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* Dump OpenSim 0.9.0.1 into it's own branch.onefang2019-05-192-223/+411
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* Initial update to OpenSim 0.8.2.1 source code.David Walter Seikel2016-11-032-31/+606
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* Consistenly make NUnit test cases inherit from OpenSimTestCase which ↵Justin Clark-Casey (justincc)2012-11-241-1/+1
| | | | automatically turns off any logging enabled between tests
* Cleanup on region modules: gave short node id's to all of them.Diva Canto2012-11-121-1/+1
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* Remove any mention of IRegionModule from region names and comments to aidMelanie2012-11-121-1/+1
| | | | grepping for remaining uses
* One more module converted: AvatarFactoryModule.Diva Canto2012-11-101-6/+31
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* Fix the use of the wrong index when locating the assets associatedMic Bowman2012-10-031-1/+2
| | | | | | | with wearables. The fact that this hasn't caused problems earlier suggests either that no one is using multiple layers of wearables or that this code is useless because the assets are coming in with the wearables request.
* Fix build break.Justin Clark-Casey (justincc)2012-08-031-1/+1
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* Update settings loading in AvatarFactoryModule which should have been in ↵Justin Clark-Casey (justincc)2012-08-031-4/+4
| | | | last commit 205f2326
* minor: update currently commented out log message at top of ↵Justin Clark-Casey (justincc)2012-06-251-1/+3
| | | | AvatarFactoryModule.SetAppearance() for future use
* minor: add explanative comment to 'missing baked texture' logging commonly ↵Justin Clark-Casey (justincc)2012-05-141-0/+10
| | | | seen on inter-simulator teleports where avatar baked textures are not available from the asset service.
* Add regression test for teleporting an agent between separated regions on ↵Justin Clark-Casey (justincc)2012-04-271-2/+2
| | | | | | | | the same simulator. This involves a large amount of change in test scene setup code to allow test scenes to share shared modules SetupScene is now an instance method that requires an instantiation of SceneHelpers, though other SceneHelpers methods are still static May split these out into separate classes in the future.
* Comment out the noisier AVFACTORY log messages for now.Justin Clark-Casey (justincc)2012-04-251-4/+6
| | | | Permanently comment out warnings about ScenePresence not being found - this is entirely expected if the avatar has alraedy logged out or left the scene.
* Minor improvements to loggingOren Hurvitz2012-04-241-5/+6
| | | | Eliminated an extra newline in the console if the log line doesn't contain a category (example of a category: "[ASSETS]").
* Added the TriggerAvatarAppearanceChanged to EventManager. It's triggered by ↵Dan Lake2012-02-171-0/+4
| | | | AvatarFactoryModule after an avatar's appearance has been succesfully changed and persisted (if the persist option is set).
* Refactor appearance saving for NPC to use AvatarFactoryModule interface.Dan Lake2012-02-141-9/+31
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* Add avatar names to appearance log messagesJustin Clark-Casey (justincc)2012-01-101-3/+3
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* Improve "app rebake" command to return a better message if no uploaded ↵Justin Clark-Casey (justincc)2012-01-051-1/+6
| | | | texture ids were available for the rebake request
* Add "appearance rebake" command to ask a specific viewer to rebake textures ↵Justin Clark-Casey (justincc)2012-01-041-3/+12
| | | | | | | | from the server end. This is not as useful as it sounds, since you can only request rebakes for texture IDs already received. In other words, if the viewer has never sent the server this information (which happens quite often) then it will have no effect. Nonetheless, this is useful for diagnostic/debugging purposes.
* Separate out rebake request code from cache validation code AvatarFactoryModule.Justin Clark-Casey (justincc)2012-01-041-31/+41
| | | | This allows some logic simplification and allows an external caller to manually request rebakes even if textures are uploaded (future command).
* Fix race condition where the appearance update timer could be stopped just ↵Justin Clark-Casey (justincc)2011-12-191-3/+6
| | | | | | after another thread had started it on QueueAppearanceSave() or *Send() However, the window for this race is very small, and the next queued appearance save or send would restart the timer anyway.
* Migrate detailed "appearance show" report generation up to ↵Justin Clark-Casey (justincc)2011-12-191-8/+49
| | | | | | | | AvatarFactoryModule from AppearanceInfoModule so that it can be used in debug (inactive). Further filters "debug packet <level>" to exclused [Request]ObjectPropertiesFamily if level is below 25. Adjust some method doc Minor changes to some logging messages.
* In AvatarFactoryModule.SetApperance(), perform ValidateBakedTextureCache() ↵Justin Clark-Casey (justincc)2011-12-131-2/+2
| | | | | | | | in the same thread rather than on another one. The caller is already an async thread from LLClientView so this doesn't hold up the client. However, launching on a separate thread does remove the effect of m_setAppearanceLock This was potentially allowing two different SetAppearance threads to interfere with each other, though this probably rarely happens, if at all.
* Print out one log message for every missing baked texture, rather than two.Justin Clark-Casey (justincc)2011-12-091-22/+4
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* Fix race condition that would sometimes send or save appearance for the ↵Justin Clark-Casey (justincc)2011-11-021-7/+21
| | | | | | | | | wrong avatar. In AvatarFactoryModule.HandleAppearanceUpdateTimer(), we loop through appearance save and send requests and dispatch via a FireAndForget thread. If there was more than one request in the save or send queue, then this led to a subtle race condition where the foreach loop would load in the next KeyValuePair before the thread was dispatched. This gave the thread the wrong avatar ID, leaving some avatar appearance cloudy since appearance data was never sent. This change loads the fields into local references so that this doesn't happen.
* Moved HaveNeighbor utility function from ScenePresence to Scene. Fixed line ↵Dan Lake2011-10-192-268/+268
| | | | endings from previous commit.
* Renamed and rearranged AvatarFactoryModule to eliminate redundant lookups of ↵Dan Lake2011-10-192-328/+300
| | | | scene presence by client ID.
* minor: remove clutter null check from pass in config to ↵Justin Clark-Casey (justincc)2011-10-011-8/+5
| | | | | | AvatarFactoryModule.Initialize() This is never null
* Fix avatar parameter updating for viewer 3 and maybe 2.Justin Clark-Casey (justincc)2011-09-231-4/+15
| | | | | | | | | 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.
* On setting a new avatar appearance, if height hasn't changed then don't set ↵Justin Clark-Casey (justincc)2011-09-171-1/+3
| | | | | | that same height in ScenePresence. This prevents unnecessary work in the ODE module, though possibly that should be checking against same size sets itself
* Write code to create minimum necessary body parts/clothing and avatar ↵Justin Clark-Casey (justincc)2011-09-151-1/+1
| | | | | | | | | | | | entries to make a newly created user appear as a non-cloud on viewer 2 Viewer 2 no longer contains the default avatar assets (i.e. "Ruth") that would appear if the user had insufficient body part/clothing entries. Instead, avatars always appear as a cloud, which is a very bad experience for out-of-the-box OpenSim. Default is currently off. My intention is to switch it on for standalone shortly. This is not particularly flexible as "Ruth" is hardcoded, but this can change in the future, in co-ordination with the existing RemoteAdmin capabilities. Need to fix creation of suitable entries for users created as estate owners on standalone. Avatars still appear with spooky empty eyes, need to see if we can address this. This commit adds a "Default Iris" to the library (thanks to Eirynne Sieyes from http://opensimulator.org/mantis/view.php?id=1461) which can be used.
* refactor: move multiple class to set avatar height into associated ↵Justin Clark-Casey (justincc)2011-08-311-1/+1
| | | | SP.AddToPhysicalScene()
* Fix bug in persisting saved appearances for npcsJustin Clark-Casey (justincc)2011-08-302-8/+91
| | | | | Assets have to be marked non-local as well as non-temporary to persist. This is now done. Hopefully addresses http://opensimulator.org/mantis/view.php?id=5660
* When saving appearance, only save the baked textures, not the other face ↵Justin Clark-Casey (justincc)2011-08-121-5/+43
| | | | textures (which are already stored permanently)
* Implement first draft functions for saving and loading NPC appearance from ↵Justin Clark-Casey (justincc)2011-08-092-24/+65
| | | | | | | | | | 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.
* refactor: Change SceneHelpers.AddClient() to AddScenePresence().Justin Clark-Casey (justincc)2011-08-061-1/+1
| | | | This seems to make more sense as we can get SP.ControllingClient
* rename TestHelper => TestHelpers for consistencyJustin Clark-Casey (justincc)2011-08-061-3/+3
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* rename test SceneSetupHelpers -> SceneHelpers for consistencyJustin Clark-Casey (justincc)2011-08-061-3/+3
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* Get osNpcCreate appearance working with avatars that are currently in the scene.Justin Clark-Casey (justincc)2011-08-011-0/+4
| | | | | | 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.
* When we start the appearance saving thread, make sure we set the culture to ↵Justin Clark-Casey (justincc)2011-07-291-0/+5
| | | | | | | En_US so that a different culture doesn't save values with commas as decimal points, etc. This will hopefully stop giants stalking the grid. See http://opensimulator.org/mantis/view.php?id=5614
* When handling SetAppearance packet, always save the appearance; not only if ↵Oren Hurvitz2011-07-211-5/+5
| | | | the texture was changed
* Fixed updating avatar appearanceOren Hurvitz2011-07-211-10/+17
| | | | Signed-off-by: root <root@grid00001.t-data.com>
* minor: method doc for baked texture uploadingJustin Clark-Casey (justincc)2011-07-151-1/+2
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* refactor: slightly simplify testJustin Clark-Casey (justincc)2011-07-091-4/+1
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* Rename SceneSetupHelpers.AddRootAgent to AddClient() to better represent its ↵Justin Clark-Casey (justincc)2011-07-091-1/+1
| | | | effects and return object
* Add scratch AvatarFactoryModuleTests with one test to do a partial check on ↵Justin Clark-Casey (justincc)2011-07-092-9/+87
| | | | | | | AvatarFactoryModule.SetAppearance() Baked texture set not yet checked, nor persistence of data in avatar service This is a foundation for later npc related tests.
* Hack around with the NPC module to get osNpcCreate() partially working again.Justin Clark-Casey (justincc)2011-06-291-2/+2
| | | | | | This now creates an avatar but appearance is always cloudy. Move doesn't work. Really, creating an NPC should only involve a ScenePresence rather than doing anything with IClientAPI, since an NPC has no viewer to communicate with!
* Add module with "appearance show" command.Justin Clark-Casey (justincc)2011-05-071-3/+3
| | | | | At the moment, this command just asks the AvatarFactory to perform the existing baked texture check for each avatar in the simulator and returns "OK" or "corrupt". This is for debugging purposes
* change some log messages from info to debugJustin Clark-Casey (justincc)2011-02-251-1/+1
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* Removed a few more spurious appearance saves. When an avatarMic Bowman2011-01-251-1/+3
| | | | | | | enters a region the attachments module tries to update the appearance with attachments that are already part of the appearance. Just added a check to only save if the attachments weren't there before.