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* | don't lock OdeScene.contacts since only ever accessed by a single thread | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -10/+24 | |
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* | rename ODECharacter.AvatarGeomAndBodyCreation() -> CreateOdeStructures() to ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -8/+10 | |
| | | | | match existing DestroyOdeStructures() | |||||
* | refactor: Eliminate one line ODECharacter.doForce() method for code clarity | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -15/+3 | |
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* | Comment out calls to OdeScene.waitForSpaceUnlock() since that method does ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 3 | -23/+24 | |
| | | | | nothing right now | |||||
* | Reduce complexity of OdeScene.Simulate() by fully removing bad characters at ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 2 | -70/+29 | |
| | | | | point of detection rather than later on. | |||||
* | move geom/actor map maintenance into ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 2 | -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) | 2011-11-21 | 2 | -8/+14 | |
| | | | | actor maps | |||||
* | When an ODECharacter is removed (e.g. when an avatar leaves a scene), remove ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 2 | -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) | 2011-11-21 | 3 | -9/+14 | |
| | | | | maintaining their own properties | |||||
* | Actually remove PhysicsActor.SOPDescription this time | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -1/+3 | |
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* | Chain SOP constructors together rather than having copy/paste code | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -14/+5 | |
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* | refactor: Make SOP.Description an automatic property | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -6/+3 | |
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* | Remove unused PhysicsActor.SOPDescription | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -11/+2 | |
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* | Instead of generating a new list for bad characters on every physics pass, ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -3/+12 | |
| | | | | keep reusing the same list. | |||||
* | Remove the "[LOCAL SIMULATION CONNECTOR]: Did not find region {0} for ↵ | Justin Clark-Casey (justincc) | 2011-11-19 | 2 | -3/+2 | |
| | | | | | | | 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 informative | Justin Clark-Casey (justincc) | 2011-11-19 | 1 | -5/+10 | |
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* | Get rid of the spurious [WEB UTIL] couldn't decode <OpenSim agent ↵ | Justin Clark-Casey (justincc) | 2011-11-19 | 6 | -10/+13 | |
| | | | | | | | 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 | |||||
* | Remove mono compiler warnings. Fix problem with co-ordinate given in ↵ | Justin Clark-Casey (justincc) | 2011-11-19 | 3 | -9/+9 | |
| | | | | deregister region message | |||||
* | Improve some grid region log messages to express regions at co-ordinate ↵ | Justin Clark-Casey (justincc) | 2011-11-19 | 5 | -13/+50 | |
| | | | | (e.g. 1000, 1000) rather than meter positions (256000, 256000) | |||||
* | improve region deregistration log message | Justin Clark-Casey (justincc) | 2011-11-19 | 1 | -1/+4 | |
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* | Don't register a region twice on both official registration and maptile ↵ | Justin Clark-Casey (justincc) | 2011-11-19 | 4 | -8/+11 | |
| | | | | | | regeneration. Maptile storage appears orthogonal to region registration | |||||
* | For TerrainModule.SaveToFile(), don't bother throwing the exception onwards ↵ | Justin Clark-Casey (justincc) | 2011-11-17 | 1 | -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) | 2011-11-17 | 1 | -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) | 2011-11-17 | 2 | -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) | 2011-11-16 | 9 | -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 Lake | 2011-11-16 | 1 | -2/+2 | |
| | | | | changes, just cleanup | |||||
* | In AddNewClient, iterator over copy of entities rather than copying under ↵ | Dan Lake | 2011-11-15 | 1 | -2/+3 | |
| | | | | read lock | |||||
* | Comment out the vebose logging on HGFriendsModule. | Justin Clark-Casey (justincc) | 2011-11-16 | 1 | -12/+11 | |
| | | | | Recent issues in http://opensimulator.org/mantis/view.php?id=5794 were not related to HG friends | |||||
* | Fix the build break | Justin Clark-Casey (justincc) | 2011-11-16 | 1 | -1/+1 | |
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* | Look up a homeURL only when it's not null, in addition to not being string.Empty | Justin Clark-Casey (justincc) | 2011-11-16 | 1 | -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) | 2011-11-15 | 1 | -3/+3 | |
| | | | | user's homeurl | |||||
* | Make tracked per scene thread names conform to the majorirty format. | Justin Clark-Casey (justincc) | 2011-11-15 | 2 | -4/+9 | |
| | | | | This is <thread-name> (<region-name>) | |||||
* | fix build break on UserManagementModule. | Justin Clark-Casey (justincc) | 2011-11-15 | 3 | -15/+23 | |
| | | | | 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) | 2011-11-15 | 1 | -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 | |||||
* | improve formatting of "show threads" | Justin Clark-Casey (justincc) | 2011-11-15 | 1 | -1/+8 | |
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* | send a watchdog heartbeat for a poll worker thread when it's actually run | Justin Clark-Casey (justincc) | 2011-11-15 | 1 | -0/+3 | |
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* | temporarily increasing logging in HGFriendsModule for debugging | Justin Clark-Casey (justincc) | 2011-11-15 | 1 | -1/+24 | |
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* | distinguish between FriendsSimConnector and FriendsServiceConnector in log | Justin Clark-Casey (justincc) | 2011-11-15 | 2 | -17/+17 | |
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* | Add number of milliseconds since last update to "show threads" | Justin Clark-Casey (justincc) | 2011-11-15 | 2 | -4/+18 | |
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* | Dont' bother with a userAgentService != null check right after we've ↵ | Justin Clark-Casey (justincc) | 2011-11-15 | 1 | -11/+10 | |
| | | | | constructed it | |||||
* | Add comments about trying to avoid synchronous work off the ↵ | Justin Clark-Casey (justincc) | 2011-11-15 | 3 | -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) | 2011-11-15 | 1 | -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) | 2011-11-15 | 1 | -7/+4 | |
| | | | | a list | |||||
* | Removed unused and mostly commented out SceneCommunicationService methods | Justin Clark-Casey (justincc) | 2011-11-15 | 2 | -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) | 2011-11-15 | 3 | -275/+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) | 2011-11-15 | 4 | -11/+6 | |
| | | | | not being used any more - it's now IEntityTransferModule and SimulationService instead | |||||
* | Rename FetchFriendslist() -> CacheFriends() and RefetchFriends() -> ↵ | Justin Clark-Casey (justincc) | 2011-11-15 | 2 | -15/+13 | |
| | | | | RecacheFriends() to reflect their intended function | |||||
* | refactor: rename m_NeedsListOfFriends => m_NeedsListOfOnlineFriends to ↵ | Justin Clark-Casey (justincc) | 2011-11-15 | 1 | -5/+5 | |
| | | | | better reflect its actual function | |||||
* | For clients that are entering a simulator from initial login, stop executing ↵ | Justin Clark-Casey (justincc) | 2011-11-15 | 3 | -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) | 2011-11-15 | 1 | -4/+6 | |
| | | | | structs are so not passed by reference (and they're immutable!) |