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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.
* Log RestClient requests similarly to WebClient (e.g, "debug http all 6" logs ↵Oren Hurvitz2014-08-022-7/+31
| | | | the entire request and response)
* 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 Hurvitz2014-08-024-14/+20
| | | | is being throttled due to past poor performance.
* Include the group name in group IM'sOren Hurvitz2014-08-021-0/+7
| | | | | | When sending an ImprovedInstantMessage to a group, the IM's binary bucket is supposed to contain the group's name (this is what SL does). Singularity uses this to show the group name when it shows the message at the bottom of the viewer for a few seconds: "[Group Name] From User: Message". Before this update, the group name was empty ("[]"). This update doesn't have any visible effect in Firestorm, because it doesn't use the group name sent in the IM.
* 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 Hurvitz2014-08-0234-477/+418
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* Add code to GridService to check for overlapping of varregionsRobert Adams2014-08-023-10/+128
| | | | | | | | when registering a new region. Adds parameter "[GridService]SuppressVarRegionOverlapCheckOnRegistration=false" that can be turned on to suppress the error check if a simulator's database has old regions that overlap.
* minor: remove long unused RegionInfo.ignoreIncomingConfigurationJustin Clark-Casey (justincc)2014-08-021-5/+0
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* minor: remove long unused RegionInfo.commFailTFJustin Clark-Casey (justincc)2014-08-021-1/+0
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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 Cerquoni2014-08-025-8/+8
| | | | 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)2014-08-023-5/+75
| | | | | | | | 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
* Turn RestClient.Request() logging down the debug and comment out for now.Justin Clark-Casey (justincc)2014-08-021-5/+5
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* Fix issue with running "stats record start|stop" console commandJustin Clark-Casey (justincc)2014-08-021-4/+4
| | | | | | In commit e6080a38 (Wed Mar 19 00:29:36 2014) I renamed this from "debug stats record start|stop" Unfortunately, I didn't do this fully so before this commit "stats record start|stop" will report a usage failure with the old debug text. Unfortunately this is in the 0.8 release. The workaround is to repeat the last command twice (e.g. "stats record start start")
* Add experimental "show grid size" robust console command.Justin Clark-Casey (justincc)2014-08-021-5/+34
| | | | | This will show an approximate grid size that doesn't count regions that are hyperlinks Not particularly trustworthy since it will still count regions that are not active but were not deregistered (deliberately or due to simulator crash or similar)
* 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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* Adjust "show regions" and "show region" robust service console output to ↵Justin Clark-Casey (justincc)2014-08-021-5/+5
| | | | | | | show size "show regions" drops the owner id column but is till present in "show region" "show regions" name column expanded to allow for longer hg regions (probably still too short, may eventually have to truncate rather than taking up huge screen space)
* 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)2014-08-028-49/+357
| | | | | | 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 Inglewood2014-08-022-32/+80
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 Inglewood2014-08-022-41/+27
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.