I am working on setting up a DSG Var-region for an upcoming project. I have used both DSG, as well as Var-regions regularly. However, in combining the two, I must recompile DSG into the latest codebase. I have been able to correct all errors, but the terrain does not appear to serialize between the regions.

My biggest lead is that I had to correct a series of errors beginning with this run-time error:
2014-09-03 10:37:15 - [ERROR] FATAL UNHANDLED EXCEPTION: System.InvalidOperationException: There was an error reflecting type 'OpenSim.Region.Framework.Scenes.TerrainChannel+TerrainChannelXMLPackage'. ---> System.InvalidOperationException: OpenSim.Region.Framework.Scenes.TerrainChannel+TerrainChannelXMLPackage cannot be serialized because it does not have a default public constructor 2014-09-03 10:37:15 - at System.Xml.Serialization.ReflectionHelper.CheckSerializableType (System.Type type, Boolean allowPrivateConstructors) [0x00000] in <filename unknown>:0
I was able to remove these errors and get the DSG region to run, but terrain does not update correctly. So my leads are:
1 - I made mistakes in modifying the code, and it fails silently
2 - I modified it correctly, but the TerrainChannel is no longer used the same way in post 0.8 opensimulator versions.

Can anyone enlighten me on why the TerrainChannel in master is not maintained as a serializeable object, or if my second lead is correct? I would appreciate any guidance. Thank you.

Michael Heilmann
Research Associate
Institute for Simulation and Training
University of Central Florida

On 09/03/2014 08:00 AM, [email protected] wrote:
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Today's Topics:

    1. Re: Feature Request: osAvatarSit(key avatar,     key object,
       integer options) (Aine)


----------------------------------------------------------------------

Message: 1
Date: Tue, 2 Sep 2014 16:21:35 -0400
From: "Aine" <[email protected]>
To: <[email protected]>
Subject: Re: [Opensim-dev] Feature Request: osAvatarSit(key avatar,
        key object, integer options)
Message-ID: <000901cfc6eb$7ed6bc10$7c843430$@[email protected]>
Content-Type: text/plain; charset="utf-8"

Yes, if I abandon the no-poseball prerequisite the rest can be handled relatively simply 
with existing functions. I had hope to have it work more like the group dance ball but as 
you point out there are some distinct advantages to sticking with the poseballs in terms 
of placing the avi in a suitable space (the handles part is less of an issue because I 
have a "chase" method I use for furniture...I rez a handle and then move the 
avi with llSetLinkPrimitiveParamsFast to follow its motion/rotation, then store the new 
avi position when in place). If it's not a simple thing to add then I can live without 
it. If I go back to poseballs then I might as well just rez a pair at the desired 
location, let both avi sit, then move them from there....they wouldn't even need to be 
part of the linkset since I can move them via ossl.

From: [email protected] 
[mailto:[email protected]] On Behalf Of dz
Sent: Tuesday, September 02, 2014 4:04 PM
To: [email protected]
Subject: Re: [Opensim-dev] Feature Request: osAvatarSit(key avatar, key object, 
integer options)

Assuming you can overcome all of the "other obstacles"  and have the latitude 
to reset the config params in OpenSim.ini, then there is no reason why you can't have a 
single script animate multiple avatars across your region.  You will need access to the 
INI file if you want to overcome the current limit on linkset sizes ( how far you can 
move a linked object from its root prim ).   In my experience,  trying to get an admin to 
enable the OSSL functions (especially the ones marked Threat level : HIGH )  is harder 
than the coding involved.

As for  "No pose balls" .. People are more likely to understand the concept of "sitting on a 
ball to dance"  than they are to comprehend instructions on how and when to touch something new.  The 
visible feedback also eliminates playing partner roulette when laggy touches to the dance machine seat you 
with the last/next avatar to touch it.   Pose balls also have the advantage of being convenient 
"handles"  when you are trying to position avatars to build your animation configuration 
notecards/database.

I'm not sure I understand why a new function is required,  since you can set the default action on 
the linked objects to "sit".  The trick will be to get the first object to the location 
before the first partner of the couple is seated on it,  or you may see avatars zipping between the 
dance machine and the locations on the floor.  As long as you move a pair of objects to the 
approximate location,  the second avatar should just be able to sit on the object and be in 
position.     There is another major issue with letting couples "randomly" choose where 
to dance..  Many are not familiar with the space required and opt to rez the pose balls  right next 
to their neighbors,  causing the animations to move the couples on top of/through each other.  A 
simple solution to this is to have the 'couples dancing' locations identified by the presence of 
the pose balls.


The operations sequence could be as simple as;
The dance machine with the scripting is set out.
The linked pose balls are rezzed and re-located  to the positions in the sim 
you want.
Couples can touch the dance machine to be deposited on the "next" location, or touch the 
pose balls to sit/dance at the "couples" location they want.

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