| Commit message (Collapse) | Author | Age | Files | Lines |
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a little bit.
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BEGIN] to [SCENE] because that's where the message happens.
Also changed the instantiation of a vector object to be done only once instead of every time we receive a position update.
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when we've already passed size information to the avatar at PhysicsScene.AddAvatar()
Eliminate some copypasta for height setting in OdeCharacter
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Stop hiding RemoveAvatar failure, add log messages when characters are removed through defects or re-added unexpectedly.
Add commented out log lines for future use.
Use automatic property for PhysicsActor for better code readability and simplicity
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potential race condition.
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IsColliding
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This prints out both exception message and stacktrace (Exception.ToString()) isn't enough on Windows.
This also uses m_log.*Format() which is more efficient than string concat.
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in favour of IClientAPI.ISceneAgent.IsChildAgent instead.
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it doesn't trigger an exception if the item hasn't been found.
In this situation we will now put out a slightly more meaningful log error message instead.
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The only caller is the LLUDP stack and this has to validate the UDP circuit itself, so we know that it exists.
This allows us to eliminate another null check elsewhere and simplifies the method contract
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asynchronously to reduce hold up in the IN UDP packet processing loop.
This is already being done for the initial object data send.
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it's live before sending other data.
This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before.
This may stop some avatars appearing grey on login.
This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity
This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces
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If sp becomes null right after we've checked or created it, then behaviour down the line is going to be wrong anyway.
So instead retain the check/create ScenePresence reference and use this.
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It makes far more sense anyway to use TryGetRootScenePresence().Scene, in common with the rest of the code
This method could also return any scene for child or root agents, depending in which order the scenes happened to lie in the list
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structure so that logout on unexpired packets isn't retriggered, causing the same exception
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This allows someone with access to this command on the XMLRPCAdmin interface to teleport an avatar to an arbitrary region and/or position.
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of OSHttpRequest/OSHttpResponse.
This is required for the substitution of different HTTP servers or the newer HttpServer.dll without having to commit to a particular implementation.
This is also required to write regression tests that involve the HTTP layer.
If you need to recompile, all you need to do is replace OSHttpRequest/OSHttpResponse references with IOSHttpRequest/IOSHttpResponse.
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since they don't do anything useful.
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stage and then at Scene.AddClient()
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This required an option to be added to NullRegionData via ConnectionString for it to act as a non-static instance, so that regression tests (which only load this class once) don't get hopeless confused and complex to compensate.
Normal standalone operation unaffected.
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dictionary rather than AgentCircuitManager.AgentCircuits directly in "show circuits" to avoid enumeration exceptions
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We are returning the actual number of 'sides', not the maximum index number.
Also minor format corrections.
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Meshs are handeled as sculpts but can have up to 8 faces (SL restriction the collada format can handle even more). The patch enables all LSL function that adressing faces to behave correct. Like llGetNumberOfSides(); llSetLinkPrimitiveParamsFast(); llSetPrimitiveParams(); llSetColor();
Signed-off-by: marc <mare@sounddog.net>
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It might be inefficient, but there are collisions every frame if the avatar is walking/standing on the ground or a prim surface
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called continuously even where there are no collisions
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HandleAgentUpdate().
There's no point doing this if it's being called via PhysicsCollisionUpdate
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causes avatars to never reach the correct animation after some actions.
This reverts to situation where animation updates are made each frame on SP.PhysicsCollisionUpdate (though a packet is only sent if the anim actually changes).
m_updateCount was not being update on various avatar state changes, causing the correct animations to never be sent.
Always setting in HandleAgentUpdate() is not enough since the avatar is continually sending AgentUpdate packets.
One would need to identify all the conditions under which animations need to play out and set m_updateCount appropriately in SP.HandleAgentUpdate()
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than duplicating it with m_movementAnimation
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DetermineMovementAnimation() for better code readability
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processed if we're dealing with a child ScenePresence.
Neither of these can have any effect on child agents
Now leaving warning about trying to set animation on a child agent active. Might temporarily pop up now and again.
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where such requests are ignored.
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constructor.
Comment was right - it is indeed useless since SP always starts off as child and TrySetMovementAnimation screens out child SP
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This has been handled by WebFetchInvDescHandler.Fetch() for some time.
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conversion rather than the arrays in TaskInventoryItem
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Scene.GetNearestAllowedPosition()
At least on ODE, this wasn't doing any harm but there wasn't any point to it either
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not just root ones.
Also adds scene name and client type (root|child) to logged information.
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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)
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