| Commit message (Collapse) | Author | Age | Files | Lines |
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can now determine if a connection is from login, teleport or crossing.
Needed for a meaningful banlines implementation
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Signed-off-by: Melanie <melanie@t-data.com>
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ScenePresenceAnimator class
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neighbours in the grid service modules.
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completely functional.
Also fixed the notification of the message server in standalone -- that server doesn't usually exist.
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teleport around now. (but it still doesn't fix the inconsistent attachment state when teleporting into region slots that are not the south west region on megaregions)
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minimally. A few bugs to catch now.
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the scene itself but SceneCommunicationService, for now. Beginning to clear the code from using Region.Communications. grid stuff.
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to try to mitigate a mono assert. Same functionality done a different way.
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* Changed the Destination ID to 0 in the TeleportFinish Event (why did we have it as 3?)
* Added border based trigger teleports
* Fix MakeRootAgent border cross tests for ensuring that the position is inside the region to use the borders to figure out if it's outside the Region
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method. This off by one error showed one extra row of neighbors on the north and east side
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neighbors. There still may be issues with crossing into the mentioned neighbors of the virtual regions. This makes regions larger then 512x512 (3 virtual regions) display fully to clients.
* Uses a grid request multiple times, so the more regions are in the instance, the longer logging in takes. Consider this temporary until there's a RegionInfo request similar to the MapItem Request.
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* Move the neighbor region lookup to another method from where it was before in EnableNeighbourChildAgents.
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right in the new border framework.
* This also contains some inactive preliminary code for disconnecting combined regions that will be used to make one root region a virtual region of a new root region.
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* also re-trigger panda
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starting to get on my nerves.
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upon client close.
Commented remote call on GetSystemFolders again, so that it's not live yet.
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* "luke, use the sed"
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get more functions as we go along. It's a very simple service and service connectors, and it served primarily to establish the design of services that dependent on Scenes and that must always have a local connector. More refactoring coming, as this showed how to do it right.
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LICENSE.txt.
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* This /should/ make OpenSim behave properly when hosting behind a NAT router and utilizing port forwarding (but the router doesn't support Loopback)
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EnableSimulator EventQueue methods.
* NB: This may actually break logins on certain regions. Shake well before consuming.
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Scene.NewUserConnection()
- adding reason reporting
this enforces estate bans very early on and prevents us from
circulating client objects that we'd then have to retract once we
realize that the client is not allowed into the region
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(which is used in other contexts)
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* Added log4net dependency to physxplugin in prebuild.xml.
* Added missing m_log fields to classes.
* Replaced Console.WriteLine with appropriate m_log.Xxxx
* Tested that nant test target runs succesfully.
* Tested that local opensim sandbox starts up without errors.
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versions will have a hard time communicating with sims on this release and later, especially if they haven't transitioned to RESTComms at all.
There's still some cleanup to do on assorted data structures, but the main functional change here is that sims no longer listen on remoting ports.
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Known issue: after TP, the self client doesn't see the animations going, but others can see them. So there's a bug there (TPs only, crossings seem to be all fine).
Untested: did not test animation overriders; only tested playing animations from the viewer.
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entirely maintained, although it will have to be revisited soon, because it's buggy.
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remoting for agent movements. WARNING: This breaks region crossing compatibility with previous versions.
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warnings. Fix some m_log declarations.
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of ScenePresence and into SceneCommunicationService, where it should be (next to RequestTeleportToLocation). No changes in the crossing mechanism itself, yet. But this change opens the way to doing crossings as slowly as it needs to be, outside the simulator Update loop.
Note: weirdnesses may occur!
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ScenePresence.MakeRootAgent; CAPs are already in place when this runs.
* Moved MoveAgentIntoRegion further down in the CompleteMovement method.
* changed a couple of methods from protected to public in SceneCommunicationService
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OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
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