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path: root/OpenSim/Region/Physics/OdePlugin/OdeScene.cs (unfollow)
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2011-11-25remove some mono compiler warningsJustin Clark-Casey (justincc)1-4/+4
2011-11-22Log error if we attempt to add/remove an OdeCharacter from the _characters ↵Justin Clark-Casey (justincc)1-23/+33
list inappropriately
2011-11-22Stop removing actor from the hash maps in OdeScene.RemoveCharacter() since ↵Justin Clark-Casey (justincc)1-6/+1
this is now being down in OdeCharacter.DestroyOdeStructures()
2011-11-22Comment out uncalled OdeScene.UnCombine()Justin Clark-Casey (justincc)1-58/+58
2011-11-22slightly simplify OdeScene.Simulate() by removing bool processtaints, since ↵Justin Clark-Casey (justincc)1-23/+11
we can inspect count of taint lists instead. also groups OdeCharacter.CreateOdeStructures() and DestroyOdeStructures() together
2011-11-21Slightly improve "Unable to space collide" logging message, though I don't ↵Justin Clark-Casey (justincc)1-1/+2
think I've ever seen this.
2011-11-21Get rid of OdeCharacter != null checks since OdeScene._characters can never ↵Justin Clark-Casey (justincc)1-17/+4
contain a null character. Ignoring the ancient code glyphs not to do this....
2011-11-21remove unnecessary OdeScene._activeprims locking. Code is single-threadedJustin Clark-Casey (justincc)1-53/+46
2011-11-21Restore defects list. In hindsight, the reason for this is becuase we can't ↵Justin Clark-Casey (justincc)1-80/+97
remove the character whilst iterating over the list. This commit also removes locking on OdeScene._characters since code is single threaded
2011-11-21simplify operation of OdeScene._perloopContactJustin Clark-Casey (justincc)1-45/+51
2011-11-21don't bother locking OdeScene._perloopContact in single threaded codeJustin Clark-Casey (justincc)1-47/+42
2011-11-21don't lock OdeScene.contacts since only ever accessed by a single threadJustin Clark-Casey (justincc)1-10/+24
2011-11-21Comment out calls to OdeScene.waitForSpaceUnlock() since that method does ↵Justin Clark-Casey (justincc)1-12/+13
nothing right now
2011-11-21Reduce complexity of OdeScene.Simulate() by fully removing bad characters at ↵Justin Clark-Casey (justincc)1-41/+1
point of detection rather than later on.
2011-11-21move geom/actor map maintenance into ↵Justin Clark-Casey (justincc)1-2/+0
DestroyODEStructures()/AvatarGeomAndBodyCreation(). This saves us having to do it separately when a character capsule size is changed
2011-11-21When changing avatar size in ODE, remove the old actor from the name and ↵Justin Clark-Casey (justincc)1-1/+3
actor maps
2011-11-21When an ODECharacter is removed (e.g. when an avatar leaves a scene), remove ↵Justin Clark-Casey (justincc)1-1/+21
the actor reference in OdeScene.actor_name_map rather than leaving it dangling. This also largely centralizes adds/removes in OdeScene.AddCharacter()/RemoveCharacter()
2011-11-21Instead of generating a new list for bad characters on every physics pass, ↵Justin Clark-Casey (justincc)1-3/+12
keep reusing the same list.
2011-11-16Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵Justin Clark-Casey (justincc)1-15/+13
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
2011-11-15Instead of having scene add/remove collision events directly to the OdeScene ↵Justin Clark-Casey (justincc)1-20/+38
collision event dictionary, marshall them via a change dictionary first. This is to avoid a complicated tri-thread deadlock on region crossing for avatars with attachments, where 1) XEngine starting up scripts can lock XEngine.m_Scripts and then try to lock OdeScene._collisionEventPrim while starting up a script due to avatar border crossing 2) An existing collision event will lock OdeScene._collisionEventPrim and then try to lock SP.m_attachments while trying to send the collision event to attachments 3) The avatar still entering the region will lock SP.m_attachments and then try to lock m_Scripts to start more attachment scripts.
2011-11-15use a more efficient dictionary in OdeScene._collisionEventPrim rather than ↵Justin Clark-Casey (justincc)1-7/+4
a list
2011-10-25Fix bug where collision event listeners were not removed once the listener ↵Justin Clark-Casey (justincc)1-4/+5
had gone away. This was causing continuous use of temporary memory even when all avatars had left the scene. Memory does leak but it does cause more calls to the garbage collector, which would pause the scene thread for a very short while during collection.
2011-10-25minor: rename a parameter in OdeScene.Simulate() from actor -> prim since ↵Justin Clark-Casey (justincc)1-4/+4
it's an OdePrim
2011-10-21very minor removal of old commented out line of code in OdeSceneJustin Clark-Casey (justincc)1-5/+3
2011-10-20remove unnecessary null check on _collisionEventPrimJustin Clark-Casey (justincc)1-3/+0
2011-10-20Get OdeScene to use passed in time step rather than hard-coded 0.089Justin Clark-Casey (justincc)1-22/+23
However, I still don't recommend changing MinFrameTime from 0.089, high values do not work well and lower values don't seem to make much difference
2011-10-20For now, stop passing timeStep into methods where it's not actually used.Justin Clark-Casey (justincc)1-10/+3
2011-10-18Temporarily put in log lines to record time taken to set terrain in OdeScene.Justin Clark-Casey (justincc)1-0/+6
2011-10-18Store scene identifier passed in to OdeScene for later debug messagesJustin Clark-Casey (justincc)1-2/+5
2011-10-18Don't bother taking OdeLock during OdeScene construction, since there can be ↵Justin Clark-Casey (justincc)1-16/+13
no contention until the object is constructed.
2011-10-18minor: method doc to explain a lock of OdeLockJustin Clark-Casey (justincc)1-1/+1
2011-10-18Remove the unused CollisionLocker from ODEJustin Clark-Casey (justincc)1-80/+72
Despite its name, this wasn't actually being used in any collision checking
2011-10-17Implement osNpcSit(). This is still in development so don't trust itJustin Clark-Casey (justincc)1-0/+1
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 :)
2011-10-15reduce access to ODECharacter methods to make code analysis easier. ↵Justin Clark-Casey (justincc)1-1/+1
Eliminate redundant argument on ProcessTaints()
2011-10-15refactor: make methods that do not need to be public in ODE private or ↵Justin Clark-Casey (justincc)1-52/+81
internal to aid code reading/analysis. Remove some unused method arguments
2011-10-14Change hardcoded ODE total frame time to match the default total frame time ↵Justin Clark-Casey (justincc)1-1/+1
(0.09375 -> 0.089). No apparant ill effects - because the default stepsize is 0.2, there are still 5 physics steps per physics frame. This is a precursor to using the elapsed value passed in (and now changeable in config).
2011-10-05Remove unused local variable i from OdeScene.Simulate()Justin Clark-Casey (justincc)1-3/+0
2011-08-01comment out unused code in OdeScene.TriCallback()Justin Clark-Casey (justincc)1-12/+12
2011-08-01refactor: centralize prim geom removal code from four places to oneJustin Clark-Casey (justincc)1-17/+7
2011-08-01minor: add note to RemovePrimThreadLocked() to the effect that it contrary ↵Justin Clark-Casey (justincc)1-0/+3
to the summary, it is being called from within Simulate() lock (OdeLock)
2011-08-01minor: indentation correctionJustin Clark-Casey (justincc)1-17/+13
2011-07-31refactor: Remove argument to pass in an initial mesh to OdePrim since this ↵Justin Clark-Casey (justincc)1-25/+4
is no longer required and it prevents removal of the _mesh field (which is only used temporarily) If passing in a mesh becomes important again in the future then this can be reinstated.
2011-07-31minor: method docJustin Clark-Casey (justincc)1-1/+0
2011-07-30minor: remove mono compiler warnings, some code spacing adjustmentsJustin Clark-Casey (justincc)1-5/+3
2011-07-30minor: Add method doc to collision subscription methods. Change method case ↵Justin Clark-Casey (justincc)1-3/+19
to reflect OpenSim standards.
2011-07-29fix extremely minor Ode bug where the _taintedPrimL list would always be ↵Justin Clark-Casey (justincc)1-3/+14
cleared on every OdeScene.Simulate() even if it was already empty.
2011-07-29refactor: Move another chunk of ninja code out of the OdeScene.Simulate() ↵Justin Clark-Casey (justincc)1-28/+36
loop for consistency and readability.
2011-07-29refactor: Simplify reading OdeScene.Simulate() loop by shunting all the ↵Justin Clark-Casey (justincc)1-182/+191
NINJA joints stuff into its own method. Now if ninja joints isn't active (which is the default) don't have to wade through a lot of massively indented irrelevant code.
2011-07-29refactor: unindent the OdeScene.Simulate() loop to ignore the long commented ↵Justin Clark-Casey (justincc)1-270/+274
out ifs and locks This is to make it more readable.
2011-07-19Apply the localID to the Physics actor to prevent null calls laterCareminster Team1-3/+3