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* 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)2011-11-213-9/+14
| | | | maintaining their own properties
* Actually remove PhysicsActor.SOPDescription this timeJustin Clark-Casey (justincc)2011-11-211-1/+3
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* Chain SOP constructors together rather than having copy/paste codeJustin Clark-Casey (justincc)2011-11-211-14/+5
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* refactor: Make SOP.Description an automatic propertyJustin Clark-Casey (justincc)2011-11-211-6/+3
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* Remove unused PhysicsActor.SOPDescriptionJustin Clark-Casey (justincc)2011-11-211-11/+2
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* 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.
* Remove the "[LOCAL SIMULATION CONNECTOR]: Did not find region {0} for ↵Justin Clark-Casey (justincc)2011-11-191-1/+0
| | | | | | | SendCreateChildAgent" message This is misleading since a simulator will call this method before successfully trying remote regions. Also comments out spammy "[SIMULATION]: Stream handler called" AgentHandlers messages for now.
* minor: Make HelloNeighbour messages more informativeJustin Clark-Casey (justincc)2011-11-191-5/+10
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* Get rid of the spurious [WEB UTIL] couldn't decode <OpenSim agent ↵Justin Clark-Casey (justincc)2011-11-191-2/+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
* Don't register a region twice on both official registration and maptile ↵Justin Clark-Casey (justincc)2011-11-191-7/+5
| | | | | | regeneration. Maptile storage appears orthogonal to region registration
* For TerrainModule.SaveToFile(), don't bother throwing the exception onwards ↵Justin Clark-Casey (justincc)2011-11-171-1/+0
| | | | | | after printing out the error, since this method is invoked by users. Still throwing the exception on the stream method since this invoked programatically
* Make "terrain save" more friendly by telling the user if we have saved and ↵Justin Clark-Casey (justincc)2011-11-171-18/+32
| | | | putting out a useful complaint message if we haven't for some reason
* If the entire simulator is shutting down then don't bother to unload the ↵Justin Clark-Casey (justincc)2011-11-172-17/+35
| | | | | | | 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.
* Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵Justin Clark-Casey (justincc)2011-11-169-44/+40
| | | | | | | 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
* Call public ForEach instead of using m_entities directly. No semantic ↵Dan Lake2011-11-161-2/+2
| | | | changes, just cleanup
* In AddNewClient, iterator over copy of entities rather than copying under ↵Dan Lake2011-11-151-2/+3
| | | | read lock
* Comment out the vebose logging on HGFriendsModule.Justin Clark-Casey (justincc)2011-11-161-12/+11
| | | | Recent issues in http://opensimulator.org/mantis/view.php?id=5794 were not related to HG friends
* Fix the build breakJustin Clark-Casey (justincc)2011-11-161-1/+1
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* Look up a homeURL only when it's not null, in addition to not being string.EmptyJustin Clark-Casey (justincc)2011-11-161-1/+1
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* Enable log message to tell us what type of url is being requested from a ↵Justin Clark-Casey (justincc)2011-11-151-3/+3
| | | | user's homeurl
* Make tracked per scene thread names conform to the majorirty format.Justin Clark-Casey (justincc)2011-11-152-4/+9
| | | | This is <thread-name> (<region-name>)
* fix build break on UserManagementModule.Justin Clark-Casey (justincc)2011-11-151-7/+8
| | | | This also adds time since started to "show threads". Unfortunately these two changes got mixed in.
* Do proper locking of UserManagementModule.m_UserCache when getting.Justin Clark-Casey (justincc)2011-11-151-29/+57
| | | | | | | | This might help with [USER AGENT CONNECTOR]: new connector to () [USER AGENT CONNECTOR]: Unable to contact remote server for GetServerURLs [USER AGENT CONNECTOR]: Malformed Uri : Argument cannot be null. Parameter name: uriString
* temporarily increasing logging in HGFriendsModule for debuggingJustin Clark-Casey (justincc)2011-11-151-1/+24
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* Add comments about trying to avoid synchronous work off the ↵Justin Clark-Casey (justincc)2011-11-153-5/+16
| | | | EventManager.OnMakeRootAgent event since this is on the critical path for transfer of avatars from one region to another.
* 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
* Removed unused and mostly commented out SceneCommunicationService methodsJustin Clark-Casey (justincc)2011-11-152-116/+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
* Remove unused RegionCommsListener/IRegionCommsListener.Justin Clark-Casey (justincc)2011-11-151-3/+0
| | | | All this is now being handled through IEntityTransferModule and SimulationService instead, and has been for some time.
* remove SceneCommunicationService.OnAvatarCrossingIntoRegion. This stuff is ↵Justin Clark-Casey (justincc)2011-11-154-11/+6
| | | | not being used any more - it's now IEntityTransferModule and SimulationService instead
* Rename FetchFriendslist() -> CacheFriends() and RefetchFriends() -> ↵Justin Clark-Casey (justincc)2011-11-152-15/+13
| | | | RecacheFriends() to reflect their intended function
* refactor: rename m_NeedsListOfFriends => m_NeedsListOfOnlineFriends to ↵Justin Clark-Casey (justincc)2011-11-151-5/+5
| | | | better reflect its actual function
* For clients that are entering a simulator from initial login, stop executing ↵Justin Clark-Casey (justincc)2011-11-153-11/+34
| | | | | | | | 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.
* refactor: Don't create a new UUID for passing uuids to client - UUIDs are ↵Justin Clark-Casey (justincc)2011-11-151-4/+6
| | | | structs are so not passed by reference (and they're immutable!)
* Add test for removing a friendship.Justin Clark-Casey (justincc)2011-11-143-11/+42
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* Merge branch 'remove-scene-viewer'Dan Lake2011-11-147-427/+22
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| * Remove SceneViewer from ScenePresence to reduce quadruple queueing ofDan Lake2011-11-117-427/+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.
* | Improved method doc for AddFriend() - it actually does set up a two-way ↵Justin Clark-Casey (justincc)2011-11-143-9/+7
| | | | | | | | | | | | relationship. Rename IFriendsModule.AddFriend() to AddFriendship()