| Commit message (Collapse) | Author | Age | Files | Lines |
|\ |
|
| |
| |
| |
| |
| | |
Region to region was fixed some time ago in EntityTransferModule.
This applies the same fix for same region teleports.
|
|/ |
|
|
|
|
| |
this patch - Deletes any objects that have damage set > 0 that deliver that damage to an avatar Stops Gods receiving damage, Stops volume detect objects causing damage Deletes NPCS when their helth reduces to zero Gradually "heals" damage to an avatar Resets health on going to a non damage area
|
|
|
|
|
|
|
|
|
| |
source region after teleport to resolve Imprudence teleport problems.
Viewers 1 and 3 are fine with doing this immediately. However, Imprudence has a small delay (<200ms, >500ms) after receiving the AgentCompleteMovement reply packet on the destination region before regarding that region as the currnet region.
If Imprudence receives a DisableSimulator in this period, it quits.
We are not restoring the full 5000ms delay since this brings back a bug where teleports permanently fail if an avatar tries to teleport back too quickly.
This commit also sends the AgentCompleteMovement packet to the client before telling the source region to release its old agent, in order to further cut down any possibility of the DisableSimulator being recieved before the AgentMovementComplete.
|
|
|
|
|
|
|
| |
simulator
This adds a non-advertised wait_for_callback option in [EntityTransfer]. Default is always true.
Teleport tests disable the wait for callback from the destination region in order to run within a single thread.
|
|
|
|
| |
into SendControlsToScripts() (instead of SendControlToScripts()).
|
|
|
|
| |
This fixes a bug introduced in 6473674bbf6ce006512083902e8ff1796d8c8b22
|
|
|
|
|
|
| |
This happened because the scripts were notified about control changes (e.g., the user stopped pressing the Forward key) when the animation was still WALK, so the script didn't stop the walking animation. Fixing this required: a) Update the movement animation *before* notifying the script; b) Add locking to prevent clashes with the Heartbeat thread (which also updates the animations); c) Handle the case of a user who stops walking just as the avatar is in the air: the avatar should STAND in that case, not WALK.
This reverts commit feef1dd73243cfdd5322632fb67e64cabc1ad4bc.
|
|
|
|
| |
problem resolution.
|
| |
|
| |
|
|
|
|
| |
These are identical apart from setting Velocity = zero, which has no practical effect anyway since this is zeroed when the avatar is added back to the physics scene.
|
| |
|
|
|
|
|
|
|
| |
EstateSettings.IsEstateManagerOrOwner() to reflect what it actually does.
This makes it consistent with other parts of OpenSimulator that are treating ESTATE_MANAGER and ESTATE_OWNER as different entities.
As per opensim-dev mailing list.
|
|
|
|
| |
Signed-off-by: nebadon <michael@osgrid.org>
|
|
|
|
| |
Signed-off-by: Melanie <melanie@t-data.com>
|
|
|
|
|
| |
As per http://lslwiki.net/lslwiki/wakka.php?wakka=llGetMass
This is the mass as used by the physics engine (ODE or Bullet).
|
|
|
|
| |
hack away from ScenePresence. This is better but it still doesn't restore the inventory upon arrival.
|
| |
|
|
|
|
| |
true|false" command
|
| |
|
|
|
|
|
| |
absurd 3m vertical jump to better match what you would see in Second
Life and be more in line with what users would expect.
|
|
|
|
| |
this is handled by the necessary ParentPart check
|
|
|
|
|
|
|
| |
(saving extra null checks, etc.)
However, it looks like we should retain SP.ParentID since it's much easier to use that in places where another thread could change ParentPart to null.
Otherwise one has to clumsily put ParentPart in a reference, etc. to avoid a race.
|
|
|
|
| |
(part != null), rather than having unnecessary multiple checks
|
|
|
|
|
|
| |
ParentPart is still not null if the ParentID != 0
Another thread could come in and stand the avatar between those two instructions.
|
|
|
|
| |
the check for significant is carried out. Prevents a deadlock condition.
|
| |
|
|
|
|
| |
parameters. They were only used by the get/set and make code harder to refactor.
|
|
|
|
|
|
|
|
|
|
| |
banlines or freezing on the banline.
This involves
1) On forcible teleport, call m_scene.RequestTeleportLocation() rather than ScenePresence.Teleport() - only EntityTransferModule now should call SP.Teleport()
2) When avatar is being forcibly moved due to banlines, use a 'stop movement' tolerance of 0.2 to requested position rather than 1
This prevents the avatar sometimes being stuck to banlines until they teleport somewhere else.
This aims to fix some problems in http://opensimulator.org/mantis/view.php?id=5822
|
|
|
|
|
|
| |
potential bad update that places an object at the opposite side of the
origin sim for a moment before actually crossing it. Especially important in
grids like OSG where lag between sims is high.
|
| |
|
|
|
|
| |
concurrent uses of the same TCP connection, and even of the connections to the same server. So let's stop doing it. This patch makes movement much smoother when there are lots of neighbours.
|
|
|
|
| |
complexity of code analysis
|
| |
|
|
|
|
|
|
| |
adjustment commit.
Left in the method doc.
|
|
|
|
|
| |
monocov was a code coverage attempt 3 years ago which no longer works.
other removed targets have been commented out or unused for a very long time
|
|
|
|
| |
avies always land in 0,0
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
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.
|
|
|
|
| |
Fix test to checking against bitfield instead of int
|
|
|
|
| |
Incoming HG owner/estate manager, etc. is routed according to the rules defined for teleports within the local grid. Left some commented debugging code inside so we can test other cases. Will remove when tings are settled in.
|
|
|
|
| |
Add some temporary debugging to the teleport routing to get a better view of what happens when HG jumps are made.
|
|
|
|
| |
Needed to breakout the ViaHGLogin check to it's own section. For some reason it would not factor in when combined with the other teleport flag types.
|
| |
|
| |
|
| |
|
|
|
|
| |
Route non-owner avatars according to land settings
|
|
|
|
|
|
| |
other than falling again.
Addresses http://opensimulator.org/mantis/view.php?id=5839
|