| Commit message (Collapse) | Author | Age | Files | Lines |
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external as a property
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boolean setting in the OpenSim.ini config [Startup] section.
Naturally, default is true.
When set to false, "phantom" flags on prims can be set as usual but all prims remain phantom.
This setting is for test purposes.
This switch does not affect the collision of avatars with the terrain.
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as this is updating SOG/SOP.GroupID, which is arguably generic.
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created in that client session, or if no other action has been performed on the object.
There were two problems here:
1) On object group update, we looked for the group is the IClientAPI group cache rather than in the groups service. This fails to groups created newly in that session
2) On object group update, we weren't setting the HasGroupChanged flag. This meant that the change was not persisted unless some other action set this flag.
This commit fixes these issues and hopefully addresses http://opensimulator.org/mantis/view.php?id=5588
This commit also moves HandleObjectGroupUpdate() to the GroupsModule from the Scene.PacketHandlers.cs file
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BEGIN] to [SCENE] because that's where the message happens.
Also changed the instantiation of a vector object to be done only once instead of every time we receive a position update.
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Conflicts:
OpenSim/Framework/RegionInfo.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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IsColliding
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Conflicts:
OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
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This prints out both exception message and stacktrace (Exception.ToString()) isn't enough on Windows.
This also uses m_log.*Format() which is more efficient than string concat.
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in favour of IClientAPI.ISceneAgent.IsChildAgent instead.
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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
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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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
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If sp becomes null right after we've checked or created it, then behaviour down the line is going to be wrong anyway.
So instead retain the check/create ScenePresence reference and use this.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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structure so that logout on unexpired packets isn't retriggered, causing the same exception
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This allows someone with access to this command on the XMLRPCAdmin interface to teleport an avatar to an arbitrary region and/or position.
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where such requests are ignored.
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
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Scene.GetNearestAllowedPosition()
At least on ODE, this wasn't doing any harm but there wasn't any point to it either
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
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regeneration.
Maptile storage appears orthogonal to region registration
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
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read lock
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This is <thread-name> (<region-name>)
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As far as I can see, the SCS is only now used for informing neighbours of up/down status and possibly sending child agent updates and close requests
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not being used any more - it's now IEntityTransferModule and SimulationService instead
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneViewer.cs
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prim update to only triple queuing. Existing method was:
1. Schedule prim for update, adding to scene update list
2. Update on SOGs during heartbeat queues update onto each SceneViewer
3. Update on SPs during heartbeat queues update onto each IClientAPI
4. ProcessEntityUpdates queues updates into UDP send stack
Now the SceneViewer has been eliminated so updates are scheduled at any
time and then put onto the IClientAPI priority queues immediately during
SceneGraph.UpdateObjectGroups.
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
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packet per prim. More to come as we change to make use of this.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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fully functional and cannot be disabled because that would break timings.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
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from previous commit which sort out which iterator is used are left
intact. A discussion is needed as to what constitutes an avatar vs a
ScenePresence.
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the 3 iteration functions so more of them are using the correct
iteration for the action they are performing. The 3 iterators that seem
to fit all actions within OpenSim at this time are:
ForEachAvatar: Perform an action on all avatars (root presences)
ForEachClient: Perform an action on all clients (root or child clients)
ForEachRootClient: Perform an action on all clients that have an avatar
There are still a dozen places or so calling the old
ForEachScenePresence that will take a little more refactoring to
eliminate.
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