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2012-03-22refactor: simplify code for checks when part.OwnerID != destPart.OwnerID in ↵Justin Clark-Casey (justincc)1-11/+8
MoveTaskInventoryItem()
2012-03-22Fix llGiveInventory() so that it checks the destination part for ↵Justin Clark-Casey (justincc)1-5/+5
AllowInventoryDrop, not the source. This allows llAllowInventoryDrop() to work. Regression test added for this case.
2012-03-22Add llGiveInventory() test from object to object where both objects are ↵Justin Clark-Casey (justincc)3-6/+17
owned by the same user.
2012-03-19Add some doc about the EventManager.OnLoginsEnabled event.Justin Clark-Casey (justincc)1-0/+7
2012-03-19Aggregate script execution times by linksets rather than individual prims.Justin Clark-Casey (justincc)1-1/+4
This is for the top scripts report.
2012-03-19Replace script-lines-per-second with the script execution time scaled by its ↵Justin Clark-Casey (justincc)3-39/+10
measurement period and an idealised frame time. The previous lines-per-second measurement used for top scripts report was inaccurate, since lines executed does not reflect time taken to execute. Also, every fetch of the report would reset all the numbers limiting its usefulness and we weren't even guaranteed to see the top 100. The actual measurement value should be script execution time per frame but XEngine does not work this way. Therefore, we use actual script execution time scaled by the measurement period and an idealised frame time. This is still not ideal but gives reasonable results and allows scripts to be compared. This commit moves script execution time calculations from SceneGraph into IScriptModule implementations.
2012-03-19Fix a problem where multiple near simultaneous calls to llDie() from ↵Justin Clark-Casey (justincc)1-10/+1
multiple scripts in the same linkset can cause unnecessary thread aborts. The first llDie() could lock Scene.m_deleting_scene_object. The second llDie() would then wait at this lock. The first llDie() would go on to remove the second script but always abort it since the second script's WorkItem would not go away. Easiest solution here is to remove the m_deleting_scene_object since it's no longer justified - we no longer lock m_parts but take a copy instead. This also requires an adjustment in XEngine.OnRemoveScript not to use instance.ObjectID instead when firing the OnObjectRemoved event.
2012-03-19Add documentation to make more explicit the difference between OnRezScript ↵Justin Clark-Casey (justincc)1-5/+20
and OnNewScript in the event manager OnNewScript fires when a script is added to a scene OnRezScript fires when the script actually runs (i.e. after permission checks, state retrieval, etc.)
2012-03-19Remove unnecessary explicit ElapsedEventHandler in SimReporterJustin Clark-Casey (justincc)1-1/+1
2012-03-19Add sensor, dataserver requests, timer and listener counts to "xengine ↵Justin Clark-Casey (justincc)1-0/+5
status" command. This is for diagnostic purposes.
2012-03-17Region access control! Region operators can now specify things like ↵Diva Canto1-2/+2
DisallowForeigners (means what it says) and DisallowResidents (means that only admins and managers can get into the region). This puts the never-completed AuthorizationService to good use. Note that I didn't implement a grid-wide Authorization service; this service implementation is done entirely locally on the simulator. This can be changed as usual by pluging in a different AuthorizationServicesConnector.
2012-03-16Terrain: added [Terrain] section with an option to load an initial flat ↵Diva Canto2-18/+53
terrain. Default is still pinhead island. I much rather have a flat land in the beginning. Conflicts: bin/OpenSim.ini.example
2012-02-24Take watchdog alarm calling back outside the m_threads lock.Justin Clark-Casey (justincc)1-2/+2
This is how it was originally. This stops a very long running alarm callback from causing a problem.
2012-02-24Get rid of some of the identical exception catching in Scene.Update().Justin Clark-Casey (justincc)1-17/+1
2012-02-24Stop spurious scene loop startup timeout alarms for scenes with many prims.Justin Clark-Casey (justincc)1-3/+9
On the first frame, all startup scene objects are added to the physics scene. This can cause a considerable delay, so we don't start raising the alarm on scene loop timeouts until the second frame. This commit also slightly changes the behaviour of timeout reporting. Previously, a report was made for the very first timed out thread, ignoring all others until the next watchdog check. Instead, we now report every timed out thread, though we still only do this once no matter how long the timeout.
2012-02-23Try to resolve some problems with viewers crashing after hitting parcel ↵Justin Clark-Casey (justincc)2-10/+20
banlines or freezing on the banline. This involves 1) On forcible teleport, call m_scene.RequestTeleportLocation() rather than ScenePresence.Teleport() - only EntityTransferModule now should call SP.Teleport() 2) When avatar is being forcibly moved due to banlines, use a 'stop movement' tolerance of 0.2 to requested position rather than 1 This prevents the avatar sometimes being stuck to banlines until they teleport somewhere else. This aims to fix some problems in http://opensimulator.org/mantis/view.php?id=5822
2012-02-23Add a position parameter to region crossing of objects. This avoids theMelanie2-2/+5
potential bad update that places an object at the opposite side of the origin sim for a moment before actually crossing it. Especially important in grids like OSG where lag between sims is high.
2012-02-22Remove two spurious m_sceneGraph != null checks in Scene.cs. It's set in ↵Justin Clark-Casey (justincc)1-8/+2
constructor and never subsequent set to null.
2012-02-21Restore the taskItem null check that I accidentally blatted in 5397a6dJustin Clark-Casey (justincc)1-0/+9
This is a valid check because the caller could supply an invalid uuid.
2012-02-21Fix problem with dragging child part inventory item to user inventory.Justin Clark-Casey (justincc)1-11/+1
This fixes the problem by fixing the permissions module to look at root part permissions rather than having to do this for every caller. Resolves http://opensimulator.org/mantis/view.php?id=5569
2012-02-21Revert "Fix:Cannot drag inventory from child prim into inventory ↵Justin Clark-Casey (justincc)1-8/+4
http://opensimulator.org/mantis/view.php?id=5569" This reverts commit 15ce73caca9ea6448e34b95d344cbbf5c9507f6d. As per the COMMENTS in http://opensimulator.org/mantis/view.php?id=5569, I was going to fix this in a more general way.
2012-02-21Fix:Cannot drag inventory from child prim into inventory ↵PixelTomsen1-4/+8
http://opensimulator.org/mantis/view.php?id=5569
2012-02-21Fix bug where NPCs would establish child agents on other neighbour regions ↵Justin Clark-Casey (justincc)1-15/+14
that had come up after the NPC was created.
2012-02-20More improvements on agent position updates: if the target sims fail, ↵Diva Canto1-5/+2
blacklist them for 2 min, so that we don't keep doing remote calls that fail.
2012-02-20More improvements on agent position updates: if the target sims fail, ↵Diva Canto1-5/+2
blacklist them for 2 min, so that we don't keep doing remote calls that fail.
2012-02-19Amend to last commit. This should have been committed too.Diva Canto1-1/+1
2012-02-19A few more tweaks on position updates and create child agents. Mono hates ↵Diva Canto2-7/+15
concurrent uses of the same TCP connection, and even of the connections to the same server. So let's stop doing it. This patch makes movement much smoother when there are lots of neighbours.
2012-02-19Amend to last commit. This should have been committed too.Diva Canto1-1/+1
2012-02-19A few more tweaks on position updates and create child agents. Mono hates ↵Diva Canto2-7/+15
concurrent uses of the same TCP connection, and even of the connections to the same server. So let's stop doing it. This patch makes movement much smoother when there are lots of neighbours.
2012-02-19Fix:OmegaX, OmegaY and OmegaZ not saved for child prims ↵PixelTomsen1-3/+3
http://opensimulator.org/mantis/view.php?id=5893 Signed-off-by: nebadon <michael@osgrid.org>
2012-02-19Use localy defined name, TPFlags, for Constants.TeleportFlagsBlueWall1-6/+6
2012-02-19Route logins according to Estate, Telehub and TeleportFlagsBlueWall1-2/+4
2012-02-19Propagate our teleport flags on loginsBlueWall1-1/+4
2012-02-19Fix missing telehub handling on loginBlueWall1-0/+21
2012-02-19Use localy defined name, TPFlags, for Constants.TeleportFlagsBlueWall1-6/+6
2012-02-19Fix:OmegaX, OmegaY and OmegaZ not saved for child prims ↵PixelTomsen1-3/+3
http://opensimulator.org/mantis/view.php?id=5893 Signed-off-by: nebadon <michael@osgrid.org>
2012-02-18Route logins according to Estate, Telehub and TeleportFlagsBlueWall1-2/+4
2012-02-18Propagate our teleport flags on loginsBlueWall1-1/+4
2012-02-18Fix a bug where changing shape parameters of a child prim in a linkset would ↵Justin Clark-Casey (justincc)1-2/+2
not persist. Resolves http://opensimulator.org/mantis/view.php?id=5819
2012-02-17Added the TriggerAvatarAppearanceChanged to EventManager. It's triggered by ↵Dan Lake1-0/+24
AvatarFactoryModule after an avatar's appearance has been succesfully changed and persisted (if the persist option is set).
2012-02-17Add new and updated script eventsRobert Adams2-3/+67
2012-02-17Fix missing telehub handling on loginBlueWall1-0/+21
2012-02-16Fix: Object owned by the group does not return to the last owner ↵PixelTomsen2-2/+2
http://opensimulator.org/mantis/view.php?id=5404
2012-02-16If shape properties fail SOP parsing (e.g. due to commas instead of decimal ↵Justin Clark-Casey (justincc)1-12/+22
points) print out one short message listing the failing node names rather than lots of exceptions. Adds skeleton bad float values deserialization test
2012-02-15In ObjectTortureTests, run garbage collector on Teardown and run scene loop ↵Justin Clark-Casey (justincc)3-7/+47
update when scene objects have been deleted. At least on mono 2.6.4, running GC.Collect() is not guaranteed to force gc of all objects when run in the same method where those objects had references. Therefore, GC.Collect() is now being done in the per-script teardown of ObjectTortureTests. In addition, scene loop update is being run after garbage collection in order to clean out the viewer update list of scene objects in the SceneGraph. These measures mean that scene objects/parts are now garbage collected after a test run if deleted from the scene, resulting in a much better memory usage report (though probably still not very accurate). However, deletion takes a very long time - what's really needed is to find out now why the entire scene isn't being GC'd by this measure. This change hasn't yet been applied to the other stress tests.
2012-02-14Refactor appearance saving for NPC to use AvatarFactoryModule interface.Dan Lake1-0/+1
2012-02-14Add some more data to the new user connection logging for debug purposes.Justin Clark-Casey (justincc)1-3/+3
2012-02-13On object deserialization, go back to logging errors at DEBUG level rather ↵Justin Clark-Casey (justincc)1-5/+9
than ERROR. Restore extra log message if shape processing fails. Logging level was DEBUG before 312e145 (Fri Feb 3 2012). 312e145 also accidentally removed the 'general error' log message if any shape deserialization failed. This commit restores it, though this has no functional impact.
2012-02-11Make ScenePresence.MovementFlag a private only settable value to reduce ↵Justin Clark-Casey (justincc)1-7/+4
complexity of code analysis
2012-02-10Fix bug where somebody taking a copy of an object they didn't own that was ↵Justin Clark-Casey (justincc)1-1/+2
rezzed before the region was restarted would wrongly place the copy in the object owner's inventory. Addresses http://opensimulator.org/mantis/view.php?id=5825