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* improve method doc on Scene.OtherRegionUp()Justin Clark-Casey (justincc)2011-10-151-4/+4
| | | | this is really just to trigger panda.
* move see_into_this_sim_from_neighbor [Startup] flag parsing into Scene with ↵Justin Clark-Casey (justincc)2011-10-151-3/+2
| | | | the others
* fetch physical_prim switch from [Startup] config from inside scene, as is ↵Justin Clark-Casey (justincc)2011-10-151-4/+9
| | | | done for most other scene config params
* factor common code out into SOP.RemoveFromPhysics()Justin Clark-Casey (justincc)2011-10-151-2/+1
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* Expose minimum frame time and update periods for experimentation.Justin Clark-Casey (justincc)2011-10-131-19/+33
| | | | | | | Settings are at bottom of [Startup] in OpenSimDefaults.ini, override in OpenSim.ini to change Defaults are the same as previously. More information to come on opensim-dev shortly. Feel free to tweak but if you do please don't expect any support unless feedback on certain tweaks is explicitly requested.
* refactor: Put the frame update period when temporary objects are cleaned up ↵Justin Clark-Casey (justincc)2011-10-131-4/+4
| | | | in a field, like all the other update periods
* refactor: chain the two scene constructors together to eliminate more copypastaJustin Clark-Casey (justincc)2011-10-131-29/+1
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* Tie reported FPS correction factor into the minimum frame time rather than ↵Justin Clark-Casey (justincc)2011-10-131-3/+4
| | | | | | setting separately. This makes reported FPS scale as required if min frame time changes
* remove some mono compiler warningsJustin Clark-Casey (justincc)2011-10-121-36/+0
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* refactor: have lsl and ossl interrogate scene.StatsReporter directly rather ↵Justin Clark-Casey (justincc)2011-10-101-13/+0
| | | | | | than going through scene I know this goes against the law of demeter but I don't think it's that useful here and I'd rather get rid of nasty little wrapper methods
* Fixed line endings from previous commitDan Lake2011-10-061-2/+2
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* Refactored "known child region" in ScenePresence. There were 4 differentDan Lake2011-10-061-13/+6
| | | | | | ways to access the list/dictionary of child regions and locking was inconsistent. There are now public properties which enforce locks. Callers are no longer required to create new copies of lists.
* Instead of adding stat agentMS in all kinds of places, calculate it instead ↵Justin Clark-Casey (justincc)2011-10-061-1/+12
| | | | | | | | in the main Scene.Update() loop, like the other stats Some of the places where agentMS was added were in separate threads launched by the update loop. I don't believe this is correct, since such threads are no longer contributing to frame time. Some of the places were also driven by client input rather than the scene loop. I don't believe it's appropriate to add this kind of stuff to scene loop stats. These changes hopefully have the nice affect of making the broken out frame stats actually add up to the total frame time
* Make reported sim fps more accurate, in line with frame time msJustin Clark-Casey (justincc)2011-10-051-8/+18
| | | | Also remove some unused fields and improve naming on others.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDan Lake2011-10-031-45/+42
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| * Remove vestigal RegionStatus.SlaveScene.Justin Clark-Casey (justincc)2011-10-031-45/+42
| | | | | | | | This appears to be code clutter since the code that uses this has long gone.
* | Removed redundant code in AttachmentsModule and simplified interfaces which ↵Dan Lake2011-10-031-1/+1
|/ | | | converted back and forth between ScenePresence and IClientAPI. More to be done still.
* Reinstate option to land an npc when it reaches a target.Justin Clark-Casey (justincc)2011-09-221-3/+3
| | | | This is moved into ScenePresence for now as a general facility
* Move code which handles NPC movement into Scene so that this can also be ↵Justin Clark-Casey (justincc)2011-09-211-0/+67
| | | | | | | | used by Autopilot coming from the client side. I thought that I had implemented this but must have accidentally removed it. Adds a regression test to detect if this happens again. Temporarily disables automatic landing of NPC at a target. Will be fixed presently.
* Correctly create a freshly created estate owner's default items and avatar ↵Justin Clark-Casey (justincc)2011-09-161-82/+0
| | | | entries on standalone if applicable.
* Write code to create minimum necessary body parts/clothing and avatar ↵Justin Clark-Casey (justincc)2011-09-151-0/+1
| | | | | | | | | | | | entries to make a newly created user appear as a non-cloud on viewer 2 Viewer 2 no longer contains the default avatar assets (i.e. "Ruth") that would appear if the user had insufficient body part/clothing entries. Instead, avatars always appear as a cloud, which is a very bad experience for out-of-the-box OpenSim. Default is currently off. My intention is to switch it on for standalone shortly. This is not particularly flexible as "Ruth" is hardcoded, but this can change in the future, in co-ordination with the existing RemoteAdmin capabilities. Need to fix creation of suitable entries for users created as estate owners on standalone. Avatars still appear with spooky empty eyes, need to see if we can address this. This commit adds a "Default Iris" to the library (thanks to Eirynne Sieyes from http://opensimulator.org/mantis/view.php?id=1461) which can be used.
* Comment out attachments code in Scene.IncomingCreateObject(UUID userID, UUID ↵Justin Clark-Casey (justincc)2011-09-131-8/+10
| | | | | | | | | itemID) for now As far as I can see, this is only invoked by a PUT request to ObjectHandlers, which is not being used anyway. Invoking attachments code at this point is probably inappropriate since it would still be invoked when the client entered the scene. Being commented to simplify analysis of attachments issues. Can be uncommented when in use. Also, small tweak to lock and log removal of a SOG from the SceneObjectGroupsByLocalPartID collection in SceneGraph.GetGroupByPrim() if an inconsistency is found.
* In an object return message, send a null-terminated empty string in binary ↵Justin Clark-Casey (justincc)2011-09-131-1/+3
| | | | | | | | | bucket to prevent a viewer 3 crash. This is the message sent to the client when the object is returned. We were sending byte[0] in the binary bucket. This didn't kill viewer 1 but did terminate viewer 3 (don't know about viewer 2). So sending "\0" instead. This is to address http://opensimulator.org/mantis/view.php?id=5683
* stop the redundant passing in of RegionInfo to SceneGraph, since the Scene ↵Justin Clark-Casey (justincc)2011-09-121-1/+1
| | | | is always passed in at the same time.
* Save the default terrain texture UUIDs for a new region instead of leaving ↵Justin Clark-Casey (justincc)2011-09-091-1/+36
| | | | | | | | | | | them as UUID.Zero. Leaving them at UUID.Zero meant that when a viewer 2 logged into a region that had been freshly created, it received UUID.Zero for these textures, and hence display the land as plain white. On a simulator restart, the problem would go away since when the database adapators loaded the new region settings, RegionSettings itself has code to use default textures instead of UUID.Zero. This commit resolves the problem by saving the default texture UUIDs instead of Zero. However, we currently have to do this in a roundabout way by resaving once the RegionSettings have been created by the database for the first time. This needless complexity should be addressed. This change will also have the effect of replacing any existing UUID.Zero terrain textures with the default ones. However, this shouldn't have any effect since the UUID.Zeros were already being replaced in memory with those same UUIDs.
* Comment out Scene.CleanDroppedAttachments() and calls.Justin Clark-Casey (justincc)2011-09-021-36/+36
| | | | | This method wasn't actually doing anything since dropped attachments retain a PCode of 9. Also, behaviour of dropped attachments in other places appears to be that they persist after avatar logout rather than get deleted.
* Eliminate pointless checks of SOG.RootPart != nullJustin Clark-Casey (justincc)2011-09-011-10/+4
| | | | It's never possible for SOG to have no RootPart, except in the first few picosends of the big bang when it's pulled from region persistence or deserialized
* Remove pointless cluttering SOP.ParentGroup != null checks.Justin Clark-Casey (justincc)2011-09-011-44/+38
| | | | | The only times when ParentGroup might be null is during regression tests (which might not be a valid thing) and when scene objects are being constructed from the database. At all other times it's not possible for a SOP not to have a SOG parent.
* minor: remove already processed avatar null check in Scene.RemoveClient()Justin Clark-Casey (justincc)2011-08-301-1/+1
| | | | remove some now duplicated method doc
* refactor: move SP.SaveChangedAttachments() fully into AttachmentsModuleJustin Clark-Casey (justincc)2011-08-301-2/+2
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* refactor: Move ScenePresence.RezAttachments() into AttachmentsModuleJustin Clark-Casey (justincc)2011-08-301-1/+1
| | | | This adds an incomplete IScenePresence to match ISceneEntity
* refactor: migrate DropObject handling fully into AttachmentsModule from SceneJustin Clark-Casey (justincc)2011-08-301-2/+0
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* refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid ↵Justin Clark-Casey (justincc)2011-08-271-2/+2
| | | | pointless duplication of identical values
* Stop NPC's getting hypergrid like names in some circumstances.Justin Clark-Casey (justincc)2011-08-191-14/+28
| | | | | This meant punching in another AddUser() method in IUserManagement to do a direct name to UUID associated without the account check (since NPCs don't have accounts). May address http://opensimulator.org/mantis/view.php?id=5645
* Don't try to save changed attachment states when an NPC with attachments is ↵Justin Clark-Casey (justincc)2011-08-181-4/+5
| | | | | | | removed from the scene. This is done by introducing a PresenceType enum into ScenePresence which currently has two values, User and Npc. This seems better than a SaveAttachments flag in terms of code comprehension, though I'm still slightly uneasy about introducing these semantics to core objects
* Added console command "delete object outside" to delete all objects outside ↵Snoopy Pfeffer2011-08-151-2/+37
| | | | region boundaries. This is especiyll useful in cases where physical objects outside regions boundaries cause much physics engine lag.
* Stop trying to deregister caps or close child agents when an NPC is removedJustin Clark-Casey (justincc)2011-08-101-8/+7
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* Get rid of AvatarAppearance.Owner to simplify the code.Justin Clark-Casey (justincc)2011-08-021-2/+2
| | | | This is not used for anything - appearances are always properties of objects with ids (ScenePresence, AgentCircuitData) and just has the potential to get out of sync when the appearance is cloned.
* When using osTeleportAgent() and osTeleportAvatar(), only teleport if the ↵Justin Clark-Casey (justincc)2011-07-291-4/+8
| | | | | | | | region name exactly matches (not near matches) This is to prevent situations where the first name returned by GridService.GetRegionsByName is not one that exactly matches the given region name, even when there is an exact match later on in the list. Only the above two functions call this teleport method (the map uses a different routine) so this seems safe to change. Addresses http://opensimulator.org/mantis/view.php?id=5606
* Pass the first name and last name from the agent circuit data to the ↵Justin Clark-Casey (justincc)2011-07-231-2/+3
| | | | | | | | | | authorization service rather than from the account. This is to accomodate situations where the authorization service is being used by the hypergrid, where visitors have no user account. See http://opensimulator.org/mantis/view.php?id=5517, this code is somewhat adapted/cleaned up from Michelle's patch I'm a little ambivalent about this since visitors could put anything in firstname/lastname so it's not much of an auth measure. It's up to the auth service to decide which data it actually uses. Possibly we should be passing through other info such as agent circuit ip
* Generate the initial maptile asynchronouslyOren Hurvitz2011-07-221-11/+11
| | | | Signed-off-by: Melanie <melanie@t-data.com>
* refactor: rename UpdatePrimPosition() to UpdatePrimGroupPosition() for ↵Justin Clark-Casey (justincc)2011-07-191-2/+2
| | | | consistency
* Rename UpdatePrimRotation() to UpdatePrimGroupRotation() since this is what ↵Justin Clark-Casey (justincc)2011-07-191-4/+8
| | | | it actually does and is more consistent with other method names.
* When a mesh object is added to a scene, delay adding the physics actor until ↵Justin Clark-Casey (justincc)2011-07-121-2/+3
| | | | | | the sculpt data has been added to the shape (possibly via an async asset service request) This prevents spurious 'no asset data' for meshes added on startup.
* When a sculpt/mesh texture is received by a part on a callback request, ↵Justin Clark-Casey (justincc)2011-07-111-0/+1
| | | | | | | don't do the unnecessary work of copying the base shape. Just setting the new base shape is enough to reinsert the sculpt data and set the taint. Also cleans up a few more left-in debugging messages.
* fix build break I just introducedJustin Clark-Casey (justincc)2011-07-011-2/+1
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* Add an async inventory details sender to respond to FetchInventory packets.Justin Clark-Casey (justincc)2011-07-011-2/+3
| | | | | | | If a user with a very large inventory right-clicks on their "My Inventory" folder, viewer 1 code will send a massive number of Fetchinventory requests. Even though each is handled asynchronously via a pool thread, the sheer frequency of requests overwhelms the pool and freezes inbound packet handling. This change makes the first Fetchinventory thread also handle subsequent requests, freeing up the other threads. Further efficiencies could be made by handling all the items in a particular FetchInventory request together, rather than separately.
* Hack around with the NPC module to get osNpcCreate() partially working again.Justin Clark-Casey (justincc)2011-06-291-1/+3
| | | | | | This now creates an avatar but appearance is always cloudy. Move doesn't work. Really, creating an NPC should only involve a ScenePresence rather than doing anything with IClientAPI, since an NPC has no viewer to communicate with!
* Fixed "Unknown User" listed as creator/owner on prims created with the Build ↵Diva Canto2011-06-081-0/+4
| | | | button by foreign visitors. Added command to the UserManagementModule to list all the known bindings between user UUIDs and their names: show user-names.
* Added EventManager.OnPrimsLoaded, an event that modules can hook up onto so ↵Diva Canto2011-06-081-0/+1
| | | | that they know when the scene's objects have been loaded from the DB.