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2009-07-10Remove all references to HttpServer from CommsManager (all incarnations)Melanie Thielker32-83/+67
Change all uses of the HttpServer properties to use the new singleton
2009-07-10* Commit some BinBVH rotation convenience. Calculates the W element of the ↵Teravus Ovares1-0/+8
joint rotation quaternion and provides a property so consumer doesn't have to.
2009-07-09Thank you kindly, Godfrey, for a patch that:Charles Krinke1-2/+4
The vector parameter to llSetPos() specifies an absolute position for an unlinked prim or the root prim of a linkset; however, when the function is used by a child prim, the vector specifies a relative offset from the root prim. The changed introduced in llSetPos() treats this value as an absolute position in all cases, which has the unintended effect of mangling the position of child prims.
2009-07-08Thank you kindly, SnowDrop, for a patch that:Charles Krinke1-3/+9
This add a configuration option to the MRM module called "hidden". if MRM is marked as enabled, the module will additionally check for the "Hidden" flag, before registering for client side scriping events. When MRM is running hidden, it will not respond to client side scripting events, giving serverside scripting modules, like MRMLoader and MRMAddin the ability to leverage the MRM engine. This way, even a possible clientside exploit will not be possible, while still allowing the MRM engine to run.
2009-07-08Thank you kindly, RandomHuman for a patch that:Charles Krinke1-0/+31
The admin_close_region method removes a region from the simulator without deleting it. The region can then be recreated by calling admin_create_region with the same UUID. There is also a change to admin_create_region to facilitate this.The reason I want to have this functionality is to make it possible to detach regions when they are idle and recreate them on demand through a web interface. It's probably doable using the existing methods by saving and loading oars, but it also doesn't seem like that should be necessary.
2009-07-08Add DisableUndergroundMovement to scrpting API to allow underground movementMelanie Thielker1-1/+3
if needed. Defaults to true, so those who want to continue using underground scripted prims need to add that option and set it.
2009-07-08Prevent scripts from moving prims undergroundMelanie Thielker1-1/+4
2009-07-08Prevent teleports from ending undergroundMelanie Thielker2-0/+52
2009-07-08Experimental fix for tilted avatar capsule, Mantis #2905nlin2-7/+29
Set av_capsule_tilted to false in opensim.ini. Default is true, so there is no change in avatar behavior (and no breaking of existing content which relies on the tilted capsule). This commit straightens up the avatar capsule so it behaves consistently (e.g. same collision behavior against prims regardless of which direction the avatar is coming from; ability to fit through narrow doorways). Please note this introduces other side effects which have not been fixed. In particular: * The avatar frequently falls through the terrain if it is not flat, though the avatar behaves pretty well on flat terrain. This requires investigation of the ode terrain collider. * The apparent foot position of the avatar with respect to the ground is changed. This requires investigation of the avatar height/capsule height. Please consider this as work in progress.
2009-07-06Change fields and methods in LSL API from private to protected, make someMelanie Thielker1-99/+104
methods virtual
2009-07-05comment out some excessively verbose eventqueue debugging messagesDahlia Trimble1-2/+2
2009-07-02Thank you kindly, AnakinLohner, for a patch that addresses:Charles Krinke1-0/+18
The patch included updates the root and child prims' AttchedAvatar with the right UUID. It also cleans the AttachedAvatar properties for the root and child prims on Drop and Detach
2009-07-02make methods surounding backup virtual so they could be override for server ↵Sean Dague1-3/+3
side created objects
2009-07-02Restore some lost functionality tot he combat module. Code that used toMelanie Thielker1-1/+16
reside in the economy module was lost in the shuffle when that was moved to forge. Now it's where it belongs.
2009-07-01Formatting cleanup.Jeff Ames10-326/+326
2009-07-01Add copyright headers.Jeff Ames5-5/+133
2009-07-01Restore the functionality that was removed in r9928. This lets the loadMelanie Thielker6-51/+66
balancer plugin work again. Create a new method, GetClientEP, to retrieve only the EndPoint for script usage. Marked the purpose of the method in IClientAPI.cs with a warning. Also restored the corresponding SetClientInfo functionality.
2009-07-01Update svn properties.Jeff Ames5-330/+330
2009-06-29Thank you kindly, Snowdrop, for a patch that solves:Charles Krinke8-2/+320
The current API for MRM is quite sparse, this patch supplies basic support for accessing the task inventory of object.
2009-06-29* C# compiler is not smart enough to understand ClientLoop is under very ↵Arthur Valadares1-26/+25
heavy usage and inline DebugPacket, so DebugPacket is run as a method, causing Packet to be constantly pushed and popped uselessly, if you are not debugging packets. This showed some really big difference in a mock test, let's see how it behaves here.
2009-06-29Thank you kindly, Snowdrop/Snowcrash for a patch that:Charles Krinke3-2/+81
This patch makes the worn attachments accessible to MRM scripting
2009-06-29* Changing List to Dictionary in PacketQueue.Dequeue for great justice (and ↵Arthur Valadares1-8/+18
performance)
2009-06-29Update svn properties, add copyright header, formatting cleanup.Jeff Ames2-3/+30
2009-06-29From: Chris Yeoh <yeohc@au1.ibm.com>Sean Dague5-13/+18
Attached is a patch that changes the oar file saving of creation date/time to an integer instead of a string. I did this after justincc emailed me saying there is a problem with internationalisation doing it the old way and I said I'd fix it. Its been tested with MySQL and I've made the changes for MSSQL but that hasn't been well tested.
2009-06-29Thank you kindly, Godfrey, for a patch that:Charles Krinke1-1/+2
The new IRCd module causes an error when multiple instances of OpenSim are run on the same machine; since the port number (6666) is hardcoded, the second and subsequent instances crash upon startup because the port is already in use. Attached is a patch which adds a Port specifier to the [IRCd] section of the config file, which defaults to 6666 if not present.
2009-06-28Thank you kindly, Grumly57 for a patch that solves:Charles Krinke1-0/+1
When a sit position is modified by llSitTarget and the sim is restarted, the object sit position is lost until llSitTarget is applied again.
2009-06-28Removed the List<NewForce> m_forceList from ScenePresence, as there wasn't ↵MW1-20/+18
any need for a list, as only the last entry in it was acted on. So it now has a single NewForce m_nextVelocity , which is updated (rather than a NewForce object being created every AgentUpdate). So as well as cutting out all the adds and clearing of the list, it also removes the creation of upto 100+ new objects per second per avatar.
2009-06-27Update svn properties.Jeff Ames2-244/+244
2009-06-26Fixed null bug, which was making unit tests failMW1-3/+7
2009-06-26Extracted the code that handles the sending of prim updates to the client, ↵MW4-159/+269
from ScenePresence into ISceneViewer/SceneViewer. Currently ScenePresence "has" a ISceneViewer, although if we had a proper Node based scenegraph then it would most likely be attached directly to the nodes. By extracting this code, it should make it easier to experiment with different ways of managing the update process. [Next step to make this module based, could be to create a SceneViewerFactoryModule]
2009-06-26Make delete-region delete the section from an ini file. Will delete the wholeMelanie Thielker1-2/+28
file if it has no sections left.
2009-06-25Make create region save the new region to ini file format if the nameMelanie Thielker1-10/+28
specifies an ini file. If the ini file exists, the region will be added.
2009-06-25Added a note to the ScenePresence.UpdateMovement() method, to remind ↵MW1-1/+1
everyone that the so called "forces" are actually velocities.
2009-06-25Applied patch from mantis #3820 which changed the clearing of the ↵MW1-20/+16
ScenePresence.m_forcesList, so it used the List.Clear method rather than doing a loop through the list and manually removing each item. Thanks dslake. I also fixed the issue where the code also loops through the m_forcesList and copies each force to the ScenePresence's movementVector. Which resulted in only the last force in the list actually be acted on. As each copy overrode the last one. So now it only copies the last force in the list.
2009-06-25moving the m_PendingAcksMap.Remove() out of the foreach and clearingDr Scofield1-1/+1
it instead after the foreach as we are going through the whole m_PendingAcks list anyhow
2009-06-25have to clear m_PendingAcks not m_PendingAcksMapDr Scofield1-1/+1
2009-06-25hmph: missing '{'/'}', thx to nebadon for reporting it and rob smartDr Scofield1-3/+10
for spotting it!
2009-06-25fixing windows specific compile error.Dr Scofield1-32/+32
2009-06-25From: Alan Webb <alan_webb@us.ibm.com>Dr Scofield1-1/+1
After noticing on several occasions that the thread counts we see when running OpenSIm were bordering on the astronomical I decided to seriously investigate. After much poking I discovered that the problem is actually very simple. The XEngine secition of the example ini says that the timeout for an iden thread is in seconds, and an example value of 60 is specified. In fact, this is actually resulting in a 60mS idle timeout, which is not normally enough for a smart thread to survive. I have added a multiplier to the XEngine constructor so that the number now matches the published behavior.
2009-06-25cosmetic changeDr Scofield1-2/+1
2009-06-25streamlining m_NeedAck logicDr Scofield1-31/+29
2009-06-25streamling m_PendingAcks logic to get rid of gratuitous List<...>Dr Scofield1-20/+20
instantiations and object copies.
2009-06-25commenting out expensive bits (who in the world even uses SetClientInfo()?)Dr Scofield1-29/+29
2009-06-25changing DropSend()'s foreach loop so that it does not copy theDr Scofield1-5/+11
LLQueItem m_NeedAck queue each time.
2009-06-25commenting out rather expensive bits of GetClientInfo() --- the onlyDr Scofield1-13/+20
bit of GetClientInfo that is actually used seems to be userEP as part of the OSSL osGetAgentIP() script function. Now commented are the parts where we serialize and copy out the *entire* packet queue of the client (locking the packet handler in the process).
2009-06-25more efficient way of checking for already seen packets:Dr Scofield1-29/+47
- uses Environment.TickCount for all timestamps (instead of more costly Util.UnixTimeSinceEpoch() - takes care of Environment.TickCount overflow (which will happens after 24.8 days of system uptime) - avoids instantiating List copies for each check - gets rid of one lock() invocation - moves calculation of loop invariant variable out of the loop itself
2009-06-25adding logging statement for receive buffer sizeDr Scofield1-0/+2
2009-06-25- adds the possibility of setting the socket receive buffer sizeDr Scofield1-35/+51
option for LLUDPServer. On windows .NET the default socket receive buffer size is 8192 bytes, on recent linux systems it's about 111K. both value can be a bit small for an OpenSim instance serving many clients. The socket receive buffer size can be configured via an OpenSim.ini config option - adds a general catch clause to LLUDPServer.OnReceivedData() to prevent it submerging when an unexpected Exception occurs.
2009-06-25From: Alan Webb <alan_webb@us.ibm.com>Dr Scofield3-75/+166
This change moves texture send processing out of the main packet processing loop and moves it to a timer based processing cycle. Texture packets are sent to the client consistently over time. The timer is discontinued whenever there are no textures to transmit. The behavior of the texture sending mechanism is controlled by three variables in the LLCLient section of the config file: [1] TextureRequestRate (mS) determines how many times per second texture send processing will occur. The default is 100mS. [2] TextureSendLimit determines how many different textures will be considered on each cycle. Textures are selected by priority. The old mechanism specified a value of 10 for this parameter and this is the default [3] TextureDataLimit determines how many packets will be sent for each of the selected textures. The old mechanism specified a value of 5, so this is the default. So the net effect is that TextureSendLimit*TextureDataLimit packets will be sent every TextureRequestRate mS. Once we have gotten a reasonable feeling for how these parameters affect overall processing, it would be nice to autonmically manage these values using information about the current status of the region and network. Note that this also resolves the pathologcal problem that previously existed which was that a seated avatar generated very few in-bound packets (theoretically) and would therefore be the least able to retrieve the images being displayed by a projector script.
2009-06-25- fixes a "collection out of sync" exception in the ODE physicsDr Scofield3-38/+55
engine, caused by an "avatar infinite position" occurring under heavy load. - fixes "value too small" exception in ChatModule