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path: root/OpenSim/Region/Framework/Scenes/ScenePresence.cs (follow)
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* Merge commit 'ca83f99332316fda1c412a5bf2889f9cf5cf3577' into bigmergeMelanie2011-10-121-29/+3
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| * Instead of adding stat agentMS in all kinds of places, calculate it instead ↵Justin Clark-Casey (justincc)2011-10-061-29/+3
| | | | | | | | | | | | | | | | in the main Scene.Update() loop, like the other stats Some of the places where agentMS was added were in separate threads launched by the update loop. I don't believe this is correct, since such threads are no longer contributing to frame time. Some of the places were also driven by client input rather than the scene loop. I don't believe it's appropriate to add this kind of stuff to scene loop stats. These changes hopefully have the nice affect of making the broken out frame stats actually add up to the total frame time
* | Merge commit '56dbab35e122e724c9277b05820417a05ad8a1be' into bigmergeMelanie2011-10-111-1/+1
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| * Remove unimplementated UpdateMovement() methods from SOG, SOP.Justin Clark-Casey (justincc)2011-10-011-1/+1
| | | | | | | | | | SP still has an implementation but this is now just a public method on SP rather than an abstract one in EntityBase. No point making the code more complex until it actually needs to be,
| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDan Lake2011-09-211-1/+10
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* | \ Merge commit '2c0bb8118db0b91c14783c2e2a401725e88aa650' into bigmergeMelanie2011-10-111-5/+5
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| * | Commented out new debug statements in ScenePresenceDan Lake2011-09-211-5/+5
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* | | Merge commit 'd358125cac4e01194dae4b1f0bc9afc87e463f76' into bigmergeMelanie2011-10-111-1/+10
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| * | Reinstate option to land an npc when it reaches a target.Justin Clark-Casey (justincc)2011-09-221-1/+10
| |/ | | | | | | This is moved into ScenePresence for now as a general facility
* | Merge commit 'f9438e7147bbb347a45b14126fa7181307f8ef43' into bigmergeMelanie2011-10-111-8/+0
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| * Remove unused and never set SP.PreviousRotationJustin Clark-Casey (justincc)2011-09-211-8/+0
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| * get rid of an incredibly noisy logging message from the last commitJustin Clark-Casey (justincc)2011-09-211-1/+1
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| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-09-211-10/+14
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* | \ Merge commit '8159fd7110459246ff61a41800899f5d854eceee' into bigmergeMelanie2011-10-111-1/+16
|\ \ \ | |/ / | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * | When calling osNpcMoveTo(), rotate the avatar in the direction of travel.Justin Clark-Casey (justincc)2011-09-211-2/+21
| | | | | | | | | | | | | | | | | | | | | This stops the npc walking backwards if the target is directly behind. This means that the npc no longer returns to its original rotation once movement has finished. If you want this behaviour, please store and reset the original rotation after movement. This is somewhat to address http://opensimulator.org/mantis/view.php?id=5678
* | | Merge commit 'fa9291512aabbe72cb6b1b0b7a9af79d9b05d253' into bigmergeMelanie2011-10-111-9/+13
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| * | Make debug statements in ScenePresence consistent and add a few moreDan Lake2011-09-201-10/+14
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* | Merge commit '385c4a210deb63c25f082ab8a3f0c63c7bff8fb5' into bigmergeMelanie2011-10-111-0/+4
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| * On setting a new avatar appearance, if height hasn't changed then don't set ↵Justin Clark-Casey (justincc)2011-09-171-0/+4
| | | | | | | | | | | | that same height in ScenePresence. This prevents unnecessary work in the ODE module, though possibly that should be checking against same size sets itself
* | Merge commit '6f542f73d4aacc0b92c2ebcff84b4ce2c8d9433b' into bigmergeMelanie2011-10-111-0/+10
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| * Stop the avatar stalling on its first boarder cross when using the ODE pluginJustin Clark-Casey (justincc)2011-09-161-0/+10
| | | | | | | | | | | | When upgrading the previously child agent to a root, the code was setting the Size parameter on the ODECharacter PhysicsActor. This in turn reset Velocity, which cause the border stall. I'm fixing this by commenting out the Velocity = Vector3.Zero lines since they don't appear to play a useful purpose
* | Merge commit 'adfe713b4340771eee15371dd1216527b5662545' into bigmergeMelanie2011-10-111-0/+4
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| * minor: I was wrong about OffsetPosition - sometimes it genuinely does return ↵Justin Clark-Casey (justincc)2011-09-161-0/+4
| | | | | | | | | | | | offset position! Add method doc to explain this.
* | Merge commit 'b2356340d22578143af2daab979ea4633faa93dc' into bigmergeMelanie2011-10-111-3/+13
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * Remove setter from SP.OffsetPosition, since all sets should flow through ↵Justin Clark-Casey (justincc)2011-09-161-3/+14
| | | | | | | | | | | | SP.AbsolutePosition OffsetPosition is also misnamed - it returns the absolute position and never contains an offset.
* | Fixed a movement regression - Kitto's jump code is no longer needed (plus ↵Tom2011-09-141-37/+9
| | | | | | | | it's an eyesore)
* | Bring us up to date.Tom2011-09-141-82/+51
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| * Don't try and delete attachments for child agent closeJustin Clark-Casey (justincc)2011-09-131-1/+2
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| * eliminate redundant SP.m_regionInfo since it always has the scene.Justin Clark-Casey (justincc)2011-09-121-8/+6
| | | | | | | | We were already referencing through the scene in some places.
| * remove the unused SP.initializeScenePresence()Justin Clark-Casey (justincc)2011-09-121-23/+2
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| * stop the redundant passing in of RegionInfo to SceneGraph, since the Scene ↵Justin Clark-Casey (justincc)2011-09-121-4/+4
| | | | | | | | is always passed in at the same time.
| * Start locking entire add/remove operations on an ↵Justin Clark-Casey (justincc)2011-09-121-0/+4
| | | | | | | | | | | | | | | | | | IScenePresence.AttachmentsSyncLock object Attach and detach packets are processed asynchronously when received from a viewer. Bugs like http://opensimulator.org/mantis/view.php?id=5644 indicate that in some situations (such as attaching/detaching entire folders of objects at once), there are race conditions between these threads. Since multiple data structures need to be updated on attach/detach, it's not enough to lock the individual collections. Therefore, this commit introduces a new IScenePresence.AttachmentsSyncLock which add/remove operations lock on.
| * lock attachments when enumerating through them in ScenePresence.CopyTo().Justin Clark-Casey (justincc)2011-09-101-20/+24
| | | | | | | | May have some effect on http://opensimulator.org/mantis/view.php?id=5644
| * Add extra log information when attachments fail validationJustin Clark-Casey (justincc)2011-09-101-1/+9
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| * Try disabling the inconsistent attachment state check to see if this ↵Justin Clark-Casey (justincc)2011-09-051-9/+7
| | | | | | | | | | | | | | | | actually has an impact. The code in question is over three years old and just be catching an inconsistency rather than being wholly necessary. This commit still carries out the check and prints all the previous log warnings but a 'failure' no longer prevents avatar region crossing or teleport, and it doesn't give the client the error message. This will have some kind of impact on http://opensimulator.org/mantis/view.php?id=5672
* | Merge fixes, and fix the buildTom2011-09-141-97/+1
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* | First set of merge fixesTom2011-09-071-231/+78
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* | Resolve merge commits, stage 1Tom2011-09-041-241/+336
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| * Stop NPCs losing attachments when the source avatar takes them off.Justin Clark-Casey (justincc)2011-09-031-3/+0
| | | | | | | | | | | | | | This was happening because we were using the source avatar's item IDs in the clone appearance. Switch to using the asset IDs of attachments instead for NPCs. The InventoryAccessModule and AttachmentModule had to be changed to allow rezzing of an object without an associated inventory item. Hopefully goes some way towards resolving http://opensimulator.org/mantis/view.php?id=5653
| * move common code into AttachmentsModule.DeleteAttachmentsFromScene()Justin Clark-Casey (justincc)2011-08-311-13/+1
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| * refactor: move multiple class to set avatar height into associated ↵Justin Clark-Casey (justincc)2011-08-311-16/+2
| | | | | | | | SP.AddToPhysicalScene()
| * get rid of appearance null checks - this is never nullJustin Clark-Casey (justincc)2011-08-311-35/+15
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| * remove pointless m_attachments == null check since this field is never nullJustin Clark-Casey (justincc)2011-08-311-1/+1
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| * minor: seal up another instance of using the appearance list without lockingJustin Clark-Casey (justincc)2011-08-311-1/+2
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| * Make SP.Attachments available as sp.GetAttachments() instead.Justin Clark-Casey (justincc)2011-08-311-13/+38
| | | | | | | | | | | | | | The approach here, as in other parts of OpenSim, is to return a copy of the list rather than the attachments list itself This prevents callers from forgetting to lock the list when they read it, as was happening in various parts of the codebase. It also improves liveness. This might improve attachment anomolies when performing region crossings.
| * minor: remove already processed avatar null check in Scene.RemoveClient()Justin Clark-Casey (justincc)2011-08-301-4/+0
| | | | | | | | remove some now duplicated method doc
| * refactor: move SP.SaveChangedAttachments() fully into AttachmentsModuleJustin Clark-Casey (justincc)2011-08-301-24/+1
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| * refactor: Move ScenePresence.RezAttachments() into AttachmentsModuleJustin Clark-Casey (justincc)2011-08-301-45/+1
| | | | | | | | This adds an incomplete IScenePresence to match ISceneEntity
| * Fix bug in persisting saved appearances for npcsJustin Clark-Casey (justincc)2011-08-301-3/+3
| | | | | | | | | | Assets have to be marked non-local as well as non-temporary to persist. This is now done. Hopefully addresses http://opensimulator.org/mantis/view.php?id=5660
| * Stop avatars returning from neighbouring regions from stalling on the border ↵Justin Clark-Casey (justincc)2011-08-271-3/+22
| | | | | | | | | | | | | | | | | | crossing. On making a root agent, we need to reset the ScenePresence.m_movement_flag so that it doesn't remember the movement registered to the client when it exited the initial region. If this is remember, then the client avatar movement isn't updated and it appears to stall in mid-air, though this is resolved with a prod/release of any other direction key. This bug was probably introduced a few weeks ago. Surprised that nobody brought it up.