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* 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.
* Get osNpcCreate appearance working with avatars that are currently in the scene.Justin Clark-Casey (justincc)2011-08-011-1/+5
| | | | | | Had to stop using AvatarService for now since it doesn't store baked texture IDs (which is why this was failing). Also failing because cloning appearance was also cloning the AvatarApperance.Owner field, which we weren't then changing. Extended TestCreate() to check this.
* In the packetpool, if we encounter a data block that somehow wasn't ↵Justin Clark-Casey (justincc)2011-07-311-6/+11
| | | | retrieved via GetDataBlock() then create a new stack instead of throwing an exception
* For all Util.FireAndForget invocations, set thread to en_US before ↵Justin Clark-Casey (justincc)2011-07-291-5/+10
| | | | | | | | | | continuing wtih the invocation. This is to avoid bugs where the locale is not manually set on the thread and bad data values get sent to the database or over the wire. Lots of code does this manually but as we've seen, a subtle change can hit code which has forgotton to do this. Since en_US show be used throughout the server at present, setting it at FireAndForget seems reasonable. Arguably, it would be better to do this where data is sent, but doing it here is much easier. All the manual BeginInvokes() remaining in the code should probably call FireAndForget instead.
* Fix LLTextBox to work with the updated libOMVMelanie2011-07-231-1/+1
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* Pass the first name and last name from the agent circuit data to the ↵Justin Clark-Casey (justincc)2011-07-231-1/+1
| | | | | | | | | | authorization service rather than from the account. This is to accomodate situations where the authorization service is being used by the hypergrid, where visitors have no user account. See http://opensimulator.org/mantis/view.php?id=5517, this code is somewhat adapted/cleaned up from Michelle's patch I'm a little ambivalent about this since visitors could put anything in firstname/lastname so it's not much of an auth measure. It's up to the auth service to decide which data it actually uses. Possibly we should be passing through other info such as agent circuit ip
* Remove manually permissions settings on all current library items so that ↵Justin Clark-Casey (justincc)2011-07-231-1/+7
| | | | | | | they use the defaults instead. Some items had completely wrong permissions - this is easier than correcting them all. The ability to set permissions in xml is retained since there are use cases for this (e.g. to create no-mod library scripts)
* Revert "Don't load current/next/everyone/base permissions from the library ↵Justin Clark-Casey (justincc)2011-07-231-7/+1
| | | | | | | | item xml files - always use PermissionMask.All instead (which was the existing default)." There actually are uses for this. I will correct the perms instead since some entries appear to be wrong. This reverts commit 667b54f5a2a04fa5a2859397868d270eab3913f1.
* Don't load current/next/everyone/base permissions from the library item xml ↵Justin Clark-Casey (justincc)2011-07-231-1/+7
| | | | | | files - always use PermissionMask.All instead (which was the existing default). Library items always need the same permissions, so it doesn't make sense to load them from the xml files. This just opens the door to permissions mistakes.
* Thank you, Michelle Argus, for a patch that adds reading the agent limitMelanie2011-07-221-1/+4
| | | | from XML properly.
* Fixed updating avatar appearanceOren Hurvitz2011-07-211-1/+3
| | | | Signed-off-by: root <root@grid00001.t-data.com>
* use standard sdk stack in terrain model rather than OpenSim.Framework.UndoStack.Justin Clark-Casey (justincc)2011-07-181-152/+0
| | | | remove OpenSim.Framework.UndoStack
* Use a standard generic system stack for the undo/redo stacks instead of our ↵Justin Clark-Casey (justincc)2011-07-181-1/+39
| | | | | | | own homebrew. system stack also uses an array, so no performance penalty. Also exposes undo count and adds a test assertion for correct undo count after resize
* minor: remove whitespaceJustin Clark-Casey (justincc)2011-07-131-1/+0
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* Remove an unused 404 checker since on a 404, GetResponse() throws a ↵Justin Clark-Casey (justincc)2011-07-131-3/+0
| | | | WebException rather than proceeding.
* if a SynchronousRestObjectRequester request fails, then unless it's due to a ↵Justin Clark-Casey (justincc)2011-07-131-0/+11
| | | | | | | 404, log the exception for diagnostic purposes This is instead of logging "Invalid XML" for all failures, even if they weren't a result of invalid xml. A default TReponse is returned in the event of a 404, which is the same behaviour as previously.
* Remove the obsoleted SynchronousRestObjectPosterJustin Clark-Casey (justincc)2011-07-131-9/+0
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* Rename SetSculptData() to SetSculptProperties(), since this is what it does ↵Justin Clark-Casey (justincc)2011-07-091-1/+1
| | | | (setting SculptData is done through the property)
* minor: code tidy and inserted log lines for future use.Justin Clark-Casey (justincc)2011-07-091-15/+31
| | | | | | | | Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory When phantom is toggled, the sculptdata is regenerated before remeshing. But on resize, the sculptdata is not regenerated. So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled.
* When loading library asset set, only store an asset if it's different from ↵Justin Clark-Casey (justincc)2011-07-081-3/+13
| | | | | | | | | an existing one with the same id. We compare existing and loaded asset by doing an SHA1 on both, so that a changed library asset will still update the store. This cuts asset library load time from 10 seconds to <1 sec. Note, a fix on the previous commit revealed a bug where a library script cannot be copied except on the first login after a cache clear. This is unrelated to this commit and needs to be fixed at some subsequent time.
* Fix interpretation of physics mesh proxies from mesh dataJustin Clark-Casey (justincc)2011-07-081-2/+17
| | | | | | | | As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some submesh blocks may just have the flag "NoGeometry" to signal that they provide no mesh data. If a block contains this, ignore it for meshing purposes rather than suffer a ClassCastException This fixes physics proxy meshing, so you can now walk through mesh doorways, properly stand on the trailer of mesh trucks, etc. To get mesh physics proxy, the UseMeshiesPhysicsMesh must be true in a [Mesh] config section in OpenSim.ini (example in OpenSimDefaults.ini). Convex hull physics not currently supported.
* Add basic flotsam asset cache test for retrieved cached asset.Justin Clark-Casey (justincc)2011-07-041-0/+1
| | | | Disabled temporarily since file system caching disrupts subsequent test runs
* Make default serverside_object_permissions = true since this better matches ↵Justin Clark-Casey (justincc)2011-07-011-11/+0
| | | | | | user expectations. It also matches the default setting in the OpenSim.ini.example file
* If OpenSim has been built from a git tree, then include version information ↵Justin Clark-Casey (justincc)2011-07-011-4/+39
| | | | | | automatically by dereferencing .git/HEAD A blank bin/.version file will stop this being displayed.
* refactor: rename gitCommitFileName to manualVersionFileName since ↵Justin Clark-Casey (justincc)2011-07-011-5/+4
| | | | bin/.version doesn't necessary have to be a git hash
* Add an async inventory details sender to respond to FetchInventory packets.Justin Clark-Casey (justincc)2011-07-011-1/+1
| | | | | | | If a user with a very large inventory right-clicks on their "My Inventory" folder, viewer 1 code will send a massive number of Fetchinventory requests. Even though each is handled asynchronously via a pool thread, the sheer frequency of requests overwhelms the pool and freezes inbound packet handling. This change makes the first Fetchinventory thread also handle subsequent requests, freeing up the other threads. Further efficiencies could be made by handling all the items in a particular FetchInventory request together, rather than separately.
* First pass at making the V2 map work. Standalones only for now. There are ↵Diva Canto2011-06-121-2/+2
| | | | some issues with the zoom level -- TBD.
* Save the sun's position in OARsOren Hurvitz2011-06-101-2/+6
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