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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2012-03-084-88/+36
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| * Simplify minimap coarse location code by just reference SP.AbsolutePositionJustin Clark-Casey (justincc)2012-03-092-12/+3
| | | | | | | | This is rather than checking whether the avatar is sitting and doing its own calculation.
| * Get rid of unnecessary ParentID == 0 check on SP.Get_AbsolutePosition since ↵Justin Clark-Casey (justincc)2012-03-091-2/+2
| | | | | | | | this is handled by the necessary ParentPart check
| * Use SP.ParentPart instead of ParentID in places where it's more efficient ↵Justin Clark-Casey (justincc)2012-03-094-68/+32
| | | | | | | | | | | | | | (saving extra null checks, etc.) However, it looks like we should retain SP.ParentID since it's much easier to use that in places where another thread could change ParentPart to null. Otherwise one has to clumsily put ParentPart in a reference, etc. to avoid a race.
| * refactor: cleanup SP.HandleAgentSit so that everything is done within one if ↵Justin Clark-Casey (justincc)2012-03-091-15/+8
| | | | | | | | (part != null), rather than having unnecessary multiple checks
* | More on the freeze on HG inventory transfers: spawn a threadlet on the ↵Diva Canto2012-03-081-1/+1
|/ | | | functional asset posts so that the client threads doesn't freeze (but the network posts are serialized).
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2012-03-086-48/+796
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| * Remove a race condition from SP.Set_AbsolutePosition where we assume the ↵Justin Clark-Casey (justincc)2012-03-091-5/+5
| | | | | | | | | | | | ParentPart is still not null if the ParentID != 0 Another thread could come in and stand the avatar between those two instructions.
| * FireAndForget scripted rez - port from AvinationMelanie2012-03-091-41/+46
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| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-03-092-29/+32
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| * \ Merge branch 'xassetservice'Justin Clark-Casey (justincc)2012-03-094-2/+745
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| | * | minor: move some compression related var setup inside compression if/then switchJustin Clark-Casey (justincc)2012-03-091-4/+3
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| | * | Put big fat EXPERIMENTAL warning in xassetservice database pluginJustin Clark-Casey (justincc)2012-03-091-0/+10
| | | | | | | | | | | | | | | | | | | | This should not currently be used in any circumstances except for experimentation. Database tables used by this plugin can still change at any time with no migration path.
| | * | Switch to sha256 from sha1 in order to avoid future asset hash collisions.Justin Clark-Casey (justincc)2012-03-062-9/+17
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Some successful collision attacks have been carried out on sha1 with speculation that more are possible. http://en.wikipedia.org/wiki/Cryptographic_hash_function#Cryptographic_hash_algorithms No successful attacks have been shown on sha256, which makes it less likely that anybody will be able to engineer an asset hash collision in the future. Tradeoff is more storage required for hashes, and more cpu to hash, though this is neglible compared to db operations and network access.
| | * | remove unnecessary hash local variableJustin Clark-Casey (justincc)2012-03-051-2/+0
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| | * | Make asset compression optional. Currently set to false and not ↵Justin Clark-Casey (justincc)2012-03-031-16/+24
| | | | | | | | | | | | | | | | configurable from outside MySQLXAssetData.
| | * | Implement basic gzip compression for xassetdataJustin Clark-Casey (justincc)2012-03-031-10/+41
| | | | | | | | | | | | | | | | | | | | | | | | Whether this is worthwhile is debatable since here we are not transmitting data over a network In addition, jpeg2000 (the biggest data hog) is already a compressed image format. May not remain.
| | * | If asset data already exists with the required hash then don't rewrite itJustin Clark-Casey (justincc)2012-03-031-17/+59
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| | * | Perform asset storage transactionallyJustin Clark-Casey (justincc)2012-03-021-57/+69
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| | * | Merge branch 'master' into xassetserviceJustin Clark-Casey (justincc)2012-03-024-40/+34
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| | * | | Make xassetservice execute one query to retrieve the asset, not twoJustin Clark-Casey (justincc)2012-03-021-28/+4
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| | * | | Merge branch 'master' into xassetserviceJustin Clark-Casey (justincc)2012-03-022-110/+55
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| | * | | | Make XAssetService a de-duplicating asset service.Justin Clark-Casey (justincc)2012-03-022-0/+443
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This is an extremely crude implemenation which almost works by accident. Nevertheless it does work. It can be tested with the instructions at http://opensimulator.org/wiki/Feature_Proposals/Deduplicating_Asset_Service#Testing It does not interact at all with the existing asset service or any data stored there. This code is subject to change without notice and should not be used for anything other than gawking.
| | * | | | Start by adding XAssetService as a copy of the existing AssetService.Justin Clark-Casey (justincc)2012-03-022-2/+218
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This is the start of exploring the creation of a bundled OpenSimulator asset service that does de-duplication and possibly file storage of assets. Along the lines of coyled's SRAS, but not intended to replace, merely to act as a more performant bundled default. Might end up nicking stuff from kcozen's patch at http://opensimulator.org/mantis/view.php?id=5429 More details at http://opensimulator.org/wiki/Feature_Proposals/Deduplicating_Asset_Service Feedback and discussion welcome as commits are made.
* | | | | | HG inventory/asset transfers: serialize asset posts. I'm using the same ↵Diva Canto2012-03-081-1/+20
| |_|_|_|/ |/| | | | | | | | | | | | | | pattern as suggested in the patch mantis #5921. Testing it in this smaller context to see how it works.
* | | | | Fixes mantis #5923Diva Canto2012-03-081-2/+3
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* | | | | Hold a ref to the prim we're sat on rather than querying scene each timeMelanie2012-03-081-27/+29
|/ / / / | | | | | | | | | | | | the check for significant is carried out. Prevents a deadlock condition.
* | | | Move "change region" command into general categoryJustin Clark-Casey (justincc)2012-03-081-1/+1
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* | | | Uses shorter AddCommand form for "show estates"Justin Clark-Casey (justincc)2012-03-081-1/+1
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* | | | Display help commander topics in capitalized form - the commands themselves ↵Justin Clark-Casey (justincc)2012-03-083-45/+14
| | | | | | | | | | | | | | | | | | | | | | | | are still lowercase. Also convert the estate commands to simply AddCommand() calls so that commands from two different modules can be placed in the same category
* | | | Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-03-081-4/+1
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| * \ \ \ Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2012-03-074-20/+25
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| * | | | | Always zero the PhysActor on dupes to prevent side effects on the orignal primMelanie2012-03-071-4/+1
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* | | | | | Change "help" to display categories/module list then "help ↵Justin Clark-Casey (justincc)2012-03-0834-192/+315
| |/ / / / |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | <category/module>" to display commands in a category. This is to deal with the hundred lines of command splurge when one previously typed "help" Modelled somewhat on the mysql console One can still type help <command> to get per command help at any point. Categories capitalized to avoid conflict with the all-lowercase commands (except for commander system, as of yet). Does not affect command parsing or any other aspects of the console apart from the help system. Backwards compatible with existing modules.
* | | | | minor: make NPC tests run in a given order, comment out log lines in mock ↵Justin Clark-Casey (justincc)2012-03-074-20/+25
|/ / / / | | | | | | | | | | | | region data plugins, null out scene in script and npc torture tests, add other doc comments to torture tests
* | | | Stop individually deleting objects at the end of each ObjectTortureTest.Justin Clark-Casey (justincc)2012-03-075-35/+36
| | | | | | | | | | | | | | | | | | | | | | | | We can now do this since the entire scene and all objects within it are now successfully gc'd at the end of these tests. This greatly improves the time taken to run each test (by reducing teardown time, not the time to actually do the test work that we're interested in). Slightly simplifies config read in Scene constructor to help facilitate this.
* | | | Add documentation to make more explicit the difference between OnRezScript ↵Justin Clark-Casey (justincc)2012-03-071-5/+20
| | | | | | | | | | | | | | | | | | | | | | | | | | | | and OnNewScript in the event manager OnNewScript fires when a script is added to a scene OnRezScript fires when the script actually runs (i.e. after permission checks, state retrieval, etc.)
* | | | Remove static m_MainInstance in LocalGridServiceConnector.Justin Clark-Casey (justincc)2012-03-061-24/+10
| | | | | | | | | | | | | | | | | | | | I believe this was originally required back when there could be two LocalGridServiceConnectors but this is no longer the case. Having such statics makes performance testing much more difficult since they prevent GC of objects unless static references are explicitly nulled.
* | | | Add sensor, dataserver requests, timer and listener counts to "xengine ↵Justin Clark-Casey (justincc)2012-03-068-12/+136
| | | | | | | | | | | | | | | | | | | | | | | | status" command. This is for diagnostic purposes.
* | | | Remove unnecessary explicit ElapsedEventHandler in SimReporterJustin Clark-Casey (justincc)2012-03-061-1/+1
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* | | | Explictly close down the StatsReporter so that we can shutdown its timerJustin Clark-Casey (justincc)2012-03-062-0/+8
| | | | | | | | | | | | | | | | This is another step necessary for the scene to be garbage collected between performance tests
* | | | Fix TestSyntaxError() and TestSyntaxErrorDeclaringVariableInForLoop()Justin Clark-Casey (justincc)2012-03-061-8/+14
| | | | | | | | | | | | | | | | | | | | | | | | | | | | They were all failing assertions but the exceptions these threw were caught as expected Exceptions. I don't think we can easily distinguish these from the Exceptions that we're expecting. So for now we'll do some messy manually checking with boolean setting instead. This patch also corrects the assertions themselves.
* | | | Get all test methods in OpenSim.Region.ScriptEngine.Tests.dll to report that ↵Justin Clark-Casey (justincc)2012-03-068-26/+228
| | | | | | | | | | | | | | | | they're running
* | | | Fix off by one error in script error reporting.Justin Clark-Casey (justincc)2012-03-061-1/+1
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* | | | Simplify NPCModuleTests code by putting the NPCModule in an instance ↵Justin Clark-Casey (justincc)2012-03-061-61/+56
| | | | | | | | | | | | | | | | | | | | | | | | variable rather than making each test fetch it seperately. Also rename instance variables in the test to conform to naming standards and for understandability
* | | | Go back to setting appearance directly in NPCModule.SetAppearance() to fix ↵Justin Clark-Casey (justincc)2012-03-062-9/+57
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | mantis 5914 The part reverted is from commit 2ebb421. Unfortunately, IAvatarFactoryModule.SetAppearance() does not transfer attachments. I'm not sure how to do this separately, unfortunately I'll need to leave it to Dan :) Regression test added for this case. Mantis ref: http://opensimulator.org/mantis/view.php?id=5914
* | | | Updates to MSSQL store for 0.7.3 to include:Chris Hart2012-03-064-7/+169
| | | | | | | | | | | | | | | | | | | | | | | | * Telehub support * Bugfix to Friends lookups * Updates to Creator fields to store up to 255 characters for HG item creator storage
* | | | Merge branch 'master' of /home/opensim/var/repo/opensim into v3_supportBlueWall2012-03-042-8/+3
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| * | | comment out "[CAPS]: ScriptTaskInventory Request" log spamJustin Clark-Casey (justincc)2012-03-021-1/+1
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| * | | Remove outdated comment about checking attachment prims in ↵Justin Clark-Casey (justincc)2012-03-021-3/+1
| | | | | | | | | | | | | | | | Scene.PipeEventsForScript()