte[0] in the binary bucket. This didn't kill viewer 1 but did terminate viewer 3 (don't know about viewer 2). So sending "\0" instead. This is to address http://opensimulator.org/mantis/view.php?id=5683
* lock AvatarAppearance.m_attachments when we use itJustin Clark-Casey (justincc)2011-09-121-33/+58
| | | | This is partly to address http://opensimulator.org/mantis/view.php?id=5644, though something more thorough is needed.
* lock attachments when enumerating through them in ScenePresence.CopyTo().Justin Clark-Casey (justincc)2011-09-101-1/+0
| | | | May have some effect on http://opensimulator.org/mantis/view.php?id=5644
* In SetAttachment, if the existing attachment has no asset id then carry on ↵Justin Clark-Casey (justincc)2011-09-062-3/+34
| | | | | | | | | | | rather than abort. When a user logs in, the attachment item ids are pulled from persistence in the Avatars table. However, the asset ids are not saved. When the avatar enters a simulator the attachments are set again. If we simply perform an item check then the asset ids (which are now present) are never set, and NPC attachments later fail unless the attachment is detached and reattached. Hopefully resolves part of http://opensimulator.org/mantis/view.php?id=5653
* Stop the pointless double setting of every attachment in AvatarAppearance.Justin Clark-Casey (justincc)2011-09-061-4/+10
| | | | The second was already being filtered out so this has no user level effect
* Stop NPCs losing attachments when the source avatar takes them off.Justin Clark-Casey (justincc)2011-09-032-3/+14
| | | | | | | This was happening because we were using the source avatar's item IDs in the clone appearance. Switch to using the asset IDs of attachments instead for NPCs. The InventoryAccessModule and AttachmentModule had to be changed to allow rezzing of an object without an associated inventory item. Hopefully goes some way towards resolving http://opensimulator.org/mantis/view.php?id=5653
* If a FireAndForget thread terminates with an exception, then catch and log ↵Justin Clark-Casey (justincc)2011-08-311-1/+15
| | | | | | rather than letting it terminate the simulator. Exceptions don't appear to do this with the SmartThreadPool but they do with UnsafeQueueUserWorkItem (and maybe others)
* add Name property to ISceneEntityJustin Clark-Casey (justincc)2011-08-301-0/+1
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* refactor: migrate DropObject handling fully into AttachmentsModule from SceneJustin Clark-Casey (justincc)2011-08-301-1/+1
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* Fix bug where attachments were remaining on the avatar after being dropped.Justin Clark-Casey (justincc)2011-08-301-2/+5
| | | | If the inventory service is configured not to allow deletion then these will not disappear from inventory
* Move GetMeshKey from buried inside Meshmerizer to a public method on ↵Robert Adams2011-08-281-0/+61
| | | | | | PrimitiveBaseShape Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* read m_rpcHandlersKeepAlive under appropriate lockJustin Clark-Casey (justincc)2011-08-221-2/+4
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* oops, fix build break from last commitJustin Clark-Casey (justincc)2011-08-221-12/+8
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* improve locking of m_agentHandlers in BaseHttpServerJustin Clark-Casey (justincc)2011-08-221-10/+10
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* improve locking of m_HTTPHandlers in BaseHttpServerJustin Clark-Casey (justincc)2011-08-221-2/+2
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* improve locking of m_streamHandlers in BaseHttpServerJustin Clark-Casey (justincc)2011-08-221-2/+4
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* remove necessity to catch a KeyNotFoundException in ↵Justin Clark-Casey (justincc)2011-08-221-11/+6
| | | | BaseHttpServer.RemoveLLSDHandler()
* improve locking of m_llsdHandlers in BaseHttpServerJustin Clark-Casey (justincc)2011-08-221-30/+32
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* minor: remove mono compiler warningJustin Clark-Casey (justincc)2011-08-221-3/+3
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* improve locking of m_rpcHandlers in BaseHttpServerJustin Clark-Casey (justincc)2011-08-221-1/+2
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* Don't try to save changed attachment states when an NPC with attachments is ↵Justin Clark-Casey (justincc)2011-08-182-3/+43
| | | | | | | removed from the scene. This is done by introducing a PresenceType enum into ScenePresence which currently has two values, User and Npc. This seems better than a SaveAttachments flag in terms of code comprehension, though I'm still slightly uneasy about introducing these semantics to core objects
* Add new FireAndForgetMethod.None.Justin Clark-Casey (justincc)2011-08-162-3/+20
| | | | This executes the callback on the same thread that made the request. Designed for use only by regression tests that rely on a predicable event ordering.
* early code to allow scripts to force npcs not to fly when moving to targetJustin Clark-Casey (justincc)2011-08-101-1/+1
| | | | | this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path. currently implemented in osNpcMoveToTarget(), but none of this is final.
* Stop trying to deregister caps or close child agents when an NPC is removedJustin Clark-Casey (justincc)2011-08-101-1/+12
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* When an NPC is created, stop telling neighbouring regions to expect a child ↵Justin Clark-Casey (justincc)2011-08-091-1/+1
| | | | agent
* Implement first draft functions for saving and loading NPC appearance from ↵Justin Clark-Casey (justincc)2011-08-091-1/+1
| | | | | | | | | | storage. This works by serializing and deserializing NPC AvatarAppearance to a notecard in the prim inventory and making the required baked textures permanent. By using notecards, we avoid lots of awkward, technical and user-unfriendly issues concerning retaining asset references and creating a new asset type. Notecards also allow different appearances to be swapped and manipulated easily. This also allows stored NPC appearances to work transparently with OARs/IARs since the UUID scan will pick up and store the necessary references from the notecard text. This works in my basic test but is not at all ready for user use or bug reporting yet.
* rename TestHelper => TestHelpers for consistencyJustin Clark-Casey (justincc)2011-08-061-4/+4
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* get rid of vestigal move to parametersJustin Clark-Casey (justincc)2011-08-031-1/+1
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* Get rid of AvatarAppearance.Owner to simplify the code.Justin Clark-Casey (justincc)2011-08-025-33/+19
| | | | This is not used for anything - appearances are always properties of objects with ids (ScenePresence, AgentCircuitData) and just has the potential to get out of sync when the appearance is cloned.