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2013-01-04Fix llGetLinkKey() to return the last sat avatar as the last link number.Justin Clark-Casey (justincc)2-46/+68
As per http://wiki.secondlife.com/wiki/LlGetLinkKey This is done by keeping a scene-object wide list of sitters. This also fixes bugs in this function where linknums 0 and 1 weren't treated properly if there were sitting avatars on a single prim. This also fixes a minor race condition for multiple concurrent sitters on a prim with no current sitters by locking on the object-wide list rather than individual sop lists Addresses http://opensimulator.org/mantis/view.php?id=6477
2013-01-02Fixed several problems with the Sun: some settings didn't work, or were ↵Oren Hurvitz2-35/+6
inconsistently used. - The sun position is always calculated by combining the sun settings in the Region and Estate. This fixes the problem that 'UseEstateSun' didn't work. - To remove ambiguity, the EstateToolsSunUpdate event no longer accepts the sun's position as parameters. That's because the position is always calculated from the Region and Estate settings. - Use only the 'FixedSun' flag to determine whether the sun is fixed; not the 'UseGlobalTime' flag. - Don't change the region's 'SunPosition' field according to the sun's position: this field is used only to set the position when using a FixedSun. (The 'SunVector' field does get updated according to the sun's position in the sky)
2012-12-28ScenePresence passes the avatar rotation down to the physics engine. This ↵Robert Adams1-0/+4
will be a no-op for ODE but enables asymmetrical avatars for BulletSim.
2012-12-27Add check to always push terse updates for presences that have new ↵Robert Adams1-3/+8
velocities of zero.
2012-12-18Replace axis rotation numeric constants (STATUS_ROTATE_XYZ) with symbols. ↵Robert Adams2-6/+15
Also made it so llSetStatus() can individually enable disable rotation axi using the bitmask of flags.
2012-12-16BulletSim: experimentally remove unit displacement from prim border crossing ↵Robert Adams1-2/+13
test. This seems to cause border crossing to be sensed either a little early or a little late depending on which directin the object is moving. If border crossings become totally borked or someone remembers why this was displacement was done, revert this change.
2012-12-15minor: If the physics module tells us that an object has gone out of bounds, ↵Justin Clark-Casey (justincc)1-2/+5
more helpfully log the name, id, position and region of that object.
2012-12-14minor: Add commented out log lines to ScenePresenceAnimator for future debug ↵Justin Clark-Casey (justincc)1-1/+10
use (such as logging anim pack contents sent to clients)
2012-12-14Fix issue where calling llVolumeDetect(FALSE) would not remove phantom flag, ↵Justin Clark-Casey (justincc)2-2/+42
causing subsequent issues if physics was re-enabled. Added regression tests Addresses http://opensimulator.org/mantis/view.php?id=6365
2012-12-13Simplify sit code a bit by determining correct animation in HandleSit ↵Dan Lake1-30/+6
instead of HandleSitRequest. This eliminates m_nextSitAnimation, an unneeded state-saving variable in ScenePresence
2012-12-09Switched the order by which foreign inventory and foreign assets are brought ↵Diva Canto1-6/+4
in, to avoid race conditions on the client.
2012-12-09UserManagementModule: search the local cache for names too.Diva Canto1-1/+1
Inventory transfers: don't do async on asset transfers or now.
2012-12-07Use a thread abort safe version of OpenMetaverse.DoubleDictionary with the ↵Justin Clark-Casey (justincc)1-1/+3
aim of avoiding OpenSimulator problems due to script thread aborts. When an object is removed, its scripts are stopped and then the thread running them is aborted if stop takes too long. However, it appears that aborting a thread at just the wrong moment when it is obtaining a ReaderWriterLockSlim lock can leave this lock in an inconsistent state. One symptom of this is that mono leaps to 100% cpu and a vm thread dump reveals lots of threads waiting for a ReaderWriterLockSlim lock without any thread actually holding it. This is probably the same problem as encountered originally in commit 12cebb12 This commit looks to plaster this problem by putting lock obtaining methods inside finally blocks which should be uninterruptible by thread aborts.
2012-12-04minor: Put Scene.PhysicsRequestAsset() into standard C# xml format.Justin Clark-Casey (justincc)1-4/+11
2012-11-24Combine TestDeleteSceneObjectAsync() with TestDeRezSceneObject() as they are ↵Justin Clark-Casey (justincc)3-106/+83
functionally identical. Move TestDeleteSceneObjectAsync() and TestDeleteSceneObjectAsyncToUserInventory() from SceneObjectBasicTests -> SceneObjectDeRezTests
2012-11-24Fix regression TestDeleteSceneObjectAsyncToUserInventory by adding a ↵Justin Clark-Casey (justincc)1-7/+12
BasicInventoryAccessModule() and re-enable in test suite.
2012-11-24Consistenly make NUnit test cases inherit from OpenSimTestCase which ↵Justin Clark-Casey (justincc)17-17/+17
automatically turns off any logging enabled between tests
2012-11-23minor: Make note in log if scene was restarted due to an unrecoverable ↵Justin Clark-Casey (justincc)1-1/+6
physics error
2012-11-23Fix problem where restarting the currently selected region would stop ↵Justin Clark-Casey (justincc)2-31/+25
various console commands (e.g. "show users") from working. This was because the "currently selected" scene reference was being left as the dead scene instead of the restarted Scene object.
2012-11-23Add regression test for checking scene close when SceneManager is asked to closeJustin Clark-Casey (justincc)1-0/+58
2012-11-23Fix regression where we stopped closing scenes on simulator exit.Justin Clark-Casey (justincc)1-0/+7
If we don't do this, then these scenes don't get deregistered from the grid, amongst other things. Regression was introduced in commit 8c130bc (Mon Nov 12 22:50:28 2012 +0000)
2012-11-20Minor formatting for 0962a35d and a few one-line comments as to why that ↵Justin Clark-Casey (justincc)1-8/+7
code is there
2012-11-20Fix movetotarget on mega regions.Iain Oliver1-3/+21
2012-11-12Stop closing old style modulesMelanie1-9/+0
2012-11-12Remove the old style module loader and all references to itMelanie3-88/+12
2012-11-10Uncomment SceneObjectBasicTests.TestDeleteSceneObjectAsyncToUserInventory() ↵Justin Clark-Casey (justincc)2-35/+70
and make it compile again Not currently in test suite since not yet working. Also add method doc to Scene.DeRezObjects()
2012-11-02Change to earlier commit for TargetVelocity to support distributed physics.Dan Lake1-3/+3
2012-10-31Add TargetVelocity to PhysicsActor interface to support distributed physics. ↵Dan Lake1-1/+1
No change to existing functions.
2012-10-31Make "show object part" command correctly display script status.Justin Clark-Casey (justincc)1-17/+35
Uses new IEntityInventory.TryGetScriptInstanceRunning() Makes it clearer that TaskInventoryItem.ScriptRunning cannot be used as it is temporary and not updated.
2012-10-30Store and send the current movement animation state to a new sim on crossingMelanie2-0/+17
2012-10-30Only create a new list to check if objects have reached targets if there ↵Justin Clark-Casey (justincc)1-5/+9
actually are any targets.
2012-10-29shuffling code around so that the interface for ISoundModule.SendSound() ↵SignpostMarv1-1/+1
specifies a UUID rather than a string
2012-10-29moving SendSound from SceneObjectPart to ISoundModuleSignpostMarv1-79/+9
2012-10-29fixing a bug in SceneObjectPart.SendSound where sounds would always come ↵SignpostMarv1-9/+8
from the root prim rather than the source prim
2012-10-29Factoring out a superfluous local variable & repeated assignment in ↵SignpostMarv1-10/+8
SceneObjectPart.SendSound as linksets are only meant to have a single owner
2012-10-29removing superfluous lines from SceneObjectPart.SendSoundSignpostMarv1-8/+0
2012-10-29transposing preload sound onto sound moduleSignpostMarv1-31/+0
2012-10-29formatting changes to SceneObjectPart.SendSound; consistent indentationSignpostMarv1-34/+34
2012-10-29SceneObjectPart.SendSound can exit early if a sound module was not found.SignpostMarv1-4/+4
2012-10-29Changing the logic order in the TaskInventory iterator of ↵SignpostMarv1-1/+1
ScenObjectPart.SendSound, since we can currently have non-unique object inventory names so we should check the asset type first.
2012-10-29Replacing double-if block in SceneObjectPart.SendSound with Util.ClipSignpostMarv1-4/+1
2012-10-29Fix memory leak where removing an NPC did not remove its circuits.Justin Clark-Casey (justincc)1-2/+3
This was because we were removing by circuitcode where NPCs have no code. Now removing by agent ID instead. This commit also fixes the "show circuits" console command to work properly where the circuit has no associated IP address.
2012-10-29Add "force gc" region console command which manually invokes garbage collection.Justin Clark-Casey (justincc)1-1/+2
For debugging purposes.
2012-10-28Deep copy the collection of at_target objects so it can't be modified whileMelanie1-2/+5
it's being iterated
2012-10-26Separate LSL's notion of the default anim from the actually playing anims.Melanie1-2/+4
2012-10-26Revert "Fix for Mantis 0006376: Avatar no longer show Walking animation when ↵Melanie1-1/+1
any AO hud is" This reverts commit fa484c3494a7190b4d7526094347be74d091e125.
2012-10-26Comment out InventoryTransferModule.NeedSceneCacheClear() and invocations ↵Justin Clark-Casey (justincc)1-11/+13
since the call itself does nothing and the return value is ignored by all callers. This is a very old method (+4 years) so is probably confusing code cruft.
2012-10-25minor: if a scene is already shutting down on Scene.Close(), warn and exit ↵Justin Clark-Casey (justincc)1-0/+6
instead of attempting to run another shutdown concurrently. Thanks to Oren Hurvitz for this change.
2012-10-25Changed "course" to "coarse" in several placesOren Hurvitz1-7/+7
2012-10-25In Scene.Close(), dispose of the physics scene after base.Close() since ↵Justin Clark-Casey (justincc)2-6/+25
script events can still access Physics scene until the script engine shuts down (triggered off base.Close()) XEngine listeners to EventManager.OnShutdown which is triggered from base.Close(). Possibly it could listen for the earlier OnSceneShuttingDown instead, but the easier solution right now is to relocate disposal of the physics scene. This bug has existed since c150320 (Thu Jul 26 15:27:18 2012) and was in 0.7.4