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| * Stop having to call SetHeight again in ScenePresence.AddToPhysicalScene() ↵Justin Clark-Casey (justincc)2011-12-151-16/+22
| | | | | | | | | | | | when we've already passed size information to the avatar at PhysicsScene.AddAvatar() Eliminate some copypasta for height setting in OdeCharacter
| * Code cleanup related to ScenePresence.PhysicsActor and OdeScene/OdeCharacterJustin Clark-Casey (justincc)2011-12-152-8/+24
| | | | | | | | | | | | Stop hiding RemoveAvatar failure, add log messages when characters are removed through defects or re-added unexpectedly. Add commented out log lines for future use. Use automatic property for PhysicsActor for better code readability and simplicity
| * minor: add some currently commented log lines for use in debuggingJustin Clark-Casey (justincc)2011-12-141-1/+8
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* | Merge branch 'master' into careminsterMelanie2011-12-141-58/+20
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| * Simplify some manipulation of _taintedActors in OdeSceneJustin Clark-Casey (justincc)2011-12-141-13/+6
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| * Eliminate _taintedPrimsH and _taintedPrimsL (and _taintedPrimLock) in favour ↵Justin Clark-Casey (justincc)2011-12-141-45/+14
| | | | | | | | | | | | of just a _taintedPrims HashSet. There's no point maintaining a list because any pending taint operations are all carried out in the same call anyway.
* | Merge branch 'master' into careminsterMelanie2011-12-141-2/+1
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| * minor: remove pointless comment from OdeScene.csJustin Clark-Casey (justincc)2011-12-121-2/+1
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* | Merge branch 'master' into bigmergeMelanie2011-11-282-7/+7
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
| * remove some mono compiler warningsJustin Clark-Casey (justincc)2011-11-252-7/+7
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* | Merge branch 'master' into bigmergeMelanie2011-11-243-530/+511
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| * Log error if we attempt to add/remove an OdeCharacter from the _characters ↵Justin Clark-Casey (justincc)2011-11-221-23/+33
| | | | | | | | list inappropriately
| * Stop removing actor from the hash maps in OdeScene.RemoveCharacter() since ↵Justin Clark-Casey (justincc)2011-11-221-6/+1
| | | | | | | | this is now being down in OdeCharacter.DestroyOdeStructures()
| * Comment out uncalled OdeScene.UnCombine()Justin Clark-Casey (justincc)2011-11-221-58/+58
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| * slightly simplify OdeScene.Simulate() by removing bool processtaints, since ↵Justin Clark-Casey (justincc)2011-11-223-141/+128
| | | | | | | | | | | | we can inspect count of taint lists instead. also groups OdeCharacter.CreateOdeStructures() and DestroyOdeStructures() together
| * Slightly improve "Unable to space collide" logging message, though I don't ↵Justin Clark-Casey (justincc)2011-11-211-1/+2
| | | | | | | | think I've ever seen this.
| * Get rid of OdeCharacter != null checks since OdeScene._characters can never ↵Justin Clark-Casey (justincc)2011-11-211-17/+4
| | | | | | | | | | | | contain a null character. Ignoring the ancient code glyphs not to do this....
| * remove unnecessary OdeScene._activeprims locking. Code is single-threadedJustin Clark-Casey (justincc)2011-11-211-53/+46
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| * Restore defects list. In hindsight, the reason for this is becuase we can't ↵Justin Clark-Casey (justincc)2011-11-212-92/+112
| | | | | | | | | | | | remove the character whilst iterating over the list. This commit also removes locking on OdeScene._characters since code is single threaded
| * simplify operation of OdeScene._perloopContactJustin Clark-Casey (justincc)2011-11-211-45/+51
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| * don't bother locking OdeScene._perloopContact in single threaded codeJustin Clark-Casey (justincc)2011-11-211-47/+42
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| * don't lock OdeScene.contacts since only ever accessed by a single threadJustin Clark-Casey (justincc)2011-11-211-10/+24
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| * rename ODECharacter.AvatarGeomAndBodyCreation() -> CreateOdeStructures() to ↵Justin Clark-Casey (justincc)2011-11-211-8/+10
| | | | | | | | match existing DestroyOdeStructures()
| * refactor: Eliminate one line ODECharacter.doForce() method for code clarityJustin Clark-Casey (justincc)2011-11-211-15/+3
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| * Comment out calls to OdeScene.waitForSpaceUnlock() since that method does ↵Justin Clark-Casey (justincc)2011-11-213-23/+24
| | | | | | | | nothing right now
| * Reduce complexity of OdeScene.Simulate() by fully removing bad characters at ↵Justin Clark-Casey (justincc)2011-11-212-70/+29
| | | | | | | | point of detection rather than later on.
| * move geom/actor map maintenance into ↵Justin Clark-Casey (justincc)2011-11-212-10/+9
| | | | | | | | | | | | DestroyODEStructures()/AvatarGeomAndBodyCreation(). This saves us having to do it separately when a character capsule size is changed
| * When changing avatar size in ODE, remove the old actor from the name and ↵Justin Clark-Casey (justincc)2011-11-212-8/+14
| | | | | | | | actor maps
| * When an ODECharacter is removed (e.g. when an avatar leaves a scene), remove ↵Justin Clark-Casey (justincc)2011-11-212-10/+23
| | | | | | | | | | | | the actor reference in OdeScene.actor_name_map rather than leaving it dangling. This also largely centralizes adds/removes in OdeScene.AddCharacter()/RemoveCharacter()
| * Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of ↵Justin Clark-Casey (justincc)2011-11-212-9/+5
| | | | | | | | maintaining their own properties
| * Instead of generating a new list for bad characters on every physics pass, ↵Justin Clark-Casey (justincc)2011-11-211-3/+12
| | | | | | | | keep reusing the same list.
* | Merge branch 'master' into bigmergeMelanie2011-11-175-59/+58
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
| * Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵Justin Clark-Casey (justincc)2011-11-165-35/+19
| | | | | | | | | | | | | | 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
| * Instead of having scene add/remove collision events directly to the OdeScene ↵Justin Clark-Casey (justincc)2011-11-151-20/+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.
| * use a more efficient dictionary in OdeScene._collisionEventPrim rather than ↵Justin Clark-Casey (justincc)2011-11-151-7/+4
| | | | | | | | a list
* | Merge branch 'master' into bigmergeMelanie2011-11-052-1/+4
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * Add comment for experimental effect of removing the Thread.Sleep(20) in ↵Justin Clark-Casey (justincc)2011-11-042-1/+4
| | | | | | | | ODEPrim.changevelocity()
* | Merge branch 'master' into bigmergeMelanie2011-11-041-2/+25
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| * Stop llPushObject() from causing problems by adding force via a taint rather ↵Justin Clark-Casey (justincc)2011-11-041-2/+25
| | | | | | | | | | | | | | than directly. This isn't a perfect solution since there can be a race between the taint processing and taint setting, as force needs to be reset after processing. Needs careful locking in the future.
* | Merge branch 'master' into bigmergeMelanie2011-10-301-68/+58
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
| * Add taint target velocity for ODECharacters as is already done for ↵Justin Clark-Casey (justincc)2011-10-291-7/+12
| | | | | | | | | | | | | | ODECharacter position and position and velocity for ODEPrims. This is to help stop surprises if the velocity is set in the middle of physics calculations, though this probably isn't a huge problem. It's more for consistency and for the next step of removing some scene locks
| * tidy up OdeCharacter so that we just use OpenMetaverse.Vector3 assignment ↵Justin Clark-Casey (justincc)2011-10-291-51/+39
| | | | | | | | | | | | directly where possible, instead of transferring X, Y and Z components separately some of this is probably a hold over from using ODE.Vector3, which is still necessary in some places.
| * Move position set from taint to logically better position at top of ↵Justin Clark-Casey (justincc)2011-10-291-12/+12
| | | | | | | | ODECharacter.ProcessTaints() though this makes no practical difference
| * Stop setting _position as well as m_taint_position in ODECharacter.PositionJustin Clark-Casey (justincc)2011-10-291-4/+1
| | | | | | | | | | setting position at the same time as taint appears to undermine the whole purpose of taint testing doesn't reveal any obvious regressions in doing this
* | Merge branch 'master' into bigmergeMelanie2011-10-271-1/+22
|\ \ | |/ | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
| * Fix a bug I introduced yesterday in ODE physics where prim scripts would ↵Justin Clark-Casey (justincc)2011-10-271-1/+22
| | | | | | | | only receive the very first collision.
* | Merge branch 'master' into bigmergeMelanie2011-10-263-28/+19
|\ \ | |/ | | | | | | Conflicts: OpenSim/Framework/Watchdog.cs
| * Clear OdeCharacter CollisionEventUpdate when we subscribe or unsubscribe ↵Justin Clark-Casey (justincc)2011-10-251-0/+2
| | | | | | | | from collision events
| * Remove unused fields from CollisionEventUpdateJustin Clark-Casey (justincc)2011-10-252-2/+2
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| * When sending object collision updates, don't null out and recreate the ↵Justin Clark-Casey (justincc)2011-10-251-13/+3
| | | | | | | | CollisionEventUpdate() if the number of collisions falls to zero. Reuse the existing one instead.