| Commit message (Collapse) | Author | Files | Lines |
|
OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
|
|
work in grid mode.
|
|
|
|
be linked (and TPed to) simply by searching on the map for things like this ucigrid03.nacs.uci.edu:9003 or by clicking on things like this in the chat history secondlife://ucigrid03.nacs.uci.edu:9003/ or by clicking on links like that on the embedded browser.
|
|
* Often times now the only reason OpenJpeg doesn't work is because it requires Glibc 2.4 The error messages reflect that.
* In J2kDecoder module, It stops trying to decode modules if it encounters a dllnotfound exception and instead sends a full resolution layer that causes the texture sender to only send the full resolution image. (big decrease in texture download speed, but it's better then nasty repeating error messages)
|
|
|
|
|
|
|
|
5748decc-f629-461c-9a36-a35a221fe21f to a constant in OpenSim.Framework.Util
|
|
Improves map image representation.
|
|
* make worldmap module log tags consistent
|
|
libOMV.
|
|
release a direct descendant of the stable 7364, with all the features and
none of the issues.
This omits the following patch chain: r7383 r7382 r7381 r7377 r7375 r7373
r7372 r7370 r7369 r7368 r7367 r7366
|
|
* Update libopenjpeg as well for this patch.
* Appears to be okay on a very short sniff test
* Source code will be placed in opensim-libs shortly
|
|
|
|
|
|
there is a problm in the world map module rather than bringing down the whole server.
|
|
grid services
|
|
module from crashing the entire server
|
|
|
|
- Remove some duplicated code
- Avoid unnecessary allocation of variables/values if only used once anyway.
|
|
* Puts remote requests in a single worker thread
* Worker thread only starts when there are agents to serve
* When there are no agents to serve, it shuts down
* A good example of how to deal with threads in non-shared modules so they don't end up consuming threads per regions
|
|
|
|
up a lot of threads right now when regions are inaccessable
|
|
|
|
* Fixes 1 too large count in region you're in (Region no longer reports the green dot about yourself to you)
* For all local requests, the region will check itself instead of going to it's web service. (optimization)
|
|
* Initial implementation
* You'll only be able to seen green dots on regions on the map that have been updated.
|
|
instead of the 130s timeout somewhere. Additionally, mark the map-tile as
offline. This partly fixes the TP problems of Mantis 2332; the rest is a viewer
problem (just relogin).
|
|
- Added lookup in the data-layer
- MySQL works
- SQLite doesn't have a grid-db, so it won't work there
- I added MSSQL-code to the best of my knowledge; but I don't know MSSQL :-)
- Added the plumbing up to OGS1GridServices. This speaks with the grid-server
via XMLRPC.
- Modified MapSearchModule to use the new data. It's backward compatible; if
used with an old grid-server, it just returns one found region instead of a
list.
- Refactored a bit.
Note: This updates data, grid-server and region code. No new files.
|
|
* Switched it on by default
* Updated OpenSim.ini.example to reflect this
* Caught a UDP Server issue that occurs when the network pipe is saturated
* Still experimental :D
|
|
regions in the in-world map. It currently only returns the first region that
matches the search string; in a future version it will return more search
results.
Note: File added; run runprebuild.
|
|
|
|
|
|
|
|
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
|
|
|
|
* By default, texture rendering is on. This may be affected by using secure assets since your region hasn't registered with the gridserver before it asks for texture assets. It might also be affected by a slow asset server, so consider this release experimental.
* Defined interface IMapTileTerrainRenderer.
* Extracted "old" shaded maptile terrain rendering into ShadedMapTileRenderer;
streamlined it a bit and added "highlight" rendering to its "shadow"
rendering.
* Added "new" terrain-texture based maptile terrain rendering
(TexturedMapTileRenderer); made TerrainUtil.InterpolatedNoise public
* Adapted MapImageModule to allow switching between those two by configuration
* Added configuration option to OpenSim.ini.example
|
|
|
|
|
|
projection of an oriented bounding box. This isn't quite right yet. Experimental. It takes about 3 times longer then the previous version, however produces better results.
|
|
using Bitmap.setpixel to a drawing2d graphics context.
* Z-sort the prim volumes before drawing.
|
|
|
|
|
|
|
|
generating the map image. Copied the code in Scene into the MapImageModule, made a few tweaks to get it to work with the module's interface.
* Refactored a few things in Scene to make maptile saving easier to understand.
* Added comments to describe the 'clever code' assetcache update without the gridasset being updated so as to lessen possible confusion in patches in the future.
* If the MapImageModule isn't loaded, default to the code in Scene still.
|
|
|
|
OnRequestMapBlocks event (and handler), as when a client sends a map block request it also sends what layer it wants it for 0,1,2. It will always send two requests, one of them being for layer 2 (the overlay layer) and the other one either 0 or 1 depending on the tab that is selected in the client worldmap window. We should also be sending what layer the reply is for in IClientAPI.SendMapBlock (current always set to 0). That will come in next part (most likely at the weekend).
|
|
useful for places that the terrain map is needed in a serialised form. Also could add console commands to save and load from files, which should be faster than .raw files (these load/save commands are not included/implemented)
Add util functions to compress and uncompress strings.
Fixed a couple of modules so they use SceneCommunicationService rather than directly call functions on the CommsManager.
|
|
* I'm not sure if this method works on Linux.. but I guess I'll find out :P
|
|
* Enables regular jpeg map images to be served directly from the region.
* EX: http://192.168.1.127:9000/index.php?method=regionImagecc4583cd269b41bfa525dd198e19a5c5
* This is actually HTTP server address + port + index.php?method=regionImage<REGIONUUID, no dashes>
* The Webmap image location gets printed on the console when the simulator starts up.
* JPEG data is cached so we only create the webjpeg once.
|