Commit Graph

1717 Commits (2ae5b40ca6bb3d33310f0f66569bf150548a2de6)

Author SHA1 Message Date
Justin Clark-Casey (justincc) 0c041ce12f Implement osNpcSit(). This is still in development so don't trust it
Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE)
e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE);
At the moment, sit only succeeds if the part has a sit target set.
NPC immediately sits on the target even if miles away - they do not walk up to it.
This method is in development - it may change so please don't trust it yet.
Standing will follow shortly since that's kind of important once you're sitting :)
2011-10-17 01:42:31 +01:00
Justin Clark-Casey (justincc) b9930a6305 improve method doc on Scene.OtherRegionUp()
this is really just to trigger panda.
2011-10-15 03:17:58 +01:00
Justin Clark-Casey (justincc) ddf54b5537 move see_into_this_sim_from_neighbor [Startup] flag parsing into Scene with the others 2011-10-15 03:03:05 +01:00
Justin Clark-Casey (justincc) 528cc8136e fetch physical_prim switch from [Startup] config from inside scene, as is done for most other scene config params 2011-10-15 02:54:43 +01:00
Justin Clark-Casey (justincc) 5ddefc2564 remove now redundant m_physical_prim flag from SOP.ApplyPhysics() 2011-10-15 02:47:27 +01:00
Justin Clark-Casey (justincc) 3843efe478 Restore [Startup] physical_prim flag which can stop any prims being subject to physics
This had stopped working.  However, at the moment it still allows the physics flag to be set even though this has no effect.  This needs to be fixed.
Default for this flag is true as previously.
2011-10-15 02:42:43 +01:00
Justin Clark-Casey (justincc) f2889d7ce9 remove redundant PhysActor.IsPhysical call from SOP.UpdatePrimFlags() as its done immediately afterwards in DoPhysicsPropertyUpdate() 2011-10-15 02:12:46 +01:00
Justin Clark-Casey (justincc) 732e937379 refactor: Remove redundant code in SOP.UpdatePrimFlags() 2011-10-15 02:07:05 +01:00
Justin Clark-Casey (justincc) c93c9ea072 factor common code out into SOP.RemoveFromPhysics() 2011-10-15 02:02:39 +01:00
Justin Clark-Casey (justincc) aa19ccf65c refactor: rename IClientAPI.SendPrimUpdate() to SendEntityUpdate() since it sends entity updates (including presence ones), not just prims. 2011-10-14 01:45:46 +01:00
Justin Clark-Casey (justincc) 4e7d4330c2 Expose minimum frame time and update periods for experimentation.
Settings are at bottom of [Startup] in OpenSimDefaults.ini, override in OpenSim.ini to change
Defaults are the same as previously.
More information to come on opensim-dev shortly.
Feel free to tweak but if you do please don't expect any support unless feedback on certain tweaks is explicitly requested.
2011-10-13 23:47:37 +01:00
Justin Clark-Casey (justincc) 128d8dfd8b refactor: Put the frame update period when temporary objects are cleaned up in a field, like all the other update periods 2011-10-13 22:28:42 +01:00
Justin Clark-Casey (justincc) fd274a6688 refactor: chain the two scene constructors together to eliminate more copypasta 2011-10-13 22:21:03 +01:00
Justin Clark-Casey (justincc) a6fa15e8b6 Tie reported FPS correction factor into the minimum frame time rather than setting separately.
This makes reported FPS scale as required if min frame time changes
2011-10-13 22:07:55 +01:00
Justin Clark-Casey (justincc) ceb326284e Move fps stat adjustment factor into field rather than hard-coded. 2011-10-13 21:55:51 +01:00
Justin Clark-Casey (justincc) f08664f422 remove some mono compiler warnings 2011-10-12 21:54:25 +01:00
Justin Clark-Casey (justincc) fe3594c5ea Start recording object updates per second statistic (analogue of agent updates per secod) and expose via monitoring module as ObjectUpdatePerSecondMonitor
A useful diagnostic to find out how object updates are burdening a scene
2011-10-11 22:17:05 +01:00
Justin Clark-Casey (justincc) 62aad4c18f Add other region stats (total frame time, physics fps, etc.) currently missing from MonitorModule
Unlike the other 3 stats mechanisms, monitor data can be queried per individual region, which makes this useful.
This doesn't affect an of the existing monitored stats.
2011-10-10 23:48:53 +01:00
Justin Clark-Casey (justincc) 19096bd391 Convert getLastReportedSimFPS() and getLastReportedSimStats() into more idiomatic LastReportedSimFPS and LastReportedSimStats on SimStatsReporter 2011-10-10 22:23:42 +01:00
Justin Clark-Casey (justincc) 2b290793ab refactor: have lsl and ossl interrogate scene.StatsReporter directly rather than going through scene
I know this goes against the law of demeter but I don't think it's that useful here and I'd rather get rid of nasty little wrapper methods
2011-10-10 21:54:08 +01:00
Justin Clark-Casey (justincc) ff80113534 Go back to lying that sim fps is 55 when it's actually locked at a maximum of 11.
We're been lying since 2008 so I'm sure another few years can't hurt.
To know the real fps, either divide sim fps by 5 and/or look at the frame time.
2011-10-08 00:15:15 +01:00
Justin Clark-Casey (justincc) e3c522e211 Comment out [SCENE PRESENCE] SendAppearanceToAllOtherAgents: log message
As per earlier discussions with dslake
2011-10-07 20:51:26 +01:00
Dan Lake 4b46b7a5ad Fixed line endings from previous commit 2011-10-06 23:20:51 -07:00
Dan Lake f26a966b8e Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2011-10-06 22:50:03 -07:00
Dan Lake 4748c19bdb Refactored "known child region" in ScenePresence. There were 4 different
ways to access the list/dictionary of child regions and locking was
inconsistent. There are now public properties which enforce locks.
Callers are no longer required to create new copies of lists.
2011-10-06 22:47:33 -07:00
Justin Clark-Casey (justincc) 1f78dc6504 remove the pointless slashes on the end of the (5!) different server stat retrieval mechanisms.
Original request URLs that end with / will still work, but this will allow one to type /simstatus as well as /simstatus/
Can't do this with webstats yet since it does insane things to the path.
2011-10-07 00:30:35 +01:00
Dan Lake 9a16e76f51 Simplified IsInTransit property on ScenePresence and removed InTransit() which called IsInTransit=true which called m_inTransit=true. Also removed NotInTransit(). 2011-10-06 12:39:19 -07:00
Dan Lake 08f264d096 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Conflicts:
	OpenSim/Region/Framework/Scenes/ScenePresence.cs
2011-10-06 12:22:15 -07:00
Dan Lake bd9ba904c3 Refactor ScenePresence so gets and sets are through properties. Added private sets when needed. Removed redundant code when methods replicated what the set already does 2011-10-06 12:19:31 -07:00
Justin Clark-Casey (justincc) ca83f99332 Instead of adding stat agentMS in all kinds of places, calculate it instead in the main Scene.Update() loop, like the other stats
Some of the places where agentMS was added were in separate threads launched by the update loop.  I don't believe this is correct, since such threads are no longer contributing to frame time.
Some of the places were also driven by client input rather than the scene loop.  I don't believe it's appropriate to add this kind of stuff to scene loop stats.
These changes hopefully have the nice affect of making the broken out frame stats actually add up to the total frame time
2011-10-06 00:45:25 +01:00
Justin Clark-Casey (justincc) 7d033187d8 Make reported sim fps more accurate, in line with frame time ms
Also remove some unused fields and improve naming on others.
2011-10-05 22:08:56 +01:00
Dan Lake bfa405e6f7 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2011-10-03 16:45:04 -07:00
Dan Lake 460946ad62 Removed redundant code in AttachmentsModule and simplified interfaces which converted back and forth between ScenePresence and IClientAPI. More to be done still. 2011-10-03 16:44:32 -07:00
Pixel Tomsen b98442dcec Animation-States Turning Left, Turning Right implemented/enabled
http://opensimulator.org/mantis/view.php?id=3036
2011-10-04 00:27:11 +01:00
Justin Clark-Casey (justincc) 37ae6451f9 Remove vestigal RegionStatus.SlaveScene.
This appears to be code clutter since the code that uses this has long gone.
2011-10-03 23:25:09 +01:00
Justin Clark-Casey (justincc) 56dbab35e1 Remove unimplementated UpdateMovement() methods from SOG, SOP.
SP still has an implementation but this is now just a public method on SP rather than an abstract one in EntityBase.
No point making the code more complex until it actually needs to be,
2011-10-01 01:26:50 +01:00
Justin Clark-Casey (justincc) a3531dec1a Add en_US culture setting to the async delete to inventory thread, to avoid any issues with float serialization with machines set to non en_US locales.
Doing this to see if addresses inventory object deserialization problems in http://opensimulator.org/mantis/view.php?id=5708, though if it does I'm really surprised not to have seen it before now.
Really need to go through and systematically set the culture for every timer and change all BeginInvoke calls to FireAndForget instead.
But don't want to do something like that this close to a release.
2011-09-26 23:00:16 +01:00
Snoopy Pfeffer 2b2580e3a1 Fix for rezzing and derezzing HUDs (see Mantis #5406). From now on updates are only sent to affected clients. 2011-09-25 00:51:43 +02:00
Justin Clark-Casey (justincc) bec0cbe82b remove unused SOP.Create() method 2011-09-23 22:20:15 +01:00
Justin Clark-Casey (justincc) c8304b7f84 Fix avatar parameter updating for viewer 3 and maybe 2.
When a slider parameter is changed, the viewer uploads a new shape (or other asset) and the item is updated to point to it.
Viewer 1 uploaded the data in the initial request itself, so the asset references was almost always correctly updated.
However, viewer 3/2 always uploads data in a subsequent xfer, which exposed a race condition where the viewer would make the item update before the asset had uploaded.
This commit shuffles the order of operations to avoid this race, the item is updated with the new asset id instead of the old one while the upload was still taking place.
A second race had to be fixed where avatar appearance would also be updated with the old asset id rather than the new one.
This was fixed by updating the avatar appearance ids when the appearance was actually saved, rather than when the wearables update was made.
2011-09-23 02:59:33 +01:00
Dan Lake 28a482a7ee Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2011-09-21 16:24:48 -07:00
Dan Lake 2c0bb8118d Commented out new debug statements in ScenePresence 2011-09-21 16:24:19 -07:00
Justin Clark-Casey (justincc) d358125cac Reinstate option to land an npc when it reaches a target.
This is moved into ScenePresence for now as a general facility
2011-09-22 00:16:05 +01:00
Justin Clark-Casey (justincc) 241e07d006 Move code which handles NPC movement into Scene so that this can also be used by Autopilot coming from the client side.
I thought that I had implemented this but must have accidentally removed it.
Adds a regression test to detect if this happens again.
Temporarily disables automatic landing of NPC at a target.  Will be fixed presently.
2011-09-21 23:56:11 +01:00
Justin Clark-Casey (justincc) f9438e7147 Remove unused and never set SP.PreviousRotation 2011-09-21 22:01:57 +01:00
Justin Clark-Casey (justincc) 572b680cb0 get rid of an incredibly noisy logging message from the last commit 2011-09-21 20:15:06 +01:00
Justin Clark-Casey (justincc) c9c40343af Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2011-09-21 20:05:11 +01:00
Justin Clark-Casey (justincc) 8159fd7110 When calling osNpcMoveTo(), rotate the avatar in the direction of travel.
This stops the npc walking backwards if the target is directly behind.
This means that the npc no longer returns to its original rotation once movement has finished.
If you want this behaviour, please store and reset the original rotation after movement.
This is somewhat to address http://opensimulator.org/mantis/view.php?id=5678
2011-09-21 19:28:41 +01:00
Dan Lake fa9291512a Make debug statements in ScenePresence consistent and add a few more 2011-09-20 14:07:10 -07:00
Justin Clark-Casey (justincc) 385c4a210d On setting a new avatar appearance, if height hasn't changed then don't set that same height in ScenePresence.
This prevents unnecessary work in the ODE module, though possibly that should be checking against same size sets itself
2011-09-17 00:26:53 +01:00
Justin Clark-Casey (justincc) 6f542f73d4 Stop the avatar stalling on its first boarder cross when using the ODE plugin
When upgrading the previously child agent to a root, the code was setting the Size parameter on the ODECharacter PhysicsActor.
This in turn reset Velocity, which cause the border stall.
I'm fixing this by commenting out the Velocity = Vector3.Zero lines since they don't appear to play a useful purpose
2011-09-16 23:57:16 +01:00
Justin Clark-Casey (justincc) adfe713b43 minor: I was wrong about OffsetPosition - sometimes it genuinely does return offset position!
Add method doc to explain this.
2011-09-16 22:55:24 +01:00
Justin Clark-Casey (justincc) b2356340d2 Remove setter from SP.OffsetPosition, since all sets should flow through SP.AbsolutePosition
OffsetPosition is also misnamed - it returns the absolute position and never contains an offset.
2011-09-16 22:51:36 +01:00
Justin Clark-Casey (justincc) 522d6261f1 Correctly create a freshly created estate owner's default items and avatar entries on standalone if applicable. 2011-09-16 00:12:12 +01:00
Justin Clark-Casey (justincc) c4efb97d49 Write code to create minimum necessary body parts/clothing and avatar entries to make a newly created user appear as a non-cloud on viewer 2
Viewer 2 no longer contains the default avatar assets (i.e. "Ruth") that would appear if the user had insufficient body part/clothing entries.
Instead, avatars always appear as a cloud, which is a very bad experience for out-of-the-box OpenSim.
Default is currently off.  My intention is to switch it on for standalone shortly.
This is not particularly flexible as "Ruth" is hardcoded, but this can change in the future, in co-ordination with the existing RemoteAdmin capabilities.
Need to fix creation of suitable entries for users created as estate owners on standalone.
Avatars still appear with spooky empty eyes, need to see if we can address this.
This commit adds a "Default Iris" to the library (thanks to Eirynne Sieyes from http://opensimulator.org/mantis/view.php?id=1461) which can be used.
2011-09-15 22:59:29 +01:00
Justin Clark-Casey (justincc) de19dc3024 refactor: rename SOG/SOP.GetProperties() to SendPropertiesToClient() to reflect what it actually does
This also makes it consistent with some other methods that send data to the client.
2011-09-15 18:58:58 +01:00
Justin Clark-Casey (justincc) a4cc5f628f Only bother to create an inventory xfer file if there are any items in a prim inventory 2011-09-15 18:42:10 +01:00
Justin Clark-Casey (justincc) 8fb3e71b14 Shuffle order of code in invnetory connector GetFolderContent() calls to avoid a possible race condition 2011-09-15 18:36:22 +01:00
Justin Clark-Casey (justincc) 42f1b88eb2 If a prim inventory becomes empty through deletion, send an empty xfer file name rather than one that references a metadata file containing only the folder object.
If we do this, then viewer 3 crashes when we try and rez a script directly in an attachment's prim inventory.
Sending an empty file name was already being done if the prim's inventory had never been touched.
Now we always do that if there are no items in that inventory.
Hopefully addresses the remaining point in http://opensimulator.org/mantis/view.php?id=5644
2011-09-15 18:13:36 +01:00
Justin Clark-Casey (justincc) bd991fc95f Don't try and delete attachments for child agent close 2011-09-13 22:54:50 +01:00
Justin Clark-Casey (justincc) 8880aea728 Stop attempts to rewear already worn items from removing and reattaching.
Viewer 2/3 will sometimes attempt to rewear attachments, even though they have already been attached during the main login process.
This change ignores those attempts.
This stops script failures during login, as the rewearing was racing with the script startup code.
It might also help with attachments being abnormally put into deleted state.
Hopefully resolves some more of http://opensimulator.org/mantis/view.php?id=5644
2011-09-13 22:13:58 +01:00
Justin Clark-Casey (justincc) 618277e797 Comment out attachments code in Scene.IncomingCreateObject(UUID userID, UUID itemID) for now
As far as I can see, this is only invoked by a PUT request to ObjectHandlers, which is not being used anyway.
Invoking attachments code at this point is probably inappropriate since it would still be invoked when the client entered the scene.
Being commented to simplify analysis of attachments issues.  Can be uncommented when in use.
Also, small tweak to lock and log removal of a SOG from the SceneObjectGroupsByLocalPartID collection in SceneGraph.GetGroupByPrim() if an inconsistency is found.
2011-09-13 20:25:32 +01:00
Justin Clark-Casey (justincc) df73833a2c stop the duplicate remove of the root part ids from the full part and local part indexes in SG.DeleteSceneObject()
this is unnecessary because the parts array iterated through contains the root part as well as the non-root parts
2011-09-13 18:11:13 +01:00
Justin Clark-Casey (justincc) f09a90d8a7 extend TestGetSceneObjectByPartLocalId() to test state after scene object deletion 2011-09-13 18:08:05 +01:00
Justin Clark-Casey (justincc) 07ba28f1de In SG.AddSceneObject(), stop unnecessarily adding the root part to object indexes sepearately from the other parts.
The SOG.Parts property contains the root part as well as the non-root parts
2011-09-13 17:56:02 +01:00
Justin Clark-Casey (justincc) c14f0a22d4 Add new TestGetSceneObjectByPartLocalId() for retrieving a scene object via the local id of one of its parts 2011-09-13 17:52:10 +01:00
Justin Clark-Casey (justincc) 88bd71b978 improve TestAddSceneObject() to test a multi-part object rather than a single-part 2011-09-13 17:40:39 +01:00
Justin Clark-Casey (justincc) 306af9934a In an object return message, send a null-terminated empty string in binary bucket to prevent a viewer 3 crash.
This is the message sent to the client when the object is returned.
We were sending byte[0] in the binary bucket.  This didn't kill viewer 1 but did terminate viewer 3 (don't know about viewer 2).
So sending "\0" instead.
This is to address http://opensimulator.org/mantis/view.php?id=5683
2011-09-13 17:13:42 +01:00
Justin Clark-Casey (justincc) dea0935361 eliminate redundant SP.m_regionInfo since it always has the scene.
We were already referencing through the scene in some places.
2011-09-12 23:00:15 +01:00
Justin Clark-Casey (justincc) 62b2450529 remove the unused SP.initializeScenePresence() 2011-09-12 22:54:54 +01:00
Justin Clark-Casey (justincc) 56cd7d9685 stop the redundant passing in of RegionInfo to SceneGraph, since the Scene is always passed in at the same time. 2011-09-12 22:51:56 +01:00
Justin Clark-Casey (justincc) 00f8946bd4 minor: if the script engine fails to find a prim for a script, also print out that prim's local id in the error message. 2011-09-12 22:44:14 +01:00
Justin Clark-Casey (justincc) ea0f78c971 Start locking entire add/remove operations on an IScenePresence.AttachmentsSyncLock object
Attach and detach packets are processed asynchronously when received from a viewer.
Bugs like http://opensimulator.org/mantis/view.php?id=5644 indicate that in some situations (such as attaching/detaching entire folders of objects at once), there are race conditions between these threads.
Since multiple data structures need to be updated on attach/detach, it's not enough to lock the individual collections.
Therefore, this commit introduces a new IScenePresence.AttachmentsSyncLock which add/remove operations lock on.
2011-09-12 21:57:22 +01:00
Justin Clark-Casey (justincc) 517932722b minor: put <remarks> tags around some method doc 2011-09-12 20:06:09 +01:00
Justin Clark-Casey (justincc) 728fd0b1b8 lock attachments when enumerating through them in ScenePresence.CopyTo().
May have some effect on http://opensimulator.org/mantis/view.php?id=5644
2011-09-10 01:09:17 +01:00
Justin Clark-Casey (justincc) 9c32b131fd Add extra log information when attachments fail validation 2011-09-10 00:57:52 +01:00
Oren Hurvitz 1dd904b78e Delay loading scripts until the scene has finished loading 2011-09-09 23:01:05 +01:00
Justin Clark-Casey (justincc) 086bf9f15d Save the default terrain texture UUIDs for a new region instead of leaving them as UUID.Zero.
Leaving them at UUID.Zero meant that when a viewer 2 logged into a region that had been freshly created, it received UUID.Zero for these textures, and hence display the land as plain white.
On a simulator restart, the problem would go away since when the database adapators loaded the new region settings, RegionSettings itself has code to use default textures instead of UUID.Zero.
This commit resolves the problem by saving the default texture UUIDs instead of Zero.
However, we currently have to do this in a roundabout way by resaving once the RegionSettings have been created by the database for the first time.  This needless complexity should be addressed.
This change will also have the effect of replacing any existing UUID.Zero terrain textures with the default ones.
However, this shouldn't have any effect since the UUID.Zeros were already being replaced in memory with those same UUIDs.
2011-09-09 00:38:04 +01:00
Justin Clark-Casey (justincc) e6cd4defdb Lock m_pendingObjects when calling GetPendingObjectsCount().
This is only called by a region console command.
We should also be locking m_partsUpdateQueue when dequeueing the next part, or locking m_pendingObjects in QueuePartForUpdate().
However, I won't do this now since I don't have time to analyze how this would affect liveness.
2011-09-06 22:48:05 +01:00
Justin Clark-Casey (justincc) 3d4d3427cd Comment out SceneViewer.Reset() and stop calling from Close() since this is useless work as a closed scene object is never reset.
Strictly speaking, we could also stop bothering to clear the m_updateTimes and m_partsUpdateQueue if we are sure that the whole SceneViewer is shortly to be garbage collected anyway, but we'll leave them around for now.
2011-09-06 22:44:34 +01:00
Justin Clark-Casey (justincc) 4bf3adffb8 In SceneViewer, introduce an IsEnabled flag and perform Close() under an m_pendingObjects lock in order to avoid the race condition seen by danbanner in http://opensimulator.org/mantis/view.php?id=5669 2011-09-06 22:26:28 +01:00
Justin Clark-Casey (justincc) cf73afec35 Try disabling the inconsistent attachment state check to see if this actually has an impact.
The code in question is over three years old and just be catching an inconsistency rather than being wholly necessary.
This commit still carries out the check and prints all the previous log warnings but a 'failure' no longer prevents avatar region crossing or teleport, and it doesn't give the client the error message.
This will have some kind of impact on http://opensimulator.org/mantis/view.php?id=5672
2011-09-05 23:42:37 +01:00
Justin Clark-Casey (justincc) 5c1fa968ab Stop NPCs losing attachments when the source avatar takes them off.
This was happening because we were using the source avatar's item IDs in the clone appearance.
Switch to using the asset IDs of attachments instead for NPCs.
The InventoryAccessModule and AttachmentModule had to be changed to allow rezzing of an object without an associated inventory item.
Hopefully goes some way towards resolving http://opensimulator.org/mantis/view.php?id=5653
2011-09-03 01:11:16 +01:00
Justin Clark-Casey (justincc) e6eb0d9a6f Comment out Scene.CleanDroppedAttachments() and calls.
This method wasn't actually doing anything since dropped attachments retain a PCode of 9.
Also, behaviour of dropped attachments in other places appears to be that they persist after avatar logout rather than get deleted.
2011-09-02 23:19:27 +01:00
Justin Clark-Casey (justincc) 26b471f25a Go back to resetting the State parameter for all parts of a SOG when SOG.ClearPartAttachmentData() is called.
Even though we don't use these on rez they are still present after an unlink, after which selecting them causes various viewers to crash
Hopefully really does address http://opensimulator.org/mantis/view.php?id=5664
2011-09-02 22:28:27 +01:00
Justin Clark-Casey (justincc) af7c6c5f39 stop passing FromUserInventoryItemID right down into the deserializer.
the code becomes simpler if this is set from the outside - only one place needs to do this.
2011-09-02 00:50:16 +01:00
Justin Clark-Casey (justincc) 9c0a03731d Move more of IAM.RezObject() into DoPreRezWhenFromItem() 2011-09-02 00:41:21 +01:00
Justin Clark-Casey (justincc) c491cdcb95 refactor: use SOG register target waypoints and rots directly instead of calling through the SOP, which doesn't make conceptual sense anyway. 2011-09-01 02:18:31 +01:00
Justin Clark-Casey (justincc) 7eca929686 Eliminate pointless checks of SOG.RootPart != null
It's never possible for SOG to have no RootPart, except in the first few picosends of the big bang when it's pulled from region persistence or deserialized
2011-09-01 02:11:00 +01:00
Justin Clark-Casey (justincc) 10d883dc88 refactor: use ParentGroup.UUID directly instead of SOP.GetRootPartUUID() 2011-09-01 01:41:53 +01:00
Justin Clark-Casey (justincc) 63bf710237 Fix issue with llGetTorque() where it would only ever return a zero vector. 2011-09-01 01:37:35 +01:00
Justin Clark-Casey (justincc) 095b3e5756 Remove pointless cluttering SOP.ParentGroup != null checks.
The only times when ParentGroup might be null is during regression tests (which might not be a valid thing) and when scene objects are being constructed from the database.
At all other times it's not possible for a SOP not to have a SOG parent.
2011-09-01 01:22:28 +01:00
Justin Clark-Casey (justincc) 7d58b5fa15 move common code into AttachmentsModule.DeleteAttachmentsFromScene() 2011-08-31 17:53:58 +01:00
Justin Clark-Casey (justincc) e69f246b86 refactor: move multiple class to set avatar height into associated SP.AddToPhysicalScene() 2011-08-31 17:25:18 +01:00
Justin Clark-Casey (justincc) 899d109e82 get rid of appearance null checks - this is never null 2011-08-31 17:13:53 +01:00
Justin Clark-Casey (justincc) 54839d28ad remove pointless m_attachments == null check since this field is never null 2011-08-31 16:46:43 +01:00
Justin Clark-Casey (justincc) 5a5206449f minor: seal up another instance of using the appearance list without locking 2011-08-31 16:41:58 +01:00
Justin Clark-Casey (justincc) 32444d98cb Make SP.Attachments available as sp.GetAttachments() instead.
The approach here, as in other parts of OpenSim, is to return a copy of the list rather than the attachments list itself
This prevents callers from forgetting to lock the list when they read it, as was happening in various parts of the codebase.
It also improves liveness.
This might improve attachment anomolies when performing region crossings.
2011-08-31 16:29:51 +01:00
Justin Clark-Casey (justincc) 1809aaf74c minor: remove already processed avatar null check in Scene.RemoveClient()
remove some now duplicated method doc
2011-08-30 23:36:45 +01:00
Justin Clark-Casey (justincc) ddc733cd3d refactor: move SP.SaveChangedAttachments() fully into AttachmentsModule 2011-08-30 23:32:30 +01:00
Justin Clark-Casey (justincc) 04bafd2122 refactor: Move ScenePresence.RezAttachments() into AttachmentsModule
This adds an incomplete IScenePresence to match ISceneEntity
2011-08-30 23:06:10 +01:00
Justin Clark-Casey (justincc) a90e1cf3aa add Name property to ISceneEntity 2011-08-30 22:39:16 +01:00
Justin Clark-Casey (justincc) 1de68b34d9 refactor: migrate DropObject handling fully into AttachmentsModule from Scene 2011-08-30 22:25:38 +01:00
Mic Bowman 17dab7245f Merge branch 'master' into bulletsim 2011-08-30 08:44:28 -07:00
Justin Clark-Casey (justincc) be357f8fee Fix bug in persisting saved appearances for npcs
Assets have to be marked non-local as well as non-temporary to persist.  This is now done.
Hopefully addresses http://opensimulator.org/mantis/view.php?id=5660
2011-08-30 01:58:32 +01:00
Mic Bowman 648866b597 Merge branch 'master' into bulletsim 2011-08-29 09:55:34 -07:00
Makopoppo 795b56e695 Related to #4689 - Adding missing null check for SceneObjectPart
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
2011-08-27 07:45:02 -04:00
Justin Clark-Casey (justincc) d4d894c20f Stop avatars returning from neighbouring regions from stalling on the border crossing.
On making a root agent, we need to reset the ScenePresence.m_movement_flag so that it doesn't remember the
movement registered to the client when it exited the initial region.
If this is remember, then the client avatar movement isn't updated and it appears to stall in mid-air, though this is resolved with a prod/release of any other direction key.
This bug was probably introduced a few weeks ago.  Surprised that nobody brought it up.
2011-08-27 01:28:33 +01:00
Justin Clark-Casey (justincc) 1615e7d29f Eliminate duplicate AttachmentPoint properties by always using the one stored in the root part's state field. 2011-08-27 00:33:24 +01:00
Justin Clark-Casey (justincc) 33a894f3d2 refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid pointless duplication of identical values 2011-08-27 00:15:21 +01:00
Mic Bowman 23f10f1d22 Merge branch 'master' into bulletsim 2011-08-26 15:23:46 -07:00
Justin Clark-Casey (justincc) 15a514fcbc refactor: simplify SOP.AttachedAvatar into SOG.AttachedAvatar
This does a tiny bit to reduce code complexity, memory requirement and the cpu time of pointlessly setting this field to the same value in every SOP
2011-08-26 23:06:41 +01:00
Justin Clark-Casey (justincc) 5f3ffc195f refactor: move SOG.DetachToGround() to AttachmentsModule.DetachSceneObjectToGround() and remove redundant code 2011-08-26 22:49:11 +01:00
Justin Clark-Casey (justincc) 002313bf13 refactor: move sog.DetachToInventoryPrep() into AttachmentsModule.DetachSingleAttachmentToInv() 2011-08-26 22:02:23 +01:00
Justin Clark-Casey (justincc) d5dc8133fc remove pointless IsDeleted check on SP.RezAttachments()
IsDeleted is never set for an SP, even though it's on EntityBase.
It might be an idea to set it in the future
2011-08-24 22:37:08 +01:00
Justin Clark-Casey (justincc) 6d4432f440 refactor: simplify EntityBase.IsDeleted property 2011-08-24 22:34:26 +01:00
Justin Clark-Casey (justincc) 9ba4511d3e add SOG helper properties IsPhantom, IsTemporary, etc. to improve code readability
use these in some sog methods
2011-08-24 21:53:12 +01:00
Justin Clark-Casey (justincc) 5eeee480d4 refactor: move Scene.Inventory.attachObjectAssetStore() into AttachmentsModule.AddSceneObjectAsAttachment() 2011-08-24 21:35:44 +01:00
Justin Clark-Casey (justincc) 274e354006 get rid of pointless grp null check in attachObjectAssetStore() 2011-08-24 21:23:10 +01:00
Justin Clark-Casey (justincc) 0e0d40c810 minor: remove hardcoded region numbers with the region size constant and a currently hardcoded offset 2011-08-24 21:18:11 +01:00
Justin Clark-Casey (justincc) ccf07f6ae3 refactor: remove pointless AgentId argument from attachObjectAssetStore() 2011-08-24 21:14:57 +01:00
Justin Clark-Casey (justincc) cf3ffe5bb4 Fix llAttachToAvatar()
Apart from one obvious bug, this was failing because attempting to serialize the script from inside the script (as part of saving the attachment as an inventory asset) was triggering an extremely long delay.
So we now don't do this.  The state will be serialized anyway when the avatar normally logs out.
The worst that can happen is that if the client/server crashes, the attachment scripts start without previous state.
2011-08-24 20:49:23 +01:00
Justin Clark-Casey (justincc) afd5469eec Remove pointless contains check in ScenePresence.RemoveAttachment() 2011-08-23 00:08:29 +01:00
Justin Clark-Casey (justincc) d328046efb If an attachment fails, then start logging the exception for now, in order to help with the inconsistent state bug.
This also refactors AttachmentsModules to stop pointlessly refetching the ScenePresence in various methods.  However, more of this is required.
2011-08-22 23:59:48 +01:00
Justin Clark-Casey (justincc) 2eaadf2dc0 Add warning log message to say which attachment fails validation in order to pin down problems with "Inconsistent Attachment State" 2011-08-22 23:28:37 +01:00
Mic Bowman 384cb79a1a Merge branch 'master' into bulletsim
Conflicts:
	OpenSim/Region/Framework/Scenes/SceneManager.cs
2011-08-19 14:49:16 -07:00
Robert Adams bb5b396fc5 Fix exception when using BasicPhysics 2011-08-19 00:53:57 +01:00
Justin Clark-Casey (justincc) c9e6b7bd10 Stop NPC's getting hypergrid like names in some circumstances.
This meant punching in another AddUser() method in IUserManagement to do a direct name to UUID associated without the account check (since NPCs don't have accounts).
May address http://opensimulator.org/mantis/view.php?id=5645
2011-08-19 00:45:22 +01:00
Robert Adams fef73a1a10 BulletSim: add runtime setting of physics parameters. Update default values. 2011-08-18 14:32:09 -07:00
Justin Clark-Casey (justincc) 49258350e8 refactor: fold CreateSceneViewer() back into ScenePresence constructor 2011-08-18 01:22:01 +01:00
Justin Clark-Casey (justincc) 45c37ef494 refactor: Fold 3 ScenePresence() constructors into one since only one is called. 2011-08-18 01:11:23 +01:00
Justin Clark-Casey (justincc) c1a34cd8da Don't try to save changed attachment states when an NPC with attachments is removed from the scene.
This is done by introducing a PresenceType enum into ScenePresence which currently has two values, User and Npc.
This seems better than a SaveAttachments flag in terms of code comprehension, though I'm still slightly uneasy about introducing these semantics to core objects
2011-08-18 00:53:05 +01:00
Justin Clark-Casey (justincc) 696bd44833 Add new regression TestRezAttachmentsOnAvatarEntrance() to do simple attachments check 2011-08-17 00:37:33 +01:00
Justin Clark-Casey (justincc) d73c424078 get rid of logged warnings about lack of some modules - afaik these never occur in real life and just clutter up tests 2011-08-16 23:12:58 +01:00
Justin Clark-Casey (justincc) 66eb537d0c relocate AttachmentTests.cs to AttachmentsModuleTests.cs 2011-08-16 21:56:56 +01:00
Snoopy Pfeffer 9a6ad1535e Added console command "delete object outside" to delete all objects outside region boundaries. This is especiyll useful in cases where physical objects outside regions boundaries cause much physics engine lag. 2011-08-15 17:46:51 +02:00
Justin Clark-Casey (justincc) b3a4b10531 eliminate redundant ground sitting checks since these are already done in enclosing control structures 2011-08-11 03:16:46 +01:00
Justin Clark-Casey (justincc) 1aa1711893 eliminate the rotation parameter from SP.HandleMoveToTargetUpdate(). This can just use the currently set Rotation
looks like I spoke to soon about eliminating jerkiness on "go here"/autopilot.  It's still there.
2011-08-11 03:06:38 +01:00
Justin Clark-Casey (justincc) 36f7d36fa1 instead of setting avatar rotation twice in SP.HandleAgentUpdate(), eliminate the second setting in AddNewMovement() 2011-08-11 02:54:15 +01:00
Justin Clark-Casey (justincc) 29093df1a7 get rid of intermediate local store of body rotation in ScenePresence, this is not used. 2011-08-11 02:36:02 +01:00
Justin Clark-Casey (justincc) 4402851b08 Get NPCs to revert to the correct 'resting' animation (e.g. stand or hover) after finishing their movement. This also fixes judder after an avatar has finished "go here"/autopilot movement in a viewer.
This meant reseting the SP.AgentControlFlags since the Animator uses these to determine the correct default animation.
2011-08-11 01:56:42 +01:00
Justin Clark-Casey (justincc) 951ffad81e If SP.MoveToTarget has been called with a force walk, begin by landing the avatar.
There is a bug here - once an avatar has landed it glides to its new position instead of performing a walk animation
2011-08-11 00:23:54 +01:00
Justin Clark-Casey (justincc) 5d6c9644fa early code to allow scripts to force npcs not to fly when moving to target
this is to allow walking on prims.  it will be up to the script writer to be sure that there is a continuous path.
currently implemented in osNpcMoveToTarget(), but none of this is final.
2011-08-10 01:47:37 +01:00
Justin Clark-Casey (justincc) 4cb8d6379d Stop trying to deregister caps or close child agents when an NPC is removed 2011-08-10 00:59:31 +01:00
Justin Clark-Casey (justincc) 92e96d394a When an NPC is created, stop telling neighbouring regions to expect a child agent 2011-08-09 23:11:07 +01:00
Justin Clark-Casey (justincc) 6878049952 get rid of bogus log message 2011-08-06 03:06:05 +01:00
Justin Clark-Casey (justincc) eec54adac5 remove some obsolete tests that are now done elsewhere 2011-08-06 02:38:38 +01:00
Justin Clark-Casey (justincc) e37f8cf902 Add a test to check that ScenePresence and circuit go away when a root agent is closed down 2011-08-06 02:27:25 +01:00
Justin Clark-Casey (justincc) 85e07c78fb refactor: Change SceneHelpers.AddClient() to AddScenePresence().
This seems to make more sense as we can get SP.ControllingClient
2011-08-06 02:17:41 +01:00
Justin Clark-Casey (justincc) 83ba35a26b rip out sog generation methods in ScenePresenceAgentTests and use SceneHelpers instead
Not that it matters, since these tests are pretty bogus anyway.
Also, renames some test classes for consistency.
2011-08-06 02:01:25 +01:00