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* Move client id check in Scene.Inventory.cs:UpdateInventoryItemAsset so that ↵Justin Clark-Casey (justincc)2011-12-091-4/+6
| | | | | | it doesn't trigger an exception if the item hasn't been found. In this situation we will now put out a slightly more meaningful log error message instead.
* Add commented log lines to FetchInventoryDescendents2 path for future use.Justin Clark-Casey (justincc)2011-12-091-0/+2
| | | | Haven't been able to resolve issue where attachments are removed by the viewer on relog on a localhost
* Don't reply with an ack packet if the client is not authorized.Justin Clark-Casey (justincc)2011-12-082-45/+31
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* Extend TestAddClient() to check that the first packet received is an ack packetJustin Clark-Casey (justincc)2011-12-083-93/+116
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* Add OpenSim.Region.ClientStack.LindenUDP.Tests.dll back into the test suiteJustin Clark-Casey (justincc)2011-12-081-1/+1
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* Reactivate BasicCircuitTests.TestAddClient()Justin Clark-Casey (justincc)2011-12-083-109/+138
| | | | This checks that the initial UseCircuitCode packet is handled correctly for a normal client login.
* Remove unnecessary AgentCircuitData null check from Scene.AddNewClient().Justin Clark-Casey (justincc)2011-12-083-16/+9
| | | | | The only caller is the LLUDP stack and this has to validate the UDP circuit itself, so we know that it exists. This allows us to eliminate another null check elsewhere and simplifies the method contract
* minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2011-12-082-3/+1
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* When a client connects to a scene, send other avatar appearance data ↵Justin Clark-Casey (justincc)2011-12-081-6/+6
| | | | | | asynchronously to reduce hold up in the IN UDP packet processing loop. This is already being done for the initial object data send.
* On a new client circuit, send the initial reply ack to let the client know ↵Justin Clark-Casey (justincc)2011-12-089-73/+85
| | | | | | | | | it's live before sending other data. This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before. This may stop some avatars appearing grey on login. This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces
* Simplify Scene.AddNewClient()Justin Clark-Casey (justincc)2011-12-081-17/+28
| | | | | If sp becomes null right after we've checked or created it, then behaviour down the line is going to be wrong anyway. So instead retain the check/create ScenePresence reference and use this.
* Remove unused SceneManager.TryGetAvatarsScene()Justin Clark-Casey (justincc)2011-12-071-20/+0
| | | | | It makes far more sense anyway to use TryGetRootScenePresence().Scene, in common with the rest of the code This method could also return any scene for child or root agents, depending in which order the scenes happened to lie in the list
* On an Exception in Scene.RemoveClient(), always remove the client (and SP) ↵Justin Clark-Casey (justincc)2011-12-071-19/+28
| | | | structure so that logout on unexpired packets isn't retriggered, causing the same exception
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-12-071-0/+1
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| * Trigger a Jenkins buildBlueWall2011-12-071-0/+1
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* | Implement XMLRPCAdmin command admin_teleport_agent.Justin Clark-Casey (justincc)2011-12-073-3/+42
|/ | | | This allows someone with access to this command on the XMLRPCAdmin interface to teleport an avatar to an arbitrary region and/or position.
* Stop also adding an ordinary http handler when we set up a poll http handler.Justin Clark-Casey (justincc)2011-12-072-17/+6
| | | | It appears that this is entirely unnecessary since the poll http handlers are dealt with on a separate code path.
* Stop accidentally setting up the UploadTexture caps handler with the same ↵Justin Clark-Casey (justincc)2011-12-061-1/+1
| | | | | | | | url for all users This meant that if a user exited the region, the UploadTexture handler would be effectively removed for everyone, causing subsequent failures. This hopefully resolves the recent UploadTexture LLSD problems This was a regression in 5640f2e (Thu Dec 1 23:24:15 2011 +0000)
* Make "show appearance" a synonym for "appearance show"Justin Clark-Casey (justincc)2011-12-061-2/+8
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* In "appearance show", if a particular avatar is specified, print out texture ↵Justin Clark-Casey (justincc)2011-12-061-5/+35
| | | | UUID for each bake type and whether the simulator can find it.
* Actually send the avatar data if an individual avatar is specified, rather ↵Justin Clark-Casey (justincc)2011-12-061-0/+2
| | | | than accidentally doing nothing
* Allow "appearance show" command to take an optional avatar nameJustin Clark-Casey (justincc)2011-12-061-8/+40
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* Make it possible to manually send appearance information via the "appearance ↵Justin Clark-Casey (justincc)2011-12-061-11/+42
| | | | send" command for a chosen avatar as well as all
* Provide feedback as to which avatars are resending appearance informion on ↵Justin Clark-Casey (justincc)2011-12-061-2/+11
| | | | "appearance send" console command
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-12-054-65/+67
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| * Fix CHANGED_TEXTURE and CHANGED_COLOR.Melanie2011-12-054-65/+67
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* | Implement IOSHttpRequest and IOSHttpResponse http interfaces and use instead ↵Justin Clark-Casey (justincc)2011-12-0512-23/+23
|/ | | | | | | | of OSHttpRequest/OSHttpResponse. This is required for the substitution of different HTTP servers or the newer HttpServer.dll without having to commit to a particular implementation. This is also required to write regression tests that involve the HTTP layer. If you need to recompile, all you need to do is replace OSHttpRequest/OSHttpResponse references with IOSHttpRequest/IOSHttpResponse.
* Split up test SceneHelpers to provide an AddChildScenePresence() callJustin Clark-Casey (justincc)2011-12-031-0/+1
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* Remove T012_TestAddNeighbourRegion() and T013_TestRemoveNeighbourRegion() ↵Justin Clark-Casey (justincc)2011-12-031-70/+5
| | | | since they don't do anything useful.
* Extend TestCreateChildScenePresence to make assertions both at CreateAgent ↵Justin Clark-Casey (justincc)2011-12-031-0/+16
| | | | stage and then at Scene.AddClient()
* Add beginning of ScenePresenceAgentTests.TestCreateChildScenePresence()Justin Clark-Casey (justincc)2011-12-033-16/+51
| | | | | This required an option to be added to NullRegionData via ConnectionString for it to act as a non-static instance, so that regression tests (which only load this class once) don't get hopeless confused and complex to compensate. Normal standalone operation unaffected.
* Use GetAgentCircuits() to receive a copy of the AgentCircuitsByUUID ↵Justin Clark-Casey (justincc)2011-12-032-5/+3
| | | | dictionary rather than AgentCircuitManager.AgentCircuits directly in "show circuits" to avoid enumeration exceptions
* Add agent circuit number checks to TestCloseAgent()Justin Clark-Casey (justincc)2011-12-031-0/+4
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* Correct SOP.GetNumberOfSides() to return 8 for meshes rather than 7Justin Clark-Casey (justincc)2011-12-031-7/+5
| | | | | We are returning the actual number of 'sides', not the maximum index number. Also minor format corrections.
* Workaround for mesh to correct the number of faces in GetNumberOfSides(). ↵marc2011-12-031-1/+9
| | | | | | Meshs are handeled as sculpts but can have up to 8 faces (SL restriction the collada format can handle even more). The patch enables all LSL function that adressing faces to behave correct. Like llGetNumberOfSides(); llSetLinkPrimitiveParamsFast(); llSetPrimitiveParams(); llSetColor(); Signed-off-by: marc <mare@sounddog.net>
* Update SP.PhysicsCollisionUpdate() doc.Justin Clark-Casey (justincc)2011-12-031-2/+5
| | | | It might be inefficient, but there are collisions every frame if the avatar is walking/standing on the ground or a prim surface
* Add method doc to SP.PhysicsCollisionUpdate() to make it clear that it's ↵Justin Clark-Casey (justincc)2011-12-031-0/+4
| | | | called continuously even where there are no collisions
* Add basic TestFlyingAnimation() regression testJustin Clark-Casey (justincc)2011-12-032-2/+75
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* Stop calling Animator.UpdateMovementAnimations() at the end of ↵Justin Clark-Casey (justincc)2011-12-031-2/+2
| | | | | | HandleAgentUpdate(). There's no point doing this if it's being called via PhysicsCollisionUpdate
* For now, disable mechanism to limit avatar animation updates since this ↵Justin Clark-Casey (justincc)2011-12-032-23/+28
| | | | | | | | | causes avatars to never reach the correct animation after some actions. This reverts to situation where animation updates are made each frame on SP.PhysicsCollisionUpdate (though a packet is only sent if the anim actually changes). m_updateCount was not being update on various avatar state changes, causing the correct animations to never be sent. Always setting in HandleAgentUpdate() is not enough since the avatar is continually sending AgentUpdate packets. One would need to identify all the conditions under which animations need to play out and set m_updateCount appropriately in SP.HandleAgentUpdate()
* refactor: Use just ScenePresenceAnimator.CurrentMovementAnimation rather ↵Justin Clark-Casey (justincc)2011-12-031-14/+12
| | | | than duplicating it with m_movementAnimation
* Use agent.Animator.CurrentMovementAnimation in llGetAgentInfo() rather than ↵Justin Clark-Casey (justincc)2011-12-031-1/+1
| | | | asking for a new determination
* Do a cagent.Anims != null check in SP.CopyFrom()Justin Clark-Casey (justincc)2011-12-031-1/+3
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* Rename ScenePresenceAnimator.GetMovementAnimation() -> ↵Justin Clark-Casey (justincc)2011-12-032-4/+9
| | | | DetermineMovementAnimation() for better code readability
* Stop SP.HandleAgentUpdate() and PhysicsCollisionUpdate() from being ↵Justin Clark-Casey (justincc)2011-12-032-12/+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.
* Stop some places where we're trying to reset animations in child agents ↵Justin Clark-Casey (justincc)2011-12-024-116/+133
| | | | where such requests are ignored.
* Remove pointless Animator.TrySetMovementAnimation("STAND") in ScenePresnece ↵Justin Clark-Casey (justincc)2011-12-021-3/+0
| | | | | | constructor. Comment was right - it is indeed useless since SP always starts off as child and TrySetMovementAnimation screens out child SP
* refactor: Separate the upload baked texture handler out from BunchOfCapsJustin Clark-Casey (justincc)2011-12-012-122/+113
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* Provide more user feedback when "debug http" is setJustin Clark-Casey (justincc)2011-11-291-1/+4
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* On "show caps", stop excluding the seed cap but do exclude it elsewhereJustin Clark-Casey (justincc)2011-11-292-2/+3
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