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2011-11-22Stop an exception being thrown and a teleport/border cross failing if the ↵Justin Clark-Casey (justincc)4-29/+22
desintation sim has no active script engines. This involves getting IScene.RequestModuleInterfaces() to return an empty array (as was stated in the method doc) rather than an array containing one null entry. Callers adjusted to stop checking for the list reference being null (which never happened anyway)
2011-11-21Chain SOP constructors together rather than having copy/paste codeJustin Clark-Casey (justincc)1-14/+5
2011-11-21refactor: Make SOP.Description an automatic propertyJustin Clark-Casey (justincc)1-6/+3
2011-11-21Remove unused PhysicsActor.SOPDescriptionJustin Clark-Casey (justincc)1-11/+2
2011-11-19Get rid of the spurious [WEB UTIL] couldn't decode <OpenSim agent ↵Justin Clark-Casey (justincc)1-2/+6
57956c4b-ff2e-4fc1-9995-613c6256cc98>: Invalid character 'O' in input string messages These are just the result of an attempt to canonicalize received messages - it's not important that we constantly log them. Also finally get the deregister grid service message working properly
2011-11-19Don't register a region twice on both official registration and maptile ↵Justin Clark-Casey (justincc)1-7/+5
regeneration. Maptile storage appears orthogonal to region registration
2011-11-17If the entire simulator is shutting down then don't bother to unload the ↵Justin Clark-Casey (justincc)1-10/+16
scripts from the appdomain in XEngine. All the other actions (script state save, etc.) still occur. This makes shutdown where there are many scripts vastly quicker.
2011-11-16Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵Justin Clark-Casey (justincc)3-3/+11
own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId! Instead, just have both subclasses use the PhysicsActor.LocalID property. This restores collision functionality that fell away in 45c7789 yesterday
2011-11-16Call public ForEach instead of using m_entities directly. No semantic ↵Dan Lake1-2/+2
changes, just cleanup
2011-11-15In AddNewClient, iterator over copy of entities rather than copying under ↵Dan Lake1-2/+3
read lock
2011-11-15Make tracked per scene thread names conform to the majorirty format.Justin Clark-Casey (justincc)1-1/+3
This is <thread-name> (<region-name>)
2011-11-15Add comments about trying to avoid synchronous work off the ↵Justin Clark-Casey (justincc)2-4/+12
EventManager.OnMakeRootAgent event since this is on the critical path for transfer of avatars from one region to another.
2011-11-15Removed unused and mostly commented out SceneCommunicationService methodsJustin Clark-Casey (justincc)2-116/+3
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
2011-11-15Remove unused RegionCommsListener/IRegionCommsListener.Justin Clark-Casey (justincc)1-3/+0
All this is now being handled through IEntityTransferModule and SimulationService instead, and has been for some time.
2011-11-15remove SceneCommunicationService.OnAvatarCrossingIntoRegion. This stuff is ↵Justin Clark-Casey (justincc)3-10/+6
not being used any more - it's now IEntityTransferModule and SimulationService instead
2011-11-15For clients that are entering a simulator from initial login, stop executing ↵Justin Clark-Casey (justincc)1-4/+6
FriendsModule.FetchFriendslist() asychronously. Executing this asynchronously allows a race condition where subsequent friends fetches hit a cache that FetchFriendsList() had not yet populated. Changing this to synchronous may improve issues where a user does not see friends as online even though they are. I don't believe synchronous is a problem here, but if it is, then a more complicated signalling mechanism is required. Locking the cache isn't sufficient.
2011-11-14Do a ScenePresence null check in HGMessageTransferModule.SendIMToScene() to ↵Justin Clark-Casey (justincc)1-0/+2
stop a NullReferenceException being thrown if an HG IM is sent to a simulator running multiple regions This is an attempt to address http://opensimulator.org/mantis/view.php?id=5791
2011-11-11Remove SceneViewer from ScenePresence to reduce quadruple queueing ofDan Lake5-359/+22
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.
2011-11-11extract common ScenePresence setup code into Init() method for ↵Justin Clark-Casey (justincc)1-39/+31
ScenePresenceSitTests
2011-11-11add SP.PhysicsActor checks to other sit/stand testsJustin Clark-Casey (justincc)1-0/+4
2011-11-11add sit and stand on ground testJustin Clark-Casey (justincc)1-0/+23
2011-11-11extract ground sit code into SP.HandleAgentSitOnGround() for consistency ↵Justin Clark-Casey (justincc)1-12/+19
with other sitting code.
2011-11-11As with prim sitting avatars, make an avatar phantom when it sits on the ↵Justin Clark-Casey (justincc)1-6/+5
ground and solid again when it stands. This is to avoid http://opensimulator.org/mantis/view.php?id=5783 when a collision with a ground sitting avatar causes that avatar to automatically stand and sometimes not be able to move A better solution may be to keep gound sitting avatars solid but remove their collision status. However, this requires some physics code work.
2011-11-11remove unncessary IClientAPI parameter from SP.SendSitResponse()Justin Clark-Casey (justincc)1-4/+3
2011-11-11As per mailing list last week, remove facility that would automatically move ↵Justin Clark-Casey (justincc)2-228/+198
the avatar if prim with no sit target was out of sitting range. Now, no movement occurs. Note that you can still sit on a prim with an explicit sit target from any distance, as was the case before.
2011-11-11Bump warp sit distance up to 10 meters, as discussed on opensim-dev mailing ↵Justin Clark-Casey (justincc)2-17/+42
list last week. This means that if the avatar is within 10 meters of the selected target, it sits on it immediately without walking. Existing autopilot outside this range will be disabled in a later commit
2011-11-11Add new ScenePresenceSitTests with a single sit/stand testJustin Clark-Casey (justincc)1-0/+103
2011-11-10Fix compile error from an earlier commitDan Lake1-2/+0
2011-11-10In SOP, replaced many references to private members with the public propertiesDan Lake1-243/+233
2011-11-11Prevent linking objects while they are deeded. On unlinking deeded objects,Melanie1-4/+19
set LastOwnerID properly so the parts cannot be transferred, circumventing no trans perms
2011-11-10Fix turn left and turn right properly. Works for both built-ins and LSL AOsMelanie2-6/+16
2011-11-10Cleaned UpdatePermissions calls on SOP and SOG to eliminate redundant ↵Dan Lake2-19/+15
properties packet sends and so one part is not telling a different part what to do. That should be up to the SOG to manage permissions on its parts and notify clients when one of them changes.
2011-11-10Implement nudging support for strafing motionMelanie1-2/+4
2011-11-10When updating SOG, a physics taint should not override a full update with a ↵Dan Lake1-10/+15
terse update
2011-11-10Fix misaligned sit animation on scripted sit caused by the default sitMelanie1-2/+6
animation being run after the scripted one.
2011-11-09minor: Correct misleading method doc on SOG.UpdateRootRotation()Justin Clark-Casey (justincc)1-1/+1
2011-11-06Make the AsyncSceneObjectDeleter send a list of kills. This will make largeMelanie1-1/+7
marquee-selected deletions of single prims or small link sets nearly instantaneous
2011-11-06Convert SendKillObject to take a list of uint rather than sending oneMelanie3-24/+14
packet per prim. More to come as we change to make use of this.
2011-11-06Allow HG and other scene presences not linked to a user account to function.Melanie1-1/+4
2011-11-06HUD attachments: Removes some more messages sent to wrong clients.Snoopy Pfeffer1-1/+10
2011-11-05Fix build breakMelanie1-1/+1
2011-11-05Remove spammy autopilot debugMelanie1-3/+3
2011-11-05Remove some left over debug and reverse experimental reordering of ifsMelanie1-4/+2
2011-11-05Remove enableprejump config option and associated code as this is nowMelanie1-3/+0
fully functional and cannot be disabled because that would break timings.
2011-11-05Porting the ScenePresenceAnimator from Avination. Jump and fall anims now workMelanie2-87/+136
properly.
2011-11-05Change puvlic m_ variable to a getter propertyMelanie1-1/+5
2011-11-05ScenePresence part of the Avination animator fixes.Melanie1-3/+58
2011-11-05Chnaging the sit target adjustment to a more precise approximation of SL. ↵Melanie1-24/+35
Some small fixes ported from Avination. Some white space fixes.
2011-11-05Fix avatar height, removes the hip offset hacknebadon1-3/+0
Author: Mana Janus <mana@mjm-labs.com>
2011-11-05Don't rotate child prims, if only the root prim is rotated.nebadon1-2/+2