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* BulletSim: tweaks to terrain boundry computation. No functional changes.Robert Adams2013-03-281-21/+29
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* Add back a log message when we attempt a megaregion auto-reteleportJustin Clark-Casey (justincc)2013-03-281-0/+4
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* minor: Only try to deregister stats in EntityTransferModule.RemoveRegion() ↵Justin Clark-Casey (justincc)2013-03-281-4/+7
| | | | if module was enabled.
* Fix a bug in HGEntityTransferModule to call base.RemoveRegion() when a ↵Justin Clark-Casey (justincc)2013-03-281-1/+1
| | | | region is removed rather than base.AddRegion()
* Instead of going via GodLikeRequestTeleport, auto-teleport the agent ↵Justin Clark-Casey (justincc)2013-03-282-4/+13
| | | | | | directly in a megaregion, in the same manner at the "teleport user" console command. This is to bypass an issue with the HGLureModule which stops the auto-teleport from happening.
* On the North and East sides of a megaregion, only consider regions within ↵Justin Clark-Casey (justincc)2013-03-281-2/+2
| | | | | | | 256m to be neighbours rather than regions up to 512 distant. This looks like an off-by-one bug since the view distance was already only 256 on the west and south sides. This reduces the number of child agents being logged into regions neighbouring a megaregion.
* minor: Fix usage error message for "debug eq" console commandJustin Clark-Casey (justincc)2013-03-281-1/+1
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* Make HGLureModule track god like lures as well as normal lures, to see if ↵Justin Clark-Casey (justincc)2013-03-281-1/+2
| | | | this fixes issues where second megaregion auto-teleport hangs on black teleport screen when HG is active.
* Add "show eq" console command to show numbers of messages in agent event queues.Justin Clark-Casey (justincc)2013-03-281-0/+23
| | | | For debugging purposes.
* Remove some Console.WriteLines accidentally left in last commit cfb20f09Justin Clark-Casey (justincc)2013-03-281-2/+0
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* refactor: combine the checks for megaregion view range into a single place.Justin Clark-Casey (justincc)2013-03-281-51/+51
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* Fix problem with megaregions where teleporting into a different region which ↵Justin Clark-Casey (justincc)2013-03-281-1/+44
| | | | | | | | | | already had a child agent would stop the eq working for the agent in the new region. This was because the calculation as to whether a new agent was needed in the receiving region did not take megaregions into account, unlike the original calculation when the user first teleported into the region. This meant that on teleport, entity transfer would create a new CAP but this would be ignored by the viewer and receiving region, meaning that the EQ could no longer be used. This would prevent subsequent teleport, amongst other things. Currently, regions up to 512m from a megaregion are considered neighbours.
* Add admin_get_agents xmlrpc method.Justin Clark-Casey (justincc)2013-03-261-0/+66
| | | | | | This allows one to retrieve information about agents from a particular region (name, id, position, etc.) Similar to output from "show users" See http://opensimulator.org/wiki/Remoteadmin:admin_get_agents for more details
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2013-03-261-52/+64
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| * BulletSim: prevent asset fetching loop when the fetched asset fails to mesh.Robert Adams2013-03-261-52/+64
| | | | | | | | | | | | | | Check for the case where the fetched mesh asset fails meshing (degenerate triangles or no physical mesh). In this case, the asset is marked 'failed' and BulletSim doesn't keep trying to fetch over-and-over trying to get a good asset.
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2013-03-2628-19/+71
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| * Implement a pref to turn on the simulator ExportSupported feature entry.Melanie2013-03-261-0/+6
| | | | | | | | | | | | This tells the viewer to enable the UI for export permissions. WARNING: If your inventory store contains invalid flags data, this will result in items becoming exportable! Don't turn this on in production until it's complete!
| * Phase 1 of implementing a transfer permission. Overwrite libOMV's PermissionMaskMelanie2013-03-2627-19/+65
| | | | | | | | with our own and add export permissions as well as a new definition for "All" as meaning "all conventional permissions" rather than "all possible permissions"
* | Make llGetLinkPrimitiveParams() and llGetPrimitiveParams() work for avatars ↵Justin Clark-Casey (justincc)2013-03-261-30/+194
|/ | | | | | | in a linkset. llGetPrimitiveParams() works through PRIM_LINK_TARGET Setting via llSetLinkPrimitiveParams(), etc. not yet implemented
* BulletSim: new algorithm for vertical attraction which uses quaternionRobert Adams2013-03-251-3/+45
| | | | | arithmetic to compute the shortest path between the current tilt and vertical.
* BulletSim: small tweaks and formatting in the parameter fetching code.Robert Adams2013-03-251-5/+16
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* BulletSim: fix possible race condition where an prim's asset can be ↵Robert Adams2013-03-253-11/+24
| | | | requested quicker than the asset fetcher returns and thus falsely reporting that an asset was not fetched and defaulting the assset to a bounding box.
* BulletSim: parameterize C# HACD hull creation. Add feature of reducing max ↵Robert Adams2013-03-252-14/+74
| | | | hull count for simple (non-cut prims) meshes.
* Start recording inter-region teleport attempts, aborts, cancels and failures ↵Justin Clark-Casey (justincc)2013-03-251-10/+109
| | | | | | in statistics for monitoring/debugging purposes These are recorded as 'entitytransfer' stats as seen by the "show stats entitytransfer" console command.
* Fix teleporting into the non-SW 256x256 corner of a megaregion, though ↵Justin Clark-Casey (justincc)2013-03-231-0/+7
| | | | | | | | currently with a 10 second delay before auto-reteleport to the correct location. This now does a check for border crossing (required to trigger the teleport) immediately in SP.MakeRootAgent(). If left any later, it looks like the physics scene changes the position and stops the cross happening. If done any earlier, nothing happens because the cross-code currently requires a PhysicsActor to be in place, thuogh it's probably not necessary for this case.
* Add "show borders" command to show the borders of a region.Justin Clark-Casey (justincc)2013-03-236-11/+54
| | | | | This is relevant to mega-regions where the borders are very different to a regular region. Also adds some method doc and other code comments.
* Following on from 476a7d3e (which wasn't enough), make chat across regions ↵Justin Clark-Casey (justincc)2013-03-221-56/+31
| | | | | | on different simulators work. Also resolves an issue of multiple chatting if the originating simulators had more than one region and they were neighbours
* Take out a testing sleep I accidentally left in the teleport code from last ↵Justin Clark-Casey (justincc)2013-03-221-2/+0
| | | | commit 7471bc7
* At strategic points in the teleport process, if the client has ↵Justin Clark-Casey (justincc)2013-03-222-10/+69
| | | | | | | simultaneously logged out then do not continue. This aims to reduce any side effects if the process tries to complete after the client has logged back in (e.g. it was delayed due to a slow destination region response). This introduces a new Aborting entity transfer state which signals that the teleport should be stopped but no compensating actions performed.
* Implement chat across region borders since we can tell if avatars in ↵Justin Clark-Casey (justincc)2013-03-221-1/+1
| | | | neighbouring regions are in range.
* minor: On teleport, signal a child agent before we send the viewer ↵Justin Clark-Casey (justincc)2013-03-211-5/+5
| | | | | | | | TeleportFinish in order to avoid a theoretical race condition when teleporting to a neighbour. If we do this after TeleportFinish, then it's possible for a neighbour destination to request the source to create a child agent whilst its still treated as root. This closes the original presence which we don't really want to do. This is probably okay (albeit with warnings on the console) but afaics there's no reason not to move the child agent signal.
* On a teleport, lock m_agentsInTransit whilst we grab the value to check for ↵Justin Clark-Casey (justincc)2013-03-212-5/+12
| | | | completion just to be sure we're not using a thread cached version.
* minor: disable logging on regression TestCrossOnSameSimulator() that I ↵Justin Clark-Casey (justincc)2013-03-201-1/+1
| | | | accidentally left on a few commits ago.
* minor: don't bother with the pause before rezzing attachments if we are ↵Justin Clark-Casey (justincc)2013-03-201-1/+15
| | | | | | running regression tests (fire and forget calls launched on the same thread). Also adds code comments as to why this pause exists.
* Add file missing from last commit 36651beJustin Clark-Casey (justincc)2013-03-201-0/+91
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* On the later forms of teleport failure, tell the user if this was because ↵Justin Clark-Casey (justincc)2013-03-206-71/+185
| | | | | | | viewer couldn't/didn't connect with destination or if destination didn't signal teleport completion. Also adds regression test for the case where the viewer couldn't connect with the destination region. Also refactoring of regression test support code associated with entity transfer in order to make this test possible and the code less obscure.
* Insert a short delay on the simulator side rezzing of attachments in order ↵Justin Clark-Casey (justincc)2013-03-201-1/+1
| | | | | | | | | to fix viewer 3 issues if its own rezzing actions on login collide with the simulator side actions. This resolves issues (at least in my tests with LL 3.3.4) where this can make attachments invisible until one zooms in on the avatar. This doesn't affect version 1 viewers since this delay is shorter than the login delay. This doesn't increase the login time since this part of the process was already being performed asynchronously. This may be a temporary solution.
* Fix "show attachments" command probably broken in commit addab12 (Wed Jan 2 ↵Justin Clark-Casey (justincc)2013-03-201-10/+7
| | | | | | 21:38:00 2013) This break was not connected with the recent attachment code changes.
* Force a viewer object update for attachments at the end of the final ↵Justin Clark-Casey (justincc)2013-03-201-0/+9
| | | | | | | Scene.CompleteMovement() in order to make all multi-attachments appear on the destination region. For some reason, sending updates before this will not have this effect. This may be something related to some viewers (e.g. LL 3.3.4) or something OpenSimulator isn't getting quite right.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2013-03-201-1/+1
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| * BulletSim: change 'degenerate mesh' message from Error to Debug because thereRobert Adams2013-03-191-1/+1
| | | | | | | | | | seem to be lots of sculpties with this problem while the condition really doesn't change region operation.
* | Prevent multiple instances of the same item ID being appended to an ↵Justin Clark-Casey (justincc)2013-03-193-34/+60
|/ | | | | | | | AvatarAppearance It looks like this was happening when AttachmentsModule.RezAttachments was doing a secondary set of each attachment to update with the asset ID (initially they only have the inventory ID). However, with multi-attach this was appending a second copy of the same attachment rather than updating the data that was already there. This commit requires both simulator and service to be updated.
* For the moment, disable the output of the 'scene' statistics in ↵Robert Adams2013-03-191-1/+3
| | | | | | | SimExtraStatsCollector and thus for the command 'show stats' because it is ugly and most of the information is already output in the formatted printout that appears before.
* For those people collecting and comparing logfiles from servers scatteredRobert Adams2013-03-191-1/+1
| | | | | around the world, change LogWriter to use DateTime.UtcNow rather than DateTime.Now.
* BulletSim: code to generate a higher resolution terrain mesh. ParameterRobert Adams2013-03-194-18/+189
| | | | | TerrainMeshMagnification controls number of vertices generated per heightmap point. Default is 3.
* BulletSim: add terrain contact processing threshold parameter. Initialize ↵Robert Adams2013-03-194-1/+23
| | | | contact processing threshold for static object as well as mesh terrain.
* Process default attachment point in AttachObjectInternal before we check ↵Justin Clark-Casey (justincc)2013-03-191-27/+27
| | | | whether a worn object needs to displace an existing attachment on the same point if we are not using multi-attach.
* Fix tests for multiattachMelanie2013-03-182-6/+6
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* Merge branch 'master' into newmultiattachMelanie2013-03-1888-9613/+2109
|\ | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
| * Improve rejection of any attempt to reattach an object that is already attached.Justin Clark-Casey (justincc)2013-03-182-31/+194
| | | | | | | | This also adds/extends regression tests for wearing attachments directly for the scene and attempting to reattach/rewear already attached objects.