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* Get rid of AvatarAppearance.Owner to simplify the code.Justin Clark-Casey (justincc)2011-08-0215-53/+38
| | | | This is not used for anything - appearances are always properties of objects with ids (ScenePresence, AgentCircuitData) and just has the potential to get out of sync when the appearance is cloned.
* Get osNpcCreate appearance working with avatars that are currently in the scene.Justin Clark-Casey (justincc)2011-08-016-13/+60
| | | | | | Had to stop using AvatarService for now since it doesn't store baked texture IDs (which is why this was failing). Also failing because cloning appearance was also cloning the AvatarApperance.Owner field, which we weren't then changing. Extended TestCreate() to check this.
* Move common gemo/agent map name code into CreateGeom()Justin Clark-Casey (justincc)2011-08-011-11/+5
| | | | Fix build break.
* Instead of preserving old name in geom_name_map in change size or shape, use ↵Justin Clark-Casey (justincc)2011-08-011-7/+3
| | | | | | the Name property instead. This is equivalent since the prim 'name' is never changed. In fact, this propery is never used for prims
* comment out unused code in OdeScene.TriCallback()Justin Clark-Casey (justincc)2011-08-011-12/+12
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* On geom removal, remove the name from the OdeScene.geom_name_map tooJustin Clark-Casey (justincc)2011-08-011-0/+1
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* remove the unused ODEPrim.prev_geom fieldJustin Clark-Casey (justincc)2011-08-011-3/+0
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* When an ODE geom is removed (as when a non-phantom prim is deleted, resized ↵Justin Clark-Casey (justincc)2011-08-011-0/+2
| | | | | | or shape changed, also remove the OdeScene.actor_name_map entry pointing to the phys actor This is to stop a small memory leak over time when prims are deleted or phantom-toggled
* refactor: centralize prim geom removal code from four places to oneJustin Clark-Casey (justincc)2011-08-013-43/+48
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* minor: add note to RemovePrimThreadLocked() to the effect that it contrary ↵Justin Clark-Casey (justincc)2011-08-012-1/+4
| | | | to the summary, it is being called from within Simulate() lock (OdeLock)
* If a prim changes size or shape, add actor to _parent_scene.actor_name_map ↵Justin Clark-Casey (justincc)2011-08-011-1/+4
| | | | | | | | with new prim_geom key, as the old one becomes invalid. This resolves http://opensimulator.org/mantis/view.php?id=5603 where changing size or shape would stop collision_start being fired in a running script. In both this and existing code we are not removing old actors from actor_name_map when the existing prim_geom is removed, which leads to a small memory leak over time. This needs to be fixed.
* minor: indentation correctionJustin Clark-Casey (justincc)2011-08-011-17/+13
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* Comment out SOP logging message I accidentally left inJustin Clark-Casey (justincc)2011-07-311-1/+1
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* refactor: split out ninja joint part of SOP.DoPhysicsPropertyUpdate() so ↵Justin Clark-Casey (justincc)2011-07-311-71/+86
| | | | that we don't have to look at it if it's not relevant
* In the packetpool, if we encounter a data block that somehow wasn't ↵Justin Clark-Casey (justincc)2011-07-311-6/+11
| | | | retrieved via GetDataBlock() then create a new stack instead of throwing an exception
* Remove _mesh field since the mesh data no longer needs to be stored after ↵Justin Clark-Casey (justincc)2011-07-311-49/+16
| | | | | | it's initially used. This may improve memory usage for regions using mesh and sculpts, though I suspect that it doesn't address the current memory leak.
* refactor: Remove argument to pass in an initial mesh to OdePrim since this ↵Justin Clark-Casey (justincc)2011-07-312-27/+5
| | | | | | is no longer required and it prevents removal of the _mesh field (which is only used temporarily) If passing in a mesh becomes important again in the future then this can be reinstated.
* minor: correct method doc for last commitJustin Clark-Casey (justincc)2011-07-311-1/+1
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* refactor: rename CreateGeom _mesh argument to mesh, so as to not confuse ↵Justin Clark-Casey (justincc)2011-07-311-3/+3
| | | | this with the pre-existing _mesh field
* minor: method docJustin Clark-Casey (justincc)2011-07-312-4/+20
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* Refactor: Replace instances of m_isphysical with IsPhysical rather than have ↵Justin Clark-Casey (justincc)2011-07-301-33/+40
| | | | | | some code reference the private var and other the public var without any functionality difference. Add some method doc to IsPhysical
* refactor: Rename ODEPrim.ParentPrim() to AddChildPrim() for code readabilityJustin Clark-Casey (justincc)2011-07-301-11/+14
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* minor: remove mono compiler warnings, some code spacing adjustmentsJustin Clark-Casey (justincc)2011-07-303-7/+8
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* minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2011-07-301-3/+4
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* minor: Add method doc to collision subscription methods. Change method case ↵Justin Clark-Casey (justincc)2011-07-304-8/+26
| | | | to reflect OpenSim standards.
* refactor: extract method that generates a physics mesh from prim shape dataJustin Clark-Casey (justincc)2011-07-301-117/+141
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* refactor: extract code which generate points and faces from sculpt data into ↵Justin Clark-Casey (justincc)2011-07-301-220/+240
| | | | | | it's own method. fix build break.
* fix bug in previous commitJustin Clark-Casey (justincc)2011-07-301-1/+2
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* refactor: move the code that generates physics meshs from prim mesh data ↵Justin Clark-Casey (justincc)2011-07-301-99/+123
| | | | into a separate method, in order to make the code more readable.
* Replace the generic exception logging in flotsam asset cache with more ↵Justin Clark-Casey (justincc)2011-07-301-26/+24
| | | | specific stuff to return more information.
* correct misleading "fcache status" text - deep scans are not performed when ↵Justin Clark-Casey (justincc)2011-07-301-1/+1
| | | | this command is invoked.
* Temporary code to change bad AvatarHeight values in the AvatarService to the ↵Justin Clark-Casey (justincc)2011-07-301-1/+27
| | | | | | | default Ruth height. I was persuaded to do this because simulators on osgrid will persist in inserting bad values for an unknown length of time, even after the original simulator bug which was inserting bad values is out in an osgrid distro This code can be removed at some point in the future, though I think there is an argument for having services police these values in open grids.
* Temporarily put in a log line which shows which locale the user is running in.Justin Clark-Casey (justincc)2011-07-292-0/+6
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* For all Util.FireAndForget invocations, set thread to en_US before ↵Justin Clark-Casey (justincc)2011-07-291-5/+10
| | | | | | | | | | continuing wtih the invocation. This is to avoid bugs where the locale is not manually set on the thread and bad data values get sent to the database or over the wire. Lots of code does this manually but as we've seen, a subtle change can hit code which has forgotton to do this. Since en_US show be used throughout the server at present, setting it at FireAndForget seems reasonable. Arguably, it would be better to do this where data is sent, but doing it here is much easier. All the manual BeginInvokes() remaining in the code should probably call FireAndForget instead.
* When we start the appearance saving thread, make sure we set the culture to ↵Justin Clark-Casey (justincc)2011-07-291-0/+5
| | | | | | | En_US so that a different culture doesn't save values with commas as decimal points, etc. This will hopefully stop giants stalking the grid. See http://opensimulator.org/mantis/view.php?id=5614
* Return null from CreateMeshFromPrimMesher if OpenJPEG decoding of the sculpt ↵Justin Clark-Casey (justincc)2011-07-291-1/+11
| | | | | | data fails. This is to address http://opensimulator.org/mantis/view.php?id=5612
* fix extremely minor Ode bug where the _taintedPrimL list would always be ↵Justin Clark-Casey (justincc)2011-07-291-3/+14
| | | | cleared on every OdeScene.Simulate() even if it was already empty.
* refactor: Move another chunk of ninja code out of the OdeScene.Simulate() ↵Justin Clark-Casey (justincc)2011-07-291-28/+36
| | | | loop for consistency and readability.
* refactor: Simplify reading OdeScene.Simulate() loop by shunting all the ↵Justin Clark-Casey (justincc)2011-07-291-182/+191
| | | | | | NINJA joints stuff into its own method. Now if ninja joints isn't active (which is the default) don't have to wade through a lot of massively indented irrelevant code.
* refactor: unindent the OdeScene.Simulate() loop to ignore the long commented ↵Justin Clark-Casey (justincc)2011-07-291-270/+274
| | | | | | out ifs and locks This is to make it more readable.
* When using osTeleportAgent() and osTeleportAvatar(), only teleport if the ↵Justin Clark-Casey (justincc)2011-07-291-4/+8
| | | | | | | | region name exactly matches (not near matches) This is to prevent situations where the first name returned by GridService.GetRegionsByName is not one that exactly matches the given region name, even when there is an exact match later on in the list. Only the above two functions call this teleport method (the map uses a different routine) so this seems safe to change. Addresses http://opensimulator.org/mantis/view.php?id=5606
* Ensure that packet headers get parsed correctlyMelanie2011-07-271-0/+29
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* Fix LLTextBox to work with the updated libOMVMelanie2011-07-237-7/+14
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* Pass the first name and last name from the agent circuit data to the ↵Justin Clark-Casey (justincc)2011-07-237-37/+50
| | | | | | | | | | authorization service rather than from the account. This is to accomodate situations where the authorization service is being used by the hypergrid, where visitors have no user account. See http://opensimulator.org/mantis/view.php?id=5517, this code is somewhat adapted/cleaned up from Michelle's patch I'm a little ambivalent about this since visitors could put anything in firstname/lastname so it's not much of an auth measure. It's up to the auth service to decide which data it actually uses. Possibly we should be passing through other info such as agent circuit ip
* Fixed serverside_object_permission default value conflictionMakopoppo2011-07-231-1/+1
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* For default everyone permissions on library items, make notecards and ↵Justin Clark-Casey (justincc)2011-07-232-9/+6
| | | | | | | | | | scripts non-modifiable (but still copyable, etc). Users should not be given the impression that they can modify these items. This still does not solve the issue where library items cannot be dragged into prims or user inventory any time after they are initially seen. Curiously, manually copying and pasting still appears to work. On the surface, this seems to have something to do with library item caching on the client, since deleting the cache allows drag to work again once Not sure what the exact problem is.
* Remove manually permissions settings on all current library items so that ↵Justin Clark-Casey (justincc)2011-07-235-7/+26
| | | | | | | they use the defaults instead. Some items had completely wrong permissions - this is easier than correcting them all. The ability to set permissions in xml is retained since there are use cases for this (e.g. to create no-mod library scripts)
* Revert "Don't load current/next/everyone/base permissions from the library ↵Justin Clark-Casey (justincc)2011-07-235-33/+29
| | | | | | | | item xml files - always use PermissionMask.All instead (which was the existing default)." There actually are uses for this. I will correct the perms instead since some entries appear to be wrong. This reverts commit 667b54f5a2a04fa5a2859397868d270eab3913f1.
* Don't load current/next/everyone/base permissions from the library item xml ↵Justin Clark-Casey (justincc)2011-07-235-29/+33
| | | | | | files - always use PermissionMask.All instead (which was the existing default). Library items always need the same permissions, so it doesn't make sense to load them from the xml files. This just opens the door to permissions mistakes.
* Fix problem where sculpts were not getting physical proxiesJustin Clark-Casey (justincc)2011-07-221-2/+2
| | | | | Fixed this by inspecting Shape.SculptEntry at various places instead of Shape.SculptType. Sculpties actually have a SculptType of Cylinder - only true mesh is SculptType.Mesh This addresses http://opensimulator.org/mantis/view.php?id=5595