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path: root/OpenSim/Region/Framework/Scenes/ScenePresence.cs (follow)
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* Remove the SyncRoot locking from Scene which was only being done around the ↵Justin Clark-Casey (justincc)2011-10-291-4/+2
| | | | | | 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.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-10-281-30/+23
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| * Continuation of previous checkin. Found more places where ↵Dan Lake2011-10-271-30/+23
| | | | | | | | ForEachScenePresence can be changed to ForEachRootScenePresence.
* | fetch SOP.RotationOffset once in UpdateRotation() and compare rather than ↵Justin Clark-Casey (justincc)2011-10-281-1/+1
|/ | | | | | fetch four separate times. No functional change.
* Get rid of the pointless null checks on collision listeners. Add warning ↵Justin Clark-Casey (justincc)2011-10-251-3/+0
| | | | about synchronicity for PhysicsActor.OnCollisionUpdate event doc
* Removed redundant NotInTransit function from ScenePresence. ↵Dan Lake2011-10-191-5/+0
| | | | IsInTransit=false does the same thing and NotInTransit was not used anywhere.
* Moved HaveNeighbor utility function from ScenePresence to Scene. Fixed line ↵Dan Lake2011-10-191-48/+8
| | | | endings from previous commit.
* Renamed and rearranged AvatarFactoryModule to eliminate redundant lookups of ↵Dan Lake2011-10-191-1/+1
| | | | scene presence by client ID.
* refactor: Use SOP.SitTargetAvatar instead of calling a special ↵Justin Clark-Casey (justincc)2011-10-171-5/+6
| | | | GetAvatarOnSitTarget() which returned exactly the same thing
* Implement osNpcSit(). This is still in development so don't trust itJustin Clark-Casey (justincc)2011-10-171-3/+4
| | | | | | | | | Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE) e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE); At the moment, sit only succeeds if the part has a sit target set. NPC immediately sits on the target even if miles away - they do not walk up to it. This method is in development - it may change so please don't trust it yet. Standing will follow shortly since that's kind of important once you're sitting :)
* refactor: rename IClientAPI.SendPrimUpdate() to SendEntityUpdate() since it ↵Justin Clark-Casey (justincc)2011-10-141-1/+1
| | | | sends entity updates (including presence ones), not just prims.
* remove some mono compiler warningsJustin Clark-Casey (justincc)2011-10-121-7/+0
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* Comment out [SCENE PRESENCE] SendAppearanceToAllOtherAgents: log messageJustin Clark-Casey (justincc)2011-10-071-1/+1
| | | | As per earlier discussions with dslake
* Fixed line endings from previous commitDan Lake2011-10-061-47/+47
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* Refactored "known child region" in ScenePresence. There were 4 differentDan Lake2011-10-061-67/+67
| | | | | | 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.
* Simplified IsInTransit property on ScenePresence and removed InTransit() ↵Dan Lake2011-10-061-11/+10
| | | | which called IsInTransit=true which called m_inTransit=true. Also removed NotInTransit().
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDan Lake2011-10-061-29/+3
|\ | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * Instead of adding stat agentMS in all kinds of places, calculate it instead ↵Justin Clark-Casey (justincc)2011-10-061-29/+3
| | | | | | | | | | | | | | | | 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
* | Refactor ScenePresence so gets and sets are through properties. Added ↵Dan Lake2011-10-061-287/+288
|/ | | | private sets when needed. Removed redundant code when methods replicated what the set already does
* Remove unimplementated UpdateMovement() methods from SOG, SOP.Justin Clark-Casey (justincc)2011-10-011-1/+1
| | | | | SP still has an implementation but this is now just a public method on SP rather than an abstract one in EntityBase. No point making the code more complex until it actually needs to be,
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDan Lake2011-09-211-1/+10
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| * Reinstate option to land an npc when it reaches a target.Justin Clark-Casey (justincc)2011-09-221-1/+10
| | | | | | | | This is moved into ScenePresence for now as a general facility
* | Commented out new debug statements in ScenePresenceDan Lake2011-09-211-5/+5
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* Remove unused and never set SP.PreviousRotationJustin Clark-Casey (justincc)2011-09-211-8/+0
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* get rid of an incredibly noisy logging message from the last commitJustin Clark-Casey (justincc)2011-09-211-1/+1
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-09-211-10/+14
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| * Make debug statements in ScenePresence consistent and add a few moreDan Lake2011-09-201-10/+14
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* | When calling osNpcMoveTo(), rotate the avatar in the direction of travel.Justin Clark-Casey (justincc)2011-09-211-2/+21
|/ | | | | | | This stops the npc walking backwards if the target is directly behind. This means that the npc no longer returns to its original rotation once movement has finished. If you want this behaviour, please store and reset the original rotation after movement. This is somewhat to address http://opensimulator.org/mantis/view.php?id=5678
* On setting a new avatar appearance, if height hasn't changed then don't set ↵Justin Clark-Casey (justincc)2011-09-171-0/+4
| | | | | | that same height in ScenePresence. This prevents unnecessary work in the ODE module, though possibly that should be checking against same size sets itself
* Stop the avatar stalling on its first boarder cross when using the ODE pluginJustin Clark-Casey (justincc)2011-09-161-0/+10
| | | | | | When upgrading the previously child agent to a root, the code was setting the Size parameter on the ODECharacter PhysicsActor. This in turn reset Velocity, which cause the border stall. I'm fixing this by commenting out the Velocity = Vector3.Zero lines since they don't appear to play a useful purpose
* minor: I was wrong about OffsetPosition - sometimes it genuinely does return ↵Justin Clark-Casey (justincc)2011-09-161-0/+4
| | | | | | offset position! Add method doc to explain this.
* Remove setter from SP.OffsetPosition, since all sets should flow through ↵Justin Clark-Casey (justincc)2011-09-161-3/+14
| | | | | | SP.AbsolutePosition OffsetPosition is also misnamed - it returns the absolute position and never contains an offset.
* Don't try and delete attachments for child agent closeJustin Clark-Casey (justincc)2011-09-131-1/+2
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* eliminate redundant SP.m_regionInfo since it always has the scene.Justin Clark-Casey (justincc)2011-09-121-8/+6
| | | | We were already referencing through the scene in some places.
* remove the unused SP.initializeScenePresence()Justin Clark-Casey (justincc)2011-09-121-23/+2
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* stop the redundant passing in of RegionInfo to SceneGraph, since the Scene ↵Justin Clark-Casey (justincc)2011-09-121-4/+4
| | | | is always passed in at the same time.
* Start locking entire add/remove operations on an ↵Justin Clark-Casey (justincc)2011-09-121-0/+4
| | | | | | | | | IScenePresence.AttachmentsSyncLock object Attach and detach packets are processed asynchronously when received from a viewer. Bugs like http://opensimulator.org/mantis/view.php?id=5644 indicate that in some situations (such as attaching/detaching entire folders of objects at once), there are race conditions between these threads. Since multiple data structures need to be updated on attach/detach, it's not enough to lock the individual collections. Therefore, this commit introduces a new IScenePresence.AttachmentsSyncLock which add/remove operations lock on.
* lock attachments when enumerating through them in ScenePresence.CopyTo().Justin Clark-Casey (justincc)2011-09-101-20/+24
| | | | May have some effect on http://opensimulator.org/mantis/view.php?id=5644
* Add extra log information when attachments fail validationJustin Clark-Casey (justincc)2011-09-101-1/+9
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* Try disabling the inconsistent attachment state check to see if this ↵Justin Clark-Casey (justincc)2011-09-051-9/+7
| | | | | | | | actually has an impact. The code in question is over three years old and just be catching an inconsistency rather than being wholly necessary. This commit still carries out the check and prints all the previous log warnings but a 'failure' no longer prevents avatar region crossing or teleport, and it doesn't give the client the error message. This will have some kind of impact on http://opensimulator.org/mantis/view.php?id=5672
* Stop NPCs losing attachments when the source avatar takes them off.Justin Clark-Casey (justincc)2011-09-031-3/+0
| | | | | | | This was happening because we were using the source avatar's item IDs in the clone appearance. Switch to using the asset IDs of attachments instead for NPCs. The InventoryAccessModule and AttachmentModule had to be changed to allow rezzing of an object without an associated inventory item. Hopefully goes some way towards resolving http://opensimulator.org/mantis/view.php?id=5653
* move common code into AttachmentsModule.DeleteAttachmentsFromScene()Justin Clark-Casey (justincc)2011-08-311-13/+1
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* refactor: move multiple class to set avatar height into associated ↵Justin Clark-Casey (justincc)2011-08-311-16/+2
| | | | SP.AddToPhysicalScene()
* get rid of appearance null checks - this is never nullJustin Clark-Casey (justincc)2011-08-311-35/+15
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* remove pointless m_attachments == null check since this field is never nullJustin Clark-Casey (justincc)2011-08-311-1/+1
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* minor: seal up another instance of using the appearance list without lockingJustin Clark-Casey (justincc)2011-08-311-1/+2
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* Make SP.Attachments available as sp.GetAttachments() instead.Justin Clark-Casey (justincc)2011-08-311-13/+38
| | | | | | | The approach here, as in other parts of OpenSim, is to return a copy of the list rather than the attachments list itself This prevents callers from forgetting to lock the list when they read it, as was happening in various parts of the codebase. It also improves liveness. This might improve attachment anomolies when performing region crossings.
* minor: remove already processed avatar null check in Scene.RemoveClient()Justin Clark-Casey (justincc)2011-08-301-4/+0
| | | | remove some now duplicated method doc
* refactor: move SP.SaveChangedAttachments() fully into AttachmentsModuleJustin Clark-Casey (justincc)2011-08-301-24/+1
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* refactor: Move ScenePresence.RezAttachments() into AttachmentsModuleJustin Clark-Casey (justincc)2011-08-301-45/+1
| | | | This adds an incomplete IScenePresence to match ISceneEntity