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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-10-273-14/+93
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| * Added optional owner classes to existing OSSL agent PermissionsMichelle Argus2011-10-261-6/+61
| | | | | | | | | | | | PARCEL_GROUP, PARCEL_OWNER, ESTATE_MANAGER and REGION_OWNER can be combined with the existing agent uuid option to limit ossl functions to agents and owner classes. Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
| * Implementation of PRIM_OMEGA, but only for settingSignpostMarv Martin2011-10-262-4/+18
| | | | | | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
| * Implementing PRIM_LINK_TARGET, but only for setting paramsSignpostMarv Martin2011-10-262-4/+14
| | | | | | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* | Fix a bug I introduced yesterday in ODE physics where prim scripts would ↵Justin Clark-Casey (justincc)2011-10-273-1/+26
|/ | | | only receive the very first collision.
* Restart the event queue worker threads that I accidentally disabled earlier ↵Justin Clark-Casey (justincc)2011-10-252-9/+11
| | | | | | today in 8a0a78c. Also adds these to the watchdogs with very large timeouts (should really be infinite)
* In Watchdog, add ability to specific timeout for a thread.Justin Clark-Casey (justincc)2011-10-251-16/+56
| | | | This also changes the point of registration to the StartThread() call rather than the first Update()
* Add m_threads dictionary locking to Watchdog.GetThreads()Justin Clark-Casey (justincc)2011-10-251-1/+2
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* Clear OdeCharacter CollisionEventUpdate when we subscribe or unsubscribe ↵Justin Clark-Casey (justincc)2011-10-251-0/+2
| | | | from collision events
* Remove unused fields from CollisionEventUpdateJustin Clark-Casey (justincc)2011-10-255-28/+10
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* Get rid of the pointless null checks on collision listeners. Add warning ↵Justin Clark-Casey (justincc)2011-10-253-7/+6
| | | | about synchronicity for PhysicsActor.OnCollisionUpdate event doc
* When sending object collision updates, don't null out and recreate the ↵Justin Clark-Casey (justincc)2011-10-252-13/+8
| | | | CollisionEventUpdate() if the number of collisions falls to zero. Reuse the existing one instead.
* For ScenePresence collision events, instead of creating a new ↵Justin Clark-Casey (justincc)2011-10-253-9/+17
| | | | | | CollisionEventsThisFrame every time we need to send some new ones, reuse the existing one instead. This assumes that the listener is using the data synchronously, which is currently the case.
* Fix bug where collision event listeners were not removed once the listener ↵Justin Clark-Casey (justincc)2011-10-251-4/+5
| | | | | | | had gone away. This was causing continuous use of temporary memory even when all avatars had left the scene. Memory does leak but it does cause more calls to the garbage collector, which would pause the scene thread for a very short while during collection.
* minor: rename a parameter in OdeScene.Simulate() from actor -> prim since ↵Justin Clark-Casey (justincc)2011-10-251-4/+4
| | | | it's an OdePrim
* minor: add "threads show" as synonym for "show threads" for consistencyJustin Clark-Casey (justincc)2011-10-251-0/+5
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* Add "threads abort <thread-id>" simulator console command that allows us to ↵Justin Clark-Casey (justincc)2011-10-252-2/+48
| | | | | | abort a watchdog managed thread. This is for diagnostic purposes.
* Make OpenSim.Framework.Servers.HttpServer rely on OpenSim.Framework instead ↵Justin Clark-Casey (justincc)2011-10-2543-69/+243
| | | | | | | | | of the other way around. This is necessary so that code in HttpServer can use framework facilities such as the thread watchdog for monitoring purposes. Doing this shuffle meant that MainServer was moved into OpenSim/Framework/Servers Also had to make OpenSim.Framework.Console rely on OpenSim.Framework rather than the other way around since it in turn relies on HttpServer MainConsole and some new interfaces had to be moved into OpenSim/Framework to allow this. This can be reverted if parts of OpenSim.Framework stop relying on console presence (cheifly RegionInfo)
* Drop some unnecessary ContainsKey() checking before Remove() in BaseHttpServer()Justin Clark-Casey (justincc)2011-10-241-12/+2
| | | | Remove() presumably does this check anyway since it just returns false if the key is not in the collection.
* Fix bugs in EventQueueGetModule.ClientClosed() and ↵Justin Clark-Casey (justincc)2011-10-244-9/+31
| | | | | | BaseHttpServer.RemovePollServerHTTPHandler() that stopped existing code in ClientClosed() from actually tearing down the poll handler Actually doing the tear down appear to have no ill effects with region crossing and teleport.
* separate out future common setup code from EventQueueTests.AddForClient()Justin Clark-Casey (justincc)2011-10-241-8/+14
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* Add new EventQueueTests with basic test to check that adding a client ↵Justin Clark-Casey (justincc)2011-10-243-2/+75
| | | | registers an http poll
* Add optional getauthinfo and setauthinfo authentication service calls.Justin Clark-Casey (justincc)2011-10-247-5/+177
| | | | | These are disabled by default, as before. Please only turn these on in secure grids, since they allow the same facilities as the existing SetPassword call (also disabled by default) These facilities can be helpful when integrating external systems, in addition to the existing option of adapting an IAuthenticationService or using WebLoginKey
* Comment out the uuid gatherer lines that I accidentally left in.Justin Clark-Casey (justincc)2011-10-231-4/+4
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* Fix missing Busy-Mode ResponsePixel Tomsen2011-10-221-0/+1
| | | | http://opensimulator.org/mantis/view.php?id=5748
* Add case to Lightshare/WindlightBlueWall2011-10-221-0/+3
| | | | Thanks thomax for a patch to add handling for Sun/Moon pos.
* Get UUIDGatherer to scan notecards in the graph for asset uuids.Justin Clark-Casey (justincc)2011-10-225-24/+68
| | | | | This is to support npc baked texture saving in oars and iars. May address http://opensimulator.org/mantis/view.php?id=5743
* redirect UserInventoryHelpers to use a different CreateNotecardAsset() so we ↵Justin Clark-Casey (justincc)2011-10-222-12/+19
| | | | can comment out some inconsistency
* correct misleading method doc on CreateNotecardAsset()Justin Clark-Casey (justincc)2011-10-221-1/+1
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* in AssetHelpers, store the actual text passed in to the method, not the ↵Justin Clark-Casey (justincc)2011-10-221-2/+2
| | | | string "data"
* encode notecard assets in proper format for tests, rather than just using ↵Justin Clark-Casey (justincc)2011-10-221-1/+6
| | | | whatever string is given
* refactor: rename some AssetHelpers.CreateAsset() methods to ↵Justin Clark-Casey (justincc)2011-10-224-10/+10
| | | | CreateNotecardAsset()
* RemoteAdmin - Added optional terrain loading on region create using ↵Michelle Argus2011-10-211-21/+41
| | | | parameter heightmap_file to specify the terrain file to be loaded
* very minor removal of old commented out line of code in OdeSceneJustin Clark-Casey (justincc)2011-10-211-5/+3
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* remove unnecessary null check on _collisionEventPrimJustin Clark-Casey (justincc)2011-10-201-3/+0
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* Get OdeScene to use passed in time step rather than hard-coded 0.089Justin Clark-Casey (justincc)2011-10-203-25/+32
| | | | However, I still don't recommend changing MinFrameTime from 0.089, high values do not work well and lower values don't seem to make much difference
* Pass PhysicsScene.Simulate() only the MinFrameTime rather than the useless ↵Justin Clark-Casey (justincc)2011-10-201-12/+4
| | | | | | | | | Math.Max(SinceLastFrame.TotalSeconds, MinFrameTime) SinceLastFrame was calculating the interval between any sleep that had occurred to pad out the frame time and the start of the next frame. This would usually be below MinFrameTime but occasionally if the sleep was long it would be above, often due to the time required to update the watchdog. This doesn't appear to play much practical role right now. ODE was actually ignoring it entirely. Bullet might be helped slightly by receiving a non-varying value.
* For now, stop passing timeStep into methods where it's not actually used.Justin Clark-Casey (justincc)2011-10-202-13/+5
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* Change wording on asset requests.Justin Clark-Casey (justincc)2011-10-191-2/+2
| | | | Not all 'notified missing' assets are a problem. Some are invalid references which happen to be buried in other text.
* Removed redundant NotInTransit function from ScenePresence. ↵Dan Lake2011-10-191-5/+0
| | | | IsInTransit=false does the same thing and NotInTransit was not used anywhere.
* Moved HaveNeighbor utility function from ScenePresence to Scene. Fixed line ↵Dan Lake2011-10-195-318/+318
| | | | endings from previous commit.
* Merge branch 'master' of git://opensimulator.org/git/opensimDan Lake2011-10-192-72/+100
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| * Extend scripts stop/start/suspend/resume console commands to allow action on ↵Justin Clark-Casey (justincc)2011-10-192-72/+100
| | | | | | | | | | | | a single script by giving the script item id (which can be found via scripts show). Not an ideal way to do this on a region with many scripts. Needs refinement later.
* | Renamed and rearranged AvatarFactoryModule to eliminate redundant lookups of ↵Dan Lake2011-10-199-344/+319
|/ | | | scene presence by client ID.
* Add "scripts stop" and "scripts start" console commands.Justin Clark-Casey (justincc)2011-10-191-2/+48
| | | | | These will stop all running scripts and start all stopped scripts respectively. A stopped script does not save any events for later processing.
* minor: improve command help on scripts suspend/resumeJustin Clark-Casey (justincc)2011-10-191-2/+5
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* Fix resume scripts.Justin Clark-Casey (justincc)2011-10-192-9/+33
| | | | | On resume, we need to place requeue the script for event processing if there are any events on the queue. Also need to do this under m_Script lock in order to avoid a race
* Add "scripts suspend" and "scripts resume" commands.Justin Clark-Casey (justincc)2011-10-192-3/+53
| | | | | These aim currently to suspend and resume all scripts. However, resume isn't currently working due to what looks like a bug in resume functionality itself.
* on log and "show scripts" messages, show script item UUID rather than asset UUIDJustin Clark-Casey (justincc)2011-10-191-4/+4
| | | | The item ID is the one required for any script manipulation on the command line, so I think it's somewhat more useful to show this bearing in mind the limited space available
* add current script status to "scripts show" command (running, suspended, etc.)Justin Clark-Casey (justincc)2011-10-193-7/+31
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