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* In AvatarFactoryModule.SetApperance(), perform ValidateBakedTextureCache() ↵Justin Clark-Casey (justincc)2011-12-131-2/+4
| | | | | | | | in the same thread rather than on another one. The caller is already an async thread from LLClientView so this doesn't hold up the client. However, launching on a separate thread does remove the effect of m_setAppearanceLock This was potentially allowing two different SetAppearance threads to interfere with each other, though this probably rarely happens, if at all.
* Implement handler for TeleportCancel inbound packetMelanie2011-12-101-0/+12
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* Get rid of IScene.PresenceChildStatus() which always had to execute a lookup ↵Justin Clark-Casey (justincc)2011-12-091-12/+4
| | | | in favour of IClientAPI.ISceneAgent.IsChildAgent instead.
* Don't reply with an ack packet if the client is not authorized.Justin Clark-Casey (justincc)2011-12-082-45/+31
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* Extend TestAddClient() to check that the first packet received is an ack packetJustin Clark-Casey (justincc)2011-12-083-93/+116
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* Add OpenSim.Region.ClientStack.LindenUDP.Tests.dll back into the test suiteJustin Clark-Casey (justincc)2011-12-081-1/+1
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* Reactivate BasicCircuitTests.TestAddClient()Justin Clark-Casey (justincc)2011-12-083-109/+138
| | | | This checks that the initial UseCircuitCode packet is handled correctly for a normal client login.
* Remove unnecessary AgentCircuitData null check from Scene.AddNewClient().Justin Clark-Casey (justincc)2011-12-081-4/+4
| | | | | The only caller is the LLUDP stack and this has to validate the UDP circuit itself, so we know that it exists. This allows us to eliminate another null check elsewhere and simplifies the method contract
* On a new client circuit, send the initial reply ack to let the client know ↵Justin Clark-Casey (justincc)2011-12-083-21/+46
| | | | | | | | | it's live before sending other data. This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before. This may stop some avatars appearing grey on login. This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces
* When setting packet level logging via "debug packet", apply to all clients, ↵Justin Clark-Casey (justincc)2011-11-241-7/+11
| | | | | | not just root ones. Also adds scene name and client type (root|child) to logged information.
* If a friends identifier which is too short is given to ↵Justin Clark-Casey (justincc)2011-11-141-0/+2
| | | | | | HGFriendsModule.GetOnlineFriends() then spit out a warning rather than failing on the String.Substring(). This is to progress http://opensimulator.org/mantis/view.php?id=5789
* Restore sending of OutPacket() for object kills removed in commit c7dd7b1.Justin Clark-Casey (justincc)2011-11-111-26/+20
| | | | | | | | | | OutPacket() must be called within the m_killRecord lock. Otherwise the following event sequence is possible 1) LLClientView.ProcessEntityUpdates() passes the kill record check for a particular part suspends before OutPacket() 2) Another thread calls LLClientView.SendKillObject() to delete the same part and modifies the kill record 3) The same thread places the kill packet on the Task queue. 4) The earlier thread resumes and places the update packet on the Task queue after the kill packet. This results in a ghost part in the sim that only goes away after client relog. This commit also removes the unnecessary m_entityUpdates.SyncRoot locking in SendKillObject.
* Convert SendKillObject to take a list of uint rather than sending oneMelanie2011-11-061-21/+32
| | | | packet per prim. More to come as we change to make use of this.
* Stop setting _position as well as m_taint_position in ODECharacter.PositionJustin Clark-Casey (justincc)2011-10-291-2/+2
| | | | | setting position at the same time as taint appears to undermine the whole purpose of taint testing doesn't reveal any obvious regressions in doing this
* Don't blow our brains out if LLClientView.BulkInventoryUpdate() is wrongly ↵Justin Clark-Casey (justincc)2011-10-271-1/+3
| | | | | | passed a null node reference. Addresses worst aspect of http://opensimulator.org/mantis/view.php?id=5752
* refactor: Make IClientAPI.DebugPacketFormat a property rather than a setter ↵Justin Clark-Casey (justincc)2011-10-171-15/+10
| | | | without a getter
* Add avatar names to debug packet outputJustin Clark-Casey (justincc)2011-10-171-2/+2
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* refactor: rename IClientAPI.SendPrimUpdate() to SendEntityUpdate() since it ↵Justin Clark-Casey (justincc)2011-10-141-1/+1
| | | | sends entity updates (including presence ones), not just prims.
* More method doc and formatting changes. Makes DestroyOdeStructures() privateJustin Clark-Casey (justincc)2011-10-131-0/+6
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* Get rid of some traces of the old pre-ROBUST grid architecture configJustin Clark-Casey (justincc)2011-10-121-1/+1
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* Bring LindenUDP.Tests back from the dead. No tests are running.Justin Clark-Casey (justincc)2011-10-125-343/+282
| | | | Code drift means that most of this stuff doesn't compile but the structure is still useful.
* minor: insert some commented out log lines which are a blunt but useful ↵Justin Clark-Casey (justincc)2011-10-123-3/+12
| | | | instrument to see packet expiry and received acks
* Improve some method doc for LLUDPClient, LLUDPServer and UnackedPacketCollectionJustin Clark-Casey (justincc)2011-10-123-17/+39
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-10-031-3/+4
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| * Remove usage of Linden packet types from inside Attachments Module and interfaceDan Lake2011-10-031-3/+4
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* | Remove vestigal RegionStatus.SlaveScene.Justin Clark-Casey (justincc)2011-10-031-15/+7
|/ | | | This appears to be code clutter since the code that uses this has long gone.
* Reinstate option to land an npc when it reaches a target.Justin Clark-Casey (justincc)2011-09-221-3/+3
| | | | This is moved into ScenePresence for now as a general facility
* refactor: rename SOG/SOP.GetProperties() to SendPropertiesToClient() to ↵Justin Clark-Casey (justincc)2011-09-151-2/+2
| | | | | | reflect what it actually does This also makes it consistent with some other methods that send data to the client.
* Remove pointless cluttering SOP.ParentGroup != null checks.Justin Clark-Casey (justincc)2011-09-011-5/+2
| | | | | The only times when ParentGroup might be null is during regression tests (which might not be a valid thing) and when scene objects are being constructed from the database. At all other times it's not possible for a SOP not to have a SOG parent.
* Fix a bug where the non-root parts of rezzed objects that had previously ↵Justin Clark-Casey (justincc)2011-08-311-1/+12
| | | | | | | | | been attachments were sending their old attachment values to the client. The root part state is the canonical value, so always send that instead. Sending conflicting attachments states for non-root parts of a rezzed object is enough to crash the client. Fixes http://opensimulator.org/mantis/view.php?id=5664. Many thanks to mewtwo0641 for some fantastic qa work on this one.
* refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid ↵Justin Clark-Casey (justincc)2011-08-271-3/+7
| | | | pointless duplication of identical values
* Don't try to save changed attachment states when an NPC with attachments is ↵Justin Clark-Casey (justincc)2011-08-181-1/+1
| | | | | | | removed from the scene. This is done by introducing a PresenceType enum into ScenePresence which currently has two values, User and Npc. This seems better than a SaveAttachments flag in terms of code comprehension, though I'm still slightly uneasy about introducing these semantics to core objects
* early code to allow scripts to force npcs not to fly when moving to targetJustin Clark-Casey (justincc)2011-08-101-3/+3
| | | | | this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path. currently implemented in osNpcMoveToTarget(), but none of this is final.
* Stop trying to deregister caps or close child agents when an NPC is removedJustin Clark-Casey (justincc)2011-08-101-1/+1
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* When an NPC is created, stop telling neighbouring regions to expect a child ↵Justin Clark-Casey (justincc)2011-08-091-3/+3
| | | | agent
* get rid of vestigal move to parametersJustin Clark-Casey (justincc)2011-08-031-30/+14
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* Partially fix autopilot/go hereJustin Clark-Casey (justincc)2011-08-021-45/+34
| | | | | | | This now works again except that it requires a click or avatar mvmt to get going This is because the ScenePresence.HandleAgentUpdate() method doesn't trigger until the client does something significant, at which point autopilot takes over. Even clicking is enough to trigger. This will be improved presently.
* minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2011-07-301-3/+4
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* Ensure that packet headers get parsed correctlyMelanie2011-07-271-0/+29
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* Fix LLTextBox to work with the updated libOMVMelanie2011-07-231-1/+6
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* comment out all kinds of debugging guffJustin Clark-Casey (justincc)2011-07-191-5/+5
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* Stop undo of just the root prim position in the linkset from shifting the ↵Justin Clark-Casey (justincc)2011-07-191-5/+5
| | | | | | whole linkset. However, what happens now is that undo just doesn't do anything when the root prim is selected on its own. This requires more code than just fiddling with undo states.
* fix undo when resizing of non-root individual prims in a linksetJustin Clark-Casey (justincc)2011-07-191-0/+5
| | | | undo resize, rotation and position still needs fixing when only editing root prim of a linkset
* Fix undo for resizing linksetsJustin Clark-Casey (justincc)2011-07-191-12/+25
| | | | | | This involves implementing a boolean in UndoState to signal whether the undo needs to be done for an entire group/linkset or just a single prim Resizing individual components of linksets is still dodgy. Resizing still has to be down twice, since for some reason the client is sending two multiobjectupdate packets on every resize except the very first. This applies to single prims and linksets. Need to look into this.
* Make various tweaks to undo code in an effort to get things working better.Justin Clark-Casey (justincc)2011-07-181-3/+24
| | | | | | | Undo rotation and position appear to be working. Resizing a single prim appears to be working, though the undo has to be done twice. Resizing a group of prims still does not work properly - possibly because in the UndoState we don't store a knowledge of when we're resizing a whole group rather than individual prims. This needs to be addressed.
* change async parameter name in AddLocalPacketHandler since it becomes a ↵Justin Clark-Casey (justincc)2011-07-151-2/+22
| | | | | | reserved keyword in .net 5 Also adds some method doc.
* refactor: rename bool returning GetAgentInventoryItem() to ↵Justin Clark-Casey (justincc)2011-07-081-4/+3
| | | | CanGetAgentInventoryItem() to improve code readability
* minor: Add some commented out destructor logging messages for potential ↵Justin Clark-Casey (justincc)2011-06-101-0/+5
| | | | | | future use. At the moment, client and scene objects are being garbage collected as expected, at least in simple scenarios.
* HG Landmarks bug fix: pull landmark asset data from user's asset server when ↵Diva Canto2011-06-031-4/+24
| | | | user is traveling.
* HG Landmarks now working.Diva Canto2011-06-031-3/+2
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