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* Add some more llGiveInventory() regression testsJustin Clark-Casey (justincc)2014-10-161-0/+71
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* Fix transferring inventory from prims to agent inventoryMelanie Thielker2014-10-161-6/+11
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* Fixed crash when using Allowed/Denied Viewers, and the viewer's name is ↵Oren Hurvitz2014-08-221-2/+2
| | | | | | shorter than one of the test strings This fixes http://opensimulator.org/mantis/view.php?id=7294
* Fixed premature closing of the connection in DataSnapshotManagerOren Hurvitz2014-08-081-14/+14
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* Make currently unfiltered EventQueue log messages only appear now at ↵Justin Clark-Casey (justincc)2014-08-051-16/+24
| | | | | | | | | DebugLevel 1 This covers event queue setup messages and some outgoing messages (e.g. EnableSimulator) In my experience these messages are only useful if you really know what they mean and you're looking for them Otherwise, they're quite spammy. Event queue DebugLevel 1 is enabled with the "debug eq 1" console command
* Add conflict resolution that should have been done in conflict resolution of ↵Justin Clark-Casey2014-08-021-12/+0
| | | | 4e3a2d3a64817e41bda18f4d39ca7e6940c69d98
* BulletSim: rearrange code for sensing whether shapes have beenRobert Adams2014-08-023-60/+60
| | | | | | constructed. Add routine to check for failed and use that method rather than checking individual state.
* Fix recent regression in 3c6becd5 where login or hg login to variable sized ↵Justin Clark-Casey (justincc)2014-08-022-16/+12
| | | | | | | | | regions failed with outdated simulator message. I forgot that a null 'their version' would not be passed over the wire and ends up as an empty string instead (like older simulators). So instead pass through the correct simulator protcol version instead (SIMULATOR/0.3) when querying from login or hg login. Also removes a debug console write for agent limit accidentally left in for the same commit. Relates to mantis 7276
* On login and first HG entrance to a foreign grid, perform query access ↵Justin Clark-Casey (justincc)2014-08-022-11/+16
| | | | checks before proceeding.
* Fixed: after a Hypergrid teleport, attachments often either disappear, or ↵Oren Hurvitz2014-08-021-10/+13
| | | | | | | | | | | appear both on the avatar AND as in-world objects. Another manifestation of this bug is that after a Hypergrid teleport, when you click on one of the avatar's attachments the object doesn't show its name. This means that the viewer knows the attachment is there, but the simulator does not. The problem was caused by treating Hypergrid teleports as if they're Logins (because the teleport flag ViaLogin is enabled). This may fix: http://opensimulator.org/mantis/view.php?id=7238 This may fix: http://opensimulator.org/mantis/view.php?id=7220
* Allow reading the BulletSim detail log while the sim is runningOren Hurvitz2014-08-021-2/+2
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* XBakes: store the assets only in the sim's local assets cache; not in the ↵Oren Hurvitz2014-08-022-90/+39
| | | | main assets server. Also, some cleanup.
* Fixed problems if an avatar tries to cross regions when the previous cross ↵Oren Hurvitz2014-08-022-136/+134
| | | | | | hasn't completed yet This caused the client to stop responding, and even the simulators to have problems. The solution is to disallow crossing before the previous cross has completed.
* Added locking in AccessModule to prevent possible errors when shutting down ↵Oren Hurvitz2014-08-021-3/+7
| | | | a simulator that has >1 region
* Minor: changed "existant" to "existent"Oren Hurvitz2014-08-022-3/+3
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* In "show throttles", show the maximum drip rate. This shows whether a client ↵Oren Hurvitz2014-08-023-14/+19
| | | | is being throttled due to past poor performance.
* Added "debug packet --all" option, which changes the packet logging level ↵Oren Hurvitz2014-08-021-8/+26
| | | | | | for both current and future clients The existing "--default" option only changes the logging level for future clients.
* Fixed the logic that decides if a packet was queued (it was reversed)Oren Hurvitz2014-08-021-5/+6
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* Close streams immediately when we finish using themOren Hurvitz2014-08-0212-147/+143
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* refactor: slightly adjust some code in ODECharacter.Move() to eliminate a ↵Justin Clark-Casey (justincc)2014-08-021-18/+19
| | | | condition check without changing the logic
* With ODE physics, fix an issue where the avatar couldn't jump and then move ↵Justin Clark-Casey (justincc)2014-08-021-18/+5
| | | | | | | forward when moving south or west. Addresses http://opensimulator.org/mantis/view.php?id=5003 Thanks to UbitUmarov for this fix.
* BulletSim: rearrange code to prevent using null pointers when aRobert Adams2014-08-021-11/+10
| | | | child mesh is not available when building a linkset.
* 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).