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| | * Restore defects list. In hindsight, the reason for this is becuase we can't ↵Justin Clark-Casey (justincc)2011-11-212-92/+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._perloopContactJustin Clark-Casey (justincc)2011-11-211-45/+51
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| | * don't bother locking OdeScene._perloopContact in single threaded codeJustin Clark-Casey (justincc)2011-11-211-47/+42
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| | * don't lock OdeScene.contacts since only ever accessed by a single threadJustin Clark-Casey (justincc)2011-11-211-10/+24
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| | * rename ODECharacter.AvatarGeomAndBodyCreation() -> CreateOdeStructures() to ↵Justin Clark-Casey (justincc)2011-11-211-8/+10
| | | | | | | | | | | | match existing DestroyOdeStructures()
| | * refactor: Eliminate one line ODECharacter.doForce() method for code clarityJustin Clark-Casey (justincc)2011-11-211-15/+3
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| | * Comment out calls to OdeScene.waitForSpaceUnlock() since that method does ↵Justin Clark-Casey (justincc)2011-11-213-23/+24
| | | | | | | | | | | | nothing right now
| | * Reduce complexity of OdeScene.Simulate() by fully removing bad characters at ↵Justin Clark-Casey (justincc)2011-11-212-70/+29
| | | | | | | | | | | | point of detection rather than later on.
| | * move geom/actor map maintenance into ↵Justin Clark-Casey (justincc)2011-11-212-10/+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)2011-11-212-8/+14
| | | | | | | | | | | | actor maps
| | * When an ODECharacter is removed (e.g. when an avatar leaves a scene), remove ↵Justin Clark-Casey (justincc)2011-11-212-10/+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)2011-11-213-9/+14
| | | | | | | | | | | | maintaining their own properties
| | * Actually remove PhysicsActor.SOPDescription this timeJustin Clark-Casey (justincc)2011-11-211-1/+3
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| | * Chain SOP constructors together rather than having copy/paste codeJustin Clark-Casey (justincc)2011-11-211-14/+5
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| | * refactor: Make SOP.Description an automatic propertyJustin Clark-Casey (justincc)2011-11-211-6/+3
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| | * Remove unused PhysicsActor.SOPDescriptionJustin Clark-Casey (justincc)2011-11-211-11/+2
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| | * Instead of generating a new list for bad characters on every physics pass, ↵Justin Clark-Casey (justincc)2011-11-211-3/+12
| | | | | | | | | | | | keep reusing the same list.
* | | Merge branch 'bigmerge' of ssh://3dhosting.de/var/git/careminster into bigmergeMelanie2011-11-197-50/+84
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| * | Merge branch 'master' into bigmergeMelanie2011-11-197-50/+84
| |\ \ | | |/ | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
| | * Remove the "[LOCAL SIMULATION CONNECTOR]: Did not find region {0} for ↵Justin Clark-Casey (justincc)2011-11-191-1/+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 informativeJustin Clark-Casey (justincc)2011-11-191-5/+10
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| | * Get rid of the spurious [WEB UTIL] couldn't decode <OpenSim agent ↵Justin Clark-Casey (justincc)2011-11-191-2/+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)2011-11-191-7/+5
| | | | | | | | | | | | | | | | | | regeneration. Maptile storage appears orthogonal to region registration
| | * For TerrainModule.SaveToFile(), don't bother throwing the exception onwards ↵Justin Clark-Casey (justincc)2011-11-171-1/+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)2011-11-171-18/+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)2011-11-172-17/+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.
* | | Merge branch 'bigmerge' of ssh://3dhosting.de/var/git/careminster into bigmergeMelanie2011-11-1720-281/+301
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| * | Merge branch 'master' into bigmergeMelanie2011-11-1720-281/+301
| |\ \ | | |/ | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
| | * Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵Justin Clark-Casey (justincc)2011-11-169-44/+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 Lake2011-11-161-2/+2
| | | | | | | | | | | | changes, just cleanup
| | * In AddNewClient, iterator over copy of entities rather than copying under ↵Dan Lake2011-11-151-2/+3
| | | | | | | | | | | | read lock
| | * Comment out the vebose logging on HGFriendsModule.Justin Clark-Casey (justincc)2011-11-161-12/+11
| | | | | | | | | | | | Recent issues in http://opensimulator.org/mantis/view.php?id=5794 were not related to HG friends
| | * Fix the build breakJustin Clark-Casey (justincc)2011-11-161-1/+1
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| | * Look up a homeURL only when it's not null, in addition to not being string.EmptyJustin Clark-Casey (justincc)2011-11-161-1/+1
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| | * Enable log message to tell us what type of url is being requested from a ↵Justin Clark-Casey (justincc)2011-11-151-3/+3
| | | | | | | | | | | | user's homeurl
| | * Make tracked per scene thread names conform to the majorirty format.Justin Clark-Casey (justincc)2011-11-152-4/+9
| | | | | | | | | | | | This is <thread-name> (<region-name>)
| | * fix build break on UserManagementModule.Justin Clark-Casey (justincc)2011-11-151-7/+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)2011-11-151-29/+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 debuggingJustin Clark-Casey (justincc)2011-11-151-1/+24
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| | * Add comments about trying to avoid synchronous work off the ↵Justin Clark-Casey (justincc)2011-11-153-5/+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)2011-11-151-20/+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)2011-11-151-7/+4
| | | | | | | | | | | | a list
| | * Removed unused and mostly commented out SceneCommunicationService methodsJustin Clark-Casey (justincc)2011-11-152-116/+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)2011-11-151-3/+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)2011-11-154-11/+6
| | | | | | | | | | | | not being used any more - it's now IEntityTransferModule and SimulationService instead
| | * Rename FetchFriendslist() -> CacheFriends() and RefetchFriends() -> ↵Justin Clark-Casey (justincc)2011-11-152-15/+13
| | | | | | | | | | | | RecacheFriends() to reflect their intended function
| | * refactor: rename m_NeedsListOfFriends => m_NeedsListOfOnlineFriends to ↵Justin Clark-Casey (justincc)2011-11-151-5/+5
| | | | | | | | | | | | better reflect its actual function
| | * For clients that are entering a simulator from initial login, stop executing ↵Justin Clark-Casey (justincc)2011-11-153-11/+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)2011-11-151-4/+6
| | | | | | | | | | | | structs are so not passed by reference (and they're immutable!)
| | * Add test for removing a friendship.Justin Clark-Casey (justincc)2011-11-143-11/+42
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