Justin Clark-Casey (justincc)
7dce33ce69
Make it possible to manually send appearance information via the "appearance send" command for a chosen avatar as well as all
2011-12-06 22:16:49 +00:00
Justin Clark-Casey (justincc)
0dd45f6ca4
Provide feedback as to which avatars are resending appearance informion on "appearance send" console command
2011-12-06 22:16:40 +00:00
Justin Clark-Casey (justincc)
ac3d88804f
Stop accidentally setting up the UploadTexture caps handler with the same url for all users
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This meant that if a user exited the region, the UploadTexture handler would be effectively removed for everyone, causing subsequent failures.
This hopefully resolves the recent UploadTexture LLSD problems
This was a regression in 5640f2e (Thu Dec 1 23:24:15 2011 +0000)
2011-12-06 22:13:58 +00:00
Justin Clark-Casey (justincc)
f1698552f9
For the GetTexture capability, if a data range is requested that covers the whole asset length, return HTTP PartialContent instead of NotFound
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NotFound is obviously wrong, and this change stops viewer 3.2.2 (and v probably earlier) complaining in the log about missing textures that are actually present.
We still return PartialContent even if the range requested is a superset of the data range as per httpd's behaviour
https://issues.apache.org/bugzilla/show_bug.cgi?id=51878
Viewer 3.2.2 and very probably earlier appear happy with this.
Whether fixing this NotFound bug has any practical effect apart from resolve viewer log messages is unknown.
2011-12-05 21:06:16 +00:00
Justin Clark-Casey (justincc)
dfeb424afd
Add "appearance send" command to allow manual sending of appearance.
2011-12-05 16:02:26 +00:00
Justin Clark-Casey (justincc)
2380980975
Stop performing the asset save part of baked texture uploading on the UploadBakedTexture cap asynchronously.
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This prevents a possible race condition where the client would be told all baked textures had updated before they were in the asset service.
The client would then trigger a set appearance which, after a delay, would send the avatar appearance out to other clients.
The race condition seems unlikely because of this delay but it's still possible.
Might help with grey avatar appearances.
2011-12-05 16:00:36 +00:00
Justin Clark-Casey (justincc)
52ec854c42
refactor: Separate the upload baked texture handler out from BunchOfCaps
2011-12-05 16:00:27 +00:00
Justin Clark-Casey (justincc)
4dbfcc26a2
Provide more user feedback when "debug http" is set
2011-12-05 16:00:15 +00:00
Justin Clark-Casey (justincc)
a262d2492f
On "show caps", stop excluding the seed cap but do exclude it elsewhere
2011-12-05 16:00:06 +00:00
Justin Clark-Casey (justincc)
e5b7e2fd40
With "debug http 1", show the path with the query string instead of just the path.
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Also simplifies debug levels to just 0 and 1
2011-12-05 15:59:53 +00:00
Justin Clark-Casey (justincc)
7505f23f80
Improve some of the debug help messages
2011-12-05 15:59:45 +00:00
Justin Clark-Casey (justincc)
7562e63ae6
minor: remove mono compile warning, a Vector3 can never be null since it's a struct
2011-12-05 15:59:38 +00:00
Justin Clark-Casey (justincc)
7987a6da95
tabulate "show caps" output for easier readability
2011-12-05 15:59:27 +00:00
Justin Clark-Casey (justincc)
fcd60c6b74
Correct mistake in "debug eq" help
2011-12-05 15:59:19 +00:00
Justin Clark-Casey (justincc)
1e88bf78f1
When setting packet level logging via "debug packet", apply to all clients, not just root ones.
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Also adds scene name and client type (root|child) to logged information.
2011-12-05 15:58:24 +00:00
Justin Clark-Casey (justincc)
a819890137
Add a "debug eq" console command for debugging.
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This will log outgoing event queue message names if turned on.
2011-12-05 15:55:32 +00:00
Justin Clark-Casey (justincc)
5c85a98f6a
Add "debug http" command for currently simple extra debug logging of non-event queue inbound http requests to a simulator
2011-12-05 15:54:10 +00:00
Justin Clark-Casey (justincc)
e58daf052d
minor: remove mono compiler warning
2011-12-05 15:50:20 +00:00
Justin Clark-Casey (justincc)
0a0e285919
remove some mono compiler warnings
2011-11-28 15:59:43 +00:00
Justin Clark-Casey (justincc)
c693bd51a0
Remove bizarre call to PhysicsScene.Simulate(0) in Scene.GetNearestAllowedPosition()
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At least on ODE, this wasn't doing any harm but there wasn't any point to it either
2011-11-28 15:59:30 +00:00
Justin Clark-Casey (justincc)
808ace0696
minor: remove mono compiler warning
2011-11-28 15:59:20 +00:00
Justin Clark-Casey (justincc)
9730a862db
Log error if we attempt to add/remove an OdeCharacter from the _characters list inappropriately
2011-11-28 15:58:06 +00:00
Justin Clark-Casey (justincc)
754d6036ea
Stop removing actor from the hash maps in OdeScene.RemoveCharacter() since this is now being down in OdeCharacter.DestroyOdeStructures()
2011-11-28 15:54:57 +00:00
Justin Clark-Casey (justincc)
476d893630
Comment out uncalled OdeScene.UnCombine()
2011-11-28 15:54:49 +00:00
Justin Clark-Casey (justincc)
0a6374d37a
Comment out unimplemented and uncalled RegionCombinerModule.UnCombineRegion()
2011-11-28 15:54:40 +00:00
Justin Clark-Casey (justincc)
0337f2e2a0
minor: remove mono compiler warning
2011-11-28 15:54:32 +00:00
Justin Clark-Casey (justincc)
7be35d5a9a
Stop an exception being thrown and a teleport/border cross failing if the desintation sim has no active script engines.
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This involves getting IScene.RequestModuleInterfaces() to return an empty array (as was stated in the method doc) rather than an array containing one null entry.
Callers adjusted to stop checking for the list reference being null (which never happened anyway)
2011-11-28 15:54:25 +00:00
Justin Clark-Casey (justincc)
8ab2d42143
slightly simplify OdeScene.Simulate() by removing bool processtaints, since we can inspect count of taint lists instead.
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also groups OdeCharacter.CreateOdeStructures() and DestroyOdeStructures() together
2011-11-28 15:54:13 +00:00
Justin Clark-Casey (justincc)
dc8ce9ec5d
Improve the error messages returned if the HelloNeighbour call fails.
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This is the message a region sends to its neighbours when it comes up
2011-11-28 15:54:04 +00:00
Justin Clark-Casey (justincc)
7171913400
Slightly improve "Unable to space collide" logging message, though I don't think I've ever seen this.
2011-11-28 15:53:53 +00:00
Justin Clark-Casey (justincc)
0cf5c0837b
Get rid of OdeCharacter != null checks since OdeScene._characters can never contain a null character.
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Ignoring the ancient code glyphs not to do this....
2011-11-28 15:53:45 +00:00
Justin Clark-Casey (justincc)
1edfe05c16
remove unnecessary OdeScene._activeprims locking. Code is single-threaded
2011-11-28 15:53:36 +00:00
Justin Clark-Casey (justincc)
bba4577d88
Restore defects list. In hindsight, the reason for this is becuase we can't remove the character whilst iterating over the list.
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This commit also removes locking on OdeScene._characters since code is single threaded
2011-11-28 15:53:28 +00:00
Justin Clark-Casey (justincc)
5c305494ae
simplify operation of OdeScene._perloopContact
2011-11-28 15:53:19 +00:00
Justin Clark-Casey (justincc)
4b2b0d4a05
don't bother locking OdeScene._perloopContact in single threaded code
2011-11-28 15:53:11 +00:00
Justin Clark-Casey (justincc)
61848ebe0d
don't lock OdeScene.contacts since only ever accessed by a single thread
2011-11-28 15:53:04 +00:00
Justin Clark-Casey (justincc)
f48431345b
rename ODECharacter.AvatarGeomAndBodyCreation() -> CreateOdeStructures() to match existing DestroyOdeStructures()
2011-11-28 15:52:53 +00:00
Justin Clark-Casey (justincc)
9c4597a00f
refactor: Eliminate one line ODECharacter.doForce() method for code clarity
2011-11-28 15:49:37 +00:00
Justin Clark-Casey (justincc)
b528150d16
Comment out calls to OdeScene.waitForSpaceUnlock() since that method does nothing right now
2011-11-28 15:42:36 +00:00
Justin Clark-Casey (justincc)
4a99619bc0
Reduce complexity of OdeScene.Simulate() by fully removing bad characters at point of detection rather than later on.
2011-11-28 15:42:21 +00:00
Justin Clark-Casey (justincc)
5bd27b7b22
move geom/actor map maintenance into DestroyODEStructures()/AvatarGeomAndBodyCreation().
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This saves us having to do it separately when a character capsule size is changed
2011-11-28 15:38:50 +00:00
Justin Clark-Casey (justincc)
8ea97cc608
When changing avatar size in ODE, remove the old actor from the name and actor maps
2011-11-28 15:38:42 +00:00
Justin Clark-Casey (justincc)
1850b778e2
When an ODECharacter is removed (e.g. when an avatar leaves a scene), remove the actor reference in OdeScene.actor_name_map rather than leaving it dangling.
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This also largely centralizes adds/removes in OdeScene.AddCharacter()/RemoveCharacter()
2011-11-28 15:37:57 +00:00
Justin Clark-Casey (justincc)
5cd33f5e21
Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of maintaining their own properties
2011-11-28 15:37:49 +00:00
Justin Clark-Casey (justincc)
cd3d5379d6
Actually remove PhysicsActor.SOPDescription this time
2011-11-28 15:37:04 +00:00
Justin Clark-Casey (justincc)
58021b5300
Chain SOP constructors together rather than having copy/paste code
2011-11-28 15:36:53 +00:00
Justin Clark-Casey (justincc)
3b141e5eee
refactor: Make SOP.Description an automatic property
2011-11-28 15:34:29 +00:00
Justin Clark-Casey (justincc)
08bc6622dd
Remove unused PhysicsActor.SOPDescription
2011-11-28 15:30:00 +00:00
Justin Clark-Casey (justincc)
c253539c04
Instead of generating a new list for bad characters on every physics pass, keep reusing the same list.
2011-11-28 15:29:51 +00:00
Justin Clark-Casey (justincc)
59c19110e4
Remove the "[LOCAL SIMULATION CONNECTOR]: Did not find region {0} for SendCreateChildAgent" message
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This is misleading since a simulator will call this method before successfully trying remote regions.
Also comments out spammy "[SIMULATION]: Stream handler called" AgentHandlers messages for now.
2011-11-28 15:28:35 +00:00
Justin Clark-Casey (justincc)
7c03fba3fc
minor: Make HelloNeighbour messages more informative
2011-11-28 15:28:28 +00:00
Justin Clark-Casey (justincc)
2593a446ac
Get rid of the spurious [WEB UTIL] couldn't decode <OpenSim agent 57956c4b-ff2e-4fc1-9995-613c6256cc98>: Invalid character 'O' in input string messages
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These are just the result of an attempt to canonicalize received messages - it's not important that we constantly log them.
Also finally get the deregister grid service message working properly
2011-11-28 15:28:14 +00:00
Justin Clark-Casey (justincc)
25133cbdf6
Remove mono compiler warnings. Fix problem with co-ordinate given in deregister region message
2011-11-28 15:27:53 +00:00
Justin Clark-Casey (justincc)
06ed824711
Improve some grid region log messages to express regions at co-ordinate (e.g. 1000, 1000) rather than meter positions (256000, 256000)
2011-11-28 15:27:43 +00:00
Justin Clark-Casey (justincc)
63aa448608
improve region deregistration log message
2011-11-28 15:27:36 +00:00
Justin Clark-Casey (justincc)
e31d7fe424
minor: remove some mono compiler warnings
2011-11-17 23:55:45 +00:00
Justin Clark-Casey (justincc)
fef3baf107
For TerrainModule.SaveToFile(), don't bother throwing the exception onwards after printing out the error, since this method is invoked by users.
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Still throwing the exception on the stream method since this invoked programatically
2011-11-17 23:24:58 +00:00
Justin Clark-Casey (justincc)
123322569d
Make "terrain save" more friendly by telling the user if we have saved and putting out a useful complaint message if we haven't for some reason
2011-11-17 23:24:50 +00:00
Justin Clark-Casey (justincc)
8c0d8e72aa
If the entire simulator is shutting down then don't bother to unload the scripts from the appdomain in XEngine.
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All the other actions (script state save, etc.) still occur.
This makes shutdown where there are many scripts vastly quicker.
2011-11-17 23:24:43 +00:00
Justin Clark-Casey (justincc)
1e69845869
Make tracked per scene thread names conform to the majorirty format.
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This is <thread-name> (<region-name>)
2011-11-17 23:24:23 +00:00
Justin Clark-Casey (justincc)
1bc0d0fac6
improve formatting of "show threads"
2011-11-17 23:24:05 +00:00
Justin Clark-Casey (justincc)
f7b5d17aa2
send a watchdog heartbeat for a poll worker thread when it's actually run
2011-11-17 23:23:57 +00:00
Justin Clark-Casey (justincc)
85170f5d5d
distinguish between FriendsSimConnector and FriendsServiceConnector in log
2011-11-17 23:23:48 +00:00
Justin Clark-Casey (justincc)
66863fdd34
Add number of milliseconds since last update to "show threads"
2011-11-17 23:23:42 +00:00
Justin Clark-Casey (justincc)
6b0553ed7c
Dont' bother with a userAgentService != null check right after we've constructed it
2011-11-17 23:23:35 +00:00
Justin Clark-Casey (justincc)
78739067d1
Remove unused RegionCommsListener/IRegionCommsListener.
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All this is now being handled through IEntityTransferModule and SimulationService instead, and has been for some time.
2011-11-17 23:22:57 +00:00
Justin Clark-Casey (justincc)
310c2403b0
remove SceneCommunicationService.OnAvatarCrossingIntoRegion. This stuff is not being used any more - it's now IEntityTransferModule and SimulationService instead
2011-11-17 23:22:48 +00:00
Justin Clark-Casey (justincc)
a88381ba82
Rename FetchFriendslist() -> CacheFriends() and RefetchFriends() -> RecacheFriends() to reflect their intended function
2011-11-17 23:22:27 +00:00
Justin Clark-Casey (justincc)
1fa0c2f9b0
refactor: rename m_NeedsListOfFriends => m_NeedsListOfOnlineFriends to better reflect its actual function
2011-11-17 23:22:16 +00:00
Justin Clark-Casey (justincc)
1069390b3e
For clients that are entering a simulator from initial login, stop executing FriendsModule.FetchFriendslist() asychronously.
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Executing this asynchronously allows a race condition where subsequent friends fetches hit a cache that FetchFriendsList() had not yet populated.
Changing this to synchronous may improve issues where a user does not see friends as online even though they are.
I don't believe synchronous is a problem here, but if it is, then a more complicated signalling mechanism is required. Locking the cache isn't sufficient.
2011-11-17 23:22:07 +00:00
Justin Clark-Casey (justincc)
3068cc3618
refactor: Don't create a new UUID for passing uuids to client - UUIDs are structs are so not passed by reference (and they're immutable!)
2011-11-17 23:21:59 +00:00
Justin Clark-Casey (justincc)
b5a69833f8
Add test for removing a friendship.
2011-11-17 23:21:40 +00:00
Justin Clark-Casey (justincc)
8b5bacc78b
Improved method doc for AddFriend() - it actually does set up a two-way relationship.
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Rename IFriendsModule.AddFriend() to AddFriendship()
2011-11-17 23:21:27 +00:00
Justin Clark-Casey (justincc)
8f7f03e7fd
Add test for adding a friend whilst online
2011-11-17 23:20:47 +00:00
Justin Clark-Casey (justincc)
80bea38c07
Add very simple FriendsModuleTests.TestNoFriends()
2011-11-17 23:20:36 +00:00
Justin Clark-Casey (justincc)
9742491a63
doh - correct build break
2011-11-17 23:18:45 +00:00
Justin Clark-Casey (justincc)
acad65a832
Add threads to the watchdog thread list before we start them.
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Hopefully this wil make "WATCHDOG: Asked to update thread ## which is not being monitored" messages." go away.
2011-11-17 23:18:35 +00:00
Justin Clark-Casey (justincc)
b527901556
As with prim sitting avatars, make an avatar phantom when it sits on the ground and solid again when it stands.
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This is to avoid http://opensimulator.org/mantis/view.php?id=5783 when a collision with a ground sitting avatar causes that avatar to automatically stand and sometimes not be able to move
A better solution may be to keep gound sitting avatars solid but remove their collision status. However, this requires some physics code work.
2011-11-17 23:18:24 +00:00
Justin Clark-Casey (justincc)
3c9654d5d6
Bump warp sit distance up to 10 meters, as discussed on opensim-dev mailing list last week.
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This means that if the avatar is within 10 meters of the selected target, it sits on it immediately without walking.
Existing autopilot outside this range will be disabled in a later commit
2011-11-17 22:48:10 +00:00
Justin Clark-Casey (justincc)
4be42b3f75
Get some hopefully more useful exception information when OpenJPEG.EncodeFromImage() fails in VectorRender and DynamicTexture modules
2011-11-02 19:08:01 +00:00
Justin Clark-Casey (justincc)
6a994f8c9c
Fix race condition that would sometimes send or save appearance for the wrong avatar.
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In AvatarFactoryModule.HandleAppearanceUpdateTimer(), we loop through appearance save and send requests and dispatch via a FireAndForget thread.
If there was more than one request in the save or send queue, then this led to a subtle race condition where the foreach loop would load in the next KeyValuePair before the thread was dispatched.
This gave the thread the wrong avatar ID, leaving some avatar appearance cloudy since appearance data was never sent.
This change loads the fields into local references so that this doesn't happen.
2011-11-02 19:07:56 +00:00
Justin Clark-Casey (justincc)
f9e6e32ce2
Catch any exceptions exiting the top of the robust console, as we already do for the main simulator.
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This prevents issues such as transient mono console problems from crashing the server.
2011-11-02 19:00:56 +00:00
Melanie
6bbf4fdc0f
Plug a security hole in the inventory service
2011-11-02 18:59:54 +00:00
Dan Lake
10aee2f0ec
Fix line endings
2011-11-02 18:59:47 +00:00
Dan Lake
0ed6149463
Experimental reorder of Heartbeat loop now simulates physics and sends updates to clients prior to sleep. Existing behavior was to sleep BEFORE sending updates. We found this patch reduced latency to clients by 1-2 heartbeat periods.
2011-11-02 18:59:38 +00:00
Justin Clark-Casey (justincc)
b720454950
Remove the SyncRoot locking from Scene which was only being done around the main physics loop and ScenePresence position and velocity setting
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This is no longer necessary with ODECharacter taints (ODEPrim was already not taking part in this). BSCharacter was already tainting.
2011-11-02 18:57:04 +00:00
Justin Clark-Casey (justincc)
dd3dc5cd91
Add taint target velocity for ODECharacters as is already done for ODECharacter position and position and velocity for ODEPrims.
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This is to help stop surprises if the velocity is set in the middle of physics calculations, though this probably isn't a huge problem.
It's more for consistency and for the next step of removing some scene locks
2011-11-02 18:51:55 +00:00
Justin Clark-Casey (justincc)
9cd94ac6ec
tidy up OdeCharacter so that we just use OpenMetaverse.Vector3 assignment directly where possible, instead of transferring X, Y and Z components separately
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some of this is probably a hold over from using ODE.Vector3, which is still necessary in some places.
2011-11-02 18:51:46 +00:00
Justin Clark-Casey (justincc)
2cc49d7d9a
Move position set from taint to logically better position at top of ODECharacter.ProcessTaints() though this makes no practical difference
2011-11-02 18:51:31 +00:00
Justin Clark-Casey (justincc)
69e11af475
Stop setting _position as well as m_taint_position in ODECharacter.Position
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setting position at the same time as taint appears to undermine the whole purpose of taint
testing doesn't reveal any obvious regressions in doing this
2011-11-02 18:51:20 +00:00
Dan Lake
aa6915f1ba
Continuation of previous checkin. Found more places where ForEachScenePresence can be changed to ForEachRootScenePresence.
2011-11-02 18:50:17 +00:00
Dan Lake
b36ff0fd24
Added new ForEachRootScenePresence to Scene since almost every delegate passed to ForEachScenePresence checks for !IsChildAgent first. It consolidates child and root handling for coming refactors.
2011-11-02 18:48:21 +00:00
Justin Clark-Casey (justincc)
a16c9206b4
For now, comment out error message on new script engine console commands.
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This causes false positives if a simulator has more than 1 region and the current region is 'root' since this sends the command separately to each region and each region has its own XEngine
2011-10-28 22:19:46 +01:00
Justin Clark-Casey (justincc)
b5b2541d1a
Comment out inventory folder bulk update code on InventoryAccepted message introduced in commit db91044
on Aug 22 2011
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This should be unecessary since the folder update is already made at the time of the offer (and moved to trash if not accepted).
This code was also not taking into account the situation where an item was accepted.
Needs more fixing if this results in an aggression elsewhere.
2011-10-28 22:19:36 +01:00
Justin Clark-Casey (justincc)
1baadac59a
Don't blow our brains out if LLClientView.BulkInventoryUpdate() is wrongly passed a null node reference.
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Addresses worst aspect of http://opensimulator.org/mantis/view.php?id=5752
2011-10-28 22:19:26 +01:00
Justin Clark-Casey (justincc)
88ef35cb23
Fix a bug I introduced yesterday in ODE physics where prim scripts would only receive the very first collision.
2011-10-28 22:19:17 +01:00
Justin Clark-Casey (justincc)
05dff4987b
Restart the event queue worker threads that I accidentally disabled earlier today in 8a0a78c
.
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Also adds these to the watchdogs with very large timeouts (should really be infinite)
2011-10-28 22:19:04 +01:00
Justin Clark-Casey (justincc)
e1e0f20c7f
In Watchdog, add ability to specific timeout for a thread.
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This also changes the point of registration to the StartThread() call rather than the first Update()
2011-10-28 22:18:56 +01:00
Justin Clark-Casey (justincc)
70d559d1af
Add m_threads dictionary locking to Watchdog.GetThreads()
2011-10-28 22:18:48 +01:00
Justin Clark-Casey (justincc)
6c92b48143
Clear OdeCharacter CollisionEventUpdate when we subscribe or unsubscribe from collision events
2011-10-28 22:18:42 +01:00
Justin Clark-Casey (justincc)
127626edd8
Remove unused fields from CollisionEventUpdate
2011-10-28 22:18:35 +01:00
Justin Clark-Casey (justincc)
aba26c098d
Get rid of the pointless null checks on collision listeners. Add warning about synchronicity for PhysicsActor.OnCollisionUpdate event doc
2011-10-28 22:18:23 +01:00
Justin Clark-Casey (justincc)
9f19405490
When sending object collision updates, don't null out and recreate the CollisionEventUpdate() if the number of collisions falls to zero. Reuse the existing one instead.
2011-10-28 22:18:17 +01:00
Justin Clark-Casey (justincc)
871f1d0ae7
For ScenePresence collision events, instead of creating a new CollisionEventsThisFrame every time we need to send some new ones, reuse the existing one instead.
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This assumes that the listener is using the data synchronously, which is currently the case.
2011-10-28 22:18:11 +01:00
Justin Clark-Casey (justincc)
057b78bfbe
Fix bug where collision event listeners were not removed once the listener had gone away.
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This was causing continuous use of temporary memory even when all avatars had left the scene.
Memory does leak but it does cause more calls to the garbage collector, which would pause the scene thread for a very short while during collection.
2011-10-28 22:18:03 +01:00
Justin Clark-Casey (justincc)
d4fc07aae1
minor: rename a parameter in OdeScene.Simulate() from actor -> prim since it's an OdePrim
2011-10-28 22:17:55 +01:00
Justin Clark-Casey (justincc)
15142093ad
minor: add "threads show" as synonym for "show threads" for consistency
2011-10-28 22:17:32 +01:00
Justin Clark-Casey (justincc)
f050f0fc0b
Add "threads abort <thread-id>" simulator console command that allows us to abort a watchdog managed thread.
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This is for diagnostic purposes.
2011-10-28 22:17:20 +01:00
Justin Clark-Casey (justincc)
a3c79b399e
Make OpenSim.Framework.Servers.HttpServer rely on OpenSim.Framework instead of the other way around.
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This is necessary so that code in HttpServer can use framework facilities such as the thread watchdog for monitoring purposes.
Doing this shuffle meant that MainServer was moved into OpenSim/Framework/Servers
Also had to make OpenSim.Framework.Console rely on OpenSim.Framework rather than the other way around since it in turn relies on HttpServer
MainConsole and some new interfaces had to be moved into OpenSim/Framework to allow this. This can be reverted if parts of OpenSim.Framework stop relying on console presence (cheifly RegionInfo)
2011-10-28 22:17:10 +01:00
Justin Clark-Casey (justincc)
424735efee
separate out future common setup code from EventQueueTests.AddForClient()
2011-10-28 22:16:49 +01:00
Justin Clark-Casey (justincc)
d5dfbc3844
Add new EventQueueTests with basic test to check that adding a client registers an http poll
2011-10-28 22:16:31 +01:00
Justin Clark-Casey (justincc)
c3127d1323
Remove earlier mistaken addition of EventQueueTests.cs
2011-10-28 22:15:03 +01:00
Justin Clark-Casey (justincc)
03c98c3b8f
Fix bugs in EventQueueGetModule.ClientClosed() and BaseHttpServer.RemovePollServerHTTPHandler() that stopped existing code in ClientClosed() from actually tearing down the poll handler
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Actually doing the tear down appear to have no ill effects with region crossing and teleport.
2011-10-28 22:09:53 +01:00
Justin Clark-Casey (justincc)
24e02afeac
Comment out the uuid gatherer lines that I accidentally left in.
2011-10-28 22:02:54 +01:00
Justin Clark-Casey (justincc)
cf2405385d
Get UUIDGatherer to scan notecards in the graph for asset uuids.
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This is to support npc baked texture saving in oars and iars.
May address http://opensimulator.org/mantis/view.php?id=5743
2011-10-28 22:02:25 +01:00
Justin Clark-Casey (justincc)
a6eba09dac
redirect UserInventoryHelpers to use a different CreateNotecardAsset() so we can comment out some inconsistency
2011-10-28 22:02:18 +01:00
Justin Clark-Casey (justincc)
b2ca7c0927
correct misleading method doc on CreateNotecardAsset()
2011-10-28 22:02:09 +01:00
Justin Clark-Casey (justincc)
dd6c236253
in AssetHelpers, store the actual text passed in to the method, not the string "data"
2011-10-28 22:02:02 +01:00
Justin Clark-Casey (justincc)
b2ff680cca
encode notecard assets in proper format for tests, rather than just using whatever string is given
2011-10-28 22:01:54 +01:00
Justin Clark-Casey (justincc)
23a9a7daa7
refactor: rename some AssetHelpers.CreateAsset() methods to CreateNotecardAsset()
2011-10-28 22:01:47 +01:00
Justin Clark-Casey (justincc)
19fde57fca
Change wording on asset requests.
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Not all 'notified missing' assets are a problem. Some are invalid references which happen to be buried in other text.
2011-10-28 21:59:53 +01:00
Justin Clark-Casey (justincc)
a556930456
Store scene identifier passed in to OdeScene for later debug messages
2011-10-28 21:58:30 +01:00
Justin Clark-Casey (justincc)
1a008b237b
Don't bother taking OdeLock during OdeScene construction, since there can be no contention until the object is constructed.
2011-10-28 21:58:21 +01:00
Justin Clark-Casey (justincc)
d6456b9ea8
Remove unnecessary lock of OdeLock in OdePrim.changeadd()
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This taint can only ever be processed from the OdeScene.Simulate() loop, which already locks OdeLock.
2011-10-28 21:58:12 +01:00
Justin Clark-Casey (justincc)
5980d57b7a
minor: method doc to explain a lock of OdeLock
2011-10-28 21:58:01 +01:00
Justin Clark-Casey (justincc)
7c409eff53
Remove the unused CollisionLocker from ODE
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Despite its name, this wasn't actually being used in any collision checking
2011-10-28 21:56:04 +01:00
Justin Clark-Casey (justincc)
614ea5a48a
refactor: Use SOP.SitTargetAvatar instead of calling a special GetAvatarOnSitTarget() which returned exactly the same thing
2011-10-28 21:47:08 +01:00
Justin Clark-Casey (justincc)
8905f34e18
rename OS_NPC_SIT_IMMEDIATE to OS_NPC_SIT_NOW since it's shorter and more understandable
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This makes something like osNpcSit(npc, llGetKey(), OS_NPC_IMMEDIATE) now become
osNpcSit(npc, llGetKey(), OS_NPC_SIT_NOW);
This is why it's in development :)
2011-10-28 21:47:00 +01:00
Justin Clark-Casey (justincc)
380f2a1719
Implement osNpcStand(<npc-id>)
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Allows you to stand an NPC that has sat.
2011-10-28 21:46:53 +01:00
Justin Clark-Casey (justincc)
1c66e08964
Implement osNpcSit(). This is still in development so don't trust it
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Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE)
e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE);
At the moment, sit only succeeds if the part has a sit target set.
NPC immediately sits on the target even if miles away - they do not walk up to it.
This method is in development - it may change so please don't trust it yet.
Standing will follow shortly since that's kind of important once you're sitting :)
2011-10-28 21:46:36 +01:00
Justin Clark-Casey (justincc)
af564291f2
improve method doc on Scene.OtherRegionUp()
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this is really just to trigger panda.
2011-10-28 21:45:58 +01:00
Justin Clark-Casey (justincc)
250eed5141
move see_into_this_sim_from_neighbor [Startup] flag parsing into Scene with the others
2011-10-28 21:45:50 +01:00
Justin Clark-Casey (justincc)
a2c9b3d83d
fetch physical_prim switch from [Startup] config from inside scene, as is done for most other scene config params
2011-10-28 21:45:41 +01:00
Justin Clark-Casey (justincc)
3a047b2bdb
Restore [Startup] physical_prim flag which can stop any prims being subject to physics
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This had stopped working. However, at the moment it still allows the physics flag to be set even though this has no effect. This needs to be fixed.
Default for this flag is true as previously.
2011-10-28 21:45:00 +01:00
Justin Clark-Casey (justincc)
f8deca7f2d
remove redundant PhysActor.IsPhysical call from SOP.UpdatePrimFlags() as its done immediately afterwards in DoPhysicsPropertyUpdate()
2011-10-28 21:44:52 +01:00
Justin Clark-Casey (justincc)
63a6bc93e4
refactor: Remove redundant code in SOP.UpdatePrimFlags()
2011-10-28 21:44:44 +01:00
Justin Clark-Casey (justincc)
50c340ef35
factor common code out into SOP.RemoveFromPhysics()
2011-10-28 21:44:36 +01:00
Justin Clark-Casey (justincc)
41e7e613a2
reduce access to ODECharacter methods to make code analysis easier. Eliminate redundant argument on ProcessTaints()
2011-10-28 21:44:28 +01:00
Justin Clark-Casey (justincc)
4d1ab38068
restrict unnecessary access levels on ODEPrim fields/properties
2011-10-28 21:44:20 +01:00
Justin Clark-Casey (justincc)
47c412ca1e
refactor: make methods that do not need to be public in ODE private or internal to aid code reading/analysis. Remove some unused method arguments
2011-10-28 21:44:12 +01:00
Justin Clark-Casey (justincc)
acb0a5b6c1
refactor: rename IClientAPI.SendPrimUpdate() to SendEntityUpdate() since it sends entity updates (including presence ones), not just prims.
2011-10-28 21:43:39 +01:00
Justin Clark-Casey (justincc)
1b8716a99a
Get rid of some traces of the old pre-ROBUST grid architecture config
2011-10-28 21:41:48 +01:00
Justin Clark-Casey (justincc)
9edbb4f77a
Bring LindenUDP.Tests back from the dead. No tests are running.
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Code drift means that most of this stuff doesn't compile but the structure is still useful.
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/Tests/TestLLPacketServer.cs
2011-10-28 21:40:53 +01:00
Justin Clark-Casey (justincc)
435aefe1bf
Drop some unnecessary ContainsKey() checking before Remove() in BaseHttpServer()
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Remove() presumably does this check anyway since it just returns false if the key is not in the collection.
2011-10-28 21:30:36 +01:00
Justin Clark-Casey (justincc)
e5286b7b7c
Fix bugs in EventQueueGetModule.ClientClosed() and BaseHttpServer.RemovePollServerHTTPHandler() that stopped existing code in ClientClosed() from actually tearing down the poll handler
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Actually doing the tear down appear to have no ill effects with region crossing and teleport.
2011-10-28 21:29:44 +01:00
Justin Clark-Casey (justincc)
aa4637db47
Add optional getauthinfo and setauthinfo authentication service calls.
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These are disabled by default, as before. Please only turn these on in secure grids, since they allow the same facilities as the existing SetPassword call (also disabled by default)
These facilities can be helpful when integrating external systems, in addition to the existing option of adapting an IAuthenticationService or using WebLoginKey
2011-10-24 23:28:02 +01:00
Justin Clark-Casey (justincc)
73c201449f
very minor removal of old commented out line of code in OdeScene
2011-10-21 00:08:59 +01:00
Justin Clark-Casey (justincc)
36be226dc8
remove unnecessary null check on _collisionEventPrim
2011-10-21 00:08:45 +01:00
Justin Clark-Casey (justincc)
ea5d1d0ff0
Get OdeScene to use passed in time step rather than hard-coded 0.089
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However, I still don't recommend changing MinFrameTime from 0.089, high values do not work well and lower values don't seem to make much difference
2011-10-21 00:08:32 +01:00
Justin Clark-Casey (justincc)
299cc2d12d
Pass PhysicsScene.Simulate() only the MinFrameTime rather than the useless Math.Max(SinceLastFrame.TotalSeconds, MinFrameTime)
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SinceLastFrame was calculating the interval between any sleep that had occurred to pad out the frame time and the start of the next frame.
This would usually be below MinFrameTime but occasionally if the sleep was long it would be above, often due to the time required to update the watchdog.
This doesn't appear to play much practical role right now.
ODE was actually ignoring it entirely. Bullet might be helped slightly by receiving a non-varying value.
2011-10-21 00:06:20 +01:00