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2011-12-03refactor: Use just ScenePresenceAnimator.CurrentMovementAnimation rather ↵Justin Clark-Casey (justincc)1-14/+12
than duplicating it with m_movementAnimation
2011-12-03Do a cagent.Anims != null check in SP.CopyFrom()Justin Clark-Casey (justincc)1-1/+3
2011-12-03Rename ScenePresenceAnimator.GetMovementAnimation() -> ↵Justin Clark-Casey (justincc)1-3/+8
DetermineMovementAnimation() for better code readability
2011-12-03Stop SP.HandleAgentUpdate() and PhysicsCollisionUpdate() from being ↵Justin Clark-Casey (justincc)2-12/+13
processed if we're dealing with a child ScenePresence. Neither of these can have any effect on child agents Now leaving warning about trying to set animation on a child agent active. Might temporarily pop up now and again.
2011-12-02Stop some places where we're trying to reset animations in child agents ↵Justin Clark-Casey (justincc)3-16/+23
where such requests are ignored.
2011-12-02Remove pointless Animator.TrySetMovementAnimation("STAND") in ScenePresnece ↵Justin Clark-Casey (justincc)1-3/+0
constructor. Comment was right - it is indeed useless since SP always starts off as child and TrySetMovementAnimation screens out child SP
2011-11-26minor: formatting changes in Scene.PacketHandlers.csJustin Clark-Casey (justincc)1-5/+5
2011-11-26Rip out unused Scene.HandleFetchInventoryDescendentsCAPS().Justin Clark-Casey (justincc)1-58/+0
This has been handled by WebFetchInvDescHandler.Fetch() for some time.
2011-11-25Use the more extensive Utils.AssetTypeToString()/InventoryTypeToString() ↵Justin Clark-Casey (justincc)1-2/+2
conversion rather than the arrays in TaskInventoryItem
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
2011-11-24When setting packet level logging via "debug packet", apply to all clients, ↵Justin Clark-Casey (justincc)1-14/+10
not just root ones. Also adds scene name and client type (root|child) to logged information.
2011-11-22Stop an exception being thrown and a teleport/border cross failing if the ↵Justin Clark-Casey (justincc)4-29/+22
desintation sim has no active script engines. This involves getting IScene.RequestModuleInterfaces() to return an empty array (as was stated in the method doc) rather than an array containing one null entry. Callers adjusted to stop checking for the list reference being null (which never happened anyway)
2011-11-21Chain SOP constructors together rather than having copy/paste codeJustin Clark-Casey (justincc)1-14/+5
2011-11-21refactor: Make SOP.Description an automatic propertyJustin Clark-Casey (justincc)1-6/+3
2011-11-21Remove unused PhysicsActor.SOPDescriptionJustin Clark-Casey (justincc)1-11/+2
2011-11-19Get rid of the spurious [WEB UTIL] couldn't decode <OpenSim agent ↵Justin Clark-Casey (justincc)1-2/+6
57956c4b-ff2e-4fc1-9995-613c6256cc98>: Invalid character 'O' in input string messages These are just the result of an attempt to canonicalize received messages - it's not important that we constantly log them. Also finally get the deregister grid service message working properly
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
2011-11-17If the entire simulator is shutting down then don't bother to unload the ↵Justin Clark-Casey (justincc)1-10/+16
scripts from the appdomain in XEngine. All the other actions (script state save, etc.) still occur. This makes shutdown where there are many scripts vastly quicker.
2011-11-16Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵Justin Clark-Casey (justincc)3-3/+11
own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId! Instead, just have both subclasses use the PhysicsActor.LocalID property. This restores collision functionality that fell away in 45c7789 yesterday
2011-11-16Call public ForEach instead of using m_entities directly. No semantic ↵Dan Lake1-2/+2
changes, just cleanup
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>)
2011-11-15Add comments about trying to avoid synchronous work off the ↵Justin Clark-Casey (justincc)2-4/+12
EventManager.OnMakeRootAgent event since this is on the critical path for transfer of avatars from one region to another.
2011-11-15Removed unused and mostly commented out SceneCommunicationService methodsJustin Clark-Casey (justincc)2-116/+3
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 unused RegionCommsListener/IRegionCommsListener.Justin Clark-Casey (justincc)1-3/+0
All this is now being handled through IEntityTransferModule and SimulationService instead, and has been for some time.
2011-11-15remove SceneCommunicationService.OnAvatarCrossingIntoRegion. This stuff is ↵Justin Clark-Casey (justincc)3-10/+6
not being used any more - it's now IEntityTransferModule and SimulationService instead
2011-11-15For clients that are entering a simulator from initial login, stop executing ↵Justin Clark-Casey (justincc)1-4/+6
FriendsModule.FetchFriendslist() asychronously. Executing this asynchronously allows a race condition where subsequent friends fetches hit a cache that FetchFriendsList() had not yet populated. Changing this to synchronous may improve issues where a user does not see friends as online even though they are. I don't believe synchronous is a problem here, but if it is, then a more complicated signalling mechanism is required. Locking the cache isn't sufficient.
2011-11-14Add test for removing a friendship.Justin Clark-Casey (justincc)1-0/+11
2011-11-14Improved method doc for AddFriend() - it actually does set up a two-way ↵Justin Clark-Casey (justincc)1-5/+2
relationship. Rename IFriendsModule.AddFriend() to AddFriendship()
2011-11-14Add test for adding a friend whilst onlineJustin Clark-Casey (justincc)1-0/+14
2011-11-14Do a ScenePresence null check in HGMessageTransferModule.SendIMToScene() to ↵Justin Clark-Casey (justincc)1-0/+2
stop a NullReferenceException being thrown if an HG IM is sent to a simulator running multiple regions This is an attempt to address http://opensimulator.org/mantis/view.php?id=5791
2011-11-11Remove SceneViewer from ScenePresence to reduce quadruple queueing ofDan Lake6-409/+22
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.
2011-11-11extract common ScenePresence setup code into Init() method for ↵Justin Clark-Casey (justincc)1-39/+31
ScenePresenceSitTests
2011-11-11add SP.PhysicsActor checks to other sit/stand testsJustin Clark-Casey (justincc)1-0/+4
2011-11-11add sit and stand on ground testJustin Clark-Casey (justincc)1-0/+23
2011-11-11extract ground sit code into SP.HandleAgentSitOnGround() for consistency ↵Justin Clark-Casey (justincc)1-12/+19
with other sitting code.
2011-11-11As with prim sitting avatars, make an avatar phantom when it sits on the ↵Justin Clark-Casey (justincc)1-6/+5
ground and solid again when it stands. This is to avoid http://opensimulator.org/mantis/view.php?id=5783 when a collision with a ground sitting avatar causes that avatar to automatically stand and sometimes not be able to move A better solution may be to keep gound sitting avatars solid but remove their collision status. However, this requires some physics code work.
2011-11-11remove unncessary IClientAPI parameter from SP.SendSitResponse()Justin Clark-Casey (justincc)1-4/+3
2011-11-11As per mailing list last week, remove facility that would automatically move ↵Justin Clark-Casey (justincc)2-228/+198
the avatar if prim with no sit target was out of sitting range. Now, no movement occurs. Note that you can still sit on a prim with an explicit sit target from any distance, as was the case before.
2011-11-11Bump warp sit distance up to 10 meters, as discussed on opensim-dev mailing ↵Justin Clark-Casey (justincc)2-17/+42
list last week. This means that if the avatar is within 10 meters of the selected target, it sits on it immediately without walking. Existing autopilot outside this range will be disabled in a later commit
2011-11-11Add new ScenePresenceSitTests with a single sit/stand testJustin Clark-Casey (justincc)1-0/+103
2011-11-10Fix compile error from an earlier commitDan Lake1-2/+0
2011-11-10In SOP, replaced many references to private members with the public propertiesDan Lake1-243/+233
2011-11-11Prevent linking objects while they are deeded. On unlinking deeded objects,Melanie1-4/+19
set LastOwnerID properly so the parts cannot be transferred, circumventing no trans perms
2011-11-10Fix turn left and turn right properly. Works for both built-ins and LSL AOsMelanie2-6/+16
2011-11-10Cleaned UpdatePermissions calls on SOP and SOG to eliminate redundant ↵Dan Lake2-19/+15
properties packet sends and so one part is not telling a different part what to do. That should be up to the SOG to manage permissions on its parts and notify clients when one of them changes.
2011-11-10Implement nudging support for strafing motionMelanie1-2/+4
2011-11-10When updating SOG, a physics taint should not override a full update with a ↵Dan Lake1-10/+15
terse update
2011-11-10Fix misaligned sit animation on scripted sit caused by the default sitMelanie1-2/+6
animation being run after the scripted one.
2011-11-09minor: Correct misleading method doc on SOG.UpdateRootRotation()Justin Clark-Casey (justincc)1-1/+1