| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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this is handled by the necessary ParentPart check
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(saving extra null checks, etc.)
However, it looks like we should retain SP.ParentID since it's much easier to use that in places where another thread could change ParentPart to null.
Otherwise one has to clumsily put ParentPart in a reference, etc. to avoid a race.
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(part != null), rather than having unnecessary multiple checks
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ParentPart is still not null if the ParentID != 0
Another thread could come in and stand the avatar between those two instructions.
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the check for significant is carried out. Prevents a deadlock condition.
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careminster
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the check for significant is carried out. Prevents a deadlock condition.
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VFS in the viewer are ready. We're much faster than SL and that exposes this
race condition. Also reinstate the extra avatar data send on login
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invisible attachments again but could help the appearance issues.
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Conflicts:
OpenSim/Framework/Servers/VersionInfo.cs
OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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parameters. They were only used by the get/set and make code harder to refactor.
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banlines or freezing on the banline.
This involves
1) On forcible teleport, call m_scene.RequestTeleportLocation() rather than ScenePresence.Teleport() - only EntityTransferModule now should call SP.Teleport()
2) When avatar is being forcibly moved due to banlines, use a 'stop movement' tolerance of 0.2 to requested position rather than 1
This prevents the avatar sometimes being stuck to banlines until they teleport somewhere else.
This aims to fix some problems in http://opensimulator.org/mantis/view.php?id=5822
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update attachments on child avatars or intermingle agent and attachment
updates, which would render the root prim of huds invisible
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
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potential bad update that places an object at the opposite side of the
origin sim for a moment before actually crossing it. Especially important in
grids like OSG where lag between sims is high.
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to match SL.
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
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concurrent uses of the same TCP connection, and even of the connections to the same server. So let's stop doing it. This patch makes movement much smoother when there are lots of neighbours.
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careminster
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but unscripted default sit anim is lost. Still some Gfx glitching. Physical
crossing doesn't work yet.
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complexity of code analysis
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deciding the new position. This reduces a bit the odds of it being still coliding with object.
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adjustment commit.
Left in the method doc.
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monocov was a code coverage attempt 3 years ago which no longer works.
other removed targets have been commented out or unused for a very long time
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avies always land in 0,0
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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Add configuration option - DEBUG to enable debugging methods. This is temporary for helping users testing teleport routing be able to report back the data with the test cases. We can remove when finished with this, or leave it if it proves to be useful.
Users: set DEBUG = true in OpenSim.ini to get more information from teleport routing. The default is false. It presently prints the TeleportFlags value.
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Switch to our TeleportFlags enum instead of LibOMV because we need to define a type for HG Logins. Also moved some debugging in ScenePresence into a function to make it simpler to enable/disable.
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Fix test to checking against bitfield instead of int
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Incoming HG owner/estate manager, etc. is routed according to the rules defined for teleports within the local grid. Left some commented debugging code inside so we can test other cases. Will remove when tings are settled in.
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Add some temporary debugging to the teleport routing to get a better view of what happens when HG jumps are made.
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Needed to breakout the ViaHGLogin check to it's own section. For some reason it would not factor in when combined with the other teleport flag types.
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