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| * Stop sending the viewer its own AvatarAppearance packet.Justin Clark-Casey (justincc)2011-12-191-1/+4
| | | | | | | | | | The viewer warns in the log if it receives this. Stopping this doesn't appear to have adverse effects on viewer 1 or viewer 3 - the viewer gets its own appearance from body parts/clothes and self-baked textures.
| * Stop unnecessarily sending the TextureEntry in client avatar updates.Justin Clark-Casey (justincc)2011-12-191-1/+7
| | | | | | | | | | | | As far as I know, viewers don't use this mechanism to recieve new TextureEntry data for avatars. This is done via the AvatarAppearance packet instead. Tested this back to viewer 1.23. Replacing with Utils.EmptyBytes since converting the texture entry to bytes on each AvatarUpdate (or which there are many) is not cost-free.
| * Fix race condition where the appearance update timer could be stopped just ↵Justin Clark-Casey (justincc)2011-12-191-3/+6
| | | | | | | | | | | | after another thread had started it on QueueAppearanceSave() or *Send() However, the window for this race is very small, and the next queued appearance save or send would restart the timer anyway.
| * Migrate detailed "appearance show" report generation up to ↵Justin Clark-Casey (justincc)2011-12-195-47/+74
| | | | | | | | | | | | | | | | AvatarFactoryModule from AppearanceInfoModule so that it can be used in debug (inactive). Further filters "debug packet <level>" to exclused [Request]ObjectPropertiesFamily if level is below 25. Adjust some method doc Minor changes to some logging messages.
| * Provide user feedback on execution of "backup" region console commandJustin Clark-Casey (justincc)2011-12-171-1/+2
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| * Fix bug where objects couldn't be set back to the "none" group.Justin Clark-Casey (justincc)2011-12-171-8/+13
| | | | | | | | | | | | | | This is handled by treating UUID.Zero as a special case. Currently, asking for the "none" group returns nothing because XMLRPC groups, at least, is not properly handling this case. It may be better in the future to have GroupsModule return an appropriate GroupsData structure instead or require the underlying services to behave appropriately. This is a further component of http://opensimulator.org/mantis/view.php?id=5588
| * Fix bug where objects could not be set to a new group if the group had been ↵Justin Clark-Casey (justincc)2011-12-176-21/+43
| | | | | | | | | | | | | | | | | | | | created in that client session, or if no other action has been performed on the object. There were two problems here: 1) On object group update, we looked for the group is the IClientAPI group cache rather than in the groups service. This fails to groups created newly in that session 2) On object group update, we weren't setting the HasGroupChanged flag. This meant that the change was not persisted unless some other action set this flag. This commit fixes these issues and hopefully addresses http://opensimulator.org/mantis/view.php?id=5588 This commit also moves HandleObjectGroupUpdate() to the GroupsModule from the Scene.PacketHandlers.cs file
| * If a startup simulator script is present, run it after the normal region ↵Justin Clark-Casey (justincc)2011-12-171-12/+12
| | | | | | | | | | | | | | selection code rather than before. This allows the script to change the selected region without having it immediately undone. Thanks to Garmin Kawaguichi for this patch.
| * refactor: simplify methods in Scene.PacketHandlers.cs by using ↵Justin Clark-Casey (justincc)2011-12-172-142/+81
| | | | | | | | GetGroupByPrim() rather than retrieving GetEntities() and inspecting the entire list
| * Stop generating client flags when we send out full object updates.Justin Clark-Casey (justincc)2011-12-164-27/+11
| | | | | | | | These were entirely unused.
| * Don't pass on ChaneWaterHeight event from EventManager is new water height ↵Justin Clark-Casey (justincc)2011-12-161-0/+6
| | | | | | | | | | | | | | is less than 0 This is to stop bad values and subsequent viewer crashes. Thanks to Michelle Argus for this patch.
| * Comment out accidentally left in "Adding physics prim" log messageJustin Clark-Casey (justincc)2011-12-161-1/+1
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| * Tunnel [GroupsModule] DebugEnabled setting down into ↵Justin Clark-Casey (justincc)2011-12-162-11/+10
| | | | | | | | XmlRpcGroupsServicesConnectorModule so that we can record cache misses
* | Fixed bug of avie going under the terrain when crossing regions in certain ↵Diva Canto2011-12-201-2/+2
| | | | | | | | directions. This was a 1-off bug: the terrain was being placed in 127, 127 resulting in a bounding box if -2, 256. I placed it in 128, 128 resulting in a bounding box of -1, 257.
* | Changed the async approach on close child agents. This may improve crossings ↵Diva Canto2011-12-162-7/+7
|/ | | | a little bit.
* Sends the consistent child agent position upon creation of the child agent ↵Diva Canto2011-12-161-1/+12
| | | | in other regions, as opposed to <128, 128, 70>
* No functional changes. Changed the prefix of that log message [CONNECTION ↵Diva Canto2011-12-162-15/+15
| | | | | | BEGIN] to [SCENE] because that's where the message happens. Also changed the instantiation of a vector object to be done only once instead of every time we receive a position update.
* HG minor bug fix and marked one method obsolete in UAS.Diva Canto2011-12-161-1/+4
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* Stop pointlessly setting the m_colliderarr[] to false in the ODECharacter ↵Justin Clark-Casey (justincc)2011-12-151-5/+0
| | | | constructor
* Stop having to call SetHeight again in ScenePresence.AddToPhysicalScene() ↵Justin Clark-Casey (justincc)2011-12-154-24/+27
| | | | | | when we've already passed size information to the avatar at PhysicsScene.AddAvatar() Eliminate some copypasta for height setting in OdeCharacter
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-12-151-1/+1
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| * minor fix to MegaRegions, typo spotted by Ubit!nebadon2011-12-151-1/+1
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* | Code cleanup related to ScenePresence.PhysicsActor and OdeScene/OdeCharacterJustin Clark-Casey (justincc)2011-12-153-35/+56
|/ | | | | | 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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* 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.
* Just adding a comment to SendFullUpdatToClientDan Lake2011-12-131-0/+2
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* Reorder clearing of upate schedule on SOP to before sending updates. Fix ↵Dan Lake2011-12-131-11/+3
| | | | potential race condition.
* In AvatarFactoryModule.SetApperance(), perform ValidateBakedTextureCache() ↵Justin Clark-Casey (justincc)2011-12-132-4/+6
| | | | | | | | in the same thread rather than on another one. The caller is already an async thread from LLClientView so this doesn't hold up the client. However, launching on a separate thread does remove the effect of m_setAppearanceLock This was potentially allowing two different SetAppearance threads to interfere with each other, though this probably rarely happens, if at all.
* minor: remove pointless comment from OdeScene.csJustin Clark-Casey (justincc)2011-12-121-2/+1
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* Cleaned up ScenePresence parameters for Flying, WasFlying, FlyingOld and ↵Dan Lake2011-12-126-50/+57
| | | | IsColliding
* Mantis 5816: osParseJSON Decoding Problemsnebadon2011-12-113-191/+72
| | | | | | | osParseJSON uses hand-crafted decoding that has two issues * does not seem to handle top-level JSON lists * does not seem to handle unicode text thanks otakup0pe!
* Implement handler for TeleportCancel inbound packetMelanie2011-12-103-0/+14
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* minor: remove a mono compiler warningJustin Clark-Casey (justincc)2011-12-091-1/+1
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* Print out one log message for every missing baked texture, rather than two.Justin Clark-Casey (justincc)2011-12-091-22/+4
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* Do some clean up Scene.cs log messages.Justin Clark-Casey (justincc)2011-12-091-24/+38
| | | | | This prints out both exception message and stacktrace (Exception.ToString()) isn't enough on Windows. This also uses m_log.*Format() which is more efficient than string concat.
* Get rid of IScene.PresenceChildStatus() which always had to execute a lookup ↵Justin Clark-Casey (justincc)2011-12-095-44/+9
| | | | in favour of IClientAPI.ISceneAgent.IsChildAgent instead.
* remove some unused fields in ScenePresenceJustin Clark-Casey (justincc)2011-12-091-4/+0
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* Fix "fix-phantoms" help message. Thanks Garmin Kawaguichi.Justin Clark-Casey (justincc)2011-12-091-4/+5
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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.