Commit message (Collapse) | Author | Age | Files | Lines | |
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* | slightly simplify OdeScene.Simulate() by removing bool processtaints, since ↵ | Justin Clark-Casey (justincc) | 2011-11-22 | 3 | -141/+128 |
| | | | | | | we can inspect count of taint lists instead. also groups OdeCharacter.CreateOdeStructures() and DestroyOdeStructures() together | ||||
* | Slightly improve "Unable to space collide" logging message, though I don't ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -1/+2 |
| | | | | think I've ever seen this. | ||||
* | Get rid of OdeCharacter != null checks since OdeScene._characters can never ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -17/+4 |
| | | | | | | contain a null character. Ignoring the ancient code glyphs not to do this.... | ||||
* | remove unnecessary OdeScene._activeprims locking. Code is single-threaded | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -53/+46 |
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* | Restore defects list. In hindsight, the reason for this is becuase we can't ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 2 | -92/+112 |
| | | | | | | remove the character whilst iterating over the list. This commit also removes locking on OdeScene._characters since code is single threaded | ||||
* | simplify operation of OdeScene._perloopContact | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -45/+51 |
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* | don't bother locking OdeScene._perloopContact in single threaded code | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -47/+42 |
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* | don't lock OdeScene.contacts since only ever accessed by a single thread | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -10/+24 |
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* | rename ODECharacter.AvatarGeomAndBodyCreation() -> CreateOdeStructures() to ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -8/+10 |
| | | | | match existing DestroyOdeStructures() | ||||
* | refactor: Eliminate one line ODECharacter.doForce() method for code clarity | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -15/+3 |
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* | Comment out calls to OdeScene.waitForSpaceUnlock() since that method does ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 3 | -23/+24 |
| | | | | nothing right now | ||||
* | Reduce complexity of OdeScene.Simulate() by fully removing bad characters at ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 2 | -70/+29 |
| | | | | point of detection rather than later on. | ||||
* | move geom/actor map maintenance into ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 2 | -10/+9 |
| | | | | | | DestroyODEStructures()/AvatarGeomAndBodyCreation(). This saves us having to do it separately when a character capsule size is changed | ||||
* | When changing avatar size in ODE, remove the old actor from the name and ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 2 | -8/+14 |
| | | | | actor maps | ||||
* | When an ODECharacter is removed (e.g. when an avatar leaves a scene), remove ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 2 | -10/+23 |
| | | | | | | the actor reference in OdeScene.actor_name_map rather than leaving it dangling. This also largely centralizes adds/removes in OdeScene.AddCharacter()/RemoveCharacter() | ||||
* | Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 3 | -9/+14 |
| | | | | maintaining their own properties | ||||
* | Actually remove PhysicsActor.SOPDescription this time | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -1/+3 |
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* | Chain SOP constructors together rather than having copy/paste code | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -14/+5 |
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* | refactor: Make SOP.Description an automatic property | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -6/+3 |
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* | Remove unused PhysicsActor.SOPDescription | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -11/+2 |
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* | Instead of generating a new list for bad characters on every physics pass, ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -3/+12 |
| | | | | keep reusing the same list. | ||||
* | Remove the "[LOCAL SIMULATION CONNECTOR]: Did not find region {0} for ↵ | Justin Clark-Casey (justincc) | 2011-11-19 | 1 | -1/+0 |
| | | | | | | | SendCreateChildAgent" message This is misleading since a simulator will call this method before successfully trying remote regions. Also comments out spammy "[SIMULATION]: Stream handler called" AgentHandlers messages for now. | ||||
* | minor: Make HelloNeighbour messages more informative | Justin Clark-Casey (justincc) | 2011-11-19 | 1 | -5/+10 |
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* | Get rid of the spurious [WEB UTIL] couldn't decode <OpenSim agent ↵ | Justin Clark-Casey (justincc) | 2011-11-19 | 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 | ||||
* | Don't register a region twice on both official registration and maptile ↵ | Justin Clark-Casey (justincc) | 2011-11-19 | 1 | -7/+5 |
| | | | | | | regeneration. Maptile storage appears orthogonal to region registration | ||||
* | For TerrainModule.SaveToFile(), don't bother throwing the exception onwards ↵ | Justin Clark-Casey (justincc) | 2011-11-17 | 1 | -1/+0 |
| | | | | | | after printing out the error, since this method is invoked by users. Still throwing the exception on the stream method since this invoked programatically | ||||
* | Make "terrain save" more friendly by telling the user if we have saved and ↵ | Justin Clark-Casey (justincc) | 2011-11-17 | 1 | -18/+32 |
| | | | | putting out a useful complaint message if we haven't for some reason | ||||
* | If the entire simulator is shutting down then don't bother to unload the ↵ | Justin Clark-Casey (justincc) | 2011-11-17 | 2 | -17/+35 |
| | | | | | | | 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. | ||||
* | Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵ | Justin Clark-Casey (justincc) | 2011-11-16 | 9 | -44/+40 |
| | | | | | | | 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 | ||||
* | Call public ForEach instead of using m_entities directly. No semantic ↵ | Dan Lake | 2011-11-16 | 1 | -2/+2 |
| | | | | changes, just cleanup | ||||
* | In AddNewClient, iterator over copy of entities rather than copying under ↵ | Dan Lake | 2011-11-15 | 1 | -2/+3 |
| | | | | read lock | ||||
* | Comment out the vebose logging on HGFriendsModule. | Justin Clark-Casey (justincc) | 2011-11-16 | 1 | -12/+11 |
| | | | | Recent issues in http://opensimulator.org/mantis/view.php?id=5794 were not related to HG friends | ||||
* | Fix the build break | Justin Clark-Casey (justincc) | 2011-11-16 | 1 | -1/+1 |
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* | Look up a homeURL only when it's not null, in addition to not being string.Empty | Justin Clark-Casey (justincc) | 2011-11-16 | 1 | -1/+1 |
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* | Enable log message to tell us what type of url is being requested from a ↵ | Justin Clark-Casey (justincc) | 2011-11-15 | 1 | -3/+3 |
| | | | | user's homeurl | ||||
* | Make tracked per scene thread names conform to the majorirty format. | Justin Clark-Casey (justincc) | 2011-11-15 | 2 | -4/+9 |
| | | | | This is <thread-name> (<region-name>) | ||||
* | fix build break on UserManagementModule. | Justin Clark-Casey (justincc) | 2011-11-15 | 1 | -7/+8 |
| | | | | This also adds time since started to "show threads". Unfortunately these two changes got mixed in. | ||||
* | Do proper locking of UserManagementModule.m_UserCache when getting. | Justin Clark-Casey (justincc) | 2011-11-15 | 1 | -29/+57 |
| | | | | | | | | This might help with [USER AGENT CONNECTOR]: new connector to () [USER AGENT CONNECTOR]: Unable to contact remote server for GetServerURLs [USER AGENT CONNECTOR]: Malformed Uri : Argument cannot be null. Parameter name: uriString | ||||
* | temporarily increasing logging in HGFriendsModule for debugging | Justin Clark-Casey (justincc) | 2011-11-15 | 1 | -1/+24 |
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* | Add comments about trying to avoid synchronous work off the ↵ | Justin Clark-Casey (justincc) | 2011-11-15 | 3 | -5/+16 |
| | | | | EventManager.OnMakeRootAgent event since this is on the critical path for transfer of avatars from one region to another. | ||||
* | Instead of having scene add/remove collision events directly to the OdeScene ↵ | Justin Clark-Casey (justincc) | 2011-11-15 | 1 | -20/+38 |
| | | | | | | | | | collision event dictionary, marshall them via a change dictionary first. This is to avoid a complicated tri-thread deadlock on region crossing for avatars with attachments, where 1) XEngine starting up scripts can lock XEngine.m_Scripts and then try to lock OdeScene._collisionEventPrim while starting up a script due to avatar border crossing 2) An existing collision event will lock OdeScene._collisionEventPrim and then try to lock SP.m_attachments while trying to send the collision event to attachments 3) The avatar still entering the region will lock SP.m_attachments and then try to lock m_Scripts to start more attachment scripts. | ||||
* | use a more efficient dictionary in OdeScene._collisionEventPrim rather than ↵ | Justin Clark-Casey (justincc) | 2011-11-15 | 1 | -7/+4 |
| | | | | a list | ||||
* | Removed unused and mostly commented out SceneCommunicationService methods | Justin Clark-Casey (justincc) | 2011-11-15 | 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 | ||||
* | Remove unused RegionCommsListener/IRegionCommsListener. | Justin Clark-Casey (justincc) | 2011-11-15 | 1 | -3/+0 |
| | | | | All this is now being handled through IEntityTransferModule and SimulationService instead, and has been for some time. | ||||
* | remove SceneCommunicationService.OnAvatarCrossingIntoRegion. This stuff is ↵ | Justin Clark-Casey (justincc) | 2011-11-15 | 4 | -11/+6 |
| | | | | not being used any more - it's now IEntityTransferModule and SimulationService instead | ||||
* | Rename FetchFriendslist() -> CacheFriends() and RefetchFriends() -> ↵ | Justin Clark-Casey (justincc) | 2011-11-15 | 2 | -15/+13 |
| | | | | RecacheFriends() to reflect their intended function | ||||
* | refactor: rename m_NeedsListOfFriends => m_NeedsListOfOnlineFriends to ↵ | Justin Clark-Casey (justincc) | 2011-11-15 | 1 | -5/+5 |
| | | | | better reflect its actual function | ||||
* | For clients that are entering a simulator from initial login, stop executing ↵ | Justin Clark-Casey (justincc) | 2011-11-15 | 3 | -11/+34 |
| | | | | | | | | 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. | ||||
* | refactor: Don't create a new UUID for passing uuids to client - UUIDs are ↵ | Justin Clark-Casey (justincc) | 2011-11-15 | 1 | -4/+6 |
| | | | | structs are so not passed by reference (and they're immutable!) | ||||
* | Add test for removing a friendship. | Justin Clark-Casey (justincc) | 2011-11-14 | 3 | -11/+42 |
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