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* Adding missing CrossBehaviour.cs file to fix buildJustin Clark-Casey (justincc)2011-11-241-0/+169
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* Remove bizarre call to PhysicsScene.Simulate(0) in ↵Justin Clark-Casey (justincc)2011-11-241-4/+2
| | | | | | Scene.GetNearestAllowedPosition() At least on ODE, this wasn't doing any harm but there wasn't any point to it either
* On pCampBot, add bot as a property on behaviours instead of passing it in ↵Justin Clark-Casey (justincc)2011-11-247-56/+115
| | | | every time
* minor: remove mono compiler warningJustin Clark-Casey (justincc)2011-11-241-1/+1
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* When setting packet level logging via "debug packet", apply to all clients, ↵Justin Clark-Casey (justincc)2011-11-242-21/+21
| | | | | | not just root ones. Also adds scene name and client type (root|child) to logged information.
* comment out a noisy log line I accidentally left in from the last commitJustin Clark-Casey (justincc)2011-11-241-1/+1
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* Stop passing a request handler to the initial caps.RegisterHandler in ↵Justin Clark-Casey (justincc)2011-11-242-161/+165
| | | | | | EventQueueGetModule since this is immediatley replaced by a poll server handler. This allows us to comment out a bunch of code and simplify the codebase and readability.
* Add a "debug eq" console command for debugging.Justin Clark-Casey (justincc)2011-11-241-6/+79
| | | | This will log outgoing event queue message names if turned on.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-11-242-102/+104
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| * Append asset ID to URL for storage requests to allow caching proxies to work ↵Dan Lake2011-11-231-1/+3
| | | | | | | | with Simian
| * Merge branch 'master' of git://opensimulator.org/git/opensimDan Lake2011-11-2311-27/+231
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| * | Line endingsDan Lake2011-11-231-101/+101
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* | | Add disabled CrossBehaviour to pCampBot, which is designed to cross test ↵Justin Clark-Casey (justincc)2011-11-245-15/+19
| |/ |/| | | | | | | | | bots between neighbouring regions. Not yet enabled since there is a bug where the initial cross will work but all subsequent movements on the receiving simulator appear to fail.
* | Print out what behaviours are active when pCampBot starts upJustin Clark-Casey (justincc)2011-11-235-12/+42
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* | Add teleport behaviour to pCampBotJustin Clark-Casey (justincc)2011-11-233-1/+77
| | | | | | | | | | | | This teleports the bot to any other regions +/- 5 on the x or y axis. Quite aggressive at the moment since teleports keep occuring at a 1-10secs random interval. No checking yet to see if teleport was successful.
* | In pCampbot, change "show status" command to "show bots"Justin Clark-Casey (justincc)2011-11-231-2/+2
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* | Rename Bot.BotManager to ManagerJustin Clark-Casey (justincc)2011-11-231-9/+16
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* | get pCampBot to extract nearby and store nearby region informationJustin Clark-Casey (justincc)2011-11-232-4/+62
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* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-11-234-3/+30
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| * \ Merge branch 'master' of ssh://opensimulator.org/var/git/opensimBlueWall2011-11-2311-293/+288
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| * | Shell Environment Variables in configBlueWall2011-11-234-3/+30
| | | | | | | | | | | | | | | | | | Adding updated Nini and support to use shell environment variables in OpenSimulator configuration. Nini @ https://github.com/BlueWall/Nini-Dev
* | | Change random number generator property name in pCampbotJustin Clark-Casey (justincc)2011-11-231-1/+7
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* | Log error if we attempt to add/remove an OdeCharacter from the _characters ↵Justin Clark-Casey (justincc)2011-11-221-23/+33
| | | | | | | | list inappropriately
* | Stop removing actor from the hash maps in OdeScene.RemoveCharacter() since ↵Justin Clark-Casey (justincc)2011-11-221-6/+1
| | | | | | | | this is now being down in OdeCharacter.DestroyOdeStructures()
* | Comment out uncalled OdeScene.UnCombine()Justin Clark-Casey (justincc)2011-11-222-66/+60
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* | Comment out unimplemented and uncalled RegionCombinerModule.UnCombineRegion()Justin Clark-Casey (justincc)2011-11-221-27/+27
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* | minor: remove mono compiler warningJustin Clark-Casey (justincc)2011-11-221-1/+1
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* | Stop an exception being thrown and a teleport/border cross failing if the ↵Justin Clark-Casey (justincc)2011-11-225-32/+41
| | | | | | | | | | | | | | 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)
* | slightly simplify OdeScene.Simulate() by removing bool processtaints, since ↵Justin Clark-Casey (justincc)2011-11-223-141/+128
|/ | | | | | we can inspect count of taint lists instead. also groups OdeCharacter.CreateOdeStructures() and DestroyOdeStructures() together
* Improve the error messages returned if the HelloNeighbour call fails.Justin Clark-Casey (justincc)2011-11-211-19/+46
| | | | This is the message a region sends to its neighbours when it comes up
* Slightly improve "Unable to space collide" logging message, though I don't ↵Justin Clark-Casey (justincc)2011-11-211-1/+2
| | | | think I've ever seen this.
* Get rid of OdeCharacter != null checks since OdeScene._characters can never ↵Justin Clark-Casey (justincc)2011-11-211-17/+4
| | | | | | contain a null character. Ignoring the ancient code glyphs not to do this....
* remove unnecessary OdeScene._activeprims locking. Code is single-threadedJustin Clark-Casey (justincc)2011-11-211-53/+46
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* Restore defects list. In hindsight, the reason for this is becuase we can't ↵Justin Clark-Casey (justincc)2011-11-212-92/+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.