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* fix all instances of "non-existant" to "non-existent" (spelling mistakes) ↵Michael Cerquoni2014-08-024-6/+6
| | | | thanks Ai Austin for pointing this out.
* Use thread-safe version of .NET Random as the SDK class is not thread-safe.Justin Clark-Casey (justincc)2014-08-021-4/+2
| | | | | | | | As per http://msdn.microsoft.com/en-us/library/system.random%28v=vs.100%29.aspx, the .NET Random class is not thread-safe. If called by multiple threads at once, methods may return 0. Except for llRand(), other OpenSimulator code did not lock before calling a shared Random instance. This commit adds a ThreadSafeRandom class that extends Random but does internal locking so that it is thread-safe. This change is invisible to existing callers and the explicit locking in the llFrand() implementation is now redundant.
* Call RemoveScriptInstance when removing from inventoryDev Random2014-08-021-2/+2
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* minor: Move debug xengine script console command to Debug help section where ↵Justin Clark-Casey (justincc)2014-08-021-1/+1
| | | | other debug commands live.
* refactor: use existing Compiler.CreateScriptsDirectory() (renamed to ↵Justin Clark-Casey (justincc)2014-08-021-26/+4
| | | | | | | CheckOrCreateScriptsDirectory()) when checking that scripts directory exists on compile. Code was identical apart from error logging, but if there are failures creating these directories then you'll be seeing lots of errors anyway, and these will be more informative
* Fix bug in "show modules" comamnd that was showing shared modules as ↵Justin Clark-Casey (justincc)2014-08-021-1/+1
| | | | non-shared and non-shared as shared
* Small change to my previous commit: not so aggressive on the trigger, please.Diva Canto2014-08-021-2/+0
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* Show region size column in simulator version of "show regions" console commandJustin Clark-Casey (justincc)2014-08-021-2/+8
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* Instrument the UDP path of creating assets so that it triggers an asset post ↵Diva Canto2014-08-022-5/+11
| | | | for users with different asset servers
* minor: put standard 'category' in brackets at front of log messages from ↵Justin Clark-Casey (justincc)2014-08-021-2/+8
| | | | previous commit 3d70db4a
* When uploading mesh objects with textures also create inventory items for ↵Latif Khalifa2014-08-021-0/+63
| | | | | | | uploaded textures. This implements: http://opensimulator.org/mantis/view.php?id=7250
* Still log (but this time with warning rather than an exception) if we ↵Justin Clark-Casey (justincc)2014-08-021-2/+8
| | | | | | | regenerate a new child caps seed for a region where we already have one. I think it's still useful to know this to show up any errors early, but it's reasonable to still carry on rather than throw an exception. Follow on from Diva's commit 9643792
* On logout, delay the removal of AgentCircuitData until the very end, because ↵Diva Canto2014-08-021-5/+3
| | | | that data structure contains important information about the agent that may be needed by modules.
* This fixes the bug related to rebooting neighboring varregions while avatars ↵Diva Canto2014-08-021-10/+14
| | | | are logged in; the avies would not see the region anymore until they relogged. Same problem as before: inconsistent calculation of scope.
* It turns out that child agent management has had a bug for a while: there ↵Diva Canto2014-08-022-1/+22
| | | | was an inconsistency in the scope between opening and closing child agents in neighboring regions. For opening (in EnableChildAgents), the region's DrawDistance was being used; for closing (in IsOUtsideView) , the viewer's (SP) DrawDistance was being used. This fixes this inconsistency, therefore eliminating bugs observed in TPs between, at least, neighboring varregions.
* Avoid an exception in creating child agents some times.Diva Canto2014-08-021-0/+2
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* Temporarily disable new regression test TestLifecycle() until I have a ↵Justin Clark-Casey (justincc)2014-08-021-1/+1
| | | | | | chance to fix it This was working for me locally because it was still picking up all my *.ini config files, which jenkins won't have in its test env
* Re-enabled TestLifecycle regression test logging so I can get some idea of ↵Justin Clark-Casey (justincc)2014-08-021-1/+1
| | | | why it's failing on jenkins but not locally
* Actually call Close() for shared region modules when the simulator is being ↵Justin Clark-Casey (justincc)2014-08-024-13/+290
| | | | | | shutdown. Adds regression test for this case.
* minor: Change default max phys prim size in code to match OpenSimDefaults.iniJustin Clark-Casey (justincc)2014-08-021-1/+1
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* minor: change allow script crossings default in code to true in order to ↵Justin Clark-Casey (justincc)2014-08-021-1/+1
| | | | match OpenSimDefaults.ini
* add LSL constant PRIM_ALPHA_MODEdahlia2014-08-021-0/+1
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* Bulletsim: Create AvatarTerminalVelocity to BulletSim like what ODE and SL ↵Vegaslon2014-08-022-2/+25
| | | | has. Before this falling from really high caused the avatar to fall faster then the veiwer can handle and cause camera issues.
* add LSL constants PRIM_SPECULAR and PRIM_NORMALdahlia2014-08-021-0/+2
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* Bug fix in map teleports in varregions. The cherry was missing from the ↵Diva Canto2014-08-022-29/+2
| | | | ice-cream Sunday: the packet itself was hardcoding the size of the region...
* BulletSim: add some locking for collision lists to prevent collsionsRobert Adams2014-08-022-4/+15
| | | | from locking up when running BulletSim on a separate thread.
* Improved line map heuristics.Aleric Inglewood2014-08-021-16/+40
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | If the C# column can't be found in the positionMap (but the line can), use the map immediately after it while correcting for the offset, unless that results in an LSL position before the previous LSL position in the positionMap. The idea behind this heuristic is that in most, if not all cases C# consumes more characters than LSL (for example LSL_Types.LSLInteger instead of just 'integer'). Thus if the distance between the columns of two markers differ in the C# and LSL file, the distance in the C# file will be larger. Moreover, we can assume that every time this happens we will have a marker at the beginning of the longer 'keyword', because those keywords were generated by us in the first place. For example: C#: LSL_Types.LSLInteger f2(LSL_Types.LSLString s) ^ ^ 1 2 will always have markers at the beginning of the long keywords 'LSL_Types.LSLInteger' and 'LSL_Types.LSLString'. If an error is generated in between (for example at the beginning of the function name 'f2') then the correct position is found by using an offset relative to 2 rather than 1. Note that a case where this isn't working correctly is when the user adds extra spaces. For example: LSL: integer f2( string s) would still use the start of 'string' as reference and then go backwards 3 characters only because the corresponding C# still looks like C#: LSL_Types.LSLInteger f2(LSL_Types.LSLString s) ^ ^ only 3 chars difference and the reported error at 'f2' would be here: LSL: integer f2( string s) ^ This can only be fixed by generating a mapping for 'f2' itself, or generating a mapping whenever the amount of spaces is changed.
* Fix looking up line number and colum when there is no exact match.Aleric Inglewood2014-08-021-18/+11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | When a compile error reports a colum/error that is not an exact match in the positionMap dictionary, the last position in the map with a line number and position before the reported error should be returned. The old code had the following problems: 1) It returns l,c - which are line and column of the C# file, not LSL. 2) It doesn't set l to 'line' when the map has an entry with 'line'. 3) It sorts the map without taking columns into account, which may result in a random order of the columns. With my mono implementation the columns were reversed in order. For example, if the map contains the following lines: 99,5,49,10 100,30,50,10 100,40,1,0 101,5,51,10 and a translation of 100,35 was requested, then the old code would compare '100' with the keys in the first column - setting l to that key while it is smaller. Hence, l is set to 99. Then it finds the key 100 and doesn't update l. Because of the reversed sort order, it first compares the column 35 with 40, finding that it is smaller and therefore it stops; returning 99,1 instead of finding the correct 100,30 entry and returning 50,10. This patch causes 50,10 to be returned. The remaining problems after this patch are: 1) The sorting might not be necessary at all. 2) The is code duplication (I fixed both instances, but really there should be no code duplication imho).
* BulletSim: stop processing linkset child when it is discovered that theRobert Adams2014-08-021-0/+1
| | | | child doesn't have a physical shape. Another attempt at fixing Mantis 7191.
* BulletSim: more tweeks to AliciaRaven's flying mods. Added parametersRobert Adams2014-08-022-11/+18
| | | | | | | AvatarFlyingGroundMargin and AvatarFlyingGroundUpForce set to 5.0 and 2.0 respectively which seems to give about the same action as in SL. Also moved force addition to before the velocity to force computation so the upward velocity is properly applied to the avatar mass.
* refactor: Simplify compilation result tests by factoring out common code.Justin Clark-Casey (justincc)2014-08-021-71/+45
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* In compiler regression tests, setup and teardown structures for each test to ↵Justin Clark-Casey (justincc)2014-08-021-1/+5
| | | | avoid any possibility of inter-test inter-ference
* Fix issue with LSL jumps screwing up the C# compiler error -> LSL code ↵Justin Clark-Casey (justincc)2014-08-022-8/+55
| | | | | | | | position map and leading to invalid error line numbers/columns This is because jump statement generation was mistakenly inserting its own line without updating the csharp positions in CSCodeGenerator. This is Aleric Inglewood's patch in http://opensimulator.org/mantis/view.php?id=7195 but applied to opensim itself rather than the defunct code generation in opensim-libs. Thanks! This patch also adds a regression test for this case from myself.
* Fix previous commit to ignore water height and allow flying underwater ↵AliciaRaven2014-08-021-16/+1
| | | | | | (swimming) Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
* Add upward force to flight when close to the ground. Prevents current belly ↵AliciaRaven2014-08-021-0/+26
| | | | | | flop to the floor when flying with bullet physics and acts more like ODE and SL flight. Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
* If MaterialsModule unexpected sees a part with DefaultTexture of null, log ↵Justin Clark-Casey (justincc)2014-06-171-0/+4
| | | | this with a warning.
* If processing a queued request fails up to the top of the stack, log the ↵Justin Clark-Casey (justincc)2014-06-171-3/+13
| | | | exception and move to the next request rather than terminate the simulator.
* In materials module, if a texture entry somehow has no default entry then ↵Justin Clark-Casey (justincc)2014-06-171-1/+2
| | | | don't try to extract materials data rather than throw an exception
* Behavior change: only local users can set home in any parcel of a grid. ↵Diva Canto2014-06-161-9/+11
| | | | Setting it for foreign users does not make sense, since cntrl+shift+H always teleports them back to their original grid.
* Manual change as per patch in mantis #7212. (the patch failed to apply, but ↵Diva Canto2014-06-161-1/+1
| | | | the fix was good) Thanks FreakyTech.
* BulletSim: fix exceptions while rebuilding linksets with mesh children.Robert Adams2014-06-101-3/+30
| | | | | | | This should get around the exception reported in Mantis 7191 and 7204 by checking for the unbuilt child and rebuilding the linkset the next tick. A warning message is output when this rebuild happens and this message is clamped to 10 times in case there is a problem with a loop.
* Added simulation version compatibility check so that agents coming from ↵Diva Canto2014-06-103-10/+32
| | | | 0.7.6 to a varregion running in 0.8 and above will be denied teleport, rather than be allowed and crash the viewer.
* Amend to previous commit -- write down the problematic Profile server URL.Diva Canto2014-06-101-0/+3
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* May fix mantis #7133Diva Canto2014-06-101-7/+12
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* Fix AutoBackupModule and include option to skip saving assets.AliciaRaven2014-06-102-3/+39
| | | | Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
* minor: rename velocidyDiff -> velocityDiffJustin Clark-Casey (justincc)2014-06-101-2/+2
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* minor: Add some commented out logging to ↵Justin Clark-Casey (justincc)2014-06-101-0/+8
| | | | ScenePresence.SendTerseUpdateToAllClients() which is extremely helpful when investigating presence update triggers.
* Fix issue with BulletSim avatar level flight jitter by commenting out ↵Justin Clark-Casey (justincc)2014-06-101-1/+12
| | | | | | | | | | | | RawVelocity update threshold for now in BSCharacter.UpdateProperties(). For some reason as yet unidentified (feedback?) a threshold above 0.4 here causes the RawVelocity to move between a lower and upper bound rather than remaining constant. The RawVelocity increased until it triggered the threshold update, at which point it started to decrease until it again triggered the threshhold update. This delta-v was enough to exceed the checks in ScenePresence.SendTerseUpdateToAllClients() and produce jittery avatar flight because of the fluctuating velocity. With a threshold of 0.4 (or 0, as with ODE), the RawVelocity remains constant in BulletSim and so avatar flight becomes mostly smooth - remaining occasional glitches appear to be a result of errors in distance extraploation. There are no obvious problems with commenting out the threshold. Misterblue, if this is wrong or I've missed some subtlety here, please feel free to revert and/or correct. The same considerations may or may not apply to object velocity updates.
* Moved these two estate-related interfaces to the projects where they belong.Diva Canto2014-06-103-235/+1
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* Fix bug where setting a parcel in a varregion for sale would make sale ↵Justin Clark-Casey (justincc)2014-06-101-10/+21
| | | | | | bitmap generation in WorldMapModule throw an exception on next startup. This commit replaces the hardcoded region sizes in WorldMapModule.GenerateOverlay() with numbers pulled from m_scene.RegionInfo