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* Improve z axis move to/autopilot so the avatar does alternative ↵Justin Clark-Casey (justincc)2011-08-032-12/+30
| | | | | | crouch/huzzah when walking along the ground Moving a flying avatar to a ground point doesn't yet land the avatar. This may or may not be the best thing
* Implement move to/autopilot for z axis movement as well.Justin Clark-Casey (justincc)2011-08-032-17/+40
| | | | This is jerky (an artifact of the way it's being done, I think), but it's better than on implementation.
* get autopilot/go here to work immediately.Justin Clark-Casey (justincc)2011-08-031-3/+7
| | | | This works with viewer 1.23.5 and so in theory should work with libopenmetaverse.
* refactor: Move update_movement_flag and the final check inside the ↵Justin Clark-Casey (justincc)2011-08-031-5/+5
| | | | m_allowMovement if in HandleAgentUpdate() since it's logically only ever used there
* refactor: move out code from HandleAgentUpdate() which processes updates to ↵Justin Clark-Casey (justincc)2011-08-031-98/+116
| | | | | | move to a set position Also comment out the really spammy log message I accidentally left in on the last commit.
* Fix Flotsam cache so it will use the disk cache if the memory cache is enabledRobert Adams2011-08-021-2/+2
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* Partially fix autopilot/go hereJustin Clark-Casey (justincc)2011-08-027-119/+99
| | | | | | | This now works again except that it requires a click or avatar mvmt to get going This is because the ScenePresence.HandleAgentUpdate() method doesn't trigger until the client does something significant, at which point autopilot takes over. Even clicking is enough to trigger. This will be improved presently.
* If GetRegionByName can't match something in the local db, then search the ↵Justin Clark-Casey (justincc)2011-08-021-6/+27
| | | | | | hypergrid if that functionality has been enabled. This should fix the problem today where old style HG addresses (e.g. "hg.osgrid.org:80:Vue-6400") stopped working since 8c3eb324c4b666e7abadef4a714d1bd8d5f71ac2
* remove ancient late 2008 cruft that handles the situation where the ↵Justin Clark-Casey (justincc)2011-08-021-10/+1
| | | | | | GetRegionsByName used to not be implemented/returned null. It's impossible that anybody is still running this since the infrastructure has changed massively since that time.
* Change GridService.GetRegionByName() to only return info if there is an ↵Justin Clark-Casey (justincc)2011-08-023-3/+12
| | | | | | | exact region name match, unlike GetRegionsByName() This should fix the first part of http://opensimulator.org/mantis/view.php?id=5606, and maybe 5605. Thanks to Melanie for helping with this.
* Revert "In GridService, have GetRegionByName() call GetRegionsByName() with ↵Justin Clark-Casey (justincc)2011-08-021-5/+4
| | | | | | | | a max return of 1 instead of duplicating code." This reverts commit 8d33a2eaa10ed75146f45cca4d6c19ac814d5fee. Better fix will be along in a minute
* In GridService, have GetRegionByName() call GetRegionsByName() with a max ↵Justin Clark-Casey (justincc)2011-08-021-4/+5
| | | | | | return of 1 instead of duplicating code. This also fixes the problem where this method would not return a hypergrid region, unlike GetRegionsByName()
* Get rid of AvatarAppearance.Owner to simplify the code.Justin Clark-Casey (justincc)2011-08-0215-53/+38
| | | | This is not used for anything - appearances are always properties of objects with ids (ScenePresence, AgentCircuitData) and just has the potential to get out of sync when the appearance is cloned.
* Get osNpcCreate appearance working with avatars that are currently in the scene.Justin Clark-Casey (justincc)2011-08-016-13/+60
| | | | | | Had to stop using AvatarService for now since it doesn't store baked texture IDs (which is why this was failing). Also failing because cloning appearance was also cloning the AvatarApperance.Owner field, which we weren't then changing. Extended TestCreate() to check this.
* Move common gemo/agent map name code into CreateGeom()Justin Clark-Casey (justincc)2011-08-011-11/+5
| | | | Fix build break.
* Instead of preserving old name in geom_name_map in change size or shape, use ↵Justin Clark-Casey (justincc)2011-08-011-7/+3
| | | | | | the Name property instead. This is equivalent since the prim 'name' is never changed. In fact, this propery is never used for prims
* comment out unused code in OdeScene.TriCallback()Justin Clark-Casey (justincc)2011-08-011-12/+12
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* On geom removal, remove the name from the OdeScene.geom_name_map tooJustin Clark-Casey (justincc)2011-08-011-0/+1
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* remove the unused ODEPrim.prev_geom fieldJustin Clark-Casey (justincc)2011-08-011-3/+0
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* When an ODE geom is removed (as when a non-phantom prim is deleted, resized ↵Justin Clark-Casey (justincc)2011-08-011-0/+2
| | | | | | or shape changed, also remove the OdeScene.actor_name_map entry pointing to the phys actor This is to stop a small memory leak over time when prims are deleted or phantom-toggled
* refactor: centralize prim geom removal code from four places to oneJustin Clark-Casey (justincc)2011-08-013-43/+48
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* minor: add note to RemovePrimThreadLocked() to the effect that it contrary ↵Justin Clark-Casey (justincc)2011-08-012-1/+4
| | | | to the summary, it is being called from within Simulate() lock (OdeLock)
* If a prim changes size or shape, add actor to _parent_scene.actor_name_map ↵Justin Clark-Casey (justincc)2011-08-011-1/+4
| | | | | | | | with new prim_geom key, as the old one becomes invalid. This resolves http://opensimulator.org/mantis/view.php?id=5603 where changing size or shape would stop collision_start being fired in a running script. In both this and existing code we are not removing old actors from actor_name_map when the existing prim_geom is removed, which leads to a small memory leak over time. This needs to be fixed.
* minor: indentation correctionJustin Clark-Casey (justincc)2011-08-011-17/+13
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* Comment out SOP logging message I accidentally left inJustin Clark-Casey (justincc)2011-07-311-1/+1
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* refactor: split out ninja joint part of SOP.DoPhysicsPropertyUpdate() so ↵Justin Clark-Casey (justincc)2011-07-311-71/+86
| | | | that we don't have to look at it if it's not relevant
* In the packetpool, if we encounter a data block that somehow wasn't ↵Justin Clark-Casey (justincc)2011-07-311-6/+11
| | | | retrieved via GetDataBlock() then create a new stack instead of throwing an exception
* Remove _mesh field since the mesh data no longer needs to be stored after ↵Justin Clark-Casey (justincc)2011-07-311-49/+16
| | | | | | it's initially used. This may improve memory usage for regions using mesh and sculpts, though I suspect that it doesn't address the current memory leak.
* refactor: Remove argument to pass in an initial mesh to OdePrim since this ↵Justin Clark-Casey (justincc)2011-07-312-27/+5
| | | | | | is no longer required and it prevents removal of the _mesh field (which is only used temporarily) If passing in a mesh becomes important again in the future then this can be reinstated.
* minor: correct method doc for last commitJustin Clark-Casey (justincc)2011-07-311-1/+1
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* refactor: rename CreateGeom _mesh argument to mesh, so as to not confuse ↵Justin Clark-Casey (justincc)2011-07-311-3/+3
| | | | this with the pre-existing _mesh field
* minor: method docJustin Clark-Casey (justincc)2011-07-312-4/+20
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* Refactor: Replace instances of m_isphysical with IsPhysical rather than have ↵Justin Clark-Casey (justincc)2011-07-301-33/+40
| | | | | | some code reference the private var and other the public var without any functionality difference. Add some method doc to IsPhysical
* refactor: Rename ODEPrim.ParentPrim() to AddChildPrim() for code readabilityJustin Clark-Casey (justincc)2011-07-301-11/+14
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* minor: remove mono compiler warnings, some code spacing adjustmentsJustin Clark-Casey (justincc)2011-07-303-7/+8
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* minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2011-07-301-3/+4
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* minor: Add method doc to collision subscription methods. Change method case ↵Justin Clark-Casey (justincc)2011-07-304-8/+26
| | | | to reflect OpenSim standards.
* refactor: extract method that generates a physics mesh from prim shape dataJustin Clark-Casey (justincc)2011-07-301-117/+141
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* refactor: extract code which generate points and faces from sculpt data into ↵Justin Clark-Casey (justincc)2011-07-301-220/+240
| | | | | | it's own method. fix build break.
* fix bug in previous commitJustin Clark-Casey (justincc)2011-07-301-1/+2
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* refactor: move the code that generates physics meshs from prim mesh data ↵Justin Clark-Casey (justincc)2011-07-301-99/+123
| | | | into a separate method, in order to make the code more readable.
* Replace the generic exception logging in flotsam asset cache with more ↵Justin Clark-Casey (justincc)2011-07-301-26/+24
| | | | specific stuff to return more information.
* correct misleading "fcache status" text - deep scans are not performed when ↵Justin Clark-Casey (justincc)2011-07-301-1/+1
| | | | this command is invoked.
* Temporary code to change bad AvatarHeight values in the AvatarService to the ↵Justin Clark-Casey (justincc)2011-07-301-1/+27
| | | | | | | default Ruth height. I was persuaded to do this because simulators on osgrid will persist in inserting bad values for an unknown length of time, even after the original simulator bug which was inserting bad values is out in an osgrid distro This code can be removed at some point in the future, though I think there is an argument for having services police these values in open grids.
* Temporarily put in a log line which shows which locale the user is running in.Justin Clark-Casey (justincc)2011-07-292-0/+6
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* For all Util.FireAndForget invocations, set thread to en_US before ↵Justin Clark-Casey (justincc)2011-07-291-5/+10
| | | | | | | | | | continuing wtih the invocation. This is to avoid bugs where the locale is not manually set on the thread and bad data values get sent to the database or over the wire. Lots of code does this manually but as we've seen, a subtle change can hit code which has forgotton to do this. Since en_US show be used throughout the server at present, setting it at FireAndForget seems reasonable. Arguably, it would be better to do this where data is sent, but doing it here is much easier. All the manual BeginInvokes() remaining in the code should probably call FireAndForget instead.
* When we start the appearance saving thread, make sure we set the culture to ↵Justin Clark-Casey (justincc)2011-07-291-0/+5
| | | | | | | En_US so that a different culture doesn't save values with commas as decimal points, etc. This will hopefully stop giants stalking the grid. See http://opensimulator.org/mantis/view.php?id=5614
* Return null from CreateMeshFromPrimMesher if OpenJPEG decoding of the sculpt ↵Justin Clark-Casey (justincc)2011-07-291-1/+11
| | | | | | data fails. This is to address http://opensimulator.org/mantis/view.php?id=5612
* fix extremely minor Ode bug where the _taintedPrimL list would always be ↵Justin Clark-Casey (justincc)2011-07-291-3/+14
| | | | cleared on every OdeScene.Simulate() even if it was already empty.
* refactor: Move another chunk of ninja code out of the OdeScene.Simulate() ↵Justin Clark-Casey (justincc)2011-07-291-28/+36
| | | | loop for consistency and readability.