aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes (follow)
Commit message (Collapse)AuthorAgeFilesLines
* don't throw a null reference if an inventory link target doesn't exist when ↵Justin Clark-Casey (justincc)2011-05-271-1/+4
| | | | we're inspecting in order to send the required inventory folders
* Fix adding/removing/replacing outfits in viewer 2Justin Clark-Casey (justincc)2011-05-271-18/+27
| | | | | | | | To get this to work, I had to disable the dupe link check I put in a couple of commits ago. When the viewer adds wearables to an existing outfit, it first requests deletes of all the existing links before creating a new set. Since these messages are async, the creates were being received before the deletes had a chance to complete, resulting in missing current outfit links. However, the dupe check shouldn't be as important now that broken links have been fixed - it was the broken links that were causing the client to create dupes. Tested on kokua 0.1.0 WIP and SL 2.6.3. I now have no problems managing outfits on my standalone.
* Fix broken inventory links on viewer 2.Justin Clark-Casey (justincc)2011-05-272-2/+23
| | | | | It appears that if the viewer requests a folder containing links, we must also send the folders that contain the link targets first. This was tested with Kokua 0.1.0 WIP though I predict it will also work with other viewer 2s
* Add a smidgen of method doc about the fact that item links reuse the asset ↵Justin Clark-Casey (justincc)2011-05-271-0/+4
| | | | id item slot
* Prevent viewer 2 from creating a duplicate outfit inventory links.Justin Clark-Casey (justincc)2011-05-271-2/+29
| | | | | | | I believe this is safe since there is a 1-1 correspondence between link item and worn item (i.e. you can't be wearing the same item at two spots simultaneously in one outfit). This should stop lots of duplicate links being created when viewer 2 is used. However, this doesn't prevent broken inventory links, which I believe is timing related since the effect is not consistent (e.g. keep relogging and the viewer should end up seeing them correctly) . I think we actually see this problem on viewer 1 as well. It might be easier just to implement the Fetch*2 inventory caps which are documented at http://wiki.secondlife.com/wiki/Inventory_API. WebFetch* has been deprecated by Linden Lab since viewer 2.5.1 and according to the sl wiki, "has numerous bugs".
* One more bug fix concerning library items that weren't being copied to ↵Diva Canto2011-05-061-1/+1
| | | | user's inventory. Also commented verbose debug message.
* Bug fix: iars under Library weren't being loaded.Diva Canto2011-05-061-0/+2
|
* Stop CHANGED_INVENTORY firing twice if a notecard is edited in prim.Justin Clark-Casey (justincc)2011-04-282-2/+9
| | | | | | Addresses http://opensimulator.org/mantis/view.php?id=5444 Fix is to stop the asset transaction calling UpdateInventoryItem() since the caller is doing it anyway, which is more correct. This did not effect scripts.
* Fix a bug where physical objects rezzed with an initial velocity by script ↵Justin Clark-Casey (justincc)2011-04-281-0/+6
| | | | | | | | do not receive this velocity. This is a minimal fix for the 0.7.1 release, pending a non copy/paste solution. This hopefully addresses http://opensimulator.org/mantis/view.php?id=5457 The bug was introduced in commit 3ba5eeb
* minor: small amount of method doc and some commented out odds and endsJustin Clark-Casey (justincc)2011-04-211-6/+15
|
* Alter uuid gather so that it properly analyzes coalesced objects.Justin Clark-Casey (justincc)2011-04-212-22/+43
| | | | This should correct save all the assets required for the items within the coalesced objects in an IAR. This should also correctly gather the items on hypergrid takes.
* refactor: rename DeleteToInventory() to CopyToInventory()Justin Clark-Casey (justincc)2011-04-181-1/+2
| | | | DeleteToInventory() is misleading - it is the caller that decides whether to delete or not
* Merge branch 'master' into test-merge0418Mic Bowman2011-04-185-18/+62
|\
| * get rid of all traces of the now used mock service infrastructureJustin Clark-Casey (justincc)2011-04-152-4/+4
| |
| * remove mock asset service for tests in favour of always using the real oneJustin Clark-Casey (justincc)2011-04-151-1/+3
| |
| * Make all the objects in a coalescence reappears after being loaded from an ↵Justin Clark-Casey (justincc)2011-04-151-6/+41
| | | | | | | | | | | | | | IAR. This still doesn't work proprerly since some required textures/contained item assets might be missing. From pure code inspection, it looks like the uuid gatherer may get most asset uuids because the scene object serializer naively pulls non-root parts from all contained scene objects into one mega-object. However, root part uuids may well still be missing, and there may be other odd artifacts from this bug. It appears that storing the size of the coalescence and the offsets is redundant, since one can work out this information from the position data already in the scene object groups.
| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-04-141-1/+5
| |\
| * | simplify coalesced object tests by using existing scene object set up utilsJustin Clark-Casey (justincc)2011-04-141-7/+14
| | | | | | | | | | | | this change makes it possible to set an absolute position on a group before it is put into a scene.
* | | Merge branch 'master' into queuetestMic Bowman2011-04-141-1/+5
|\ \ \ | | |/ | |/|
| * | Comment out the warning if the prioritizer runs without a fullyMic Bowman2011-04-131-1/+5
| |/ | | | | | | | | initialized scene presence. Not sure why we are dumping updates to a client that isn't there yet...
* | First pass at moving object property requests into a queue similarMic Bowman2011-04-132-13/+7
|/ | | | | | | | to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
* Adjust the quanterions used in the rez coalsced object tests to get sensible ↵Justin Clark-Casey (justincc)2011-04-132-1/+12
| | | | | | bounding box and offset numbers. Extend test to check position of objects in the rezzed coalescence.
* refactor: move code to obtain the coalescence size and object offsets into ↵Justin Clark-Casey (justincc)2011-04-132-15/+38
| | | | CoalescedSceneObjects from the serializer.
* Add coalesced scene objects class and serializer. This is currently only ↵Justin Clark-Casey (justincc)2011-04-135-4/+281
| | | | | | | | | used by the TestRezCoalescedObject() regression test. This structure matches the existing one for SceneObjects and will allow code to be reused by the uuid gatherer, other tests, etc. Test is not yet fully implemented due to a bug in rezzing coalesced objects where they all get the same name as the item. Only one object should get the same name as the item, which appears to be the one selected last when the the objects were coalesced in the first place. This bug will be addressed shortly.
* Bug fix in object serialization -- sculpt data was wrong.Diva Canto2011-04-121-1/+1
|
* refactor: simplify bRayEndIsIntersection boolean set from ↵Justin Clark-Casey (justincc)2011-04-121-12/+1
| | | | RayEndIsIntersection byte
* If an object is rezzed directly from a prim inventory then give it the ↵Justin Clark-Casey (justincc)2011-04-121-1/+1
| | | | rotation it was stored with.
* Allow a null rotation to be passed in to RezObject so that we can control ↵Justin Clark-Casey (justincc)2011-04-121-7/+13
| | | | whether to use the serialized rotation or not. Not used yet.
* Fix (add) ability to rez objects by dragging them out of another prim's ↵Justin Clark-Casey (justincc)2011-04-121-5/+54
| | | | | | | | inventory. This should happen if the client supplies a task ID with the RezObject call. The rez goes through the same code as llRezObject(), so the same perms are applied. Rotation isn't yet preserved, this should be fixed shortly.
* Changed the "not in scene" check in the prioritizier to justMic Bowman2011-04-101-2/+3
| | | | | | a warning. There appears to be a race condition on slow logins that attempts to prioritize before the scene presence is fully initialized.
* Fixed the prioritizer functions for the new priority queuesMic Bowman2011-04-101-210/+82
|
* Implements adaptive queue management and fair queueing forMic Bowman2011-04-101-2/+69
| | | | | | | improved networking performance. Reprioritization algorithms need to be ported still. One is in place.
* Fix bug where on duplication, the root part local id was continually used in ↵Justin Clark-Casey (justincc)2011-04-061-1/+1
| | | | populating the local id scene object index instead of each part's local id
* Signal prim count taint if the AbsolutePosition of a scene object changes.Justin Clark-Casey (justincc)2011-04-061-0/+2
| | | | | This updates prim counts correctly if an object is moved by something other than an avatar (e.g. scripts, region modules) Create TestMoveOwnerObject() regression test for this case.
* Change some text to make the autoreturn mechanism more obvious, and align ↵Justin Clark-Casey (justincc)2011-04-052-3/+8
| | | | with the fact that it's one word rather than two.
* remove now unused individual LandData prim counts.Justin Clark-Casey (justincc)2011-04-051-14/+0
| | | | | However, the calls to the land management module to record prims need to remain, since they were also being used to return owner object lists, etc. This is probably why prim counts were being done there in the first place.
* Implement taking of coalesced objects.Melanie2011-04-032-2/+11
| | | | | | | WARNING!!!!! You can TAKE them, but you can't REZ them again. Only the first of the contained objects will rez, the rest is inaccessible until rezzing them is implemented. Also, rotations are not explicitly stored. This MAY work. Or not.
* Make CHANGED_OWNER work for deeding and god-mode in-world changeMelanie2011-04-031-0/+4
|
* A stab at making CHANGED_OWNER workMelanie2011-04-011-5/+5
|
* Remove unused Datastore parameter from RegionInfo (legacy from early 2008)Justin Clark-Casey (justincc)2011-03-312-3/+0
|
* When an object is duplicated, add it to the full/local id SOG indexes as ↵Justin Clark-Casey (justincc)2011-03-261-1/+29
| | | | well as Entities
* Make SceneGraph.ForEachSOG() execute once for each SOG, not once for each ↵Justin Clark-Casey (justincc)2011-03-261-5/+25
| | | | | | | | prim (e.g. a SOG with 3 prims would have the action executed three times). To do this, a new SceneObjectGroupsByFullID index in SceneGraph which just index's prims by their root part UUID, in order to avoid the inefficiency of filtering existing lists. Existing callers to SceneGraph.ForEachSOG() did not fail due to the multiple per SOG action executions - they were probably just much less efficient. Code suggests that no callers expected ForEachSOG() to execute actions on sog multiple times
* refactor: rename SOG collections in SceneGraph to make it clearer that they ↵Justin Clark-Casey (justincc)2011-03-261-30/+30
| | | | are indexing each part's UUID, not just the root part.
* Add generic EventManager.OnObjectAddedToScene and get PrimCountModule to ↵Justin Clark-Casey (justincc)2011-03-232-3/+45
| | | | | | | listen for that rather than EventManager.OnParcelPrimCountAdd OnParcelPrimCountAdd had the wrong semantics for the PrimCountModule - it was invoked for every entity in the scene, not just new ones, which would screw up the untainted count. Extend automated test for this scenario.
* Add an initial confidence-building TestAddObject() for prim counts.Justin Clark-Casey (justincc)2011-03-221-6/+7
|
* On initial setup, include estate and regions names in questions to make it ↵Justin Clark-Casey (justincc)2011-03-211-1/+1
| | | | clearer what they relate to.
* For objects loaded from an IAR, make sure the CreatorID points towards the ↵Justin Clark-Casey (justincc)2011-03-101-2/+6
| | | | | | | | | OSP resolved ID if newer CreationData is not present. This should resolve issues where the creator for rezzed objects was being shown as "Unknown user" where previous behaviour was to show the OSP resolved account. This is being done by parsing the serialized objects and updating the CreatorID if no CreationData exists. This operation might be expensive for sculpties where the sculpt texture is inlined with the object data. Will just have to see. This relies on the IAR streaming inventory data before asset data (as is currently the case). Will need to introduce more stringent checks for file order on loading (much like JAR zips must start with the manifest file). This is for IAR loading only. Tests updated to check this behaviour.
* Upgrade nunit.framework.dll to version 2.5.9. Fix up tests appropriately.Justin Clark-Casey (justincc)2011-03-0912-12/+0
| | | | This version removes the NUnit.Framework.SyntaxHelpers namespace, so any modules with their own tests will need to delete this using statement.
* Fix a few little thingsMelanie2011-02-271-0/+2
|
* change some log messages from info to debugJustin Clark-Casey (justincc)2011-02-252-2/+2
|