Yeah, that class is quite new (introduced on 2013-09-25 in commit 8c1d80fd). Try putting one in and see if that fixes stuff. If so, I think it's reasonable to add it to OpenSimulator.

btw, Allen Kerensky also has a patch to resolve DSG issues at [1], though I think this stuff should be in the DSG issues tracker.

[1] http://opensimulator.org/mantis/view.php?id=7310
[2] https://github.com/intelvwi/DSG

On 03/09/14 16:07, Michael Heilmann wrote:
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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OSVW Consulting
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