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* BulletSim: add spring constraint to linkset constraint types.Robert Adams2013-09-111-0/+85
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* BulletSim: add API and calls for spring constraint parameters.Robert Adams2013-09-113-0/+82
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* BulletSim: fixes for change linkset implementation of physical linksets.Robert Adams2013-09-115-18/+50
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* Change collision logic in SceneObjectPart so land_collision will happen.Robert Adams2013-09-091-6/+3
| | | | | The previous logic would generate land_collision_start and land_collision_end but would not generate the land_collision itself.
* Fix configuration/ini expansion issue. Thanks to smxy for testing.BlueWall2013-09-071-2/+2
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* Restore group membership check for HG users in QueryAccess.Diva Canto2013-09-052-9/+11
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* Stop "show client stats" from throwing an exception if somehow ↵Justin Clark-Casey (justincc)2013-09-041-1/+8
| | | | | | | | Scene.m_clientManager still retains a reference to a dead client. Instead, "show client stats" now prints "Off!" so that exception is not thrown and we know which entries in ClientManager are in this state. There's a race condition which could trigger this, but the window is extremely short and exceptions would not be thrown consistently (which is the behaviour observed). It should otherwise be impossible for this condition to occur, so there may be a weakness in client manager IClientAPI removal.
* Also check user authorization if looking to upgrade from a child to a root ↵Justin Clark-Casey (justincc)2013-09-041-0/+13
| | | | | | agent. Relevant if a child agent has been allowed into the region which should not be upgraded to a root agent.
* For a Hypergrid user, delay estate access checks until NewUserConnection() ↵Justin Clark-Casey (justincc)2013-09-041-2/+6
| | | | | | | | | | so that they work. This is necessary because the hypergrid groups checks (as referenced by estates) require an agent circuit to be present to construct the hypergrid ID. However, this is not around until Scene.NewUserConnection(), as called by CreateAgent() in EntityTransferModule. Therefore, if we're dealing with a hypergrid user, delay the check until NewUserConnection()/CreateAgent() The entity transfer impact should be minimal since CreateAgent() is the next significant call after NewUserConnection() However, to preserve the accuracy of query access we will only relax the check for HG users.
* Remove test that gives issue on Windows, just let the try/catch do the work.BlueWall2013-09-021-5/+1
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* Fix bug where users teleporting to non-neighbour regions could continue to ↵Justin Clark-Casey (justincc)2013-09-025-15/+85
| | | | | | | | hear chat from their source region for some time after teleport completion. This occurs on v2 teleport since the source region now waits 15 secs before closing the old child agent, which could still receive chat. This commit introduces a ScenePresenceState.PreClose which is set before the wait, so that ChatModule can check for ScenePresenceState.Running. This was theoretically also an issue on v1 teleport but since the pause before close was only 2 secs there, it was not noticed.
* Comment out warning about agent updating without valid session ID for now.Justin Clark-Casey (justincc)2013-09-021-4/+4
| | | | This causes extreme console spam if a simulator running latest master and one running 0.7.5 have adjacent regions occupied by avatars.
* Allow one to specify a DefaultHGRegion flag in [GridService] in order to ↵Justin Clark-Casey (justincc)2013-09-022-0/+25
| | | | | | | | | | allow different default regions for HG and direct grid logins. This requires a new GridService.GetDefaultHypergridRegions() so ROBUST services require updating but not simulators. This method still returns regions flagged with just DefaultRegion after any DefaultHGRegions, so if no DefaultHGRegions are specified then existing configured defaults will still work. Immediate use is for conference where we need to be able to specify different defaults However, this is also generally useful to send experienced HG users to one default location and local users whose specified region fails (e.g. no "home" or "last") to another.
* Profiles: Clean up some log entries caused when visiting HG avatar is using ↵BlueWall2013-08-291-16/+26
| | | | legacy profiles
* Initialization: move key expansion out to operate on all sources and not ↵BlueWall2013-08-291-2/+2
| | | | just environment variables
* BulletSim: add some protections for processing when shutting down.Robert Adams2013-08-271-2/+2
| | | | Attempt to fix Mantis 6740 (http://opensimulator.org/mantis/view.php?id=6740).
* Fix exception thrown after a region has been restarted through scheduling.Justin Clark-Casey (justincc)2013-08-251-10/+22
| | | | | This exception was very likely harmless since it occurred after the restart had taken place, but still misleading. Thanks to SCGreyWolf for the code change suggestion in http://opensimulator.org/mantis/view.php?id=6747, though I did this in a slightly different way.
* Potential fix for access control bug on login introduced with SeeIntoRegion ↵Diva Canto2013-08-241-1/+1
| | | | commit.
* Fix a printing of exception error in InventoryArchiveModule that onlyRobert Adams2013-08-231-1/+1
| | | | printed the error message and not the call stack.
* minor: shortern warning messages in EntityTransferModule when UpdateAgent() ↵Justin Clark-Casey (justincc)2013-08-231-4/+4
| | | | fails
* Remove old and unused ScenePresence.RestoreInCurrentScene()Justin Clark-Casey (justincc)2013-08-231-5/+0
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* Refactor: merge SceneGraph.AddScenePresence() into ↵Justin Clark-Casey (justincc)2013-08-231-28/+6
| | | | | | CreateAndAddChildScenePresence() since the former was only ever called from the latter This allows us to remove dead code relating to adding root agents directly to the scenegraph, which never happens.
* minor: remove mono compiler warning from LLClientViewJustin Clark-Casey (justincc)2013-08-231-4/+0
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* Stop "handle sit user name" command from trying to sit avatars on objects ↵Justin Clark-Casey (justincc)2013-08-221-0/+3
| | | | which have sit positions but are attachments
* Stop error messages being misleadingly generated when on client connection ↵Justin Clark-Casey (justincc)2013-08-221-2/+19
| | | | | | activity timeout, a root connection triggers a CloseAgent to a neighbour region which has already closed the agent due to inactivity. Also separates out log messages to distinguish between close not finding an agent and wrong auth token, and downgrades former to debug and latter to warn
* Stop "sit user name" and "stand user name" console commands from trying to ↵Justin Clark-Casey (justincc)2013-08-221-2/+8
| | | | sit/stand avatars already sitting/standing
* Don't allow users to attempt to sit on objects in a child region without ↵Justin Clark-Casey (justincc)2013-08-212-0/+29
| | | | | | | going to that region first. If this is attempted, they get a "Try moving closer. Can't sit on object because it is not in the same region as you." message instead, which is the same as current ll grid. Sitting on ground is okay, since viewer navigates avatar to required region first before sitting.
* * Fix some threading issues in BulletXNA (the managed bullet library), this ↵teravus2013-08-202-3/+48
| | | | | | should better allow you to run it in multiple region scenarios (but why would you really want to do that?) Source in OpenSimLibs. * Fixed a null ref during shutdown.
* Add --regex options to "sit user name" and "stand user name" console ↵Justin Clark-Casey (justincc)2013-08-201-50/+81
| | | | | | | commands to sit/stand many avatars at once. Currently, first name and last name are input separate but are concatenated with a space in the middle to form a regex. So to sit all bots with the first name "ima", for instance, the command is "sit user name --regex ima .*"
* Add experimental "sit user name" and "stand user name" console commands in ↵Justin Clark-Casey (justincc)2013-08-201-0/+180
| | | | | | | SitStandCommandsModule. "sit user name" will currently only sit the given avatar on prims which have a sit target set and are not already sat upon. Chiefly for debug purposes.
* Allow updating the wearable type of wearables that have a type of 0.Melanie2013-08-181-4/+16
| | | | This will allow viewers to fix broken wearables as they detect them.
* Remove mono compiler warnings from UserProfilesModuleJustin Clark-Casey (justincc)2013-08-171-19/+16
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* minor: remove mono compiler warning from AttachmentsModuleJustin Clark-Casey (justincc)2013-08-171-2/+1
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* minor: remove mono compiler warnings from ScenePresenceJustin Clark-Casey (justincc)2013-08-171-4/+3
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* Add ScenePresenceTeleportTests.TestSameSimulatorIsolatedRegionsV2() ↵Justin Clark-Casey (justincc)2013-08-174-7/+69
| | | | | | regression test for v2 transfers. Also adjusts names of teleport setup helpers in EntityTransferHelpers
* Add TestSameSimulatorNeighbouringRegionsV2() regression test for v2 entity ↵Justin Clark-Casey (justincc)2013-08-161-2/+87
| | | | transfer protocl
* refactor: Make ↵Justin Clark-Casey (justincc)2013-08-161-1/+1
| | | | AttachmentModulesTests.TestSameSimulatorNeighbouringRegionsTeleportV2 use already available TestClient handle rather than retrieving it via the ScenePresence
* Packet headers are not zero-encoded so don't try to zero-decode these in ↵Justin Clark-Casey (justincc)2013-08-161-16/+9
| | | | | | | | PacketPool.GetType() Instead adjusts code with that from Packet.BuildHeader(byte[], ref int, ref int):Header in libomv This stops packet decoding failures with agent UUIDs that contain 00 in their earlier parts (e.g. b0b0b0b0-0000-0000-0000-000000000211) Thanks to lkalif for pointing this out.
* Try to make "slow down" message that one could receive on rapid teleporting ↵Justin Clark-Casey (justincc)2013-08-151-1/+2
| | | | | | | | more informative to the user. This message is seen on V2 if one attempts to quickly re-teleport from a source region where one had previously teleported to a non-neighbour and back within 15 secs. The solution here is for the user to wait a short while. This message can also be seen on any teleport protocol if one recieves multiple teleport attempts simultaneously. Probably still useful here to help identify misbehaving scripts.
* Move DoNotCloseAfterTeleport flag reset before UpdateAgent in V2 to avoid a ↵Justin Clark-Casey (justincc)2013-08-151-2/+6
| | | | low probability where the destination re-establishing the child connection before the flag was reset
* Rely on the Scene.IncomingCloseAgent() check as to whether the connection ↵Justin Clark-Casey (justincc)2013-08-152-15/+7
| | | | | | should be kept open after teleport-end rather than doing this in the ET Module This is safer since the close check in IncomingCloseAgent() is done under lock conditions, which prevents a race between ETM and Scene.AddClient()
* Do not use the SP.DoNotCloseAfterTeleport flag for child agent connections.Justin Clark-Casey (justincc)2013-08-152-23/+32
| | | | | | | This approach has problems if a client quits without sending a proper logout but then reconnects before the connection is closed due to inactivity. In this case, the DoNotCloseAfterTeleport was wrongly set. The simplest approach is to close child agents on teleport as quickly as possible so that races are very unlikely to occur Hence, this code now closes child agents as the first action after a sucessful teleport.
* minor: Comment out AvatarPicketSearch caps log message for now, which is ↵Justin Clark-Casey (justincc)2013-08-141-1/+1
| | | | occuring on every login and entity transfer
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2013-08-145-6/+28
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| * BulletSim: include check for volume detect in check for zeroing avatar motion.Robert Adams2013-08-142-2/+6
| | | | | | | | | | | | | | Normally, avatar motion is zeroed if colliding with a stationary object so they don't slide down hills and such. Without volume detect check this also allowed avatars to stand on volume detect objects and to have some jiggling when they were in the volume detect object. This commit fixes both.
| * BulletSim: add physical object initialized flag so updates and collisionsRobert Adams2013-08-145-5/+23
| | | | | | | | | | | | | | | | | | don't happen until the object is completely initialized. This fixes the problem of doing a teleport while the simulator is running. The destruction of the physical object while the engine is running means that the physics parameter update would overwrite the new position of the newly created avatar.
* | minor: remove unused entity transfer config in teleport v2 attachments testJustin Clark-Casey (justincc)2013-08-141-1/+0
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* Add stat clientstack.<scene>.IncomingPacketsOrphanedCount to record ↵Justin Clark-Casey (justincc)2013-08-141-4/+29
| | | | well-formed packets that were not initial connection packets and could not be associated with a connected viewer.
* Count any incoming packet that could not be recognized as an LLUDP packet as ↵Justin Clark-Casey (justincc)2013-08-141-21/+44
| | | | | | | a malformed packet. Record this as stat clientstack.<scene>.IncomingPacketsMalformedCount Used to detect if a simulator is receiving significant junk UDP Decimates the number of packets between which a warning is logged and prints the IP source of the last malformed packet when logging
* Add method doc to Scene.RemoveClient() to ask any callers to use ↵Justin Clark-Casey (justincc)2013-08-142-0/+25
| | | | | | | | Scene.IncomingCloseAgent() instead. IncomingCloseAgent() now sets the scene presence state machine properly, which is necessary to avoid races between multiple sources of close. Hence, it's also necessary for everyone to consistently call IncomingCloseAgent() Calling RemoveClient() directly is currently generating an attention-grabbing exception though this right now this is harmless.