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* On standup, trigger the changed link script event after the avatar has been ↵Justin Clark-Casey (justincc)2011-11-041-2/+3
| | | | | | | | fully changed. This was meant to help with the script in http://opensimulator.org/mantis/view.php?id=5772 but it doesn't work. Probably the event is fired before the physics actor has been set up again for the stood avatar. Fixing that would be much more complicated, but processing the event last of all seems like a good idea in any case.
* 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.
* Rename ForEachAvatar back to ForEachScenePresence. The other changesDan Lake2011-11-0315-34/+34
| | | | | | from previous commit which sort out which iterator is used are left intact. A discussion is needed as to what constitutes an avatar vs a ScenePresence.
* Renamed ForEachRootScenePresence to ForEachAvatar. Cleaned up calls toDan Lake2011-11-0322-153/+120
| | | | | | | | | | | | | | the 3 iteration functions so more of them are using the correct iteration for the action they are performing. The 3 iterators that seem to fit all actions within OpenSim at this time are: ForEachAvatar: Perform an action on all avatars (root presences) ForEachClient: Perform an action on all clients (root or child clients) ForEachRootClient: Perform an action on all clients that have an avatar There are still a dozen places or so calling the old ForEachScenePresence that will take a little more refactoring to eliminate.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-11-0314-110/+114
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| * Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2011-11-0213-101/+109
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| | * Merge branch 'master' of git://opensimulator.org/git/opensimDan Lake2011-11-025-329/+394
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| | * | Changes UpdateFlag in SOP to an enumeration of NONE, TERSE and FULL.Dan Lake2011-11-0210-87/+77
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on SOP consistently now. Also started working toward eliminating those calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule from outside SOP in favor of just setting properties on SOP and let SOP decide if an update should be scheduled. This consolidates the update policy within SOP and the client rather than everywhere that makes changes to SOP. Some places forget to call update while others call it multiple times, "just to be sure". UpdateFlag and Schedule*Update will both be made private shortly. UpdateFlag is intended to be transient and internal to SOP so it has been removed from XML serializer for SOPs.
| * | | Port the Avination offline messaging system to CoreMelanie2011-11-024-23/+37
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* | | | Change default say distance to 20m from 30m, the same as on the big grid. ↵Justin Clark-Casey (justincc)2011-11-022-2/+2
| |_|/ |/| | | | | | | | | | | | | | This is to improve the migration of scripts that expect a 20m say distance. If you want to keep a 30m say distance then please set this as the say_distance parameter in the [Chat] section of OpenSim.ini.
* | | Get some hopefully more useful exception information when ↵Justin Clark-Casey (justincc)2011-11-022-5/+8
| | | | | | | | | | | | OpenJPEG.EncodeFromImage() fails in VectorRender and DynamicTexture modules
* | | Fix race condition that would sometimes send or save appearance for the ↵Justin Clark-Casey (justincc)2011-11-022-9/+24
|/ / | | | | | | | | | | | | | | | | wrong avatar. In AvatarFactoryModule.HandleAppearanceUpdateTimer(), we loop through appearance save and send requests and dispatch via a FireAndForget thread. If there was more than one request in the save or send queue, then this led to a subtle race condition where the foreach loop would load in the next KeyValuePair before the thread was dispatched. This gave the thread the wrong avatar ID, leaving some avatar appearance cloudy since appearance data was never sent. This change loads the fields into local references so that this doesn't happen.
* | Restore the recursive calling of PRIM_LINK_TARGET because the version I madeMelanie2011-11-021-327/+334
| | | | | | | | breaks LINK_SET et al.
* | Some positioning fixes from AVN trunkMelanie2011-11-021-1/+42
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* | Streamline PRIM_LINK_TARGET, eliminating a recursion and a failure scenarioMelanie2011-11-021-4/+3
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* Removed redundant SceneContents property from Scene. It's the same as ↵Dan Lake2011-11-012-6/+1
| | | | SceneGraph property.
* Part 2 of see_into_this_sim_from_neighbor configuration option removalDan Lake2011-11-011-10/+7
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* Removed see_into_this_sim_from_neighbor configuration option.Dan Lake2011-11-012-11/+1
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* Add "appearance send" command to allow manual sending of appearance.Justin Clark-Casey (justincc)2011-11-012-4/+21
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* Removed unused show commands from Scene.cs and SceneBase.cs. The show ↵Dan Lake2011-10-313-48/+13
| | | | modules command in OpenSim.cs now shows both shared modules and region modules.
* Adding green dots to map response should be for root agents onlyDan Lake2011-10-311-1/+1
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* Fix line endingsDan Lake2011-10-301-23/+23
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* Experimental reorder of Heartbeat loop now simulates physics and sends ↵Dan Lake2011-10-301-29/+27
| | | | updates to clients prior to sleep. Existing behavior was to sleep BEFORE sending updates. We found this patch reduced latency to clients by 1-2 heartbeat periods.
* Remove the SyncRoot locking from Scene which was only being done around the ↵Justin Clark-Casey (justincc)2011-10-293-32/+18
| | | | | | main physics loop and ScenePresence position and velocity setting This is no longer necessary with ODECharacter taints (ODEPrim was already not taking part in this). BSCharacter was already tainting.
* 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)2011-10-292-6/+3
| | | | | 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
* Remove completely unused SOG.Rotation parameterJustin Clark-Casey (justincc)2011-10-293-18/+10
| | | | We always use SOP.Rotation instead
* set grp.RootPart.GroupPosition for code consistency (and readability) rather ↵Justin Clark-Casey (justincc)2011-10-282-7/+2
| | | | than calling SOP.OffsetForNewRegion
* Add missing doc to rotation/position methods in SOGJustin Clark-Casey (justincc)2011-10-281-5/+5
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-10-2822-227/+171
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| * Removed use of 'is' operator and casting to find the root ScenePresence in ↵Dan Lake2011-10-274-82/+53
| | | | | | | | MessageTransfer modules and Groups module.
| * Continuation of previous checkin. Found more places where ↵Dan Lake2011-10-274-57/+39
| | | | | | | | ForEachScenePresence can be changed to ForEachRootScenePresence.
| * Added new ForEachRootScenePresence to Scene since almost every delegate ↵Dan Lake2011-10-2714-88/+79
| | | | | | | | passed to ForEachScenePresence checks for !IsChildAgent first. It consolidates child and root handling for coming refactors.
* | fetch SOP.RotationOffset once in UpdateRotation() and compare rather than ↵Justin Clark-Casey (justincc)2011-10-282-6/+21
|/ | | | | | fetch four separate times. No functional change.
* For now, comment out error message on new script engine console commands.Justin Clark-Casey (justincc)2011-10-271-1/+4
| | | | This causes false positives if a simulator has more than 1 region and the current region is 'root' since this sends the command separately to each region and each region has its own XEngine
* Comment out inventory folder bulk update code on InventoryAccepted message ↵Justin Clark-Casey (justincc)2011-10-271-12/+18
| | | | | | | | introduced in commit db91044 on Aug 22 2011 This should be unecessary since the folder update is already made at the time of the offer (and moved to trash if not accepted). This code was also not taking into account the situation where an item was accepted. Needs more fixing if this results in an aggression elsewhere.
* Don't blow our brains out if LLClientView.BulkInventoryUpdate() is wrongly ↵Justin Clark-Casey (justincc)2011-10-271-1/+3
| | | | | | passed a null node reference. Addresses worst aspect of http://opensimulator.org/mantis/view.php?id=5752
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-10-273-14/+93
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| * Added optional owner classes to existing OSSL agent PermissionsMichelle Argus2011-10-261-6/+61
| | | | | | | | | | | | PARCEL_GROUP, PARCEL_OWNER, ESTATE_MANAGER and REGION_OWNER can be combined with the existing agent uuid option to limit ossl functions to agents and owner classes. Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
| * Implementation of PRIM_OMEGA, but only for settingSignpostMarv Martin2011-10-262-4/+18
| | | | | | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
| * Implementing PRIM_LINK_TARGET, but only for setting paramsSignpostMarv Martin2011-10-262-4/+14
| | | | | | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* | Fix a bug I introduced yesterday in ODE physics where prim scripts would ↵Justin Clark-Casey (justincc)2011-10-273-1/+26
|/ | | | only receive the very first collision.
* 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)2011-10-255-28/+10
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* Get rid of the pointless null checks on collision listeners. Add warning ↵Justin Clark-Casey (justincc)2011-10-253-7/+6
| | | | about synchronicity for PhysicsActor.OnCollisionUpdate event doc
* When sending object collision updates, don't null out and recreate the ↵Justin Clark-Casey (justincc)2011-10-252-13/+8
| | | | CollisionEventUpdate() if the number of collisions falls to zero. Reuse the existing one instead.
* For ScenePresence collision events, instead of creating a new ↵Justin Clark-Casey (justincc)2011-10-253-9/+17
| | | | | | CollisionEventsThisFrame every time we need to send some new ones, reuse the existing one instead. This assumes that the listener is using the data synchronously, which is currently the case.
* Fix bug where collision event listeners were not removed once the listener ↵Justin Clark-Casey (justincc)2011-10-251-4/+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.