Justin Clark-Casey (justincc)
1d19e1bbd0
Add naive implementation of controlled incoming HG attachments to manage load.
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Instead of processing all incoming attachment scene object concurrently, process them consecutively to eliminate potential overload from this source.
This is a naive implementation because it does not currently account for slow foreign asset services.
Although it may take longer, this approach may also improve attachment visibility for HG avatars
since the scene object is now always added to the scene after receiving assets from the foreign service and not before.
2014-11-25 23:23:10 +00:00
Justin Clark-Casey (justincc)
ec8d21c434
Label all threadpool calls being made in core OpenSimulator. This is to add problem diagnosis.
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"show threadpool calls" now also returns named (labelled), anonymous (unlabelled) and total call stats.
2014-11-25 23:23:10 +00:00
Justin Clark-Casey (justincc)
3a1ce2715a
Add "wearables check" console command
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This checks that all the wearable assets and any assets for a given logged in avatar exist in the asset service
2014-11-25 23:23:09 +00:00
Justin Clark-Casey (justincc)
a9dde81753
minor: Correct letter accidentally added to copyright notice on top of Scene.cs (almost five years ago!)
2014-11-25 23:22:20 +00:00
Justin Clark-Casey (justincc)
b7ef6009a7
In Scene.AddNewAgent(), avoid a situation where an exception can result in a client being added to the manager without IClientAPI.SceneAgent being set.
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This is done by adjusting the order of code so that SceneAgent will always be set before adding the client.
Various parts of the code (rightly) assume that a a client registered to the manager will always have a SceneAgent set no matter what.
2014-11-25 23:22:20 +00:00
Justin Clark-Casey (justincc)
1c9529aa9e
If JobEngine is active, then use it to copy/rez attachments for an avatar entering the scene that isn't initially logging on. This will execute tasks consecutively rather than concurrently.
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This has two aims
1) Reduce initial teleport failures when a foreign Hypergrid user enters a region by not holding up the teleport for attachment rez (this can be particularly costly when HG gets all assets in the object graph.
2) Reduce server load that may impact other simulator activities.
This complements existing JobEngine options that perform initial login attachment rez and appearance send in consecutive tasks.
2014-11-25 23:21:38 +00:00
Justin Clark-Casey (justincc)
fc878a33ed
refactor: consistently put all test classes in the OpenSim.Tests.Common package rather than some in OpenSim.Tests.Common.Mock
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the separate mock package was not useful and was just another using line to always add
2014-11-25 23:21:37 +00:00
Justin Clark-Casey (justincc)
b9b483151f
Eliminate a few unnecessary calculations in the maintenance loop.
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Also uses wait event instead of sleep for periodicity control.
2014-11-25 23:18:38 +00:00
Justin Clark-Casey (justincc)
7d30bb13be
Fix recent minor regression where the default frame time wasn't being set if there was no startup config section.
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Caused some regression tests to fail.
2014-11-25 23:18:38 +00:00
Justin Clark-Casey (justincc)
7bababaab6
Improve frame time stability by taking a few unnecessary repeated calculations out of the main scene loop.
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Also uses a wait event to sleep rather than a Thread.Sleep to allow the loop to be interrupted in a more controlled manner when necessary.
2014-11-25 23:18:38 +00:00
Justin Clark-Casey (justincc)
5b6fb7245a
Set ThreadPriority on main scene thread to highest.
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This will only have an effect on Windows systems or mono with the (not recommended) mono-3.2.8 debug patch https://gist.github.com/justincc/31e52218d098529b4696 applied
2014-11-25 23:18:38 +00:00
Justin Clark-Casey (justincc)
9fb3065d33
Temporarily add root agent rez attachments work to job engine if it is running rather than as a fire and forget.
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Experiment to see if serializing attachment rez and send initial data jobs improves other parts of sim performance.
2014-11-25 23:18:38 +00:00
Justin Clark-Casey (justincc)
859b1c5ba4
Add experimental job engine to see if queueing some existing async work during root agent entry to a region improves perf rather than always attempting to execute everything concurrently
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Job engine is controlled via "debug jobengine start|stop|status".
Can only currently be enabled and disabled dynamically at runtime.
Currently only applies to code sending initial region data (objects, other avatar data) to a client.
2014-11-25 23:18:37 +00:00
Justin Clark-Casey
3247a7cb3e
refactor: capitalize SOP.moveToTarget() and stopMoveToTarget() in accordance with code guidelines and the rest of the methods.
2014-11-19 20:12:28 +00:00
UbitUmarov
6bebb9206c
fix stopMoveToTarget in attachments case ( similar to core fix)
2014-11-19 20:11:16 +00:00
Justin Clark-Casey
7a2c77e7ea
If calling llStopMoveToTarget() on an in-world prim, don't send an unnecessary object update if the prim was not moving to target.
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This involves making PhysicsActor.PIDActive get as well as set.
On physics components that don't implement this (all characters and some phys engines) we return false.
2014-11-19 20:06:56 +00:00
Justin Clark-Casey
bdebd525db
Remove SOP.StopMoveToTarget scheduled update which is now being done in SOG.stopMoveToTarget() as of last commit 67e568
2014-11-19 19:16:03 +00:00
Justin Clark-Casey
67e56872f3
If llStopMoveToTarget() is called on an attachment, then stop the avatar if it was moving to target.
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Same behaviour as on Linden Lab grid.
Will probably also address http://opensimulator.org/mantis/view.php?id=7369 by not generating spurious object updates when llStopMoveToTarget() is called in attachments where the avatar is not moving.
2014-11-19 19:08:33 +00:00
UbitUmarov
bb5ab05482
fix rez position being for root or center for a single object case
2014-11-19 18:20:30 +00:00
UbitUmarov
7bcb68d7c4
some steps to rez center or root of prim inventory object at requested
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position ( does nothing diferent still )
2014-11-19 16:59:11 +00:00
UbitUmarov
b4a91f5dde
return bbox and offsetHeight to RezObject
2014-11-19 16:43:56 +00:00
Justin Clark-Casey
5aa8ba1b45
Fix issue where llRemoteLoadScriptPin() would treat 0 (the default) as a valid set pin in a destination prim rather than the unset no pin state
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Adds regression test for this case.
2014-11-11 17:59:56 +00:00
Melanie Thielker
bec456c2a5
Remove the Invisible stuff and add more baked caching. Refactor selection of textures to save to Bakes module.
2014-11-11 07:09:30 +01:00
Melanie Thielker
64deb6ae6f
Second part of invisible base avatar option
2014-11-10 19:49:58 +01:00
Melanie Thielker
46424a4a77
Add a new baked texure module methid to support baked texturing mesh avatars
2014-11-10 04:47:37 +01:00
Melanie Thielker
6d2e924f24
Call the bake module each time we see a new attachment to see if the attachment
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needs textures
2014-11-10 04:46:51 +01:00
UbitUmarov
fdb0598446
remove duplicated lines
2014-11-08 00:25:44 +00:00
UbitUmarov
caddabb5c4
scale ChildAgentThrottles with distance (internal to child server and not
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root as was done before )
2014-11-06 22:25:16 +00:00
UbitUmarov
ead78764ab
allow drawdistance to change between 32 and MaxDrawDistance, configurable
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value default to 256, so should have no effect. Next steps needed: reduce
client udp Throttles with distance, update childreen connections with
significat movement and view range changes, Make disconnect be delayed in time, make disconnects be receiving region action not sender on region changes. Allow distance less than 256 to only connect to visible regions, even none. Make this be relative to camera and not agent position or region centers as it is now.
2014-11-06 19:03:25 +00:00
UbitUmarov
a6ffcbb7f9
always write physicsShapeType on sop serialization since default value
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can't be guessed in some cases
2014-11-03 00:56:48 +00:00
UbitUmarov
37a5eab0f5
BUG FIX prevent references to null scene (as happens on mesh uploads)
2014-11-03 00:03:53 +00:00
Melanie Thielker
30f3de549a
Merge branch 'avination-current'
2014-10-30 01:32:36 +01:00
Melanie Thielker
3afd64f2f7
Fix a script load issue
2014-10-30 01:29:03 +01:00
UbitUmarov
e4d84d8ff6
try to make a avatar usesable if its siting part didn't cross, or crossed
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back. This situation points to that sitted avatars should be sent in same
http connection that crosses the object
2014-10-28 13:52:00 +00:00
UbitUmarov
bc4d0179b3
remove debug message
2014-10-26 12:38:22 +00:00
UbitUmarov
b07ea475bf
delete keyframes on temporary backup group
2014-10-26 12:30:11 +00:00
UbitUmarov
525322efa2
bug fix
2014-10-26 12:24:12 +00:00
UbitUmarov
b43ce909aa
Debug... ( restored TriggerOnSceneObjectPreSave)
2014-10-26 11:28:24 +00:00
UbitUmarov
cfc8de096b
remove lock that did nothing, DEBUG disable TriggerOnSceneObjectPreSave
2014-10-26 10:48:53 +00:00
UbitUmarov
6600282fe9
another try to prevent double crossing
2014-10-26 10:08:13 +00:00
UbitUmarov
139044fc79
keep intransit flag even if deleted, dont set sog position if in transit
2014-10-26 01:25:28 +00:00
UbitUmarov
639f128d2c
some cleanup, localID coerence fix..
2014-10-26 01:27:43 +01:00
UbitUmarov
d9d58a7b33
some code reorder/minor changes
2014-10-25 23:00:41 +01:00
UbitUmarov
16608ffb01
don't backup in transit SOGs
2014-10-24 21:51:38 +01:00
UbitUmarov
4571e5bc3e
try to make SOG crossings full async. Simplify some borders checking....
2014-10-24 18:10:28 +01:00
UbitUmarov
31c036c044
refuse crossings if logins disabled
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Please enter the commit message for your changes. Lines starting
2014-10-21 19:22:51 +01:00
UbitUmarov
b1ccf3f110
make sure we return false if catch() is triggered on crossing
2014-10-21 13:04:26 +01:00
UbitUmarov
59413adcee
do agent crossing async, including QUERYACCESS ( need to check vehicles for
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this also ), so it doesn't stop heartbeat
2014-10-21 11:57:47 +01:00
UbitUmarov
afa9b4a002
Assume childreen don't need to know caps seeds
2014-10-20 09:14:27 +01:00
UbitUmarov
f44c29effb
try to fix propagation of seeds to all relevante regions
2014-10-19 15:51:12 +01:00
UbitUmarov
b7708b9d1f
change child agents creation/notification. As before this assumes that
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sending regions close out of view connections.
2014-10-18 18:27:38 +01:00
UbitUmarov
f9588730cf
debug makeroot timing
2014-10-17 14:36:02 +01:00
UbitUmarov
2bea66ed27
send motion control state in update to childs. Reset CollisionPlane on
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makechild
2014-10-17 14:07:11 +01:00
Melanie Thielker
14259b5f99
Fix an obscure permissions exploit. Taking items from a friend's prim could
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possibly result in a privilege escalation
2014-10-16 03:53:56 +02:00
Melanie Thielker
04612f41a7
Fix transferring inventory from prims to agent inventory
2014-10-16 03:46:45 +02:00
UbitUmarov
c0a75fcc03
fix targetOmega resend on deselect on the right place, can't be at sop
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but packethandlers
2014-10-06 00:17:41 +01:00
UbitUmarov
57caf468e8
bug fix: resend part targetOmega on deSelect
2014-10-04 08:30:04 +01:00
UbitUmarov
6f149ef6ae
bug fix: leave jumping state only to landing, without fallback into
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onsurface, etc
2014-10-04 07:49:05 +01:00
UbitUmarov
4ae960a4f0
bug fix: revert back check on creating link
2014-10-04 03:43:20 +01:00
Justin Clark-Casey (justincc)
cbd428cff3
Add LSL transaction_result event.
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This is cinderblocks' transaction_result.diff from http://opensimulator.org/mantis/view.php?id=7329 but I have used lsl.parser.cs and lsl.lexer.cs files generated directly from opensim-libs rather than those supplied in the patch.
I also added scriptEvents.transaction_reuslt.
The required parser/lexer generation file changes were made in commit d564f28 in the opensim-libs repo.
Thanks!
2014-10-04 00:16:47 +01:00
UbitUmarov
94f42cef90
added a missing angularVelocity.Zero on sitting, removed odd camera based
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movement vectors, plus little other things
2014-10-03 18:32:52 +01:00
Justin Clark-Casey (justincc)
57e75d7c03
Do not add attachments to the region scene object backup list.
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Attachment persistence is not handled in this way and this just results in a load of busy work until a check in each SOG terminates a backup check for attachments anyway.
2014-10-02 22:30:44 +01:00
Justin Clark-Casey (justincc)
afa85e6b3c
Set appearance refresh to false by default.
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This setting was originally added some time ago to deal with issues where appearance was not received properly by all users.
However, it does not scale well with large numbers of agents.
Disabling to see if the original problem has abated or whether this will have to be tackled in another way.
2014-10-02 22:30:44 +01:00
UbitUmarov
6d1f1103f3
clean up coments, use a even faster XY move request detection
2014-10-01 16:36:06 +01:00
UbitUmarov
4c8819a143
removed useless unreal inworld movement vector estimation. Do animation state using movement control flags only, on avatar frame of reference. This will hold
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valid until the up direction is allowed to be diferent from the world one.
2014-10-01 04:32:19 +01:00
UbitUmarov
b9be9097aa
fix a incomplet landing handling case
2014-09-30 17:02:24 +01:00
UbitUmarov
2af7205813
keep same animation if in transit
2014-09-30 00:13:52 +01:00
UbitUmarov
3052a53889
change avatar physics and motion control. Still not that good :(
2014-09-29 20:17:05 +01:00
Justin Clark-Casey (justincc)
530b0cbbf1
Move expired objects cleaning trigger to the maintenance thread of a region rather than it's main scene loop.
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[Startup] default setting UpdateTempCleaningEveryNFrames becomes UpdateTempCleaningEveryNSeconds.
Default becomes 180s instead of effective 182s (which would also vary with any changes in frame time or extra long frames)
2014-09-27 00:23:52 +01:00
UbitUmarov
09e05d48b9
refuse to do a inventory link if provided asset type is not a link or
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folderlink
2014-09-26 13:28:24 +01:00
UbitUmarov
d29a04fc20
remove debug msgs
2014-09-26 03:52:10 +01:00
UbitUmarov
598ab37b97
debug msg
2014-09-26 02:52:44 +01:00
Justin Clark-Casey (justincc)
9fcee73326
Make "generate map" console command also trigger upload to maptiles as well as asset generation without performing tile generation twice.
2014-09-26 01:02:19 +01:00
UbitUmarov
8c68772624
bug fix: add missing attach to region heartbeat event to update animations
2014-09-26 00:54:06 +01:00
UbitUmarov
c9079360b9
coment out stack trace at newUserConnection, add log msh at createAgent
2014-09-24 18:37:59 +01:00
UbitUmarov
46bf6d1640
add stack trace debug message
2014-09-24 18:29:23 +01:00
UbitUmarov
4206c1248f
same thing on another lock(acd)
2014-09-24 01:51:36 +01:00
UbitUmarov
d96fe6eaf5
replace a lock on a unkown origin object with a lock on a well defined
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one.
2014-09-24 01:37:51 +01:00
Justin Clark-Casey (justincc)
c015cb3134
Remove an unnecessary check at the bottom of Scene.CloseAgent()
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At this point sp != null so no check required.
2014-09-24 00:50:24 +01:00
UbitUmarov
6d2cdd31fe
populate collision lists with LinkNumber, and detected structure in
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Xengine
2014-09-23 23:59:05 +01:00
UbitUmarov
f37364b56f
Merge branch 'master' into ubitworkmaster
2014-09-23 23:20:28 +01:00
Melanie Thielker
309cfeff88
If an agent is logging in, rather than teleporting, make sure all known
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circuits for that agent are closed.
2014-09-23 21:53:09 +02:00
AliciaRaven
1e22091193
Modifications to previous IAR commits to bring them more inline with existing OpenSim code conventions. Also include new IAR save switch in console help print out.
2014-09-23 00:04:59 +01:00
AliciaRaven
5bc3bbbcf3
Add an event callback for loading IAR files. The callback for creating them already existed but not for loading. This is of interest for use by region modules. Also includes reporting numbers of items saved and items filtered to the completed log printout.
2014-09-23 00:04:53 +01:00
AliciaRaven
08675d44a7
Change existing IAR save to use UUID for its callback reference instead of Guid. This is for uniformity as discussed on IRC.
2014-09-23 00:04:50 +01:00
UbitUmarov
79e47eb60e
some changes in link/unlink code, bypassing complex variables set methods
2014-09-22 23:32:55 +01:00
UbitUmarov
c82e456345
debug show stack trace
2014-09-22 21:13:36 +01:00
Melanie Thielker
4cc552162e
Merge branch 'ubitworkmaster'
2014-09-22 18:50:06 +02:00
Melanie Thielker
0bfba122f0
When a ghosted avatar is removed, also remove any remaining CAPS
2014-09-22 18:49:08 +02:00
UbitUmarov
ea4a526095
a few more changes on link/unlink
2014-09-22 16:09:39 +01:00
UbitUmarov
b7fca5bcac
same in a few more spots
2014-09-22 14:44:47 +01:00
UbitUmarov
fe3c1b9e98
send to world or backup, after setting finding information
2014-09-22 14:32:56 +01:00
UbitUmarov
bcaf202e34
update scenegraph group find by part information in sog link, so script link functions do update that also.
2014-09-22 13:59:23 +01:00
UbitUmarov
a70ed79c39
compile fix
2014-09-21 23:26:17 +01:00
UbitUmarov
d1ccc6d5cc
release lock a bit sooner when not needed, add a try on more complex db
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store call
2014-09-21 23:23:20 +01:00
UbitUmarov
adda696cd0
protect getting the item
2014-09-21 22:46:44 +01:00
UbitUmarov
51ec2d83ac
remove redundant code
2014-09-21 22:43:17 +01:00
UbitUmarov
9c552212a9
exclude npcs from baked cache
2014-09-19 16:51:51 +01:00
UbitUmarov
242bb425f3
fix positions on same frames transitions
2014-09-19 01:07:20 +01:00
BlueWall
519c753e46
This fixes the Scene thread renaming issue
2014-09-17 20:25:27 -04:00
BlueWall
96a2449122
Undo "Revert "Small changes to threading to send thread names to unmanaged threads. Needs Mono 3.6+ to see thread names in utilities like top -H . Some formatting of the thread name to fin in the 16 byte limit on Linux. Please test on Windows to see if the work has any adverse effects.""
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Fix for break in next commit
This reverts commit 376fab1402
.
2014-09-17 20:03:54 -04:00
Edward
427240f935
Changes to be committed: modified: OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs modified: OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs This solves mantis bug# 5005: llRegionSay script does not trigger ChatFromWorld event. This was solved by adding World.SimChat() command to the llRegionSay() function (per suggestion of DrCuriosity). Additionally this fixes llRegionSayTo() which was also not functioning by adding a World.SimChat() command and adding a new SimChatToAgent() overrided function to Scene.PacketHandlers.cs This is the second patch revision. Corrections made to the position of World.SimChat() and removal of tabs per suggestion by justincc.
2014-09-17 23:37:18 +01:00
BlueWall
376fab1402
Revert "Small changes to threading to send thread names to unmanaged threads. Needs Mono 3.6+ to see thread names in utilities like top -H . Some formatting of the thread name to fin in the 16 byte limit on Linux. Please test on Windows to see if the work has any adverse effects."
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This reverts commit af286d5fcb
.
Issue with Jenkins builds
2014-09-17 18:11:41 -04:00
BlueWall
af286d5fcb
Small changes to threading to send thread names to unmanaged threads. Needs Mono 3.6+ to see thread names in utilities like top -H . Some formatting of the thread name to fin in the 16 byte limit on Linux. Please test on Windows to see if the work has any adverse effects.
2014-09-17 17:56:10 -04:00
UbitUmarov
1953a0f4e0
Dont add to physics in a child update. It is missing several checks like
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sit. makeroot should to it
2014-09-17 13:36:39 +01:00
UbitUmarov
affcdcce8b
try to send fly state on tps
2014-09-16 21:25:06 +01:00
Melanie Thielker
8ab5f2ce84
When CloseAgnt is called with an agent id that doesn't have a presence, check for stray clients and clean them up instead of failing.
2014-09-13 16:39:56 +02:00
UbitUmarov
ffe5ede550
taskInventory request: give each transfer a diferent filename, Add more
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agressive lock
2014-09-12 11:48:43 +01:00
Justin Clark-Casey (justincc)
70953dbfcd
Fix issues where setting llSetTextureAnim(FALSE... did not work properly).
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I ended up amalgamating patches from http://opensimulator.org/mantis/view.php?id=7313 and http://opensimulator.org/mantis/view.php?id=7318
Thanks a lot to both bobshaffer2 and cinderblocks.
2014-09-12 00:34:39 +01:00
Justin Clark-Casey (justincc)
a3bd708e77
Fix regression from recent a02dae5
where stand positions are no longer correct when a sit target is specified.
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Adjusts stand position using just avatar position relative to the root prim instead.
Fixes http://opensimulator.org/mantis/view.php?id=7315 and preserves previous fix for http://opensimulator.org/mantis/view.php?id=7299
2014-09-11 20:59:20 +01:00
UbitUmarov
df8eae1957
handle AO sit ground case
2014-09-10 20:55:00 +01:00
UbitUmarov
f66b58cf00
*TEST* add movement states SIT and SITGROUND. ScenePresence on SIT,
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SITGROUND or STAND, sets directly the state, and desired sitAnimation for
default sits
2014-09-10 19:30:57 +01:00
Melanie Thielker
0caa59b286
Fix a nullref that can hit Vivox voice
2014-09-10 02:43:51 +02:00
UbitUmarov
e37fd5e716
force update of movement animation
2014-09-09 22:27:21 +01:00
UbitUmarov
9d815e2d2a
on SetAnimationOverride do a UpdateMovementAnimations();
2014-09-09 22:07:03 +01:00
UbitUmarov
016e58e354
*test*
2014-09-09 21:53:27 +01:00
Melanie Thielker
87a4abac50
Plumb the rest of the serverside AO
2014-09-09 20:50:41 +02:00
Melanie Thielker
339904bc52
Merge branch 'ubitworkmaster'
2014-09-09 20:16:43 +02:00
Melanie Thielker
2d2823f1de
Add some case magic and send an anim pack when an override is set
2014-09-09 20:16:02 +02:00
UbitUmarov
002a2deaf9
add full delete if uuid iz zero and state is ALL
2014-09-09 19:09:06 +01:00
UbitUmarov
46abe0c86d
Merge branch 'master' into ubitworkmaster
2014-09-09 13:54:00 +01:00
UbitUmarov
683f2cc892
only cancel attchment needed update type on sending sheduled updates.
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This is wrong but its as original worked
2014-09-09 13:32:22 +01:00
UbitUmarov
4ed3461573
huds bug fix
2014-09-09 05:20:43 +01:00
Melanie Thielker
347c5b3070
Add perms check
2014-09-09 05:20:53 +02:00
Melanie Thielker
aa84ad369c
Add some forgotten calls
2014-09-09 04:35:08 +02:00
Melanie Thielker
d2324b64c7
Add missing file
2014-09-09 04:12:58 +02:00
Melanie Thielker
18023169e7
Actually do the overriding
2014-09-09 04:12:10 +02:00
UbitUmarov
17154fbffa
set default LinksetPhysPrims to 0 so max number of prims for physical
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object is disabled
2014-09-09 02:22:07 +01:00
UbitUmarov
d00aa403e0
Merge branch 'master' into ubitworkmaster
2014-09-09 02:05:44 +01:00
Melanie Thielker
f2390f7c72
Plumb llSetAnimationOverride
2014-09-09 03:01:05 +02:00
UbitUmarov
51697944b6
dont send fullObjectUpdate on deselect
2014-09-09 00:09:39 +01:00
UbitUmarov
8e15d4ad57
limit number of prims on physical objects. Not all cases covered still
2014-09-08 23:58:49 +01:00
Justin Clark-Casey (justincc)
41f2f3132b
For monitoring purposes, start non-timeout tasks (which do not currently use a threadpool) via Watchdog.RunInThread() rather than Util.RunThreadNoTimeout()
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The functionality is the same but this allow us to monitor such tasks via "show threads" and abort them for test purposes, etc.
Also extends thread names to provide more info (e.g. SendInitialDataToClient says what client the task is for).
2014-09-05 23:20:59 +01:00
UbitUmarov
cf1d58d164
do not send objectproprieties on sop.SetGroup(). I many cases this will
...
arrive before creating the object in viewer with respective full update
2014-09-05 15:16:13 +01:00
Justin Clark-Casey (justincc)
ac866a1c46
Add [EntityTransfer] AllowAvatarCrossing setting to determine whether avatars are allowed to cross regions at all.
...
Defaults to true. For test purposes.
2014-09-03 00:25:56 +01:00
Justin Clark-Casey (justincc)
d582db6132
Fix recent regression from 473c5594
where camera started to judder on moving vehicles.
...
Other parts of OpenSimulator are relying on SP.Velocity == 0 for vehicles.
So add and use SP.GetWorldVelocity() instead when we need vehicle velocity, along the same lines as existing SP.GetWorldRotation()
2014-09-02 23:39:52 +01:00
Justin Clark-Casey (justincc)
473c559478
As per the LL grid, if an avatar is sitting then return it's velocity relative to the region rather than relative to its seat.
...
Resolves http://opensimulator.org/mantis/view.php?id=7175
2014-08-30 01:09:33 +01:00
Justin Clark-Casey (justincc)
a02dae566c
Fix issue where moving a seated avatar would not adjust their subsequent stand position.
...
Addresses http://opensimulator.org/mantis/view.php?id=7299
2014-08-30 00:26:18 +01:00
Justin Clark-Casey (justincc)
099212167b
Implement STATUS_BLOCK_GRAB_OBJECT in llSetStatus()/llGetStatus() and correct effect of STATUS_BLOCK_GRAB
...
As per http://wiki.secondlife.com/wiki/LlSetStatus
Setting STATUS_BLOCK_GRAB_OBJECT prevents or allows move of a physical linkset by grab on any prim.
Setting STATUS_BLOCK_GRAB prevents or allows move of a physical linkset by grab on a particular prim.
Previously, setting STATUS_BLOCK_GRAB would prevent drag via all prims of the linkset.
2014-08-29 23:40:21 +01:00
Justin Clark-Casey (justincc)
1b75ec5647
Ignore whitespace when reading serialized XML objects.
...
This was previously effectively being done by XmlDocument in the multiple passes through the XML.
This change tells XmlReader to ignore whitespace. This also means changing arguments to use XmlReader instead of XmlTextReader (a descendent of XmlReader) directly.
XmlReader.Create() has been the recommend way to create XML readers since .NET 2.0 as per MS SDK and is the only way to specific ignore whitespace settings.
2014-08-29 19:08:23 +01:00
Justin Clark-Casey (justincc)
1a3ffda852
minor: Eliminate more unnecessary code copying individual parameters for Vector3 copying in Scene - this is not necessary as Vector3 is a value type
2014-08-28 18:37:34 +01:00
Justin Clark-Casey (justincc)
f132f642b2
On code section that rezzes single objects and attachments, reduce CPU use by reading asset XML a single time with a stream reader rather than multiple times.
...
Reading large XML documents (e.g. complex attachments) is CPU expensive - this must be done as few times as possible (preferably just once).
Reading these documents into XmlDocument is also more resource intensive than using XmlTextReader, as per Microsoft's own publication "Improve .NET Application Performance and Scalability"
Optimization of other cases will follow if this change is successful.
2014-08-28 18:15:33 +01:00
UbitUmarov
38fc1cc445
try to make child presence know its root region. Incomplete, some paths dont send the information.
2014-08-28 00:44:59 +01:00
UbitUmarov
b871029a30
dont create a cadu that is not used. Add a root region global position
2014-08-27 18:05:40 +01:00
UbitUmarov
73cdafd6c9
dont mess throotles values sent to child presences. Some cleanup
2014-08-27 15:57:12 +01:00
Melanie Thielker
012d0b07bc
Merge branch 'ubitworkmaster'
2014-08-27 11:25:17 +02:00
UbitUmarov
07ee101a05
bug fix. Was not deleting attachments if on public parcel
2014-08-27 01:09:11 +01:00
UbitUmarov
620443f858
on TPs to nearby regions, only send kills if needed by parcel privacy
2014-08-27 00:37:05 +01:00
Justin Clark-Casey (justincc)
b1ff78f4d8
Don't allow update timer to invoke another scene update if the previous is still active.
2014-08-26 18:52:09 +01:00
Justin Clark-Casey (justincc)
42bb122232
Fix frame times when updating scene on timer.
2014-08-26 18:13:38 +01:00
Justin Clark-Casey (justincc)
64f640f901
Implement experimental non-default mechanism to update scene via a timer rather than a persistent thread with sleep.
...
This is to see if an inaccuracy in sleep times under load is responsible for increase in frame times even when there is spare time still available.
Can currently only be activated by setting "debug scene set update-on-timer true".
Can be switched between timer and thread with sleep updates whilst the scene is running.
2014-08-26 18:13:38 +01:00
UbitUmarov
dde2ac2544
still testing
2014-08-26 02:22:25 +01:00
UbitUmarov
3ee6144d0c
even less kills on tps
2014-08-26 00:00:21 +01:00
UbitUmarov
6857afe2a4
*test* back to no sog kills, little retouch on attachment updates,
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NameValue AttachItemID is a root part thing only
2014-08-25 23:31:04 +01:00
Melanie Thielker
56081dc5e1
Merge branch 'ubitworkmaster'
2014-08-25 20:33:12 +02:00
UbitUmarov
b1f14ad62f
back to just kills
2014-08-25 14:15:53 +01:00
UbitUmarov
385fcbb75e
*test* send kills and hack
2014-08-25 13:58:50 +01:00
UbitUmarov
f4a6be8654
clean sendKill a bit, remove a IsChild that is set too early in a calling
...
path
2014-08-24 00:44:14 +01:00
UbitUmarov
06b6238d00
send avatar kills after attachments, send otherattachments before rest of
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sog ( updates will mess this again but well... )
2014-08-23 22:24:28 +01:00
Melanie Thielker
9ce1fd7a3c
Merge branch 'avination-current'
2014-08-23 19:39:31 +02:00
Melanie Thielker
1fc5dadc60
Add an admin message to refesh a region's map tile. Will be used to periodically
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rebuild the world map to clean out unused tiles.
2014-08-23 19:38:08 +02:00
UbitUmarov
8fd836c299
back to sending attachment sog kills in place of the hack. This is the
...
official way of doing it
2014-08-23 12:03:55 +01:00
UbitUmarov
1aa335078a
sop SendFullUpdate() goes by presence if it is a attachment
2014-08-22 21:54:00 +01:00
UbitUmarov
0295e6822d
some cleanup ( well or not )
2014-08-22 20:01:07 +01:00
UbitUmarov
c95fd60806
revert the kills, they seem even worse
2014-08-22 00:28:05 +01:00
UbitUmarov
0da7f8e863
silly...
2014-08-22 00:01:50 +01:00
UbitUmarov
be02fb3904
replace hack by sog kills on tp out
2014-08-21 23:43:06 +01:00
UbitUmarov
d5bb80798d
make the hack more extensive. Forbid sog/sop updates if Intransit but
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release it sooner
2014-08-21 23:18:51 +01:00
UbitUmarov
6674548af0
replace AgentHasMovedAway + KillEntity by a hacked version on teleports
2014-08-21 22:42:45 +01:00
UbitUmarov
ad83b18634
some cleanup..
2014-08-21 14:07:55 +01:00
UbitUmarov
b68c814bc6
...
2014-08-21 10:53:59 +01:00
UbitUmarov
114144407b
variations..
2014-08-21 09:32:36 +01:00
UbitUmarov
5f1cb6542d
test
2014-08-21 06:35:11 +01:00
UbitUmarov
ad6f942279
add filter sog updates
2014-08-21 06:11:19 +01:00
UbitUmarov
d98d64a61a
bug fix
2014-08-21 05:28:35 +01:00
UbitUmarov
d2f3a19838
test
2014-08-21 05:00:51 +01:00
UbitUmarov
6acfa77919
test
2014-08-21 04:35:04 +01:00
UbitUmarov
87f03c040c
bad test
2014-08-21 04:07:23 +01:00
UbitUmarov
5bf145a397
add a direct sendpartfullUpdate to send a full object update to a part,
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optionally overriding its parentID. check what it does to attachments
2014-08-21 00:49:10 +01:00
UbitUmarov
88587b4e73
reserve updates priority queue 2 for attachments, send them by it on
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BestAvatarResp scheme. Attachments cannot be sent on imediate queues,
since they will block everything. Changed distance to priority math,
keeping identical result, shifted to start at queue 3.
2014-08-20 21:41:16 +01:00
UbitUmarov
16cf3967b4
Reserve a extra localID for a presence ( it will be localID + 1 )
2014-08-20 17:54:23 +01:00
UbitUmarov
b21b6532b0
sending attachment kills before putting them back doesnt cover all cases
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and seems heavy for viewers
2014-08-20 17:48:10 +01:00
UbitUmarov
d16f7df673
also send attachment pre-kills on crossings
2014-08-19 20:33:26 +01:00
UbitUmarov
6aa60a5d97
test ....
2014-08-19 19:56:43 +01:00
UbitUmarov
cca2ae3c89
test
2014-08-19 19:47:41 +01:00
UbitUmarov
ca43a7fe63
variationsss...
2014-08-19 09:42:45 +01:00
UbitUmarov
b0253362c7
remove the silly sendTerseUpdates. I was fooled by wingridproxy not
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decoding updates correctly
2014-08-19 09:18:29 +01:00
UbitUmarov
e883fb519b
test
2014-08-19 06:53:02 +01:00
UbitUmarov
65983cc4fc
test
2014-08-19 06:23:30 +01:00
UbitUmarov
1c9af8727d
send the avatar data after sending attachments, by the same Entity updates
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path
2014-08-19 05:13:18 +01:00
UbitUmarov
42a58101cf
HACK force GetPriorityByBestAvatarResponsiveness ignoring configuration
2014-08-19 04:56:33 +01:00
UbitUmarov
9914e371af
minor changes to GetPriorityByBestAvatarResponsiveness code
2014-08-19 04:54:25 +01:00
UbitUmarov
e77fafe12d
*test* send attachments in sync, resend avatar at end
2014-08-19 02:15:01 +01:00
UbitUmarov
ffcc1d7fa2
undo the hack.. its useless
2014-08-18 23:14:04 +01:00
UbitUmarov
d31f361e89
moved hacks to scene presence completemovement, possible only needed
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there?
2014-08-18 19:41:16 +01:00
UbitUmarov
73b8dc4183
missing file for previus commit
2014-08-18 19:19:25 +01:00
UbitUmarov
83e545df93
*DANGER* *HACKS* on reusing child presences: partA send kills to
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viewers, partB keep using same localID (as before)
2014-08-18 19:14:53 +01:00
UbitUmarov
96de2a2fd2
reduce the kills sent, hide attachments kills on origin
2014-08-18 04:07:40 +01:00
UbitUmarov
f8e4805d98
NOT GOOD. Changed hide code on crossing/tp. Send needed avatar and attachments
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kills, visible so we can see what is going on, to try to improve later
(this are always needed, hidding just made issues more visible )
2014-08-18 01:34:16 +01:00
UbitUmarov
31a2c07e83
put bake bakes, plus a missing change forcing animations to pass by
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scenepresence
2014-08-17 09:54:38 +01:00
UbitUmarov
f8b8cf3d8f
more detailed timing on completmovement
2014-08-16 22:16:15 +01:00
UbitUmarov
f6642a1cc8
minor low resolution debug timming
2014-08-16 21:53:45 +01:00
UbitUmarov
dc178959c5
change how avatar data, appearance and animations are sent, specially
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the order
2014-08-16 14:52:09 +01:00
Justin Clark-Casey (justincc)
e0c6bfa81e
If a user moves back in sight of a child region before the agent has been closed on teleport, don't unnecessarily resend all avatar and object data about that region.
2014-08-15 21:47:34 +01:00
Justin Clark-Casey (justincc)
91e1aaa5d4
On teleport to a region that already has a child agent established (e.g. a neighbour) don't resend all the initial avatar and object data again.
...
This is unnecessary since it has been received (and data continues to be received) in the existing child connection.
2014-08-15 21:47:34 +01:00
UbitUmarov
ca28062722
dont mess with Throttles in code also used to send to main regions. Use
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full parameters on appearance cloning so its clear we want it all
2014-08-14 12:34:07 +01:00
Justin Clark-Casey (justincc)
4c781db572
Make RootTerseUpdatePeriod and ChildTerseUpdatePeriod configurable in [InterestManagement] in OpenSim.ini for experimental purposes.
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If n > 1 for RootTerseUpdatePeriod only every n terse update is actually sent to observers on same region, unless velocity is effectively zero (to stop av drift).
If n > 1 for ChildTerseUpdatePeriod only every n terse update is sent to observers in other regions, unless velocity is effectively zero.
Defaults are same as before (all packets are sent).
Tradeoff is reduction of UDP traffic vs fidelity of observed av mvmt.
Increasing n > 1 leads to jerky observed mvmt immediateley for root, though not on child, where experimentally have gone to n = 4 before jerkiness is noticeable.
2014-08-14 01:39:26 +01:00
Justin Clark-Casey (justincc)
6ea82ad48a
Make some existing reprioritization values changeable outside the scene for test purposes, and use more consise property syntax.
...
No functional change.
2014-08-14 01:16:58 +01:00
Justin Clark-Casey (justincc)
bc0895c758
On entity transfer of scene presence, replace polling sleep in SP.WaitForUpdateAgent() with a triggered event instead.
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Rapid polls are more expensive than triggered events (several polls vs one trigger) and may be problematic on heavily loaded simulators where many threads are vying for processor time.
A triggered event is also slightly quicker as there is no maximum 200ms wait between polls.
2014-08-13 23:45:51 +01:00
Justin Clark-Casey (justincc)
0d2a25b477
Remove redundant origin region lock in SP.CompleteMovement()
...
This is already going to be correctly set by WaitForUpdateAgent() earlier on in that method, which is always called where a callback to the originating region is required.
2014-08-13 23:11:32 +01:00
UbitUmarov
483afe6867
remove creative hack and try to fix
2014-08-13 18:52:13 +01:00
UbitUmarov
3f0138c967
Merge branch 'master' into ubitworkmaster
2014-08-13 15:50:12 +01:00
UbitUmarov
92117d48af
remove the region where we are root from the list of Neighbours and
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childSeeds
2014-08-13 03:54:13 +01:00
UbitUmarov
444b41b22a
reverted last change since it did nothing usefull
2014-08-13 03:11:55 +01:00
UbitUmarov
0a1ffad07c
TEST do a Animator.UpdateMovementAnimations() when making root ( in
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validate appearence just before sending animation
2014-08-13 03:01:49 +01:00
Melanie Thielker
96d89c5906
Merge branch 'ubitworkmaster'
2014-08-12 22:46:28 +02:00
UbitUmarov
bf269c871a
use Vector3.normalize in place of util.GetNormalize
2014-08-12 20:59:36 +01:00
UbitUmarov
c7e3e59953
try no send current LookAt, remove redundant incomplete position height
...
check
2014-08-12 20:37:34 +01:00
UbitUmarov
4997a9e87a
fix VS creative indentation
2014-08-12 18:42:18 +01:00
UbitUmarov
a0f26dc6ec
change XMLIrpgGroups attach to events, using the more correct
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\addons\Groups\... model
2014-08-12 18:28:01 +01:00
Melanie Thielker
37921c66e5
Avination's Dynamic Floater Module. This works with Singularity viewer only.
...
It's WIP in that a dialog builder is on it's way. For now, the XML needs to
be handmade.
2014-08-12 01:04:29 +02:00
Melanie Thielker
22d472e34a
Merge branch 'ubitworkmaster'
2014-08-11 18:45:39 +02:00
UbitUmarov
2cc8e90bd2
remove a land.SendLandUpdateToClient() since its now done for all cases in
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completmovement and not only that specific one
2014-08-11 02:51:34 +01:00
UbitUmarov
ba33d78af9
dont do ParcelCrossCheck() on child avatars
2014-08-11 01:44:12 +01:00
Melanie Thielker
0eaabef1dc
Fix a condition check
2014-08-11 02:31:29 +02:00
Melanie Thielker
519df0d2a3
Fix a condition check
2014-08-11 02:30:09 +02:00
Melanie Thielker
036017bba7
Make texture anims work right on singu
2014-08-11 02:08:17 +02:00
Melanie Thielker
01e381fa33
Make texture anims work right on singu
2014-08-11 02:07:23 +02:00
UbitUmarov
7fcd1068e7
TEST move parcelRegionCross to EntityTransferModule cross so it works on
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sitting avatars. (may be bad) comented out sending root avatars
information to the child that was just a root it should have it all
already. Dont turn a sitting avatar physical, that needs to be a stand at SOG
2014-08-10 20:09:02 +01:00
UbitUmarov
dc7b9c1cc3
dont do for children what is for growups ( root agents) ( needs check)
2014-08-09 15:12:02 +01:00
Justin Clark-Casey (justincc)
30f1b424bb
Change RootRotationUpdateTolerance from 0.01 to 0.1 in code as well.
2014-08-08 23:47:53 +01:00
UbitUmarov
b7f24bacce
bugg
2014-08-07 06:09:56 +01:00
UbitUmarov
c3f9c99fb3
DANGER... changed bakedtextures caching. Assuming grid baking is cache
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only, reduced number of accesses to it. TESTING
2014-08-07 05:20:45 +01:00
Oren Hurvitz
e36e416637
Fixed crash when using Allowed/Denied Viewers, and the viewer's name is shorter than one of the test strings
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This fixes http://opensimulator.org/mantis/view.php?id=7294
2014-08-06 19:02:15 +03:00
Justin Clark-Casey (justincc)
78ccadb27e
Add RootPositionUpdateTolerance, RootRotationUpdateTolerance, and RootVelocityUpdateTolerance parameters to [InterestManagement] in OpenSimDefaults.ini
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These govern when AgentUpdates are sent to observers on position, rotation and velocity changes to an avatar (including the avatar themselves).
Higher values reduce AgentUpdate traffic but at a certain level will degrade smoothness of avatar and perceived avatar movement.
2014-08-06 00:53:14 +01:00
Justin Clark-Casey (justincc)
961cb9cc77
refactor: Rename recent new Client*UpdateTolerance to Root*UpdateTolerance for better accuracy and consistency with other similar parameters
2014-08-06 00:35:26 +01:00
UbitUmarov
e1a5a1f829
apply objectSlamSale to all roots of coalescence objects. replace the
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single object condition for renaming
2014-08-05 23:25:08 +01:00
UbitUmarov
3c321e5bb3
dont mess with names and descriptions on coalescence objects. Inventory
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name can change for inventory purposes only.
2014-08-05 22:49:41 +01:00
UbitUmarov
2c4908578e
revert to old avn-current code, not using ApplyPermissionsOnRez() till its
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reviewed/fixed
2014-08-05 21:55:42 +01:00
UbitUmarov
c80322f1e6
dont change agentItem.BasePermissions where avination-current didn't
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change
2014-08-05 19:03:11 +01:00
UbitUmarov
507a29d581
diference fix
2014-08-04 21:55:58 +01:00
UbitUmarov
3cca5ec667
check...
2014-08-04 21:52:29 +01:00
UbitUmarov
3d81f25e34
Revert "start sending terrain in scenePresence after well defined avatar. Minor"
...
This reverts commit 05a2feba5d
.
2014-08-04 20:32:11 +01:00
UbitUmarov
05a2feba5d
start sending terrain in scenePresence after well defined avatar. Minor
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change on significante AgentUpdate check.
2014-08-04 19:57:47 +01:00
UbitUmarov
b07b0ff555
missing child login parcel overlay
2014-08-04 00:16:56 +01:00
UbitUmarov
bad01fbb41
some mess cleanup
2014-08-03 22:57:08 +01:00
UbitUmarov
0d71a2bb8f
mess update ( hide avatars )
2014-08-03 22:38:50 +01:00
UbitUmarov
ca8b0e6a1d
replace debug msgs by others
2014-08-03 19:00:01 +01:00
UbitUmarov
ed47874197
several debug msgs, need to be removed asap
2014-08-03 18:22:00 +01:00
UbitUmarov
bcab663ad7
debug...
2014-08-03 06:16:30 +01:00
UbitUmarov
cc16fe68cc
....
2014-08-03 02:26:39 +01:00
UbitUmarov
b9443b186e
test...
2014-08-03 02:09:07 +01:00
UbitUmarov
53e95803a5
test not rezzing attachments on a FireAndForget
2014-08-03 01:20:34 +01:00
UbitUmarov
9f5e19127d
comment out a debug msg. more on gods being Gods
2014-08-03 00:22:21 +01:00
UbitUmarov
addca0737c
testing...
2014-08-02 23:38:18 +01:00
UbitUmarov
009e8ee76c
testing
2014-08-02 23:04:18 +01:00
UbitUmarov
e87f70e277
god also read local chat
2014-08-02 22:45:28 +01:00
UbitUmarov
580604c231
let gods see hidden avatars ( test )
2014-08-02 22:32:51 +01:00
UbitUmarov
35616339f3
remove the groups restrictions for npcs since they do nothing usefull
2014-08-02 21:01:44 +01:00
UbitUmarov
46da95d1b7
bug hunt: disable group for npc
2014-08-02 19:33:38 +01:00
UbitUmarov
74447d14cd
add some filters for NPCs
2014-08-02 18:32:28 +01:00
UbitUmarov
b0864a2f0f
crossing into a hide parcel may work now. Not nice fix.. need get back to
...
this later
2014-08-02 14:17:00 +01:00
UbitUmarov
20eeeba0d2
initial state change
2014-08-02 03:17:39 +01:00
UbitUmarov
c11c4c0daa
add a hide check at end of region arrival
2014-08-02 02:26:54 +01:00
UbitUmarov
46add98071
remove a few more
2014-08-02 01:45:32 +01:00
UbitUmarov
bdac5058c8
remove some ischild tests
2014-08-02 01:21:24 +01:00
UbitUmarov
e296f25445
sitting avatars hidding by their position. This is not as SL that uses
...
avatar sitting on root prim. All cases have good and bad situations, this is
simpler. Only SOG position changes triggers checks, rotation alone will
not. ( as happens in other cases ) (UNTESTED, as usual )
2014-08-01 19:52:55 +01:00
UbitUmarov
ef1f37cf20
handle change of hide avatars flag. Parcel limits edition still need work
2014-08-01 18:59:08 +01:00
UbitUmarov
0a1e9d731d
work on hide avatars
2014-08-01 00:34:52 +01:00
UbitUmarov
a5e9429f2b
MESS: changes in MakeRootAgent and CompleteMovement reordering things.
...
Added sending of land overlay and parcel information. This in order to
only send avatar related information after having its position well
defined and on the right parcel. THIS MAY STILL BE BAD :)
2014-07-31 03:10:50 +01:00
UbitUmarov
17f9f1c247
restrict other avatar sounds to parcel flags ( untested )
2014-07-30 16:32:25 +01:00
UbitUmarov
2a2a772408
mute avatar collision sounds if parcel doesnt allow
2014-07-30 15:36:49 +01:00
Justin Clark-Casey (justincc)
fcf5fb5dfd
Implement "scene debug set root-upd-per" for dropping 1 in N root agent updates except to originator
...
For experimental purposes.
Also corrects a previous bug where each terse update sent was counted rather than each set of terse updates to agents.
2014-07-29 18:54:16 +01:00
Justin Clark-Casey (justincc)
0f87a99e54
Add debug mechanism for only sending 1 in N AgentUpdate packets to child agents.
...
Allows experiments in manually reducing updates under heavy load.
Activated by "debug scene set client-upd-per" console command.
In a simple test, can send as few as every 4th update before observed movement starts becoming disturbingly rubber-banded.
2014-07-29 18:09:11 +01:00
Justin Clark-Casey (justincc)
f54fccba1e
Make it possible to change avatar position update, rotation and velocity tolerances on the fly.
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This is done via "debug scene set client-pos-upd, client-rot-upd, client-vel-upd".
For testing purposes.
2014-07-29 03:13:10 +01:00
Justin Clark-Casey (justincc)
3654ae8d8c
Allow the "debug scene set physics false|true" command to work when bulletsim physics is running in a separate thread.
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This will also allow the "disable physics" setting in the region debug viewer dialog to work in this circumstance.
2014-07-29 01:21:15 +01:00
Justin Clark-Casey (justincc)
f6f7585ec5
Add a "debug scene set child-repri <double>" command that allows child reprioritization distance to be changed on the fly.
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This governs when child agent position changes are sent to neighbouring regions.
Corresponding config parameter is ChildReprioritizationDistance in [InterestManagement] in OpenSim.ini
For test purposes.
2014-07-29 00:13:29 +01:00
UbitUmarov
c3b5a6c2ab
change how sounds work. May be bad.. needs testing
2014-07-27 08:18:27 +01:00
UbitUmarov
5a7a609683
remove forgotten lines
2014-07-27 08:11:27 +01:00
UbitUmarov
eb55e69d4a
serialize sound parameters for llLoopSound
2014-07-27 08:08:01 +01:00
UbitUmarov
43cf184603
clear script controls on crossing (untested)(possible should be done
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elsewhere/othe way)
2014-07-26 16:56:21 +01:00
UbitUmarov
b6af41ec11
dont standup avatar on crossing
2014-07-26 05:59:38 +01:00
UbitUmarov
4aa55204a2
allow reset default animation to default as core does
2014-07-26 05:27:36 +01:00
UbitUmarov
8808549669
on sit use root prim camera at and eye if child as neither
2014-07-23 23:09:13 +01:00
UbitUmarov
f6af5f4996
change last commit setting intransit without messing flight
2014-07-23 22:28:51 +01:00
UbitUmarov
f9ae7ea2e6
do CompleteMovement with InTransit set as core
2014-07-23 21:14:35 +01:00
UbitUmarov
237075ce21
cleanup a bit presence CheckForBorderCrossing removing dead code
2014-07-23 20:31:54 +01:00
UbitUmarov
d64a50ac9b
changed locations of m_originRegionID setting to where current core has
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them. Changed avatar AbsolutePosition, it still didnt assume m_pos as
relative to root prim. ( forgot to commit before) ( this sit may still
have loose ends, specially around the use of OffsetPosition that is now
relative to root prim and was relative to prim)
2014-07-23 19:56:06 +01:00
UbitUmarov
0331159d2c
clamp avatar standup position within region
2014-07-22 21:34:21 +01:00
Justin Clark-Casey (justincc)
3a87cce2e0
Fix recent regression in 3c6becd5
where login or hg login to variable sized regions failed with outdated simulator message.
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I forgot that a null 'their version' would not be passed over the wire and ends up as an empty string instead (like older simulators).
So instead pass through the correct simulator protcol version instead (SIMULATOR/0.3) when querying from login or hg login.
Also removes a debug console write for agent limit accidentally left in for the same commit.
Relates to mantis 7276
2014-07-22 18:04:28 +01:00
UbitUmarov
fe900b28c6
CrossPrimGroupIntoNewRegion does keyframes and physics crossing fails, so
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revert previus change assuming it didnt. remove a no longer needed else {}
2014-07-22 15:56:20 +01:00
UbitUmarov
ed905418b3
consider that CrossPrimGroupIntoNewRegion removes DIE_AT_EDGE and
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RETURN_AT_EDGE from simulation
2014-07-22 15:47:42 +01:00
UbitUmarov
f9fdf26ec3
make ResetChildPrimPhysicsPositions only do what it is supposed to do and
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not what AbsolutePosition does
2014-07-22 15:13:37 +01:00
UbitUmarov
cf132430ae
tell scripts about positions changes after they are actually changed
2014-07-22 14:50:17 +01:00
UbitUmarov
5269511339
dont try to cross with avatars on DIE_AT_EDGE or RETURN_AT_EDGE sog
2014-07-22 14:31:47 +01:00
UbitUmarov
0e4a9e35c7
bug fix. Child position got broken because first prim i parts array may
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not be the root prim
2014-07-22 04:10:51 +01:00
UbitUmarov
243499ea4e
send updates on selected attachments as sl ( warinin if reverted then a
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fix is needed elsewhere since the changes are never sent)
2014-07-22 01:11:18 +01:00
Justin Clark-Casey (justincc)
3c6becd524
On login and first HG entrance to a foreign grid, perform query access checks before proceeding.
2014-07-21 23:53:33 +01:00
UbitUmarov
5cdd205ee7
change presence movetotarget avoiding trying to go undergroud or fly when
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it can walk. ( still needs better code )
2014-07-21 21:31:48 +01:00
Oren Hurvitz
899bcb7acd
Fixed: after a Hypergrid teleport, attachments often either disappear, or appear both on the avatar AND as in-world objects.
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Another manifestation of this bug is that after a Hypergrid teleport, when you click on one of the avatar's attachments the object doesn't show its name. This means that the viewer knows the attachment is there, but the simulator does not.
The problem was caused by treating Hypergrid teleports as if they're Logins (because the teleport flag ViaLogin is enabled).
This may fix: http://opensimulator.org/mantis/view.php?id=7238
This may fix: http://opensimulator.org/mantis/view.php?id=7220
2014-07-21 09:29:51 +01:00
Oren Hurvitz
4c5d7d4683
Fixed problems if an avatar tries to cross regions when the previous cross hasn't completed yet
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This caused the client to stop responding, and even the simulators to have problems. The solution is to disallow crossing before the previous cross has completed.
2014-07-21 09:23:13 +01:00
Oren Hurvitz
f94b3bbe0f
Minor: changed "existant" to "existent"
2014-07-21 09:15:05 +01:00
Oren Hurvitz
99ac770abb
Close streams immediately when we finish using them
2014-07-21 08:30:03 +01:00
UbitUmarov
719880a6ff
make sittarget camera relative to root prim
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Please enter the commit message for your changes. Lines starting
2014-07-20 20:20:59 +01:00
UbitUmarov
5f364dbed5
another change to standup
2014-07-20 16:09:34 +01:00
UbitUmarov
d6f56a4f99
change avatar standup code
2014-07-20 16:03:05 +01:00
UbitUmarov
79aea3e588
physicsSit SendSitResponse also relative to parent prim
2014-07-20 09:21:00 +01:00
UbitUmarov
32b060a608
physics engine cannot change internal positions of linksets, at least not
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in teaseupdates
2014-07-20 05:54:51 +01:00
UbitUmarov
dc717303d4
replace old Attachoffset by AttachedPos. Comented out possible merge
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artifacts
2014-07-20 01:15:33 +01:00
Melanie Thielker
e1b2ecdfdc
Merge branch 'avination-current'
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Conflicts:
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
2014-07-19 22:32:07 +02:00
UbitUmarov
95b89dd450
fix attachments
2014-07-19 22:18:12 +02:00
UbitUmarov
fc1bd4567d
Merge branch 'avination-current' of ssh://3dhosting.de/var/git/careminster into avination-current
2014-07-16 16:16:37 +01:00
Dev Random
4e92b55231
Call RemoveScriptInstance when removing from inventory
2014-07-14 18:06:24 +01:00
Diva Canto
82b875317b
On logout, delay the removal of AgentCircuitData until the very end, because that data structure contains important information about the agent that may be needed by modules.
2014-07-04 14:36:11 -07:00
Diva Canto
60ad72357e
This fixes the bug related to rebooting neighboring varregions while avatars are logged in; the avies would not see the region anymore until they relogged. Same problem as before: inconsistent calculation of scope.
2014-07-04 11:45:30 -07:00
Diva Canto
d99c8e68a7
It turns out that child agent management has had a bug for a while: there was an inconsistency in the scope between opening and closing child agents in neighboring regions. For opening (in EnableChildAgents), the region's DrawDistance was being used; for closing (in IsOUtsideView) , the viewer's (SP) DrawDistance was being used. This fixes this inconsistency, therefore eliminating bugs observed in TPs between, at least, neighboring varregions.
2014-07-04 10:13:53 -07:00
Justin Clark-Casey (justincc)
4ba396b81c
Temporarily disable new regression test TestLifecycle() until I have a chance to fix it
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This was working for me locally because it was still picking up all my *.ini config files, which jenkins won't have in its test env
2014-07-03 00:30:42 +01:00
Justin Clark-Casey (justincc)
c3923a1aa6
Re-enabled TestLifecycle regression test logging so I can get some idea of why it's failing on jenkins but not locally
2014-07-03 00:01:47 +01:00
Justin Clark-Casey (justincc)
889194db63
Actually call Close() for shared region modules when the simulator is being shutdown.
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Adds regression test for this case.
2014-07-02 23:49:25 +01:00
Justin Clark-Casey (justincc)
fe6dab7f13
minor: Change default max phys prim size in code to match OpenSimDefaults.ini
2014-06-28 00:20:09 +01:00
Justin Clark-Casey (justincc)
cd031d129a
minor: change allow script crossings default in code to true in order to match OpenSimDefaults.ini
2014-06-28 00:18:00 +01:00
Melanie Thielker
159fcbf150
Merge branch 'master' of ssh://3dhosting.de/var/git/careminster
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
2014-06-21 00:39:55 +02:00
Justin Clark-Casey (justincc)
5450b1b024
Change assembly versions to 0.8.1
2014-06-17 18:37:15 +01:00
Diva Canto
807fb8339b
Revert "Let HG users be gods too, if they have local permission to be so."
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HG gods are not safe at this point. It's better to disallow this until
they can be made safe.
This reverts commit e86c765be3
.
2014-06-09 22:00:10 -07:00
Diva Canto
e86c765be3
Let HG users be gods too, if they have local permission to be so.
2014-06-09 21:46:24 -07:00
Robert Adams
0aa0dad478
Send multiple terrain patches per terrain update packet if terrain
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draw distance optimization is enabled. Makes terrain editting a lot
snappier.
2014-06-01 19:23:49 -07:00
Robert Adams
0300ec45eb
Modifications to debugging printouts. No functional changes.
2014-05-31 12:19:51 -07:00
Robert Adams
22dade6463
varregion: More tweeking to only sending patches within avatar draw distance.
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Still has problems with child avatars.
2014-05-31 12:19:50 -07:00
Robert Adams
db5a42ffac
varregion: send terrain patches from where the avatar outward if the parameter
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[Terrain]SendTerrainUpdatesByViewDistance=true.
This tracks which patches have been sent to each client and outputs the
patches as the avatar moves.
2014-05-31 12:19:49 -07:00
Diva Canto
d6f9f690e5
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2014-05-31 08:22:56 -07:00
Justin Clark-Casey (justincc)
bf5320eb26
minor: rename velocidyDiff -> velocityDiff
2014-05-30 22:21:13 +01:00
Justin Clark-Casey (justincc)
3c992b028c
minor: Add some commented out logging to ScenePresence.SendTerseUpdateToAllClients() which is extremely helpful when investigating presence update triggers.
2014-05-30 22:18:07 +01:00
Diva Canto
0eede1467f
Moved these two estate-related interfaces to the projects where they belong.
2014-05-30 13:11:46 -07:00
Diva Canto
e19c830a6c
Fixes a bug where map search results pertaining to varregions would only send the SW-most corner of the varregions; the other areas, when clicked, would result a blue circle, meaning that the viewer didn't know about those areas. This is still not quite right, as all the areas appear to be in the same coordinates, but it's good enough for now.
2014-05-27 10:13:24 -07:00
Oren Hurvitz
33cc847c4a
When saving an OAR in "Publish" mode, also discard Group information
2014-05-26 15:33:13 +01:00
Oren Hurvitz
5aeaa7fcdd
Prevent login to a region if the Telehub or Landing Point are in a banned parcel
2014-05-25 15:37:28 +01:00
Justin Clark-Casey (justincc)
5015b0b485
If one is sitting on a child with an unset camera-eye and so using one set in a root prim, the focus should remain on the root prim.
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Matches behaviour just tested on the Linden grid.
2014-05-23 01:55:05 +01:00
Justin Clark-Casey (justincc)
c78a8271c4
Add any camera at compensation for sat upon child prims to any existing camera-at value, rather than replace.
2014-05-23 01:38:05 +01:00
Justin Clark-Casey (justincc)
fbed245596
Compensate camera-at and camera-eye for child prim rotation when sitting on child prim with camera-eye set
2014-05-23 01:34:02 +01:00
Justin Clark-Casey (justincc)
3fbaef9275
If the root prim has a camera-at or camera-eye setting and a sat upon child prim does not, use the root prim offsets.
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This matches behaviour just tested on the Linden Lab grid.
2014-05-22 23:52:28 +01:00
Justin Clark-Casey (justincc)
16bf38e1ab
Fix issue where llSetCameraAtOffset() and llSetCameraEyeOffset() in non-root prims moved camera/focus to wrong position.
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For non-root prim, eye offsets now need to be made relative to root prim if either camera-at or camera-eye are set.
Probably a regression since November 2013 when all sits were made relative to root prim to match viewer expections (and fix other bugs).
Addresses http://opensimulator.org/mantis/view.php?id=7176
2014-05-22 23:39:22 +01:00
Justin Clark-Casey (justincc)
1b156b7fe8
Add regression test for in-range chat between neighbouring regions from east to west.
2014-05-22 19:18:24 +01:00
Diva Canto
b7c7293c7a
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2014-05-22 10:16:19 -07:00
Diva Canto
f7b2aa0f49
Fixed a problem with detaching attachments in situations where the user's asset server is not the same as the simulator's asset server. Unfortunately this still continues to be wasteful -- new assets are created every time an attachment is detached, but the process of storing the new asset goes through the InventoryAccess module, which does all sorts of checks regarding the users' inventory.
2014-05-22 10:16:01 -07:00
Justin Clark-Casey (justincc)
5b433e101d
minor: Comment out currently unused log setup in TerrainCompressor
2014-05-20 23:59:08 +01:00
Justin Clark-Casey (justincc)
d93275745b
minor: Remove some unused fields in ScenePresence
2014-05-20 23:57:03 +01:00
Justin Clark-Casey (justincc)
32070fa5f4
minor: remove compiler warning in SceneObjectPartInventory
2014-05-20 23:54:49 +01:00
Justin Clark-Casey (justincc)
9479f64778
Fix issue where avatar and script chat could sometimes be heard from anywhere in neighbouring regions.
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This was due to a silent uint overflow in ScenePresence.UpdateChildAgent() corrupting child agent positions
when the child agent was in a region with a greater x or y map co-ord than the root agent region
Probably introduced in beeec1c
.
This still will not function properly with very high region map co-ords (in the millions) but other parts of the code don't handle this properly anyway.
Looks to address http://opensimulator.org/mantis/view.php?id=7163
2014-05-20 23:52:07 +01:00
Oren Hurvitz
47b84875fd
Tell QueryAccess explicitly whether the user is coming in via Teleport or Cross, because the permission checks are different.
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Previously we used a heuristic of checking if the entry position is 0 to differentiate between Teleport and Cross, but that doesn't work anymore since we've started providing the precise entry position for cross, too. That's required in order to ensure that the user is allowed to enter the parcel that he's walking into.
2014-05-19 11:19:11 +01:00
Oren Hurvitz
dd30a29ba0
Return more specific error messages if an attempt to enter a region fails due to permissions (in QueryAccess and IsAuthorizedForRegion)
2014-05-19 11:11:30 +01:00
Diva Canto
ab1472e5b7
Don't trigger ItemUploaded when no item has been uploaded.
2014-05-18 23:01:55 -07:00
Diva Canto
922f76a3a7
Don't fetch assets from the server when doing simple inventory operations like copy-paste items in inventory.
2014-05-18 07:49:01 -07:00
Justin Clark-Casey (justincc)
7c12dfe185
On ScenePresence.MakeChildAgent(), reset the m_originRegionID as this is currently being used as a flag to orchestrate destination simulator threads on teleport.
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If not reset, it's possible that teleports back and forth between simulators may not restart scripts in attachments.
2014-05-14 22:08:06 +01:00
Justin Clark-Casey (justincc)
2f7539a25b
Remove a race where the client's SP.CompleteMovement() thread could attempt to restart attachment scripts before the source simulator's SP.UpdateAgent() thread had added them.
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This commit changes the order of code so that attachments are re-added before the CompleteMovement() thread is released.
Relates to http://opensimulator.org/mantis/view.php?id=7148
2014-05-14 21:49:29 +01:00
Justin Clark-Casey (justincc)
484aa72ff8
minor: Add some method doc to IMessageTransferModule
2014-05-12 23:49:37 +01:00
Justin Clark-Casey (justincc)
87e2668529
For XmlRpcGroups (Flotsam) module, when MessageOnlineUsersOnly = true, handle notices to offline users directly as known undeliverable messages rather than discarding or attempting delivery.
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Offline notices can still be controlled with the [Messaging] ForwardOfflineGroupMessages setting.
Looks to address more of http://opensimulator.org/mantis/view.php?id=7037
Only for Flotsam now for testing, but if approach works should be possible with core offline notices as well.
2014-05-12 23:38:48 +01:00
Diva Canto
f4cba27105
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2014-05-07 17:00:12 -07:00
Dev Random
78015bbbdc
Console commands for Estate Mgmt
2014-05-06 18:55:42 +01:00
Vegaslon
0faba7dc33
Fix avatars going to corner of region when they are sitting on a child prim and the prim is deleted.
2014-05-06 17:41:13 +01:00
Oren Hurvitz
614b9e14c4
When moving an item from a prim to a user's inventory, don't delete the item from the prim until it was successfully copied to the user
2014-05-06 07:28:46 +01:00
Oren Hurvitz
eb79c882ea
Show more meaningful error messages when failed to move an item from a prim to a user's inventory.
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Also, actually show the error to the user in more cases. (Previously, sometimes the operation failed without telling the user anything.)
2014-05-06 07:28:45 +01:00
Oren Hurvitz
1e5cff32fc
Show more meaningful error messages when failed to give an item to another user
2014-05-06 07:28:44 +01:00
Diva Canto
13b2ac1425
Makes it possible to support grids in which all the simulators share all central services of a Robust server EXCEPT assets. In other words, grids where the simulators' assets are kept in one DB and the users' inventory assets
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are kept on another. When users rez items from inventory or take objects from world, an HG-like asset copy takes place between the 2 servers, the world asset server and the user's asset server. This makes the simulators independent of the central asset server.
Note that this an advanced configuration and requires some security strengthening coming up.
2014-05-04 20:54:42 -07:00
Justin Clark-Casey (justincc)
5fc61942e0
minor: convert back some tabs to spaces that got into ScenePresence via recent patch bc969a6b
2014-04-29 20:15:29 +01:00
Justin Clark-Casey (justincc)
d4eee213a9
Restore terrain height and flying adjustments that were eliminated from non-megaregion paths in ScenePresence.MoveToTarget() by recent patch bc969a6b
2014-04-29 20:05:08 +01:00
Melanie Thielker
d97896d39a
Differentiate between requests only the owner should be able to do and those
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that managers can do when setting parcel data
2014-04-26 20:32:27 +02:00
Justin Clark-Casey (justincc)
2e216aa056
Add missing [Test] decorator to actually get the basic scene creation test from 2227f51b
to run
2014-04-25 23:35:20 +01:00
Justin Clark-Casey (justincc)
9664273df6
Add basic regression test for creating a var region
2014-04-25 23:34:30 +01:00
Justin Clark-Casey (justincc)
2227f51b29
Add basic sanity regression test for creating a scene.
2014-04-25 23:16:07 +01:00
Justin Clark-Casey (justincc)
904baa6da6
Fix issue where terrain height values > 327 caused chaotic spiked terrain.
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Per http://wiki.secondlife.com/wiki/Tips_for_Creating_Heightfields_and_Details_on_Terrain_RAW_Files#Notes_for_Creating_Height_Field_Maps_for_Second_Life
terrain heights up to 508 are possible on the LL grid (and were available on previous releases of OpenSimulator).
The obvious way to allow both this and equivalent -z values, is to rewiden the internal terrain height storage from short to int.
The memory tradeoff is most noticeable on the maximum 8192x8192 var region (equiv to 1024 normal regions), where it adds 128mb to resident use (128k on a normal region)
This is still better than the double used in previous releases.
This does not affect physics or data storage since they already use float and double respectively.
This may not be the final solution if we actually want to sacrifice -z, >327 or something else.
Relates to http://opensimulator.org/mantis/view.php?id=7076
2014-04-25 22:56:25 +01:00
Diva Canto
1d9a9e6004
Fixes a long-standing bug related to god-mode change ownership of objects permissive, where the permissions of the children prims' inventory items were not changed. As a consequence, we couldn't control some of the objects imported via HG and OARs even in god mode.
2014-04-24 14:11:42 -07:00
Justin Clark-Casey (justincc)
7a5699224e
Fix regression test break on previous commit 328bc3b
2014-04-23 19:46:58 +01:00
Justin Clark-Casey (justincc)
328bc3b76e
Adjust avatar sit positioning on a target to pretty much exactly match that of the LL grid.
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This uses an offset of 0.05 on the up vector of the sit orientation, after extensive analysis on
http://opensimulator.org/mantis/view.php?id=7096 and https://wiki.secondlife.com/wiki/Talk:LlSitTarget
This supersedes the previous adjustment in 5b73b9c4
which had been wrongly applied.
The maximum change is about 0.1 with a maximum height avatar.
This patch is all Aleric's work - I am applying manually in order to add these additional notes
2014-04-23 19:19:09 +01:00
Oren Hurvitz
998d7009a6
Eliminated many warnings
2014-04-23 16:37:36 +03:00
Oren Hurvitz
a893fd90cd
Fixed KeyframeMotion to work with very slow movement.
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Previously, if the movement speed was below 0.05/sec then it didn't work correctly.
Fixes http://opensimulator.org/mantis/view.php?id=7117
2014-04-22 10:19:11 +01:00
lillith_xue
bc969a6b46
Possible solution for #7120 and #7051
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Signed-off-by: Robert Adams <misterblue@misterblue.com>
2014-04-21 05:58:29 -07:00
Oren Hurvitz
a780e01a54
Fixed: the parcel flag "Allow Scripts from Group" should only check if the parcel has a Group set; it doesn't have to be *deeded* to the group
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Also some cleanup of the use of Group ID's (with no change to functionality).
2014-04-20 06:23:35 +01:00
Robert Adams
c8914d22eb
BulletSim: reduce the terrain collison margin to be the same as other
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objects in the world.
This was originally changed in an attempt to make vehicles work better
but the effect was not that large and it causes avatars to float
above the terrain.
2014-04-12 17:37:57 -07:00
Oren Hurvitz
c725ad1577
Fixed: when teleporting between grids, the avatar name wasn't always updated.
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When an avatar is in their home grid, their name appears as "First Last". In other grids the name appears as "First.Last @grid.example.com". However, viewers have a bug and they don't always show the new name. We use a trick (changing the Group Title briefly) in order to make the viewers show the new name. This is only done after a Hypergrid teleport.
2014-04-09 15:00:54 +01:00
Oren Hurvitz
06e0528d0b
In teleports, pass the source region to the destination (similar to an HTTP referrer)
2014-04-09 09:22:20 +01:00
Oren Hurvitz
85d51e57a9
When sending QueryAccess to a region, also send the user's Home URI
2014-04-07 07:32:36 +01:00
Oren Hurvitz
55cc8044cb
Refactored: use Scene.GetAgentHomeURI() to get the Home URI of a user
2014-04-07 07:26:44 +01:00
Justin Clark-Casey (justincc)
cacbb5c165
Don't re-retrieve sit part in SP.HandleAgentSit() when we already have it (this time with the right code change)
2014-04-05 02:16:14 +01:00
tglion
8b8e1b88ec
fixed object-collision issue after uncheck phantom-flag
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Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
2014-04-04 12:29:44 -04:00
Justin Clark-Casey (justincc)
aec723b955
Fix sp.AbsolutePosition when agent is sitting on a child prim, which in turns fixes llDetectedPos(), llGetLinkPrimitiveParams() and similar functions.
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Add regression test for this case.
In relation to http://opensimulator.org/mantis/view.php?id=7043
2014-04-03 23:22:57 +01:00
Robert Adams
9406db3047
Fix problem with floating avatar by passing avatar size information
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to the physics engine.
This operation was accidentally removed while in the middle of improving
the computation of the avatar height. This is a temp fix until the real
solution is added.
2014-04-02 21:52:24 -07:00
Justin Clark-Casey (justincc)
e756457703
Remove redundant part.SitTargetAvatar setting from SP.MakeRootAgent as part.AddSittingAvatar already does this.
2014-04-03 01:21:50 +01:00
Justin Clark-Casey (justincc)
6ac9c9c972
refactor: Use m_sittingAvatars to maintain the list of sitting avatars instead of two independent structures that do exactly the same thing
...
m_sittingAvatars code also already properly handles locking to avoid races.
2014-04-03 01:14:39 +01:00
Justin Clark-Casey (justincc)
5cb4044539
Don't clear avsToCross in SOG.AbsolutePosition.set(), this is unnecessary since the structure is local and never reused after the clear
2014-04-03 00:26:55 +01:00
Justin Clark-Casey (justincc)
e6d0dcd4e8
Fix bug where crossing to a neighbouring region and back again would trigger an exception, and a second recross would stop the user moving until relog
...
Also fixes an issue where sitting avatar counts became inaccurate after any cross.
Part of the problem was due to cloning code using MemberwiseClone() but not resetting certain collection structures.
Adds regression test for this case.
In relation to http://opensimulator.org/mantis/view.php?id=7050
2014-04-03 00:19:53 +01:00
Oren Hurvitz
0301c81b01
Made GetScenePresence() case-insensitive when searching by user name. This makes it easier to use console commands such as "show appearance".
2014-04-02 13:08:31 +01:00
Justin Clark-Casey (justincc)
7bafee28fa
Removing warning from SceneObjectLinkingTests.TestLinkDelink2SceneObjects() by actually checking whether delinked grp3 is not null
2014-04-02 01:26:58 +01:00
Dev Random
43eab5e163
Console command to rename Estate
2014-04-02 01:17:41 +01:00
Justin Clark-Casey (justincc)
7cb1690589
minor: disable logging in recently added scene object crossing tests and remove some unnecessary test config
2014-04-02 01:01:53 +01:00
Justin Clark-Casey (justincc)
0af8886400
Fix problem where moving an object to another region on the same simulator was failing, with the object returning to its original position.
...
Root cause was that PrimLimitsModule was not properly handling the case where the parcel it was asked to check was outside the current region's bounds.
If this is the case, we can abort the check since the receiving region will perform it.
Added a regression test for this case.
2014-04-02 00:58:33 +01:00
Oren Hurvitz
1fe504fee5
Better skipping of "SculptData" when parsing XML
2014-03-28 12:52:06 +03:00
Oren Hurvitz
f360b687d6
Removed "SculptData" from the serialized XML format of prims
2014-03-28 07:51:21 +01:00
Justin Clark-Casey (justincc)
99308d64c6
minor: Add some doc to Scene.Backup() detailing its direct invocation if the indepedent backup thread is not running (e.g. in a regression test)
2014-03-26 00:43:17 +00:00
Oren Hurvitz
e131e73652
Run slow operations in a separate thread, instead of using FireAndForget (which has a 1-minute timeout)
...
Resolves http://opensimulator.org/mantis/view.php?id=6945
2014-03-25 08:01:55 +01:00
Melanie Thielker
a30ad71651
Guard against Scene being null in attachments it the wearing avatar is in the process of logging out.
2014-03-25 03:17:44 +01:00
Oren Hurvitz
1769e93c42
Fixed parsing of coalesced objects if the XML starts with an XML Declaration ("<xml ...>")
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Resolves http://opensimulator.org/mantis/view.php?id=6944
2014-03-24 18:18:29 +01:00
Oren Hurvitz
5fd9411143
Refactored Load IAR: created a generic mechanism to modify the SOG's as they are being loaded
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Resolves http://opensimulator.org/mantis/view.php?id=6942
2014-03-24 18:17:35 +01:00
Oren Hurvitz
89945f8829
Refactored: ExternalRepresentationUtils should be the only place where the "CreatorData" field is calculated, to ensure uniformity
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Resolves http://opensimulator.org/mantis/view.php?id=6933
2014-03-24 18:00:59 +01:00
Oren Hurvitz
7496d0b0f7
Fixed unit tests for delinking objects
2014-03-24 15:05:39 +02:00
Oren Hurvitz
921f0052f4
Get the full viewer name even if it's (incorrectly) sent in the 'Channel' field
...
Recent versions of Firestorm and Singularity have started sending the viewer name in the 'Channel' field, leaving only their version number in the 'Viewer' field. So we need to search both of these fields for the viewer name.
This resolves http://opensimulator.org/mantis/view.php?id=6952
2014-03-24 12:26:52 +01:00
Oren Hurvitz
773ffcafc3
Removed "hacktastic" code that is no longer needed.
...
We no longer set the object's AbsolutePosition in this place, so the IsAttachment hack doesn't do anything anymore.
This resolves http://opensimulator.org/mantis/view.php?id=6936
2014-03-24 12:05:25 +01:00
Oren Hurvitz
62b3bdf0fc
When linking two groups, and then deleting the combined group: delete *all* of the combined group's prims, including those that came from the second subgroup
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This fixes http://opensimulator.org/mantis/view.php?id=6175
2014-03-24 11:44:48 +01:00
Justin Clark-Casey (justincc)
ccf18fd2ef
Rename SOG.InSceneBackup to CanBeBackedUp to reflect its actual functionality.
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It does not indicate that a SOG has been set to be backed up or not. It indicates that a SOG can be backed up in principle.
In practice, this was added by lbsa71 in 2007 and is set to always true, albeit as a virtual property.
2014-03-22 01:36:21 +00:00
Justin Clark-Casey (justincc)
a5800f479e
If an object has it's temporary flag unset after being set, put it back in the persistence list.
...
Effectively uses the patch in http://opensimulator.org/mantis/view.php?id=7060
But also adds a regression test and exposes the necessary property to allow this to work.
2014-03-22 00:29:13 +00:00
Jak Daniels
61353dde80
Allow Region specific static maptiles to be loaded from file.
2014-03-18 22:18:50 -07:00
Justin Clark-Casey (justincc)
beba20846f
When sending group notices through group messaging, allow the agent ID to use for fetching group data to be different from im.fromAgentID
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This is because xmlrpcgroups currently always checks visibility for the requesting agent ID (unlike Groups v2, which can accept UUID.Zero)
But group notice IMs have a from agent which is the group rather than the sending agent.
Further addresses http://opensimulator.org/mantis/view.php?id=7037
2014-03-12 19:31:04 +00:00
Robert Adams
742f505440
Change terrain update sending to be triggered by frame tick rather
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than everytime terrain is changed.
The TerrainModule now hooks the frame event and, if terrain has changed,
sends terrain updates to the clients. This polling pattern replaces
the previous push on change pattern and will make it easier to do per
client throttling and per scene presence terrain update ordering.
2014-03-10 22:05:18 -07:00
Oren Hurvitz
0237d9113d
Don't start KeyframeMotion timers until all the regions are ready. This prevents problems in megaregions (prims that think they've crossed over to other regions).
2014-03-11 00:55:58 +00:00
Justin Clark-Casey (justincc)
77e7bbcbf7
Send group notices through the same messaging module mechanism used to send group chat to avoid timeout issues when sending messages to large groups.
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Only implementing for XmlRpcGroups initially to test.
May require MessageOnlineUsersOnly = true in [Groups] to be effective.
In relation to http://opensimulator.org/mantis/view.php?id=7037
2014-03-11 00:11:18 +00:00
Justin Clark-Casey (justincc)
39ed382ddf
Don't request a terse update after local teleport - this will be done by the main frame loop anyway and has the potential to race that thread.
2014-03-05 00:59:27 +00:00
Justin Clark-Casey (justincc)
c9415fd763
If an avatar is sitting, send out position updates to clients for any change, not just those outside the usual tolerances.
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This is to allow small adjustments of less than 0.05m in functions such as llSetPrimitiveLinkParams() to work
This is another fix for http://opensimulator.org/mantis/view.php?id=7044
Extends regression test for this case.
2014-03-05 00:38:38 +00:00
Robert Adams
0f03c64a0c
Make Scene.DefaultDrawDistance to be the max of the region size and the
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user setting. Seems this parameter has many side effects.
2014-02-23 21:56:37 -08:00
Robert Adams
0b213af675
Fix problem of hurricane speed winds. Thanks Vegaslon.
2014-02-22 15:04:28 -08:00
dahlia
a2866b85f3
add newRegion parameter to CrossAgentToNewRegion event and trigger the event after crossing thread is invoked
2014-02-20 00:18:28 -08:00
dahlia
269a6410a0
add EventManager event OnCrossAgentToNewRegion
2014-02-19 17:52:38 -08:00
Robert Adams
c26f01ff8c
varregion: make scene default draw distance to be the maximum size of the
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region. This is a temp fix for the use of draw distance to compute child
regions. Eventually must use the draw distance from the viewer for the
computation.
2014-02-19 09:51:49 -08:00
Robert Adams
fc9930e420
Repair check for if in region position (I mean || is kinda like &&).
2014-02-15 18:49:40 -08:00
Robert Adams
7fc289c039
Properly restore position on crossing failure for mega-regions.
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Fix odd "cannot cross into banned parcel" viewer error message when crossing
into non-existant region. Proper permission failure messages are now returned.
2014-02-15 17:02:53 -08:00
Robert Adams
877bdcdce1
Rewrite of mega-region code to use new form of border checking.
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This commit eliminates all of the 'border' class and list code and replaces
it with testing if in the current region.
Impacts: can make a mega-region out of varregions of the same size; and
mega-region combinations must be rectangular (not square but rectangular)
2014-02-15 16:01:43 -08:00
Justin Clark-Casey (justincc)
4fed301e65
Don't request group information in SP.MakeRootAgent() if the presence belongs to no group (UUID.Zero)
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This was trigger the XmlRpcGroups errors described in http://opensimulator.org/mantis/view.php?id=6986
Introduced in commit 5b73b9c4
(Wed Dec 11 01:39:56 2013)
2014-02-14 23:43:07 +00:00
Robert Adams
c0cc5e0fa4
varregion: Send large region patches for wind and clouds.
2014-02-11 21:07:55 -08:00
Robert Adams
1b41ec0a85
Fix raw32 terrain heightmap reader so it estimates terrain size from
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the size of the input stream. This is required since the raw heightmap
format (.r32) does not contain any size information.
The estimation relies on terrain being square.
2014-02-03 21:23:32 -08:00
Robert Adams
9c97fb8e12
Implement terrain merging in TerrainChannel.
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Modify archiver to use terrain merging when loading oars.
This makes displacement AND rotation properly work on terrain when loading oars.
Especially useful when loading legacy region oars into large varregions.
2014-02-02 11:17:49 -08:00
dahlia
a8e64cd59a
Overload INPCModule.CreateNPC() to allow agentID to be specified. Note: this is intended for use in region modules and is not exposed to scripts.
2014-02-01 04:09:20 -08:00
Oren Hurvitz
abb193ec94
In UuidGatherer, gather materials referenced in the prim's TextureEntry
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Signed-off-by: dahlia <dahlia@nomail>
2014-02-01 02:56:15 -08:00
Melanie
c6e9db5866
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Framework/RegionSettings.cs
OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
2014-01-28 21:02:20 +00:00
Melanie
4ccb15290e
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2014-01-28 20:47:36 +00:00
Robert Adams
8eec717f5f
Merge branch 'master' into varregion
2014-01-28 08:50:28 -08:00
Justin Clark-Casey (justincc)
a4017ee1eb
Reinsert attachments list taking code in SP.MakeRootAgent()
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Locking attachments then launching script instances on a separate thread will not work, attachments will simply be unlocked and vulnerable to race conditions.
2014-01-27 23:47:43 +00:00
Justin Clark-Casey (justincc)
1b86239f79
refactor: Remove identical part.ParentGroup.AddAvatar(UUID); calls which occur no matter which branch of the conditional is executed
2014-01-27 23:17:09 +00:00
Robert Adams
4c362a83f9
Merge branch 'master' into varregion
2014-01-21 11:31:51 -08:00
dahlia
7bd42fc42f
Add back code to UuidGatherer to retrieve UUIDs for materials stored in DynAttrs. This is unfortunately still necessary until a better solution for handling existing legacy materials can be implemented
2014-01-20 15:01:18 -08:00
Justin Clark-Casey (justincc)
5fc871027e
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2014-01-20 19:38:47 +00:00
Justin Clark-Casey (justincc)
2cf7478b9a
Merge branch 'justincc-master'
2014-01-20 19:34:55 +00:00
Mic Bowman
2e78e89c36
Clean up orphaned json stores. This can happen when an object is
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removed, when a script is removed, or when a script is reset. Also
added a stats command to track the number of json stores used by
a region. Will probably add some more commands later.
2014-01-20 11:33:49 -08:00
Justin Clark-Casey (justincc)
8e72b53edc
Stop exceptions being generated on agent connection if a telehub object has been deleted or has no spawn points.
2014-01-20 19:16:19 +00:00
Oren Hurvitz
3018b2c5d7
Materials module: a) Store materials as assets; b) Finalized it (removed the "Demo" label; removed most of the logging); c) Enabled by default
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Changed UuidGatherer to use 'sbyte' to identify assets instead of 'AssetType'. This lets UuidGatherer handle Materials, which are defined in a different enum from 'AssetType'.
2014-01-20 00:38:42 -08:00
Robert Adams
6fbfb47b92
varregion: add --noterrain and --noparcel to 'load oar'.
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--noterrain suppresses the loading of the terrain from the oar.
--noparcels suppresses the loading of parcel information from the oar.
2014-01-19 11:03:08 -08:00
Robert Adams
dd6db72939
varregion: add --displacement parameter to 'load oar'.
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Adds displacment to all objects and terrain loaded from the oar.
As an example, if you have a 512x512 region and an old 256x256 oar, doing
load oar --displacement "<128,128,0>" oarFile.oar
will load the object (and terrain) into the middle of the 512x512 region.
If displacement is not specified, 'load oar' works like it always has.
If you have a 5
2014-01-19 10:09:43 -08:00
Robert Adams
f127e4b4ee
Merge branch 'master' into varregion
2014-01-19 07:38:53 -08:00
Robert Adams
813f0da00b
Add J2K decoder routine that converts directly to an image.
2014-01-19 07:32:41 -08:00
Justin Clark-Casey (justincc)
b52b50ee56
minor: reinsert some method doc back into IEntityTransferModule
2014-01-17 23:36:23 +00:00
Justin Clark-Casey (justincc)
4fa843ff19
Reorder checks in SP.CompleteMovement() to fix test failures
2014-01-16 23:44:17 +00:00
Justin Clark-Casey (justincc)
f467121c51
Merge branch 'justincc-master'
2014-01-16 23:33:30 +00:00
Justin Clark-Casey (justincc)
3bc669ffc7
Actually put IsChildAgent = true inside the lock, otherwise there is still a small window for race conditions on duplicate CompleteMovement calls
2014-01-16 23:31:50 +00:00
Justin Clark-Casey (justincc)
3ffd90496a
Prevent duplicate invocations or race dontision in SP.CompleteMovement()
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This can happen under poor network conditions if a viewer repeats the message send
If this happens, physics actors can get orphaned, which unecessarily raises physics frame times
2014-01-16 20:23:31 +00:00
Justin Clark-Casey (justincc)
1a8b56fa87
Merge branch 'justincc-master'
2014-01-16 00:33:04 +00:00
Justin Clark-Casey (justincc)
e99a7d879e
Remove old IInterRegionComms and references. This hasn't been used since 2009 and was superseded by ISimulationService
2014-01-16 00:05:04 +00:00
Robert Adams
3760d10cd0
varregion: remove unnecessary border checking code in ScenePresence.
2014-01-11 21:59:22 -08:00
Robert Adams
1cf17a3cf7
Merge branch 'master' into varregion
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/SceneBase.cs
OpenSim/Services/Interfaces/IGridService.cs
OpenSim/Services/LLLoginService/LLLoginResponse.cs
(conflicts were debug statements that are commented out in master branch)
2014-01-11 08:52:23 -08:00
Justin Clark-Casey (justincc)
68cbccb288
Merge branch 'justincc-master'
2014-01-10 20:37:14 +00:00
Oren Hurvitz
da47bcae3e
When moving the root prim of an attachment: a) Change the attach position; b) Move the other prims in the reverse direction to compensate
2014-01-10 20:24:11 +00:00
Justin Clark-Casey (justincc)
5e72de1908
Merge branch 'justincc-master'
2014-01-10 20:19:38 +00:00
Oren Hurvitz
91fd9c4670
Refactored: use a single function to apply an object's folded permissions to its main permissions
2014-01-10 19:50:03 +00:00
Oren Hurvitz
13f31fdf85
Refactored setting permissions when rezzing items: use the same function when rezzing from user inventory and prim inventory.
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Also, fixed a bug: when rezzing a coalesced object from a prim's inventory, apply the coalesced object's name and description only to the first sub-object; not to all the objects in the coalescence. (This was already done correctly when rezzing from a user's inventory.)
2014-01-10 19:37:59 +00:00
Justin Clark-Casey (justincc)
32e9c16957
Merge branch 'justincc-master'
2014-01-08 01:04:26 +00:00
Justin Clark-Casey (justincc)
0155d42b80
If an agent is sitting, then do send the rotation in the agent update instead of zeroing it to resolve mouselook camera problems
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Addresses http://opensimulator.org/mantis/view.php?id=6892
Thanks to tglion for this spot.
This resolves a recent regression from 17b32b764a
2014-01-08 00:54:39 +00:00
Melanie
e79fab91db
Intermediate commit. Sill errors.
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Merge branch 'master' into careminster
Conflicts:
OpenSim/Data/SQLite/SQLiteUserProfilesData.cs
OpenSim/Framework/RegionInfo.cs
OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Services/UserProfilesService/UserProfilesService.cs
2014-01-05 20:12:32 +00:00
Robert Adams
38148bd4b6
Some missing definitions needed for successful compilation.
2014-01-04 19:01:05 -08:00
Robert Adams
7e32313a49
varregion: Add region size to teleport event messages (EnableSimulator,
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CorssRegion, TeleportFinishEvent).
Have Simian grid service return the region size.
Many teleport related debug log messages. Can be removed when teleport
works (like that's ever going to happen).
Conflicts:
OpenSim/Framework/RegionInfo.cs
2014-01-04 19:01:04 -08:00
Robert Adams
9984ecf862
varregion: Add region size to teleport event messages (EnableSimulator,
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CorssRegion, TeleportFinishEvent).
Have Simian grid service return the region size.
Many teleport related debug log messages. Can be removed when teleport
works (like that's ever going to happen).
2014-01-03 07:41:06 -08:00
Robert Adams
01c0bbf181
varregion: extract banned region logic into a class for cleanlyness.
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Add 'not found' caching in EntityTransferModule.GetRegionContainingWorldLocation
so hitting borders and bad teleports do not continuiously hammer on the GridService.
2013-12-27 08:23:37 -08:00
Robert Adams
2d2bea4aa7
varregion: many more updates removing the constant RegionSize and replacing
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with a passed region size. This time in the map code and grid services code.
2013-12-26 22:45:59 -08:00
Robert Adams
e5f7c8b6e8
varregion: add lots of DEBUG level log messages. Especially for teleport.
2013-12-24 12:31:26 -08:00
Robert Adams
b40b57776b
varregion: remove unused Scene.HaveNeighbor routine. Its computation
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was wrong for large regions anyway.
2013-12-24 12:28:54 -08:00
Robert Adams
6937eec258
Merge branch 'master' into varregion
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Add new region crossing code to varregion
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2013-12-17 06:18:13 -08:00
Melanie
fe01e7d1cc
Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim
2013-12-16 22:11:03 +00:00
Melanie
f69e91dc2d
This is the acutal sitting avatar crossing code. This commit implements the
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actual crossing mechanics for seated avatars, using the supporting code from
the previous commits. Physics is not supported yet, although some few bits
for them are already in place due to the earlier code drops. With this commit,
crossing sitting avatar by "editing" the prim across the border, by using
llSetPos or keyframe motion may already be possible. Vehicles will come next.
2013-12-16 22:08:02 +00:00
Robert Adams
13a9a4b653
varregion: rename 'LegacyRegionLocX' back to 'RegionLocX' and same for Y and Z.
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Rename 'RegionWorldLocX' to 'WorldLocX' and same for Y and Z.
This keeps the downward compatibility and follows the scheme of 'region'
and 'world' location naming that is happening in the Util module.
2013-12-14 07:53:01 -08:00
Justin Clark-Casey (justincc)
ee163b5751
Merge branch 'justincc-master'
2013-12-14 02:23:12 +00:00
Justin Clark-Casey (justincc)
e7a294e739
Wrap analysis of the particle system in the UUID Gatherer in a separate try/catch as sometimes it appears that this can be corrupt.
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As per Oren's suggestion.
2013-12-14 01:48:03 +00:00
Justin Clark-Casey (justincc)
bcb8c4068e
Comment out sit position checks in TestSitAndStandWithSitTarget() in SP and NPC tests until positions are known to be stable.
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Also resolve issues with NoSitTarget() tests where I was trying to use a destroyed PhysActor
2013-12-14 00:36:25 +00:00
Justin Clark-Casey (justincc)
d2d4ae541b
Fix build break in test from previous commit 54cc229
- hadn't realized ScenePresence inst var name was slightly different
2013-12-14 00:19:04 +00:00
Justin Clark-Casey (justincc)
54cc229768
Fix TestSitAndStandWithNoSitTarget NPC and SP tests.
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These stopped working because current code calculates sit heights based on avatar physics rather than appearance data.
Also changed BasicPhysics to not divide Z param of all set sizes by 2 - there's no obvious good reason for this and basicphysics is only used in tests
2013-12-14 00:10:32 +00:00
Justin Clark-Casey (justincc)
11f177d6a8
Eliminate unnecessary line from my previous commit 1d605642
2013-12-13 23:30:08 +00:00
Justin Clark-Casey (justincc)
1d605642f7
Refix sitting on child prims by reinserting relevant code back into SP.HandleAgentSit()
2013-12-11 23:59:52 +00:00
Melanie
82ebb86d58
Replace proprietary file header with BSD one
2013-12-11 01:51:57 +00:00
Melanie
92aad6f1bb
Add missing files *blush*
2013-12-11 01:44:03 +00:00
Melanie
5b73b9c4a8
Committing the Avination Scene Presence and related texture code
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- Parts of region crossing code
- New bakes handling code
- Bakes now sent from sim to sim without central storage
- Appearance handling changes
- Some changes to sitting
- A number of unrelated fixes and improvements
2013-12-11 01:39:56 +00:00
Melanie
97934e00e6
This is the Avination Entity Transfer Module. Surprisingly, it still compiles
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but I don't know if it runs. Will probably crash and burn as the supporting
code isn't there yet.
2013-12-11 00:12:36 +00:00
Melanie
6d6b9ab791
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2013-12-07 01:08:49 +00:00
Robert Adams
4eb52eb19e
Merge branch 'master' into varregion
2013-12-05 21:07:44 -08:00
Justin Clark-Casey (justincc)
17b32b764a
Fix regression where mouse look flight direction no longer worked by zeroing x/y rot before sending agent updates, instead of before any agent update processing
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It turns out that the x/y rot data in mouselook is needed to implement this and to push the avatar against the ground if walking in mouselook.
Doing this in the terse send so that we preserve mouselook rotation information
2013-12-05 02:10:46 +00:00
Justin Clark-Casey (justincc)
62a2d7836f
Ignore X and Y body rotations when sent by mouse look.
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Fixes http://opensimulator.org/mantis/view.php?id=3274
When not in mouselook, avatar only sends rotations around the Z plane (since that's the only way an avatar can rotate).
However, in mouselook it also sends X and Y information. But sending X and Y in terse updates causes issues with wrong camera movement in mouselook.
So strip out X and Y components for now. If this is an issue, then could strip out before sending avatar terse update, though this generates more cpu work.
Thanks to mirceakitsune for suggesting an initial fix
2013-12-03 02:27:40 +00:00
Robert Adams
31bacfbb63
Merge branch 'master' into varregion
2013-12-01 15:51:42 -08:00
Robert Adams
6cd0d7a62b
varregion: Add MaxRegionSize constant and enforce in RegionInfo.
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Intermediate checkin of changing border cross computation from checking
boundry limits to requests to GridService. Not totally functional.
2013-11-30 15:28:39 -08:00
Justin Clark-Casey (justincc)
8ebad90800
Actually use the SP.AgentControlStopSlowWhilstMoving parameter intoroduced for slow walk/run in 4cfe02a rather than the magic number
2013-11-30 01:56:46 +00:00
Justin Clark-Casey (justincc)
96018afab4
Remove unused SP.Updated flag, which appears unused for many years and was only set true once and never reset
2013-11-30 01:52:45 +00:00
Justin Clark-Casey (justincc)
4cde02a2a3
Implement most effects of AGENT_CONTROL_STOP
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AGENT_CONTROL_STOP is specified to SP.HandleAgentUpdate if the user holds down the space bar on a viewer.
For a stopped avatar, this prevents fly or walk/run (though not rotate) until released.
For a walking/running avatar, this reduces movement to half speed.
For a flying avatar, this stops the avatar.
These are observed behaviours on the LL grid - there was no previous OpenSimulator implementation
This commit introduces an optional parameter to SP.AddNewMovement(), which means that it will no longer compile on .NET 3.5 or earlier versions of Mono than 2.8
Currently, this does not work for jumping, and if used whilst flying the avatar continues the fly animation even though it does not move
2013-11-30 01:44:30 +00:00
Justin Clark-Casey (justincc)
4bd4f1cd83
Remove nudgehack from SP.HandleAgentUpdate by making MovementFlag a uint rather than a byte
2013-11-30 01:14:12 +00:00
Justin Clark-Casey (justincc)
5f0e763062
Remove unused sp.ParentPosition, which has not been used for some time
2013-11-29 02:48:59 +00:00
Justin Clark-Casey (justincc)
84bfde3bdf
Comment out debug sit message accidently left active
2013-11-29 02:45:14 +00:00
Justin Clark-Casey (justincc)
868c0c2746
Fix regression where sitting on ground stopped working.
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This was due to the PhysicsActor no longer being recreated on stand from ground.
2013-11-29 01:56:49 +00:00
Justin Clark-Casey (justincc)
f9193e3c51
Restore SP.AbsolutePosition to properly return actual absolute position when sitting
2013-11-29 01:50:12 +00:00
Robert Adams
109136c074
varregion: add ITerrainChannel.GetHeightAtXYZ() for eventual mesh terrain.
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Implementation of same in TerrainChannel.cs.
Check for bounds in TerrainChannel[x,y] to prevent array access exceptions.
2013-11-28 08:22:41 -08:00
Robert Adams
7aa00632b9
varregion: many replacements of in-place arithmetic with calls to
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the Util functions for converting world addresses to region addresses
and converting region handles to locations.
2013-11-28 08:20:16 -08:00
Justin Clark-Casey (justincc)
0785210e29
Fix stand positions rather than having the stand jump to the root prim.
2013-11-27 02:08:22 +00:00
Justin Clark-Casey (justincc)
a3c72dafe6
Only translate linked prim specified offset pos by the link prim rotation, not any specified avatar rotation as well.
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Don't translate root prim position by avatar rotation.
2013-11-26 01:40:55 +00:00
Justin Clark-Casey (justincc)
36d146bf27
fix position changes when sitting on a prim with position and/or orientation explicitly specified
2013-11-26 00:43:35 +00:00
Melanie
3589acdab1
Merge branch 'master' into careminster
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Conflicts:
.gitignore
OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
prebuild.xml
runprebuild.bat
2013-11-23 19:13:22 +00:00
Justin Clark-Casey (justincc)
60e049ea39
Revert "Fix issue where sitting on non-root linked prims would send camera to wrong position in third-person and mouselook"
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Reverting to place on separate branch
This reverts commit ff4e7de776
.
2013-11-23 02:31:39 +00:00
Justin Clark-Casey (justincc)
1999b218fd
Revert "Add line accidentally left out of recent non-root prim sit fix"
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Reverting to place on new branch
This reverts commit ed1029712a
.
2013-11-23 02:31:17 +00:00
Justin Clark-Casey (justincc)
eb172be541
Revert "Fix non-root prim sit positions for prims where a sit target has been specified as well."
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Revert to place on separate branch for now
This reverts commit 70e651a8d1
.
2013-11-23 02:28:30 +00:00
Justin Clark-Casey (justincc)
910f07dffa
Revert "Refix fix for sitting on non-root linked prims with explicit sit targets."
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This reverts commit 78649eb099
.
2013-11-23 02:27:26 +00:00
Justin Clark-Casey (justincc)
5aa3236ebe
Revert "fix avatar rotation when sitting on a linked part"
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Reverting for now to place on separate branch
This reverts commit 65304260af
.
2013-11-23 02:27:03 +00:00
Justin Clark-Casey (justincc)
65304260af
fix avatar rotation when sitting on a linked part
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Need to take into account rotation of linked prim now that we are always specifying sits wrt the root prim
2013-11-23 02:09:03 +00:00
Justin Clark-Casey (justincc)
78649eb099
Refix fix for sitting on non-root linked prims with explicit sit targets.
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I forgot that m_post is being set inconsistently between non-explicit and explicit ragets
2013-11-23 01:35:08 +00:00
Justin Clark-Casey (justincc)
70e651a8d1
Fix non-root prim sit positions for prims where a sit target has been specified as well.
2013-11-23 01:32:29 +00:00
Justin Clark-Casey (justincc)
ed1029712a
Add line accidentally left out of recent non-root prim sit fix
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Original commit is ff4e7de7
2013-11-23 01:18:07 +00:00
Justin Clark-Casey (justincc)
ff4e7de776
Fix issue where sitting on non-root linked prims would send camera to wrong position in third-person and mouselook
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We now specify sits as offsets from the root prim, as the viewer expects.
2013-11-23 00:53:09 +00:00
Robert Adams
604b39cea9
Merge branch 'master' into varregion
2013-11-15 14:56:13 -08:00
Justin Clark-Casey (justincc)
7cab41f422
refactor: replace verbose checks with String.IsNullOrEmpty where applicable.
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Thanks to Kira for this patch from http://opensimulator.org/mantis/view.php?id=6845
2013-11-15 21:45:08 +00:00
Robert Adams
d67236c09d
Merge branch 'master' into varregion
2013-11-13 16:10:25 -08:00
Justin Clark-Casey (justincc)
7da10850b0
Fix bug where removing a physical linkset would only decrement the Active Objects statistic by 1 instead of by the number of prims removed.
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Unlike LL, OpenSimulator currently uses this stat to record the number of prims in the physics simulation, even when they are at rest.
Added regression test for this case.
2013-11-13 23:25:54 +00:00
Robert Adams
beeec1c467
varregion: elimination of Constants.RegionSize from all over OpenSimulator.
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Routines in Util to compute region world coordinates from region coordinates
as well as the conversion to and from region handles. These routines have
replaced a lot of math scattered throughout the simulator.
Should be no functional changes.
2013-11-08 20:53:37 -08:00
Robert Adams
cd1a23fc14
varregion: remove uses of region size constant. In particular, update scene
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to check for border crossings based on the size of the region.
2013-11-04 22:09:52 -08:00
Melanie
ba203ed94f
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2013-11-03 21:34:36 +00:00
Robert Adams
9bf363e9be
varregion: send the proper terrain patch layer code for large terrain.
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Code cleanups.
2013-11-03 08:14:51 -08:00
Robert Adams
ff5885ab23
varregion: push TerrainData implementation up and down the database storage stack.
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Implement both LoadTerrain and StoreTerrain for all DBs.
Move all database blob serialization/deserialization into TerrainData.
2013-11-01 11:35:31 -07:00
Robert Adams
39777db8ef
varregion: fix problem of X/Y dimensions swapped and incorrect terrain
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compression base computation.
Complete replacement of float[] for terrain heightmap with TerrainData instance.
2013-10-31 09:24:06 -07:00
Robert Adams
2be0347f50
Merge branch 'master' into varregion
2013-10-28 09:30:26 -07:00
Oren Hurvitz
0094971186
After finishing to edit an attachment, let other avatars see the changes. (The changes weren't visible before because updates to attachments aren't sent while the attachment is selected.)
2013-10-17 23:10:16 +01:00
Robert Adams
8937a2244d
Merge branch 'master' into varregion
2013-10-16 07:53:44 -07:00
Robert Adams
97bc5263de
varregion: move the compressed heighmap compression factor from
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Constants into TerrainData.
Save compression factor with the terrain blob in the database.
2013-10-16 07:52:30 -07:00
Oren Hurvitz
d0c1780839
Fixed rezzing coalesced objects from a prim's inventory
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Previously only the first object in the Coalesced Object was rezzed. Now all the objects are rezzed.
2013-10-15 23:59:16 +01:00
Oren Hurvitz
f106ba87ca
Made terrain uploads thread-safe
2013-10-15 00:12:56 +01:00
Robert Adams
86bf79aa2b
Merge branch 'master' into varregion
2013-10-07 13:58:17 -07:00
Robert Adams
7416809077
varregion: plug in TerrainData class and modify TerrainModule and LLClientView to use same. This passes a terrain info class around rather than passing a one dimensional array thus allowing variable regions. Update the database storage for variable region sizes. This should be downward compatible (same format for 256x256 regions).
2013-10-07 13:57:40 -07:00
Robert Adams
25ae59b9eb
varregion: remove scattered use of Constants.RegionSize by having routines reference RegionInfo.RegionWorldLoc?.
2013-10-07 13:57:30 -07:00
Robert Adams
9b150194f6
varregion: add new TerrainData and TerrainCompressor routines. TerrainCompressor needed to replace the one in libopenmetaverse that doesn't know about the larger terrain packets.
2013-10-07 13:57:16 -07:00
Melanie
9800c6fa6c
Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into careminster
2013-10-06 18:33:49 +01:00
Melanie
69054ad134
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Framework/Servers/VersionInfo.cs
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
2013-10-06 18:32:20 +01:00
teravus
ece2d24077
* Fixes cases where Last Attachment Point gets overwritten with 0 when it shouldn't
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* Fixes cases where Last Attachment Point doesn't get written when it should.
* Fixes Null Reference in BaseHttpServer when shutting down, null path provided.
* Drop then Wear retains Last Attachment Point
2013-10-05 17:36:58 -05:00
Justin Clark-Casey (justincc)
42bdf44658
Bump OPenSimulator version and assembly versions up to 0.8.0 Dev
2013-10-04 23:33:47 +01:00
teravus
28d704599e
Merge branch 'master' of careminster:/var/git/careminster
2013-10-04 16:52:55 -05:00
Melanie
75c68fa29e
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
OpenSim/Data/MySQL/Resources/RegionStore.migrations
OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
OpenSim/Region/CoreModules/World/LightShare/LightShareModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs
OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2013-10-04 20:03:12 +01:00
Robert Adams
8c1d80fdfd
varregion: serious rework of TerrainChannel:
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-- addition of varaible region size in X and Y
-- internal storage of heightmap changed from double[] to short[]
-- helper routines for handling internal structure while keeping existing API
-- to and from XML that adds region size information (for downward compatibility,
output in the legacy XML format if X and Y are 256)
Updated and commented Constants.RegionSize but didn't change the name for compatibility.
2013-09-28 07:33:56 -07:00
Robert Adams
aea5d3a842
Remove time based terrain storage in SQLite so revision number can be used
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to denote terrain format revision.
Add terrain DB format revision codes to ISimulationDataStore.cs.
Setup so legacy compatible terrain storage and fetch is possible while
allowing future format extensions.
2013-09-28 07:33:55 -07:00
Robert Adams
317c04fe17
VarRegion: change RegionInfo storage of region coordinates from region
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count number to integer world coordinates.
Added new methods RegionWorldLoc[XY].
Refactored name of 'RegionLoc*' to 'LegacyRegionLoc*' throughout OpenSim.
Kept old 'RegionLoc*' entrypoint to RegionInfo for downward compatability
of external region management packages.
2013-09-28 07:33:52 -07:00
Justin Clark-Casey (justincc)
8996ac1a9c
minor: Disable logging left active on regression test TestSameSimulatorIsolatedRegionsV2()
2013-09-27 22:33:42 +01:00
Justin Clark-Casey (justincc)
2cd95fac73
refactor: Rename Scene.AddNewClient() to AddNewAgent() to make it obvious in the code that this is symmetric with CloseAgent()
2013-09-27 22:27:39 +01:00
Justin Clark-Casey (justincc)
b16bc7b01c
refactor: rename Scene.IncomingCloseAgent() to CloseAgent() in order to make it clear that all non-clientstack callers should be using this rather than RemoveClient() in order to step through the ScenePresence state machine properly.
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Adds IScene.CloseAgent() to replace RemoveClient()
2013-09-27 19:14:21 +01:00
Justin Clark-Casey (justincc)
253f8de8cd
minor: Add scene name to baked textures in cache log message
2013-09-26 00:33:50 +01:00
Justin Clark-Casey (justincc)
32ddfc2740
Reinsert client.SceneAgent checks into LLUDPServer.HandleCompleteMovementIntoRegion() to fix race condition regression in commit 7dbc93c
(Wed Sep 18 21:41:51 2013 +0100)
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This check is necessary to close a race condition where the CompleteAgentMovement processing could proceed when the UseCircuitCode thread had added the client to the client manager but before the ScenePresence had registered to process the CompleteAgentMovement message.
This is most probably why the message appeared to get lost on a proportion of entity transfers.
A better long term solution may be to set the IClientAPI.SceneAgent property before the client is added to the manager.
2013-09-25 18:45:56 +01:00
Aleric Inglewood
2dc92e7de1
Preserve attachment point & position when attachment is rezzed in world
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Patch taken from
http://opensimulator.org/mantis/view.php?id=4905
originally by Greg C.
Fixed to apply to r/23314 commit
ba9daf849e
(cherry picked from commit 4ff9fbca441110cc2b93edc7286e0e9339e61cbe)
2013-09-22 21:10:01 -05:00
Justin Clark-Casey (justincc)
c01db5fbdd
Lock around read/write of ScenePresence.m_originRegionID to make sure that all threads are seeing the latest value and not a cached one.
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There is a possibilty that some V2 teleport failures are due to the viewer triggered CompleteMovement thread not seeing the change of m_originRegionID by the UpdateAgent thread.
2013-09-20 22:41:53 +01:00
Justin Clark-Casey (justincc)
c6dea6ee78
Change some message log levels in Scene.IncomingUpdateChildAgent() for debugging purposes
2013-09-20 20:19:44 +01:00
Oren Hurvitz
f1267730ef
UUID Gatherer: find assets used in Light Projection, Particle Systems, and Collision Sounds.
2013-09-19 23:01:06 +01:00
Justin Clark-Casey (justincc)
979b17165b
For debug purposes, allow simulators to force use of earlier SIMULATION/0.1 teleport protocol even if SIMULATION/0.2 is available.
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This is specified in the MaxOutgoingTransferVersion attribute of [EntityTransfer] in OpenSim.ini, see OpenSimDefaults.ini for more details.
Default remains "SIMULATION/0.2"
Primarily for http://opensimulator.org/mantis/view.php?id=6755
2013-09-19 22:45:50 +01:00
Justin Clark-Casey (justincc)
b6f10780c2
minor: Make SP.MakeRootAgent() private - no external code has any business calling this method
2013-09-19 21:44:30 +01:00
Justin Clark-Casey (justincc)
03b2b5b77b
minor: Make log message at top of ScenePresence.CompleteMovement info level and comment out later log message in ScenePresence.MakeRootAgent()
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Need an info message since this is currently important in detecting teleport issue when not at debug log level.
CompleteMovement message occurs before MakeRootAgent() one did
2013-09-19 20:59:27 +01:00
Justin Clark-Casey (justincc)
3a9a8d2113
Revert "Also check user authorization if looking to upgrade from a child to a root agent."
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This reverts commit c7ded0618c
.
This proves not to be necessary - the necessary checks are already being done via QueryAccess() before cross or teleport
2013-09-19 20:26:26 +01:00
Justin Clark-Casey (justincc)
83c113896e
Create regression TestCrossOnSameSimulatorNoRootDestPerm() to check that avatars are not allowed to cross into a neighbour where they are not authorized, even if a child agent was allowed.
2013-09-19 20:26:08 +01:00
UbitUmarov
8ad7f2ce2d
Merge branch 'avination-current' of ssh://3dhosting.de/var/git/careminster into avination-current
2013-09-19 11:33:38 +01:00
Justin Clark-Casey (justincc)
8999f06025
minor: correct method name in comment
2013-09-18 23:13:31 +01:00
Justin Clark-Casey (justincc)
ddcbd4bb7d
refactor: rename *ChildAgentDataUpdate() methods to *UpdateChildAgent()
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verb-noun is consistent with other similar methods
2013-09-18 23:09:38 +01:00
Justin Clark-Casey (justincc)
3ce46adb2a
minor: Make log message when Scene.IncomingChildAgentDateUpdate() more explicit that there is a problem if it still finds the agent to be a child if the sender wanted to wait till it became root
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Add some comments about the mssage sequence, though much more data is at
http://opensimulator.org/wiki/Teleports
2013-09-18 22:56:00 +01:00
Justin Clark-Casey (justincc)
2603a2891b
Reinsert comments about possible race conditions when sending bulk inventory updates on non-flag clothing editing
2013-09-16 23:26:13 +01:00
teravus
c4b0f172a1
Merge branch 'master' of careminster:/var/git/careminster
2013-09-16 16:49:46 -05:00
Melanie
72206a0e29
Merge branch 'avination-current' into careminster
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Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/GetTextureModule.cs
OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
2013-09-16 22:32:53 +01:00
teravus
120b6948ed
* This fixes the border crossing offsets by storing the final keyframe location in the hijacked variable KeyFrame.AngularVelocity. When steps in OnTimer <= 0.0, normalize the final position by Constants.RegionSize and move the object there. The hack here is KeyFrame.AngularVelocity probably isn't the right name for this variable because it's the un-mucked with keyframe position. When you determine the feasibility of changing the name without affecting the serialization of existing objects in world... It's simply a name change to KeyFrame.FinalPosition or something proper.
...
(cherry picked from commit e0399ccaec
)
2013-09-16 11:32:05 -05:00
Robert Adams
3dbf4a1002
BulletSim: remove chatty debug message from previous commit.
2013-09-11 09:12:09 -07:00
Robert Adams
e0b457d3c3
BulletSim: add position and rotation update for child prim physics update events. Normally, physics engines do not return updates for child prims so, under normal operation, this code should never execute. Will only be used when using flexible linkset linkages.
2013-09-11 09:12:07 -07:00
Robert Adams
b05cb3b2bf
Change collision logic in SceneObjectPart so land_collision will happen.
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The previous logic would generate land_collision_start and land_collision_end
but would not generate the land_collision itself.
2013-09-09 14:50:33 -07:00
Melanie
ddf67bf929
Mono 2.0 fix - call ToArray() explicitly
2013-09-08 19:41:51 +02:00
Melanie Thielker
b41ae0f98f
Harmonize the class name, ID and Name of the default perms module
2013-09-08 17:54:00 +02:00
Melanie
2f365ea80b
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
2013-09-07 13:54:19 +01:00
Diva Canto
04619a9b13
Restore group membership check for HG users in QueryAccess.
2013-09-05 07:44:27 -07:00
Justin Clark-Casey (justincc)
c7ded0618c
Also check user authorization if looking to upgrade from a child to a root agent.
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Relevant if a child agent has been allowed into the region which should not be upgraded to a root agent.
2013-09-04 00:44:17 +01:00
Justin Clark-Casey (justincc)
5f0d54c209
For a Hypergrid user, delay estate access checks until NewUserConnection() so that they work.
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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.
2013-09-04 00:42:23 +01:00
Justin Clark-Casey (justincc)
857f24a5e2
Fix bug where users teleporting to non-neighbour regions could continue to hear chat from their source region for some time after teleport completion.
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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.
2013-09-02 19:15:10 +01:00
Justin Clark-Casey (justincc)
5ce5ce6edb
Comment out warning about agent updating without valid session ID for now.
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This causes extreme console spam if a simulator running latest master and one running 0.7.5 have adjacent regions occupied by avatars.
2013-09-02 17:45:38 +01:00
Melanie
008c98a974
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Region/CoreModules/World/Region/RestartModule.cs
OpenSim/Region/Framework/Scenes/SceneGraph.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
2013-09-01 22:49:31 +01:00
Melanie
f7378829c3
Fix the root cause of keyframe motion region crossing offset - UpdateSceneObject
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was being called twice on each crossing.
2013-08-25 06:26:56 +02:00
teravus
e0399ccaec
* This fixes the border crossing offsets by storing the final keyframe location in the hijacked variable KeyFrame.AngularVelocity. When steps in OnTimer <= 0.0, normalize the final position by Constants.RegionSize and move the object there. The hack here is KeyFrame.AngularVelocity probably isn't the right name for this variable because it's the un-mucked with keyframe position. When you determine the feasibility of changing the name without affecting the serialization of existing objects in world... It's simply a name change to KeyFrame.FinalPosition or something proper.
2013-08-24 18:55:21 -05:00
Diva Canto
f0c0376660
Potential fix for access control bug on login introduced with SeeIntoRegion commit.
2013-08-24 08:42:41 -07:00
teravus
58359788a9
Revert "* This increases accuracy when border crossing (the reason is.. the border crossing code will use velocity to predict where the object should be, so setting it to zero. It still looses about 0.0045 per loop."
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This reverts commit 55400ff7be
.
2013-08-24 05:54:08 -05:00
teravus
55400ff7be
* This increases accuracy when border crossing (the reason is.. the border crossing code will use velocity to predict where the object should be, so setting it to zero. It still looses about 0.0045 per loop.
2013-08-23 00:28:36 -05:00
Justin Clark-Casey (justincc)
61c20bd06a
Remove old and unused ScenePresence.RestoreInCurrentScene()
2013-08-23 00:53:42 +01:00
Justin Clark-Casey (justincc)
065c5839b5
Refactor: merge SceneGraph.AddScenePresence() into CreateAndAddChildScenePresence() since the former was only ever called from the latter
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This allows us to remove dead code relating to adding root agents directly to the scenegraph, which never happens.
2013-08-23 00:49:13 +01:00
Justin Clark-Casey (justincc)
416bbe9583
Stop error messages being misleadingly generated when on client connection activity timeout, a root connection triggers a CloseAgent to a neighbour region which has already closed the agent due to inactivity.
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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
2013-08-22 22:46:40 +01:00
Justin Clark-Casey (justincc)
1f39a763a5
Don't allow users to attempt to sit on objects in a child region without going to that region first.
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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.
2013-08-21 21:35:03 +01:00
teravus
a6af561660
* Fix some threading issues in BulletXNA (the managed bullet library), this should better allow you to run it in multiple region scenarios (but why would you really want to do that?) Source in OpenSimLibs.
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* Fixed a null ref during shutdown.
2013-08-20 21:09:17 -05:00
Melanie
aa7f4215a9
Merge branch 'master' into careminster
2013-08-18 03:00:32 +01:00
Melanie
3585b0a139
Allow updating the wearable type of wearables that have a type of 0.
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This will allow viewers to fix broken wearables as they detect them.
2013-08-18 02:59:10 +01:00
Melanie
bef03fb30b
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Services/Connectors/Neighbour/NeighbourServicesConnector.cs
2013-08-17 03:23:45 +01:00
Justin Clark-Casey (justincc)
d38d5ecbac
minor: remove mono compiler warnings from ScenePresence
2013-08-17 01:00:20 +01:00
Justin Clark-Casey (justincc)
f5d3145bea
Add ScenePresenceTeleportTests.TestSameSimulatorIsolatedRegionsV2() regression test for v2 transfers.
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Also adjusts names of teleport setup helpers in EntityTransferHelpers
2013-08-17 00:24:56 +01:00
Justin Clark-Casey (justincc)
fbab898f74
Add TestSameSimulatorNeighbouringRegionsV2() regression test for v2 entity transfer protocl
2013-08-16 23:52:55 +01:00
Justin Clark-Casey (justincc)
3f8d79024b
Rely on the Scene.IncomingCloseAgent() check as to whether the connection should be kept open after teleport-end rather than doing this in the ET Module
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This is safer since the close check in IncomingCloseAgent() is done under lock conditions, which prevents a race between ETM and Scene.AddClient()
2013-08-15 14:07:57 +01:00
Justin Clark-Casey (justincc)
2231fcf5b4
Do not use the SP.DoNotCloseAfterTeleport flag for child agent connections.
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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.
2013-08-15 13:46:46 +01:00
Melanie
df7a1e68f6
Merge branch 'master' into careminster
2013-08-14 21:25:22 +01:00
Justin Clark-Casey (justincc)
fd519748e9
Add method doc to Scene.RemoveClient() to ask any callers to use Scene.IncomingCloseAgent() instead.
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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.
2013-08-14 19:36:52 +01:00
Melanie
ad1b2902f2
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Region/Application/OpenSimBase.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2013-08-11 17:31:25 +01:00
Justin Clark-Casey (justincc)
bfdcdbb2f3
Increase wait for source region to sent UpdateAgent to 10 seconds instead of 4.
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This is giving much better results on teleports between simulators over my lan where for some reason there is a pause before the receiving simulator processes UpdateAgent()
At this point, v2 teleports between neighbour and non-neighbour regions on a single simulator and between v2 simulators and between a v1 and v2 simulator
are working okay for me in different scenarios (e.g. simple teleport, teleport back to original quickly and re-teleport, teleport back to neighbour and re-teleport. etc.)
2013-08-09 17:59:58 +01:00