[Opensim-dev] TerrainChannel cannot be serialized

Michael Heilmann mheilman at ist.ucf.edu
Wed Sep 3 15:07:00 UTC 2014


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, opensim-dev-request at opensimulator.org wrote:
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>     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" <aine.caoimhe at rogers.com>
> To: <opensim-dev at opensimulator.org>
> Subject: Re: [Opensim-dev] Feature Request: osAvatarSit(key avatar,
> 	key object, integer options)
> Message-ID: <000901cfc6eb$7ed6bc10$7c843430$@caoimhe at rogers.com>
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>
> 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: opensim-dev-bounces at opensimulator.org [mailto:opensim-dev-bounces at opensimulator.org] On Behalf Of dz
> Sent: Tuesday, September 02, 2014 4:04 PM
> To: opensim-dev at opensimulator.org
> 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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