Justin Clark-Casey (justincc)
cd132966df
Actually send the avatar data if an individual avatar is specified, rather than accidentally doing nothing
2011-12-06 22:21:02 +00:00
Justin Clark-Casey (justincc)
5d4fee6eb9
conflict resolution due to drift in ValidateBakedTextureCache args
2011-12-06 22:20:44 +00:00
Justin Clark-Casey (justincc)
cc80377325
Allow "appearance show" command to take an optional avatar name
2011-12-06 22:20:01 +00:00
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