aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes/Scene.cs (unfollow)
Commit message (Collapse)AuthorFilesLines
2012-01-26Support rejecting a teleport if a user is banned in all parcels that haveMelanie1-0/+30
spawn points
2012-01-19Add a version of GetGroupByPrim to Scene which accepts UUID instead of localIDDan Lake1-0/+10
2012-01-10Teleport DebuggingBlueWall1-2/+0
Move setting from ini to existing facitilies - thanks justincc toggle with console command: debug teleport
2012-01-09Add some run-time debugging supportBlueWall1-0/+3
Add configuration option - DEBUG to enable debugging methods. This is temporary for helping users testing teleport routing be able to report back the data with the test cases. We can remove when finished with this, or leave it if it proves to be useful. Users: set DEBUG = true in OpenSim.ini to get more information from teleport routing. The default is false. It presently prints the TeleportFlags value.
2012-01-09Use our TeleportFlagsBlueWall1-2/+2
Switch to our TeleportFlags enum instead of LibOMV because we need to define a type for HG Logins. Also moved some debugging in ScenePresence into a function to make it simpler to enable/disable.
2012-01-04Added EventManager.OnRegionStarted which is triggered when Heartbeat is started.Dan Lake1-0/+1
2011-12-30Bug fix in map tiles in standalone: the map has been blank since commit ↵Diva Canto1-13/+20
01ae916bad672722aa62ee712b7b580d6f5f4370 r/17324 (Nov.18, justincc). But the root cause comes from commit 02e54c57c4901167779f07ed3e89fb1d24ffc22a Author: Oren Hurvitz Date: 7/22/2011 This is a nasty situation. The map tile UUID is, in principle, stored authoritatively in RegionSettings. However, it also needs to be stored in the Grid Service because that's how other sims can retrieve it to send it in Map Blocks to non-V3 viewers. So every time the tile image changes, that change needs to propagate to the Grid Service, and this is done via RegisterRegion (ugh!). Interestingly, this problem didn't affect grids because by default AllowRemoteDelete is false, so the prior images aren't being deleted from the asset servers -- but they were not being correctly updated in the map either, the map was stuck with old images.
2011-12-22rename Scene.m_physicalPrim to PhysicalPrims since its public and access ↵Justin Clark-Casey (justincc)1-2/+2
external as a property
2011-12-22Make it possible to force all prims to be phantom via the collidable_prim ↵Justin Clark-Casey (justincc)1-0/+9
boolean setting in the OpenSim.ini config [Startup] section. Naturally, default is true. When set to false, "phantom" flags on prims can be set as usual but all prims remain phantom. This setting is for test purposes. This switch does not affect the collision of avatars with the terrain.
2011-12-19Move HandleObjectGroupUpdate() from GroupsModule to Scene.PacketHandlers.cs ↵Justin Clark-Casey (justincc)1-6/+5
as this is updating SOG/SOP.GroupID, which is arguably generic.
2011-12-17Fix bug where objects could not be set to a new group if the group had been ↵Justin Clark-Casey (justincc)1-3/+1
created in that client session, or if no other action has been performed on the object. There were two problems here: 1) On object group update, we looked for the group is the IClientAPI group cache rather than in the groups service. This fails to groups created newly in that session 2) On object group update, we weren't setting the HasGroupChanged flag. This meant that the change was not persisted unless some other action set this flag. This commit fixes these issues and hopefully addresses http://opensimulator.org/mantis/view.php?id=5588 This commit also moves HandleObjectGroupUpdate() to the GroupsModule from the Scene.PacketHandlers.cs file
2011-12-16No functional changes. Changed the prefix of that log message [CONNECTION ↵Diva Canto1-6/+6
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.
2011-12-12Cleaned up ScenePresence parameters for Flying, WasFlying, FlyingOld and ↵Dan Lake1-4/+4
IsColliding
2011-12-09Do some clean up Scene.cs log messages.Justin Clark-Casey (justincc)1-24/+38
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.
2011-12-09Get rid of IScene.PresenceChildStatus() which always had to execute a lookup ↵Justin Clark-Casey (justincc)1-11/+0
in favour of IClientAPI.ISceneAgent.IsChildAgent instead.
2011-12-08Remove unnecessary AgentCircuitData null check from Scene.AddNewClient().Justin Clark-Casey (justincc)1-11/+4
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
2011-12-08On a new client circuit, send the initial reply ack to let the client know ↵Justin Clark-Casey (justincc)1-12/+3
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
2011-12-08Simplify Scene.AddNewClient()Justin Clark-Casey (justincc)1-17/+28
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.
2011-12-07On an Exception in Scene.RemoveClient(), always remove the client (and SP) ↵Justin Clark-Casey (justincc)1-19/+28
structure so that logout on unexpired packets isn't retriggered, causing the same exception
2011-12-07Implement XMLRPCAdmin command admin_teleport_agent.Justin Clark-Casey (justincc)1-3/+3
This allows someone with access to this command on the XMLRPCAdmin interface to teleport an avatar to an arbitrary region and/or position.
2011-12-02Stop some places where we're trying to reset animations in child agents ↵Justin Clark-Casey (justincc)1-1/+0
where such requests are ignored.
2011-11-24Remove bizarre call to PhysicsScene.Simulate(0) in ↵Justin Clark-Casey (justincc)1-4/+2
Scene.GetNearestAllowedPosition() At least on ODE, this wasn't doing any harm but there wasn't any point to it either
2011-11-19Don't register a region twice on both official registration and maptile ↵Justin Clark-Casey (justincc)1-7/+5
regeneration. Maptile storage appears orthogonal to region registration
2011-11-15In AddNewClient, iterator over copy of entities rather than copying under ↵Dan Lake1-2/+3
read lock
2011-11-15Make tracked per scene thread names conform to the majorirty format.Justin Clark-Casey (justincc)1-1/+3
This is <thread-name> (<region-name>)
2011-11-15Removed unused and mostly commented out SceneCommunicationService methodsJustin Clark-Casey (justincc)1-36/+2
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
2011-11-15remove SceneCommunicationService.OnAvatarCrossingIntoRegion. This stuff is ↵Justin Clark-Casey (justincc)1-2/+0
not being used any more - it's now IEntityTransferModule and SimulationService instead
2011-11-11Remove SceneViewer from ScenePresence to reduce quadruple queueing ofDan Lake1-0/+10
prim update to only triple queuing. Existing method was: 1. Schedule prim for update, adding to scene update list 2. Update on SOGs during heartbeat queues update onto each SceneViewer 3. Update on SPs during heartbeat queues update onto each IClientAPI 4. ProcessEntityUpdates queues updates into UDP send stack Now the SceneViewer has been eliminated so updates are scheduled at any time and then put onto the IClientAPI priority queues immediately during SceneGraph.UpdateObjectGroups.
2011-11-06Convert SendKillObject to take a list of uint rather than sending oneMelanie1-19/+13
packet per prim. More to come as we change to make use of this.
2011-11-06HUD attachments: Removes some more messages sent to wrong clients.Snoopy Pfeffer1-1/+10
2011-11-05Remove enableprejump config option and associated code as this is nowMelanie1-3/+0
fully functional and cannot be disabled because that would break timings.
2011-11-03Rename ForEachAvatar back to ForEachScenePresence. The other changesDan Lake1-4/+4
from previous commit which sort out which iterator is used are left intact. A discussion is needed as to what constitutes an avatar vs a ScenePresence.
2011-11-03Renamed ForEachRootScenePresence to ForEachAvatar. Cleaned up calls toDan Lake1-42/+34
the 3 iteration functions so more of them are using the correct iteration for the action they are performing. The 3 iterators that seem to fit all actions within OpenSim at this time are: ForEachAvatar: Perform an action on all avatars (root presences) ForEachClient: Perform an action on all clients (root or child clients) ForEachRootClient: Perform an action on all clients that have an avatar There are still a dozen places or so calling the old ForEachScenePresence that will take a little more refactoring to eliminate.
2011-11-02Port the Avination offline messaging system to CoreMelanie1-1/+1
2011-11-01Removed redundant SceneContents property from Scene. It's the same as ↵Dan Lake1-5/+0
SceneGraph property.
2011-11-01Removed see_into_this_sim_from_neighbor configuration option.Dan Lake1-10/+0
2011-10-31Removed unused show commands from Scene.cs and SceneBase.cs. The show ↵Dan Lake1-27/+0
modules command in OpenSim.cs now shows both shared modules and region modules.
2011-10-30Fix line endingsDan Lake1-23/+23
2011-10-30Experimental reorder of Heartbeat loop now simulates physics and sends ↵Dan Lake1-29/+27
updates to clients prior to sleep. Existing behavior was to sleep BEFORE sending updates. We found this patch reduced latency to clients by 1-2 heartbeat periods.
2011-10-29Remove the SyncRoot locking from Scene which was only being done around the ↵Justin Clark-Casey (justincc)1-6/+0
main physics loop and ScenePresence position and velocity setting This is no longer necessary with ODECharacter taints (ODEPrim was already not taking part in this). BSCharacter was already tainting.
2011-10-27Added new ForEachRootScenePresence to Scene since almost every delegate ↵Dan Lake1-29/+31
passed to ForEachScenePresence checks for !IsChildAgent first. It consolidates child and root handling for coming refactors.
2011-10-24Add new EventQueueTests with basic test to check that adding a client ↵Justin Clark-Casey (justincc)1-1/+3
registers an http poll
2011-10-20Get OdeScene to use passed in time step rather than hard-coded 0.089Justin Clark-Casey (justincc)1-2/+8
However, I still don't recommend changing MinFrameTime from 0.089, high values do not work well and lower values don't seem to make much difference
2011-10-20Pass PhysicsScene.Simulate() only the MinFrameTime rather than the useless ↵Justin Clark-Casey (justincc)1-12/+4
Math.Max(SinceLastFrame.TotalSeconds, MinFrameTime) SinceLastFrame was calculating the interval between any sleep that had occurred to pad out the frame time and the start of the next frame. This would usually be below MinFrameTime but occasionally if the sleep was long it would be above, often due to the time required to update the watchdog. This doesn't appear to play much practical role right now. ODE was actually ignoring it entirely. Bullet might be helped slightly by receiving a non-varying value.
2011-10-19Moved HaveNeighbor utility function from ScenePresence to Scene. Fixed line ↵Dan Lake1-0/+40
endings from previous commit.
2011-10-19Renamed and rearranged AvatarFactoryModule to eliminate redundant lookups of ↵Dan Lake1-3/+3
scene presence by client ID.
2011-10-15improve method doc on Scene.OtherRegionUp()Justin Clark-Casey (justincc)1-4/+4
this is really just to trigger panda.
2011-10-15move see_into_this_sim_from_neighbor [Startup] flag parsing into Scene with ↵Justin Clark-Casey (justincc)1-3/+2
the others
2011-10-15fetch physical_prim switch from [Startup] config from inside scene, as is ↵Justin Clark-Casey (justincc)1-4/+9
done for most other scene config params
2011-10-15factor common code out into SOP.RemoveFromPhysics()Justin Clark-Casey (justincc)1-2/+1