| Commit message (Collapse) | Author | Files | Lines |
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Scene.m_clientManager still retains a reference to a dead client.
Instead, "show client stats" now prints "Off!" so that exception is not thrown and we know which entries in ClientManager are in this state.
There's a race condition which could trigger this, but the window is extremely short and exceptions would not be thrown consistently (which is the behaviour observed).
It should otherwise be impossible for this condition to occur, so there may be a weakness in client manager IClientAPI removal.
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agent.
Relevant if a child agent has been allowed into the region which should not be upgraded to a root agent.
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so that they work.
This is necessary because the hypergrid groups checks (as referenced by estates) require an agent circuit to be present to construct the hypergrid ID.
However, this is not around until Scene.NewUserConnection(), as called by CreateAgent() in EntityTransferModule.
Therefore, if we're dealing with a hypergrid user, delay the check until NewUserConnection()/CreateAgent()
The entity transfer impact should be minimal since CreateAgent() is the next significant call after NewUserConnection()
However, to preserve the accuracy of query access we will only relax the check for HG users.
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for all bots if no bot number is given
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than controlling from the main action loop
This is to avoid excessive and inconsistent delays between behaviours that currently need to embed sleeps in other actions (e.g. physics) and other behaviours.
Might need a more sophisticated approach in the long term.
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or bot it disconnected.
In this case, it is used to turn off jump when physics testing behaviour is removed.
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during operation.
Doesn't currently work very well as stopping physics, for instance, can leave bot travelling in old direction
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behaviour <behaviour-name> <bot-number>" console commad
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string.join(string, List<string>), or some auto casting is missing
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actually filter out users shown continuously online for more than 5 days
Remove confusion in command output.
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online from a standalone/robust instance.
This is not guaranteed to be accurate since users may be left "online" in certain situations.
For example, if a simulator crashes and they never login/logout again.
To counter this somewhat, only users continuously online for less than 5 days are shown.
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hear chat from their source region for some time after teleport completion.
This occurs on v2 teleport since the source region now waits 15 secs before closing the old child agent, which could still receive chat.
This commit introduces a ScenePresenceState.PreClose which is set before the wait, so that ChatModule can check for ScenePresenceState.Running.
This was theoretically also an issue on v1 teleport but since the pause before close was only 2 secs there, it was not noticed.
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This causes extreme console spam if a simulator running latest master and one running 0.7.5 have adjacent regions occupied by avatars.
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allow different default regions for HG and direct grid logins.
This requires a new GridService.GetDefaultHypergridRegions() so ROBUST services require updating but not simulators.
This method still returns regions flagged with just DefaultRegion after any DefaultHGRegions, so if no DefaultHGRegions are specified
then existing configured defaults will still work.
Immediate use is for conference where we need to be able to specify different defaults
However, this is also generally useful to send experienced HG users to one default location and local users whose specified region fails (e.g. no "home" or "last") to another.
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legacy profiles
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just environment variables
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If the port is specified it is added but a ":0" is not added if the port is zero.
This enables the hypergrid address short form "hypergridGateway:regionName"
which is handled by the parser but failed because of this zero port addition.
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Attempt to fix Mantis 6740 (http://opensimulator.org/mantis/view.php?id=6740).
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fails."
This is very similar to my earlier revert in bcb8605f8428a9009a2badf9c9eed06d9f59962c and fails for the same reasons.
Reverting this change because it causes a problem if access is denied to the user.
This reverts commit c7a8afbb8da40e09252d58d95c89b8a99a684157.
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Fallback doesn't work at this level as the change of destination isn't communicated to the source region/viewer
Reverting because this introduces a bug when access does fail.
More detail in revert of main commit.
This reverts commit ec32c1d4b69e4219fe44a38bcbc411e7996641f1.
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This exception was very likely harmless since it occurred after the restart had taken place, but still misleading.
Thanks to SCGreyWolf for the code change suggestion in http://opensimulator.org/mantis/view.php?id=6747, though I did this in a slightly different way.
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was being called twice on each crossing.
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location in the hijacked variable KeyFrame.AngularVelocity. When steps in OnTimer <= 0.0, normalize the final position by Constants.RegionSize and move the object there. The hack here is KeyFrame.AngularVelocity probably isn't the right name for this variable because it's the un-mucked with keyframe position. When you determine the feasibility of changing the name without affecting the serialization of existing objects in world... It's simply a name change to KeyFrame.FinalPosition or something proper.
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commit.
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stack unwinding.. the faster it goes.
* Tweak XEngine so that it's partially functional again. It's still not great, but basic things work.
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the border crossing code will use velocity to predict where the object should be, so setting it to zero. It still looses about 0.0045 per loop."
This reverts commit 55400ff7be55b1c8dbededca68e6fce42cd6ce0f.
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printed the error message and not the call stack.
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other capitalizations of pCampBot
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crossing code will use velocity to predict where the object should be, so setting it to zero. It still looses about 0.0045 per loop.
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fails
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name
Shorter and can do this because bot names are uniform
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one id
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CreateAndAddChildScenePresence() since the former was only ever called from the latter
This allows us to remove dead code relating to adding root agents directly to the scenegraph, which never happens.
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