[Opensim-dev] TerrainChannel cannot be serialized
Justin Clark-Casey
jjustincc at googlemail.com
Wed Sep 3 23:58:59 UTC 2014
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, opensim-dev-request at opensimulator.org 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" <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>
>> 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: 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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--
Justin Clark-Casey (justincc)
OSVW Consulting
http://justincc.org
http://twitter.com/justincc
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