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path: root/OpenSim/Region/Framework/Scenes/ScenePresence.cs (follow)
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* Actually put IsChildAgent = true inside the lock, otherwise there is still a ↵Justin Clark-Casey (justincc)2014-01-161-1/+3
| | | | small window for race conditions on duplicate CompleteMovement calls
* Prevent duplicate invocations or race dontision in SP.CompleteMovement()Justin Clark-Casey (justincc)2014-01-161-3/+26
| | | | | This can happen under poor network conditions if a viewer repeats the message send If this happens, physics actors can get orphaned, which unecessarily raises physics frame times
* If an agent is sitting, then do send the rotation in the agent update ↵Justin Clark-Casey (justincc)2014-01-081-0/+2
| | | | | | | | instead of zeroing it to resolve mouselook camera problems Addresses http://opensimulator.org/mantis/view.php?id=6892 Thanks to tglion for this spot. This resolves a recent regression from 17b32b764acd815400d9eb903aaec6dcebd60ac7
* Fix regression where mouse look flight direction no longer worked by zeroing ↵Justin Clark-Casey (justincc)2013-12-051-13/+2
| | | | | | | x/y rot before sending agent updates, instead of before any agent update processing It turns out that the x/y rot data in mouselook is needed to implement this and to push the avatar against the ground if walking in mouselook. Doing this in the terse send so that we preserve mouselook rotation information
* Ignore X and Y body rotations when sent by mouse look.Justin Clark-Casey (justincc)2013-12-031-3/+15
| | | | | | | | Fixes http://opensimulator.org/mantis/view.php?id=3274 When not in mouselook, avatar only sends rotations around the Z plane (since that's the only way an avatar can rotate). However, in mouselook it also sends X and Y information. But sending X and Y in terse updates causes issues with wrong camera movement in mouselook. So strip out X and Y components for now. If this is an issue, then could strip out before sending avatar terse update, though this generates more cpu work. Thanks to mirceakitsune for suggesting an initial fix
* Actually use the SP.AgentControlStopSlowWhilstMoving parameter intoroduced ↵Justin Clark-Casey (justincc)2013-11-301-1/+1
| | | | for slow walk/run in 4cfe02a rather than the magic number
* Remove unused SP.Updated flag, which appears unused for many years and was ↵Justin Clark-Casey (justincc)2013-11-301-10/+0
| | | | only set true once and never reset
* Implement most effects of AGENT_CONTROL_STOPJustin Clark-Casey (justincc)2013-11-301-40/+91
| | | | | | | | | | AGENT_CONTROL_STOP is specified to SP.HandleAgentUpdate if the user holds down the space bar on a viewer. For a stopped avatar, this prevents fly or walk/run (though not rotate) until released. For a walking/running avatar, this reduces movement to half speed. For a flying avatar, this stops the avatar. These are observed behaviours on the LL grid - there was no previous OpenSimulator implementation This commit introduces an optional parameter to SP.AddNewMovement(), which means that it will no longer compile on .NET 3.5 or earlier versions of Mono than 2.8 Currently, this does not work for jumping, and if used whilst flying the avatar continues the fly animation even though it does not move
* Remove nudgehack from SP.HandleAgentUpdate by making MovementFlag a uint ↵Justin Clark-Casey (justincc)2013-11-301-19/+6
| | | | rather than a byte
* Remove unused sp.ParentPosition, which has not been used for some timeJustin Clark-Casey (justincc)2013-11-291-11/+2
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* Comment out debug sit message accidently left activeJustin Clark-Casey (justincc)2013-11-291-3/+3
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* Fix regression where sitting on ground stopped working.Justin Clark-Casey (justincc)2013-11-291-8/+11
| | | | This was due to the PhysicsActor no longer being recreated on stand from ground.
* Restore SP.AbsolutePosition to properly return actual absolute position when ↵Justin Clark-Casey (justincc)2013-11-291-1/+1
| | | | sitting
* Fix stand positions rather than having the stand jump to the root prim.Justin Clark-Casey (justincc)2013-11-271-7/+49
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* Only translate linked prim specified offset pos by the link prim rotation, ↵Justin Clark-Casey (justincc)2013-11-261-13/+15
| | | | | | not any specified avatar rotation as well. Don't translate root prim position by avatar rotation.
* fix position changes when sitting on a prim with position and/or orientation ↵Justin Clark-Casey (justincc)2013-11-261-3/+28
| | | | explicitly specified
* fix avatar rotation when sitting on a linked partJustin Clark-Casey (justincc)2013-11-231-1/+1
| | | | Need to take into account rotation of linked prim now that we are always specifying sits wrt the root prim
* Refix fix for sitting on non-root linked prims with explicit sit targets.Justin Clark-Casey (justincc)2013-11-231-1/+1
| | | | I forgot that m_post is being set inconsistently between non-explicit and explicit ragets
* Fix non-root prim sit positions for prims where a sit target has been ↵Justin Clark-Casey (justincc)2013-11-231-1/+1
| | | | specified as well.
* Add line accidentally left out of recent non-root prim sit fixJustin Clark-Casey (justincc)2013-11-231-0/+2
| | | | Original commit is ff4e7de7
* Fix issue where sitting on non-root linked prims would send camera to wrong ↵Justin Clark-Casey (justincc)2013-11-231-2/+7
| | | | | | position in third-person and mouselook We now specify sits as offsets from the root prim, as the viewer expects.
* minor: Add scene name to baked textures in cache log messageJustin Clark-Casey (justincc)2013-09-261-1/+1
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* Lock around read/write of ScenePresence.m_originRegionID to make sure that ↵Justin Clark-Casey (justincc)2013-09-201-5/+33
| | | | | | all threads are seeing the latest value and not a cached one. There is a possibilty that some V2 teleport failures are due to the viewer triggered CompleteMovement thread not seeing the change of m_originRegionID by the UpdateAgent thread.
* minor: Make SP.MakeRootAgent() private - no external code has any business ↵Justin Clark-Casey (justincc)2013-09-191-1/+1
| | | | calling this method
* minor: Make log message at top of ScenePresence.CompleteMovement info level ↵Justin Clark-Casey (justincc)2013-09-191-5/+5
| | | | | | | and comment out later log message in ScenePresence.MakeRootAgent() Need an info message since this is currently important in detecting teleport issue when not at debug log level. CompleteMovement message occurs before MakeRootAgent() one did
* minor: correct method name in commentJustin Clark-Casey (justincc)2013-09-181-1/+1
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* refactor: rename *ChildAgentDataUpdate() methods to *UpdateChildAgent()Justin Clark-Casey (justincc)2013-09-181-2/+3
| | | | verb-noun is consistent with other similar methods
* minor: Make log message when Scene.IncomingChildAgentDateUpdate() more ↵Justin Clark-Casey (justincc)2013-09-181-1/+4
| | | | | | | explicit that there is a problem if it still finds the agent to be a child if the sender wanted to wait till it became root Add some comments about the mssage sequence, though much more data is at http://opensimulator.org/wiki/Teleports
* Remove old and unused ScenePresence.RestoreInCurrentScene()Justin Clark-Casey (justincc)2013-08-231-5/+0
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* Don't allow users to attempt to sit on objects in a child region without ↵Justin Clark-Casey (justincc)2013-08-211-0/+9
| | | | | | | going to that region first. If this is attempted, they get a "Try moving closer. Can't sit on object because it is not in the same region as you." message instead, which is the same as current ll grid. Sitting on ground is okay, since viewer navigates avatar to required region first before sitting.
* minor: remove mono compiler warnings from ScenePresenceJustin Clark-Casey (justincc)2013-08-171-4/+3
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* Increase wait for source region to sent UpdateAgent to 10 seconds instead of 4.Justin Clark-Casey (justincc)2013-08-091-1/+1
| | | | | | This is giving much better results on teleports between simulators over my lan where for some reason there is a pause before the receiving simulator processes UpdateAgent() At this point, v2 teleports between neighbour and non-neighbour regions on a single simulator and between v2 simulators and between a v1 and v2 simulator are working okay for me in different scenarios (e.g. simple teleport, teleport back to original quickly and re-teleport, teleport back to neighbour and re-teleport. etc.)
* Merge branch 'TeleportWork'Justin Clark-Casey (justincc)2013-08-091-4/+32
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| * Fix an issue where under teleport v2 protocol, teleporting from regions in ↵Justin Clark-Casey (justincc)2013-08-081-4/+32
| | | | | | | | | | | | | | | | | | | | an line from A->B->C would not close region A when reaching C The root cause was that v2 was only closing neighbour agents if the root connection also needed a close. However, fixing this requires the neighbour regions also detect when they should not close due to re-teleports re-establishing the child connection. This involves restructuring the code to introduce a scene presence state machine that can serialize the different add and remove client calls that are now possible with the late close of the This commit appears to fix these issues and improve teleport, but still has holes on at least quick reteleporting (and possibly occasionally on ordinary teleports). Also, has not been completely tested yet in scenarios where regions are running on different simulators
* | Make m_originRegionID in ScenePresence public to allow DSG module to work ↵Dan Lake2013-08-081-2/+2
|/ | | | for now. Once the code churn on teleport ends, I can find a better solution
* minor: add some method doc to ScenePresence fields used for entity transfer, ↵Justin Clark-Casey (justincc)2013-08-071-10/+17
| | | | | | add minor details to some log messages, rename a misleading local variable name. No functional changes.
* Child agent updates: remove the dependency on the root agent's camera ↵Diva Canto2013-08-051-2/+1
| | | | position. That was a complete overkill that is unnecessary at this point.
* Turn off edit beams when object is derezed while being edited. (mantis #6722)Diva Canto2013-08-011-0/+6
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* Fix NPC regression test failures.Justin Clark-Casey (justincc)2013-07-261-1/+3
| | | | | These were genuine failures caused by ScenePresence.CompleteMovement() waiting for an UpdateAgent from NPC introduction that would never come. Instead, we do not wait if the agent is an NPC.
* Reset DoNotClose scene presence teleport flag before pausing. Rename ↵Justin Clark-Casey (justincc)2013-07-261-1/+1
| | | | DoNotClose to DoNotCloseAfterTeleport
* If a returning teleport starts to reuse a downgraded child connection that ↵Justin Clark-Casey (justincc)2013-07-261-0/+7
| | | | | | | | was a previous root agent, do not close that child agent at the end of the 15 sec teleport timer. This prevents an issue if the user teleports back to the neighbour simulator of a source before 15 seconds have elapsed. This more closely emulates observed linden behaviour, though the timeout there is 50 secs and applies to all the pre-teleport agents. Currently sticks a DoNotClose flag on ScenePresence though this may be temporary as possibly it could be incorporated into the ETM state machine
* Moved TriggerOnMakeRootAgent back to the end of MakeRootAgent, to see if ↵Diva Canto2013-07-241-7/+2
| | | | that eliminates the temporary placement at infinity upon TPs
* This commit message intentionally left blank (last commit was idiotic)Diva Canto2013-07-241-1/+2
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* Improve the opening test in CompleteMovement, to account for multiple flags ↵Diva Canto2013-07-241-1/+1
| | | | besides ViaLogin.
* New Teleport protocol (V2), still compatible with V1 and older. (version of ↵Diva Canto2013-07-241-2/+31
| | | | | | | | the destination is being checked) In this new protocol, and as committed before, the viewer is not sent EnableSimulator/EstablishChildCommunication for the destination. Instead, it is sent TeleportFinish directly. TeleportFinish, in turn, makes the viewer send a UserCircuitCode packet followed by CompleteMovementIntoRegion packet. These 2 packets tend to occur one after the other almost immediately to the point that when CMIR arrives the client is not even connected yet and that packet is ignored (there might have been some race conditions here before); then the viewer sends CMIR again within 5-8 secs. But the delay between them may be higher in busier regions, which may lead to race conditions. This commit improves the process so there are are no race conditions at the destination. CompleteMovement (triggered by the viewer) waits until Update has been sent from the origin. Update, in turn, waits until there is a *root* scene presence -- so making sure CompleteMovement has run MakeRoot. In other words, there are two threadlets at the destination, one from the viewer and one from the origin region, waiting for each other to do the right thing. That makes it safe to close the agent at the origin upon return of the Update call without having to wait for callback, because we are absolutely sure that the viewer knows it is in th new region. Note also that in the V1 protocol, the destination was getting UseCircuitCode from the viewer twice -- once on EstablishAgentCommunication and then again on TeleportFinish. The second UCC was being ignored, but it shows how we were not following the expected steps...
* Restoring landing on prims, which had been affected by the edit beams commit.Diva Canto2013-07-231-0/+19
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* Minor aesthetic change to make things more clear.Diva Canto2013-07-211-1/+2
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* EDIT BEAMS!!! They had been missing from OpenSim since ever. Thanks to ↵Diva Canto2013-07-211-1/+4
| | | | lkalif for telling me how to route the information. The viewer effect is under the distance filter, so only avatars with cameras < 10m away see the beams.
* A couple of small optimizations over the previous commitDiva Canto2013-07-211-1/+1
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* Manage AgentUpdates more sanely:Diva Canto2013-07-211-40/+70
| | | | | | - The existing event to scene has been split into 2: OnAgentUpdate and OnAgentCameraUpdate, to better reflect the two types of updates that the viewer sends. We can run one without the other, which is what happens when the avie is still but the user is camming around - Added thresholds (as opposed to equality) to determine whether the update is significant or not. I thin these thresholds are ok, but we can play with them later - Ignore updates of HeadRotation, which were problematic and aren't being used up stream