Justin Clark-Casey (justincc)
e69f246b86
refactor: move multiple class to set avatar height into associated SP.AddToPhysicalScene()
2011-08-31 17:25:18 +01:00
Justin Clark-Casey (justincc)
899d109e82
get rid of appearance null checks - this is never null
2011-08-31 17:13:53 +01:00
Justin Clark-Casey (justincc)
54839d28ad
remove pointless m_attachments == null check since this field is never null
2011-08-31 16:46:43 +01:00
Justin Clark-Casey (justincc)
5a5206449f
minor: seal up another instance of using the appearance list without locking
2011-08-31 16:41:58 +01:00
Justin Clark-Casey (justincc)
32444d98cb
Make SP.Attachments available as sp.GetAttachments() instead.
...
The approach here, as in other parts of OpenSim, is to return a copy of the list rather than the attachments list itself
This prevents callers from forgetting to lock the list when they read it, as was happening in various parts of the codebase.
It also improves liveness.
This might improve attachment anomolies when performing region crossings.
2011-08-31 16:29:51 +01:00
Justin Clark-Casey (justincc)
1809aaf74c
minor: remove already processed avatar null check in Scene.RemoveClient()
...
remove some now duplicated method doc
2011-08-30 23:36:45 +01:00
Justin Clark-Casey (justincc)
ddc733cd3d
refactor: move SP.SaveChangedAttachments() fully into AttachmentsModule
2011-08-30 23:32:30 +01:00
Justin Clark-Casey (justincc)
04bafd2122
refactor: Move ScenePresence.RezAttachments() into AttachmentsModule
...
This adds an incomplete IScenePresence to match ISceneEntity
2011-08-30 23:06:10 +01:00
Justin Clark-Casey (justincc)
be357f8fee
Fix bug in persisting saved appearances for npcs
...
Assets have to be marked non-local as well as non-temporary to persist. This is now done.
Hopefully addresses http://opensimulator.org/mantis/view.php?id=5660
2011-08-30 01:58:32 +01:00
Justin Clark-Casey (justincc)
d4d894c20f
Stop avatars returning from neighbouring regions from stalling on the border crossing.
...
On making a root agent, we need to reset the ScenePresence.m_movement_flag so that it doesn't remember the
movement registered to the client when it exited the initial region.
If this is remember, then the client avatar movement isn't updated and it appears to stall in mid-air, though this is resolved with a prod/release of any other direction key.
This bug was probably introduced a few weeks ago. Surprised that nobody brought it up.
2011-08-27 01:28:33 +01:00
Justin Clark-Casey (justincc)
33a894f3d2
refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid pointless duplication of identical values
2011-08-27 00:15:21 +01:00
Justin Clark-Casey (justincc)
d5dc8133fc
remove pointless IsDeleted check on SP.RezAttachments()
...
IsDeleted is never set for an SP, even though it's on EntityBase.
It might be an idea to set it in the future
2011-08-24 22:37:08 +01:00
Justin Clark-Casey (justincc)
6d4432f440
refactor: simplify EntityBase.IsDeleted property
2011-08-24 22:34:26 +01:00
Justin Clark-Casey (justincc)
afd5469eec
Remove pointless contains check in ScenePresence.RemoveAttachment()
2011-08-23 00:08:29 +01:00
Justin Clark-Casey (justincc)
d328046efb
If an attachment fails, then start logging the exception for now, in order to help with the inconsistent state bug.
...
This also refactors AttachmentsModules to stop pointlessly refetching the ScenePresence in various methods. However, more of this is required.
2011-08-22 23:59:48 +01:00
Justin Clark-Casey (justincc)
2eaadf2dc0
Add warning log message to say which attachment fails validation in order to pin down problems with "Inconsistent Attachment State"
2011-08-22 23:28:37 +01:00
Justin Clark-Casey (justincc)
49258350e8
refactor: fold CreateSceneViewer() back into ScenePresence constructor
2011-08-18 01:22:01 +01:00
Justin Clark-Casey (justincc)
45c37ef494
refactor: Fold 3 ScenePresence() constructors into one since only one is called.
2011-08-18 01:11:23 +01:00
Justin Clark-Casey (justincc)
c1a34cd8da
Don't try to save changed attachment states when an NPC with attachments is removed from the scene.
...
This is done by introducing a PresenceType enum into ScenePresence which currently has two values, User and Npc.
This seems better than a SaveAttachments flag in terms of code comprehension, though I'm still slightly uneasy about introducing these semantics to core objects
2011-08-18 00:53:05 +01:00
Justin Clark-Casey (justincc)
d73c424078
get rid of logged warnings about lack of some modules - afaik these never occur in real life and just clutter up tests
2011-08-16 23:12:58 +01:00
Justin Clark-Casey (justincc)
b3a4b10531
eliminate redundant ground sitting checks since these are already done in enclosing control structures
2011-08-11 03:16:46 +01:00
Justin Clark-Casey (justincc)
1aa1711893
eliminate the rotation parameter from SP.HandleMoveToTargetUpdate(). This can just use the currently set Rotation
...
looks like I spoke to soon about eliminating jerkiness on "go here"/autopilot. It's still there.
2011-08-11 03:06:38 +01:00
Justin Clark-Casey (justincc)
36f7d36fa1
instead of setting avatar rotation twice in SP.HandleAgentUpdate(), eliminate the second setting in AddNewMovement()
2011-08-11 02:54:15 +01:00
Justin Clark-Casey (justincc)
29093df1a7
get rid of intermediate local store of body rotation in ScenePresence, this is not used.
2011-08-11 02:36:02 +01:00
Justin Clark-Casey (justincc)
4402851b08
Get NPCs to revert to the correct 'resting' animation (e.g. stand or hover) after finishing their movement. This also fixes judder after an avatar has finished "go here"/autopilot movement in a viewer.
...
This meant reseting the SP.AgentControlFlags since the Animator uses these to determine the correct default animation.
2011-08-11 01:56:42 +01:00
Justin Clark-Casey (justincc)
951ffad81e
If SP.MoveToTarget has been called with a force walk, begin by landing the avatar.
...
There is a bug here - once an avatar has landed it glides to its new position instead of performing a walk animation
2011-08-11 00:23:54 +01:00
Justin Clark-Casey (justincc)
5d6c9644fa
early code to allow scripts to force npcs not to fly when moving to target
...
this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path.
currently implemented in osNpcMoveToTarget(), but none of this is final.
2011-08-10 01:47:37 +01:00
Justin Clark-Casey (justincc)
4cb8d6379d
Stop trying to deregister caps or close child agents when an NPC is removed
2011-08-10 00:59:31 +01:00
Justin Clark-Casey (justincc)
92e96d394a
When an NPC is created, stop telling neighbouring regions to expect a child agent
2011-08-09 23:11:07 +01:00
Justin Clark-Casey (justincc)
6878049952
get rid of bogus log message
2011-08-06 03:06:05 +01:00
Justin Clark-Casey (justincc)
94d496cf2b
remove the largely unused copy/pasted HandleAgentRequestSit() method
2011-08-05 00:57:43 +01:00
Justin Clark-Casey (justincc)
1918402cb1
if an NPC target is set to a ground location, then automatically land them when they get there.
...
This doesn't help where the target is a prim surface. In these situations, it might be better to provide manual overrides so the script can control whethre an avatar flys there/lands, etc.
2011-08-04 03:08:35 +01:00
Justin Clark-Casey (justincc)
54ce029342
if an NPC move to target is above the terrain then make it fly to destination
2011-08-04 02:31:40 +01:00
Justin Clark-Casey (justincc)
c678b75d65
if a move to target is set underground, constrain it to the terrain height
2011-08-04 01:45:56 +01:00
Justin Clark-Casey (justincc)
61a931490d
move bAllowUpdateMoveToPosition switch outside of HandleMoveToTargetUpdate()
2011-08-04 01:30:37 +01:00
Justin Clark-Casey (justincc)
831f933ce6
only call move target code in SP.HandleAgentUpdate() if we're actually in the process of moving to a position
2011-08-04 01:22:01 +01:00
Justin Clark-Casey (justincc)
7b2b47530e
move reset code out of HandleMoveToTargetUpdate() so that we only call it where needed instead of passing in a flag
2011-08-04 01:16:24 +01:00
Justin Clark-Casey (justincc)
fc64cc2439
Make SIGNIFICANT_MOVEMENT SP constant a top-level property so that other classes can use it.
2011-08-04 01:05:43 +01:00
Justin Clark-Casey (justincc)
7f6f100c5a
When the NPC reaches within the SIGNIFICANT_CLIENT_MOVEMENT distance of the target, move it directly to the target.
...
This makes the movement exact. Regression test changed to check avatar reaches exact target.
Also has the nice side effect of making NPC animations continue to work after the first movement (which wasn't working). However, avatar still pauses in mid-stride
2011-08-04 01:00:33 +01:00
Justin Clark-Casey (justincc)
ba0c65e028
extend npc move test to check a second movement
2011-08-04 00:25:51 +01:00
Justin Clark-Casey (justincc)
6f913e8caf
eliminate pre-existing unused SP.StopMovement()
2011-08-04 00:13:27 +01:00
Justin Clark-Casey (justincc)
a2f5b4ac9a
Rename HandleMoveToPositionUpdate() to HandleMoveToTargetUpdate() for consistency. Improve method doc.
2011-08-04 00:10:53 +01:00
Justin Clark-Casey (justincc)
0299cb060e
eliminate a reset position flag by using functionally equivalent DCFlagKeyPressed
2011-08-04 00:06:01 +01:00
Justin Clark-Casey (justincc)
6ab01b338f
Stop calling the SP.ResetMoveToTarget() code if a target is not actually set
2011-08-03 23:59:13 +01:00
Justin Clark-Casey (justincc)
31fb6b2d72
remove move to duck walk compensation - no longer required.
...
extends npc move to regression test to check stop after sufficient sim updates
2011-08-03 23:40:05 +01:00
Justin Clark-Casey (justincc)
a333c60f28
refactor: rename the move to position methods to move to target to be consistent with terminology used by scene object part and elsewhere
2011-08-03 22:34:05 +01:00
Justin Clark-Casey (justincc)
2964467708
get rid of vestigal move to parameters
2011-08-03 22:11:05 +01:00
Justin Clark-Casey (justincc)
6e4ec29722
Do a partial fix/implementation of OSSL osNpcMoveTo()
...
Avatar moves and stops. However, will stop in mid stride.
And if the move to position is in the air, avatar will continue to make vain and quite hilarious attempts to take off (but never doing so).
Clearly more work is needed.
2011-08-03 04:19:19 +01:00
Justin Clark-Casey (justincc)
68a5fe0431
Improve z axis move to/autopilot so the avatar does alternative crouch/huzzah when walking along the ground
...
Moving a flying avatar to a ground point doesn't yet land the avatar. This may or may not be the best thing
2011-08-03 02:59:49 +01:00
Justin Clark-Casey (justincc)
30e816bfa2
Implement move to/autopilot for z axis movement as well.
...
This is jerky (an artifact of the way it's being done, I think), but it's better than on implementation.
2011-08-03 02:04:38 +01:00
Justin Clark-Casey (justincc)
0c23764ce2
get autopilot/go here to work immediately.
...
This works with viewer 1.23.5 and so in theory should work with libopenmetaverse.
2011-08-03 01:12:32 +01:00
Justin Clark-Casey (justincc)
1c126e6e22
refactor: Move update_movement_flag and the final check inside the m_allowMovement if in HandleAgentUpdate() since it's logically only ever used there
2011-08-03 00:55:52 +01:00
Justin Clark-Casey (justincc)
f9689f5cc9
refactor: move out code from HandleAgentUpdate() which processes updates to move to a set position
...
Also comment out the really spammy log message I accidentally left in on the last commit.
2011-08-03 00:46:46 +01:00
Justin Clark-Casey (justincc)
c122489e09
Partially fix autopilot/go here
...
This now works again except that it requires a click or avatar mvmt to get going
This is because the ScenePresence.HandleAgentUpdate() method doesn't trigger until the client does something significant, at which point autopilot takes over.
Even clicking is enough to trigger.
This will be improved presently.
2011-08-02 23:41:12 +01:00
Justin Clark-Casey (justincc)
b6ac1c46cd
Get rid of AvatarAppearance.Owner to simplify the code.
...
This is not used for anything - appearances are always properties of objects with ids (ScenePresence, AgentCircuitData) and just has the potential to get out of sync when the appearance is cloned.
2011-08-02 00:13:04 +01:00
Justin Clark-Casey (justincc)
59f548cda8
Get osNpcCreate appearance working with avatars that are currently in the scene.
...
Had to stop using AvatarService for now since it doesn't store baked texture IDs (which is why this was failing).
Also failing because cloning appearance was also cloning the AvatarApperance.Owner field, which we weren't then changing.
Extended TestCreate() to check this.
2011-08-01 23:41:29 +01:00
Justin Clark-Casey (justincc)
22f25fae38
Hack around with the NPC module to get osNpcCreate() partially working again.
...
This now creates an avatar but appearance is always cloudy.
Move doesn't work.
Really, creating an NPC should only involve a ScenePresence rather than doing anything with IClientAPI, since an NPC has no viewer to communicate with!
2011-06-29 00:28:22 +01:00
Mic Bowman
ad84728aba
Add localID to physical object creation functions.
2011-06-15 11:31:32 -07:00
dahlia
eaa33cf478
adjust avatar terse update packet filter distance error threshold based on avatar speed
2011-05-06 16:56:54 -07:00
Justin Clark-Casey (justincc)
04ecd748d9
remove further mono compiler warnings
2011-05-06 22:47:41 +01:00
Diva Canto
6c503e75ac
Put the previous state back in the attachments in case the agent transfer fails.
2011-05-04 12:04:35 -07:00
dahlia
4c59d57596
use getters instead of member variables in velocity network filter code and add some more descriptive comments.
2011-05-04 03:29:06 -07:00
dahlia
13ab00e45a
adjust terse avatar update filtering to send updates when distance traveled does not match expected distance, rather than at a fixed time period. this should smooth avatar motion somewhat when moving in a straight line and velocity is constant.
2011-05-03 19:47:50 -07:00
Diva Canto
00e94b0ba8
Check for RegionID instead of RegionHandle. Other minor tweaks
2011-04-30 16:53:11 -07:00
Diva Canto
4d5d6222f7
Delaying starting the scripts on TPs and crossings until the agent is root.
2011-04-29 17:09:48 -07:00
Diva Canto
0d49611f6d
Remove the scripts of the attachments in the departing region and recreate them if fail.
2011-04-29 15:52:06 -07:00
Diva Canto
73caa4e94a
Minor correction to yesterday's changes. Make normal prim crossing (no attach) work well again.
2011-04-29 08:42:51 -07:00
Diva Canto
9892e115cc
Fatpack message on agent transfers: 1 message only (UpdateAgent) containing the agent and all attachments. Preserves backwards compatibility -- older sims get passed attachments one by one. Meaning that I finally introduced versioning in the simulation service.
2011-04-28 20:19:54 -07:00
dahlia
16f6f55f2d
network traffic reduction - decrease update frequency for moving avatars when velocity is unchanged
2011-04-26 16:22:44 -07:00
Mic Bowman
77ab7ce084
Fixed the transmission of throttles from root agent to child
...
agents. Child throttles are based on the number of child agents
known to the root and at least 1/4 of the throttle given to
the root.
2011-04-25 15:11:29 -07:00
Justin Clark-Casey (justincc)
2b04cab1ee
change some log messages from info to debug
2011-02-25 02:15:06 +00:00
Mic Bowman
5a16fa882c
Parameterizes the view distance used to compute and manage
...
child agents in neighbor regions. This means you can extend
the view on a simulator beyond the default 3x3 regions.
This uses a region default draw distance and should be
replaced at some point by the avatar specified draw distance.
That will require more careful, dynamic recomputation of child
agents every time the draw distance changes.
WARNING: this is experimental and has known instabilities. specifically
all regions "within site" should be running the same default draw distance
or agents will not be closed correctly.
2011-02-22 13:23:54 -08:00
Justin Clark-Casey (justincc)
dd9efc1838
extend TestChildAgentEstablished() test slightly to put in EntityTransferModule. Not yet enabled.
2011-02-18 23:05:56 +00:00
Justin Clark-Casey (justincc)
e774679f62
minor: add method doc to a few ScenePresence methods
2011-02-18 21:19:16 +00:00
Justin Clark-Casey (justincc)
4725221435
Stop the avatar sometimes pausing for more than a second on the border when region crossing.
...
This restores a RemoveFromPhysicalScene() call in ScenePresence.CheckForBorderCrossing() when the agent has been placed in transit.
If we don't remove the agent from the physical scene, then the method continues to be called via ScenePresence.Update()
until the handover of the client between regions is completed. Since this handover can take more than 1000ms (due to the 1000ms
event queue polling response from the server), this results in the avatar pausing on the border for the entire handover period.
2011-02-18 20:54:00 +00:00
Melanie
d90b0c53ec
Fix bumping into sim borders and check estate bans for walking crossings
2011-01-28 02:38:14 +00:00
Melanie
17801bd78b
Add a TeleportFlags member to SP so we can tell how we got there.
2011-01-27 05:33:46 +00:00
Diva Canto
a07375a7ae
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2011-01-17 17:41:06 -08:00
Diva Canto
c98d1cffe2
Removed the call to sceneViewer.Reset upon MakeRoot and ChildAgentUpdate, because Reset hangs for a long time waiting for the lock. That is a problem in itself -- that long holding of the lock by some thread -- but let's just avoid it altogether.
2011-01-17 17:40:48 -08:00
Justin Clark-Casey (justincc)
3083c517a0
minor: resolve some mono compiler warnings
2011-01-18 00:29:10 +00:00
Justin Clark-Casey (justincc)
c544f0d0c5
Prune some of the excess logging for client logins.
...
Didn't touch the appearance related stuff.
2011-01-18 00:25:24 +00:00
Diva Canto
4bcee1dfb4
Revert "DEBUG DEBUG DEBUG"
...
This reverts commit 59c2cd04ba
.
2011-01-17 13:07:02 -08:00
Diva Canto
59c2cd04ba
DEBUG DEBUG DEBUG
2011-01-17 12:35:19 -08:00
Diva Canto
fbde9b1136
Note to self: try to make only 3 things at the same time.
2011-01-04 11:33:15 -08:00
Diva Canto
db55859125
Guard against null Animator.
2011-01-04 11:30:08 -08:00
Diva Canto
c082254b9d
Put the coarse location updates back to 50 frames, otherwise the dots on the mini-map come and go noticeably. Also increased the Velocity a bit; I had decreased it to 0.885; now it's 0.9.
2010-12-19 19:29:07 -08:00
Diva Canto
ed26376ec5
Yet more things out of the main Update thread loop and into threadlets. This time, SendPrimsUpdate. Plus a few more tweaks on triggering actions from the Update loop. #LoginLag.
2010-12-14 20:15:26 -08:00
Diva Canto
e3262ef5ac
Commented out the UpdateLand call from the Update thread loop, because this may be causing the #LoginLag. Attachments taint the prim count. Twice. Each.
2010-12-14 17:50:37 -08:00
Melanie
e47cc10674
Null checking ParentGroup is not needed. It can't be null.
2010-12-14 12:07:35 +00:00
Diva Canto
b41164b620
This seems to get rid of the stuck PREJUMP animation, as reported by Justin in -dev. Also in this commit, a slight adjustment to the Velocity of SP -- this makes the avie walking feel less jerky for me. Will wait reports from others.
2010-12-13 21:35:40 -08:00
Marck
7f0350b988
Trigger event with flag CHANGED_LINK when agent sits on objects that have not a sit target defined. This fixes Mantis #4692 .
2010-12-12 20:12:34 +01:00
Diva Canto
797ca8d0e7
Fixes the nudge movements!
2010-12-11 17:06:17 -08:00
Diva Canto
c42876df67
Revert "Another stab at mantis #5256"
...
This reverts commit ccb4f958c0
.
2010-12-10 23:32:50 -08:00
Diva Canto
ccb4f958c0
Another stab at mantis #5256
2010-12-10 23:16:26 -08:00
Diva Canto
72748746d5
Fixed some inconsistency with trailing /. Made debug messages consistent. Changed the stored region names of HG regions. Increased the size of regionName in DB.
2010-12-05 19:43:24 -08:00
Jonathan Freedman
45cd2e3ef9
Merge branch 'master-core' into mantis5110
2010-12-05 11:49:15 -08:00
Mic Bowman
df860516bf
Various bug fixes for appearance handling: more aggressive reset of textures and vparams when appearance is not cached and when wearables change. Send appearance to the viewer with initial data.
...
Cleaned up (and added) debugging.
2010-12-03 23:45:00 +00:00
Melanie
63e2c3b2d6
Reformat an overzealous comment. Remove end of line marks and reference to the
...
Mantis solved, as that isn't needed to understand the code. Reformat the
comment for 80 col screens.
2010-11-27 01:28:02 +00:00
Micheil Merlin
6ed63487d9
llUnsit position fix 4063 (updated 11-20-2010)
2010-11-27 02:05:44 +00:00
Mic Bowman
541a7660e0
Refactor appearance and avatar data sending code. Paritioning the routines into "one-to-many" and "many-to-one" makes it possible to call the right function on presence creation (both child and root) and when a child agent is promoted to root. This brings the total number of appearance sends down to one or two on login.
...
Cleaned up the avatar update calls in the groups code. Cleaned up
some commented and debugging code, and a few formating fixes.
2010-11-27 01:14:36 +00:00
Jonathan Freedman
b7f5e82843
Merge branch 'master-core' into mantis5110
2010-11-21 20:01:48 -08:00
Jonathan Freedman
562147475c
Merge https://github.com/opensim/opensim into mantis5110
...
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
2010-11-21 19:51:23 -08:00
Melanie
390c3a3b6f
Prevent leftover attachments from clogging up the pipes
2010-11-16 22:18:35 +00:00
Melanie
7bb005b0d1
Change the way attachments are persisted. Editing a worn attachment will now
...
save properly, as will the results of a resizer script working. Attachment
positions are no longer saved on each move, but instead are saved once on
logout. Attachment script states are saved as part of the attachment now
when detaching.
2010-11-16 21:01:56 +00:00
Jeff Ames
ae9c4a4d11
Formatting cleanup.
2010-11-08 07:48:35 -05:00
Jonathan Freedman
4f40374464
Merge git://github.com/opensim/opensim into mantis5110
2010-11-05 19:10:02 -07:00
Melanie
57eabe9d46
Actually calculate the height before setting it, this isn't done automatically
...
on incoming transfers in all cases.
2010-11-03 00:47:22 +00:00
Melanie
7d551e27ca
Trying to prevent a wrong physical actor size
2010-11-03 00:01:47 +00:00
Melanie
d555c373d8
Fix avatar height management
2010-11-02 23:39:45 +00:00
Melanie
78a0ed3ff9
Fix sitting and standing up
2010-11-02 21:28:24 +00:00
Jonathan Freedman
95a0ea78f9
Merge branch 'master' into mantis5110
2010-10-30 18:28:07 -04:00
Melanie
623cee1ffc
Move physics actor creation to after SetHeight to try and prevent
...
bowlegginess. Didn't work but is better this way anyway.
2010-10-30 19:17:52 +01:00
Jonathan Freedman
9e7d3e0f25
Merge branch 'master' into mantis5110
2010-10-29 23:59:16 -04:00
Jonathan Freedman
c8d65c359f
Merge branch 'master' into mantis5110
...
Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2010-10-29 23:58:14 -04:00
Jonathan Freedman
d219317074
Merge branch 'master' into mantis5110
...
Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2010-10-29 23:12:51 -04:00
Justin Clark-Casey (justincc)
09705514ff
tweak a few more scene presence logging messages for consistency
2010-10-29 23:52:25 +01:00
Justin Clark-Casey (justincc)
e66ec432af
Rationalize the logging messages from the merged appearance branch, commenting out most of them as per Mic
2010-10-29 23:45:10 +01:00
Justin Clark-Casey (justincc)
abcde41c0d
Merge branch 'justincc-dev'
2010-10-29 23:15:35 +01:00
Justin Clark-Casey (justincc)
25e19ba7e9
add timing report to CompleteScenePresence for diagnostic purposes
2010-10-29 23:03:11 +01:00
Melanie
934e536738
Merge commit 'cmickeyb/dev-appearance'
2010-10-29 21:06:46 +01:00
Master ScienceSim
49fa7e91b9
Clean up some cruft from the last commit. Re-add the initial update
...
send in the scene presence constructor... need to figure this out
later.
2010-10-29 13:45:59 -07:00
Master ScienceSim
f5c9a56c8b
Bunch of fixes that reduce the number of times appearance
...
and avatar data are sent. And the number of times they
are stored.
2010-10-29 13:43:35 -07:00
Melanie
05d2302c62
Merge branch 'dev-appearance'
2010-10-29 20:24:14 +01:00
Justin Clark-Casey (justincc)
fe8d3d5a2b
Revert "Merge remote branch 'otakup0pe/mantis5110'"
...
This reverts commit 21187f459e
, reversing
changes made to 8f34e46d74
.
2010-10-22 23:52:07 +01:00
Jonathan Freedman
d4144bedb8
* change the data exchanged within hypergrid transactions
2010-10-21 23:22:15 -04:00
Master ScienceSim
267f18925d
First attempt to get multiple attachments working to support viewer2.
...
The attachment code appears to work correctly for 1.23 viewers so, in
spite of some big changes in the internal representation, there don't
appear to be regressions. That being said, I still can't get a viewer2
avatar to show correctly.
2010-10-21 16:48:58 -07:00
Melanie
08e14d653e
Merge branch 'dev-appearance' of git://github.com/cmickeyb/opensim into dev-appearance
2010-10-21 17:09:42 +01:00
Jonathan Freedman
017b83d0a3
* remove some spurious debug info
...
* The last 4 commits are a patch from otakup0pe that's supposed to make URLs better somehow in an effort to make it easier to do hypergrid (I think).. But as it seems that I'm the only one who was able to apply the patch.. and I looked it over and it doesn't look like it breaks anything via the diffs.. I'll sign off on it.
Signed-off-by: Teravus Ovares (Dan Olivares) <teravus@gmail.com>
2010-10-20 22:36:29 -04:00
Master ScienceSim
b1c8d05888
Major refactoring of appearance handling.
...
AvatarService -- add two new methods, GetAppearance and SetAppearance
to get around the lossy encoding in AvatarData. Preseve the old
functions to avoid changing the behavior for ROBUST services.
AvatarAppearance -- major refactor, moved the various encoding
methods used by AgentCircuitData, ClientAgentUpdate and
ScenePresence into one location. Changed initialization.
AvatarAttachments -- added a class specifically to handle
attachments in preparation for additional functionality
that will be needed for viewer 2.
AvatarFactory -- removed a number of unused or methods duplicated
in other locations. Moved in all appearance event handling from
ScenePresence. Required a change to IClientAPI that propogated
throughout all the IClientAPI implementations.
2010-10-20 16:17:54 -07:00
Jonathan Freedman
94684a2251
* remove some spurious debug info
2010-10-20 02:36:59 -04:00
Jeff Ames
bc9f793a92
Formatting cleanup.
2010-10-04 21:28:17 -04:00
John Hurliman
860b2a502f
Changed SceneObjectGroup to store parts with the fast and thread-safe MapAndArray collection
2010-09-16 17:30:46 -07:00
Justin Clark-Casey (justincc)
dd803b4f0c
minor: Add comments which explain what's going on wrt avatar movements at various points in the main scene loop and associated methods
2010-09-13 21:53:25 +01:00
Justin Clark-Casey (justincc)
ff098ae110
minor: Clean up log messages generated when an item is attached
2010-09-13 20:44:32 +01:00
Jeff Ames
f1f0bc23f4
Formatting cleanup.
2010-09-12 13:43:49 -04:00
Melanie Thielker
1c8bc9b7b6
Remove commented code and the comment, as the change has proven out
2010-09-02 21:02:09 +01:00
Melanie Thielker
7720419fc7
Experimentally comment the sending of unbaked avatars
2010-09-02 20:17:49 +01:00
Justin Clark-Casey (justincc)
9c1c378aa1
Add ScenePresence.GetAttachments(uint attachmentPoint)
2010-08-31 22:16:23 +01:00
Justin Clark-Casey (justincc)
7f5501d3ab
minor: remove mono compiler warning
2010-08-26 22:13:31 +01:00
Justin Clark-Casey (justincc)
df702417dc
Remove mono compiler warnings
2010-08-26 16:27:41 +01:00
Justin Clark-Casey (justincc)
fd23f270c6
refactor: remove Scene.SetRootAgentScene() in favour of existing event with same name
2010-08-13 21:01:10 +01:00
Mikko Pallari
3f942a4f74
Removed abstract SetText method from EntityBase to make cleaner API.
...
Signed-off-by: Melanie <melanie@t-data.com>
2010-08-10 19:37:15 +01:00
Melanie
120f3a18f2
Correct some script constants.
2010-08-06 15:11:18 +01:00
Diva Canto
847008ee07
Addresses http://opensimulator.org/mantis/view.php?id=4919
2010-08-05 09:43:19 -07:00
Melanie Thielker
26621ca500
Add scripted controllers into agent intersim messaging
2010-07-11 14:50:14 +01:00
Melanie
eaea89bbb7
Remove localID from script controls data. It won't transfer to another
...
region anyway
2010-07-11 13:09:11 +01:00
Diva Canto
bd346ab8c7
Fixes attachments coming back upon being detached in neighbouring regions and crossing.
2010-06-13 19:18:17 -07:00
Melanie
c8ed972443
Move "StopFlying()" into LLSpace. Try to reinstate the carefully crafted packet
...
we used to send before slimupdates and explicitly send it
2010-06-12 01:25:25 +01:00
Dan Lake
ca2abc43ad
Refactor SendCoarseLocations for better performance. Instead of computing list of all locations fresh for every scene presence on every frame, we will instead compute the list once every 50 frames and send to all connected presences at that time. Also, we only add 60 items to the list when there are more than 60 presences in the scene. For 1000 users, this change yields a 99.8% reduction in list processing and a 98% reduction in network bandwidth for coarse locations.
2010-06-08 16:44:18 -07:00
Justin Clark-Casey (justincc)
596001632b
remove redundant ScenePresence.QueuePartForUpdate() - every place in the code calls SceneViewer.QueuePartForUpdate() directly
2010-05-28 17:53:57 +01:00
Melanie
f84f0dbd51
Remove an unneeded conditional
2010-05-23 06:12:40 +01:00
Justin Clark-Casey (justincc)
e5bcd8b341
Apply adaption of patch in http://opensimulator.org/mantis/view.php?id=4628
...
This prevents a ground-sitting avatar from being moved about in mouselook
Thanks mirceakitsune!
2010-05-21 23:29:37 +01:00
John Hurliman
93ef65c690
* Moving all of the prioritization/reprioritization code into a new file Prioritizer.cs
...
* Simplified the interest management code to make it easier to add new policies. Prioritization and reprioritization share code paths now
* Improved the distance and front back policies to always give your avatar the highest priority
2010-05-21 13:55:36 -07:00
unknown
bf5c81d77e
* Initial commit of the slimupdates2 rewrite. This pass maintains the original behavior of avatar update sending and has a simplified set of IClientAPI methods for sending avatar/prim updates
2010-05-12 15:59:48 -07:00
Melanie Thielker
2b48ed60ec
Remove the m_Viewer variable and make the property a shortcut to the
...
proper field in AgentCircuitData instead
2010-05-05 23:41:57 +01:00
Melanie Thielker
e45f5ac126
Plumb Viewer version into ScenePresence for initial login. It's still not
...
carried along
2010-05-05 22:33:22 +01:00
Melanie Thielker
2ebe148266
Plumb the viewer version string through into AgentCircuitData. Now all that
...
is left os to figure out what black magic turns AgentCircuitData into
AgentData and then copy that into the ScenePresence, where m_Viewer is
already added with this commit and waits for the data.
2010-05-05 22:15:32 +01:00
Robert Adams
54a5b6f434
Reduce number of AvatarAnimations sent with large number of avatars
2010-04-13 18:50:08 -07:00
Dan Lake
859bc717a4
Cleaned up access to scenepresences in scenegraph. GetScenePresences and GetAvatars have been removed to consolidate locking and iteration within SceneGraph. All callers which used these to then iterate over presences have been refactored to instead pass their delegates to Scene.ForEachScenePresence(Action<ScenePresence>).
2010-03-19 15:16:35 -07:00
Dan Lake
73e9b0be72
Inconsistent locking of ScenePresence array in SceneGraph. Fixed by eliminating option to return the actual list. Callers can now either request a copy of the array as a new List or ask the SceneGraph to call a delegate function on every ScenePresence. Iteration and locking of the ScenePresences now takes place only within the SceneGraph class.
...
This patch also applies a fix to Combat/CombatModule.cs which had unlocked iteration of the ScenePresences and inconsistent try/catch around the use of those ScenePresences.
2010-03-17 11:21:27 -07:00
dahlia
2ebc4be99d
add a null check in ScenePresence constructor
2010-03-13 12:04:49 -08:00
Justin Clark-Casey (justincc)
315fa06c75
refactor: Move another RezSingleAttachment() from Scene.Inventory to AttachmentsModule
2010-03-12 23:20:38 +00:00
Melanie
88771aeed3
Cache UserLevel in ScenePresence on SP creation. Change IsAdministrator
...
to use that stored value.
2010-03-09 23:11:28 +00:00
John Hurliman
cde3c20ba3
* Fixed an order of operations bug in CheckForSignificantMovement() that was causing a flood of child updates to neighbors on login
...
* Removed an unnecessary call to the presence service
2010-03-05 17:01:31 -08:00
John Hurliman
fc233d4e1e
* Adjusted the significant movement magic value from 0.5m to 2.0m and added an explanation of what it does
2010-03-03 12:34:21 -08:00
John Hurliman
13a8d11c46
Removing the sLLVector3 dinosaur
2010-03-03 12:12:32 -08:00
John Hurliman
a6e23a3275
* Fixed bad start position clamping in MakeRootAgent()
2010-03-03 10:59:05 -08:00
Diva Canto
5c5966545d
Initial Online friends notification seems to be working reliably now. All this needs more testing, but everything is there.
2010-02-28 12:07:38 -08:00
Melanie
1f45e6c649
Merge branch 'master' into presence-refactor
...
This brings presence-refactor up to master again
2010-02-22 03:00:59 +00:00
Jeff Ames
af265e001d
Formatting cleanup.
2010-02-15 19:21:56 +09:00
Revolution
5c7acd0d4d
Fixes a bug in the previous patch.
...
Signed-off-by: Melanie <melanie@t-data.com>
2010-02-15 01:07:02 +00:00
Melanie
c033223c63
Merge branch 'master' into presence-refactor
2010-02-15 00:20:48 +00:00
Revolution
9821c4f566
Revolution is on the roll again! :)
...
Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events).
Direct flames and kudos to Revolution, please
Signed-off-by: Melanie <melanie@t-data.com>
2010-02-14 22:18:46 +00:00
Justin Clark-Casey (justincc)
802a969267
Fix http://opensimulator.org/mantis/view.php?id=4224
...
This resolves the problem where eyes and hair would turn white on standalone configurations
When a client receives body part information, for some insane reason or other it always ends up uploading this back to the server and then immediately re-requesting it.
This should have been okay since we stored that asset in cache. However, the standalone asset service connector was not checking this cache properly, so every time the client made the request for the asset it has just loaded it would get a big fat null back in the face, causing it to make clothes and hair white.
This bug did not affect grids since they use a different service connector.
2010-02-12 21:32:03 +00:00
Melanie
1d75ad9fd5
Merge branch 'master' into presence-refactor
2010-02-08 21:54:26 +00:00
Justin Clark-Casey (justincc)
00947cf2ca
Add EventManager.OnIncomingSceneObject event which is triggered by an incoming scene object
...
Add a read-only Attachments property to ScenePresence
2010-02-08 19:02:20 +00:00
Melanie
baaf660511
Merge branch 'master' into presence-refactor
...
This was a large, heavily conflicted merge and things MAY have got broken.
Please check!
2010-02-08 15:53:38 +00:00
Justin Clark-Casey (justincc)
bf9fc69d01
minor: log what kind of wearable cannot be found
2010-02-05 19:34:25 +00:00
Justin Clark-Casey (justincc)
0a084a31e9
refactor: chain two ScenePresence constructors together to eliminate common code. No functional changes
2010-02-04 23:23:07 +00:00
Justin Clark-Casey (justincc)
2c7672a2b9
minor: add a smidgen of EventManager doc
2010-02-03 19:27:44 +00:00
Justin Clark-Casey (justincc)
c020fed1b8
minor: comment out a log line in ScenePresence
2010-02-03 15:46:24 +00:00
Justin Clark-Casey (justincc)
da62344822
minor: remove a couple of mono warnings
2010-02-03 15:40:59 +00:00
Melanie
72dd680dd3
Replace dome tabs with spaces
2010-01-26 14:46:53 +00:00
Revolution
fe06f0dd05
Fixes Region Crossings on a prim.
2010-01-24 11:35:30 +00:00
unknown
e61f42ad3a
add a target position to agent updates to ScenePresence to support alternative client protocols
2010-01-21 23:59:04 -08:00
Revolution
14e62c096d
Fixes llSetDamage. Patch from Revolution
2010-01-21 23:30:49 +00:00
Diva Canto
ee1fb81376
Finished moving object crossings into EntityTransferModule
2010-01-16 08:42:20 -08:00
Diva Canto
bd6d1a2444
Moved prim crossing to EntityTransferModule. Not complete yet.
2010-01-16 07:46:07 -08:00
Diva Canto
4ac3c0e81b
Renamed IAgentTransferModule to IEntityTransferModule -- accounts for objects too.
2010-01-15 17:14:48 -08:00
Diva Canto
f1c30784ac
* General cleanup of Teleports, Crossings and Child agents. They are now in the new AgentTransferModule, in line with what MW started implementing back in May -- ITeleportModule. This has been renamed IAgentTransferModule, to be more generic.
...
* HGSceneCommunicationService has been deleted
* SceneCommunicationService will likely be deleted soon too
2010-01-15 15:11:58 -08:00
Diva Canto
640712fe88
* Removed debug messages.
...
* Everything works! (everything that was tested; lots of things to test)
2010-01-13 09:38:09 -08:00
Diva Canto
66920a9047
Fixed more appearance woes that showed up using remote connectors. Appearance is now being passed with AgentCircuitData, as it should be.
2010-01-12 09:22:58 -08:00
Diva Canto
77e43f4801
Fixed a couple of bugs with Appearance. Appearance is all good now.
2010-01-11 17:30:05 -08:00
Diva Canto
c5ea783526
OpenSim/Framework/Communications/Cache deleted. LibraryRootFolder deleted.
2010-01-11 07:51:33 -08:00
Diva Canto
0c2946031b
CommunicationsManager is practically empty. Only NetworkServersInfo is there.
2010-01-10 19:42:36 -08:00
Diva Canto
1e1b2ab221
* OMG! All but one references to UserProfileCacheService have been rerouted!
...
* HG is seriously broken here
* Compiles. Untested.
2010-01-10 10:40:07 -08:00
Diva Canto
f11a97f12d
* Finished SimulationServiceConnector
...
* Started rerouting calls to UserService.
* Compiles. May run.
2010-01-07 15:53:55 -08:00
Jeff Ames
70d5b1c34c
Formatting cleanup. Add copyright headers.
2010-01-04 06:17:30 +09:00
Teravus Ovares (Dan Olivares)
e6c71d6df6
* Fixes Sitting on the ground.
2009-12-30 15:55:49 -05:00
Teravus Ovares (Dan Olivares)
16a64c400b
* Makes forward and backward key reactions faster by responding to the NUDGE type movements.
2009-12-30 15:01:14 -05:00
Justin Clark-Casey (justincc)
6bd087a8f9
minor: remove some mono compiler warnings
2009-12-15 16:42:42 +00:00
Teravus Ovares (Dan Olivares)
0639e90f56
* Bugfix mantis 4441, "Use of Autopilot isn't playing any animations."
...
* Turns out the new animator used a different movement bitflag then the one used in the code to autopilot the avatar
2009-12-12 02:41:59 -05:00
Teravus Ovares (Dan Olivares)
2f8b9cbf2b
* Commit some sit code that's commented out for now.
2009-12-08 11:28:13 -05:00
Teravus Ovares (Dan Olivares)
8d196dbd14
* Adds Normal to the fields returned by the Physics Raycaster
...
* Fixes recognizing when a sit target is and isn't set.
* * 1. Vector3.Zero.
* * 2. Orientation: x:0, y:0, z:0, w:1 - ZERO_ROTATION
* * (or) Orientation: x:0, y:0, z:0, w:0 - Invalid Quaternion
* * (or) Orientation: x:0, y:0, z:1, w:0 - Invalid mapping, some older objects still exist with it
2009-12-05 22:18:00 -05:00
Teravus Ovares (Dan Olivares)
c4b6010fb3
* Fixes mantis 4416. Animator is dereferenced on logout
2009-12-05 13:01:21 -05:00
Teravus Ovares (Dan Olivares)
475d23741d
* Fix Inconsistent line ending style in ScenePresence
2009-12-01 10:17:17 -05:00
Teravus Ovares (Dan Olivares)
83694e5578
* Add a close method to the ScenePresenceAnimator that dereferences the class variables and make the ScenePresence Close method call it.
2009-11-30 14:03:20 -05:00
Teravus Ovares (Dan Olivares)
0cb4ff1b68
* Modified ScenePresence to use the Util version of the EnvironmentTickCount method (and it's subtract method). Remove redundant EnvironmentTickCount definitions in ScenePresence.
2009-11-30 13:53:43 -05:00
Teravus Ovares (Dan Olivares)
4338f4e1d7
* Patch from Misterblue to fix Environment.TickCount for statistics purposes. Resolves the wrap-around of the 32 bit uint.
...
* Teravus moved the Environment methods to the Util class
2009-11-29 05:06:25 -05:00
Teravus Ovares (Dan Olivares)
a642968fd5
* Reverting last commit.. because it just made it worse.
2009-11-25 04:00:52 -05:00
Teravus Ovares (Dan Olivares)
abddb60b8d
* Attempt number 1 to stop the repeating crouch animation that sometimes happens.
...
* This tries to address it by correcting one potential bug where it never resets the falltimer.
* This tries to address it by telling Physics that we're not flying this step.. instead of waiting until the next step when the next agent update comes along.
2009-11-25 02:51:11 -05:00
Jeff Ames
9f5c2acd12
Formatting cleanup.
2009-11-23 11:26:06 +09:00
Teravus Ovares (Dan Olivares)
c155099faf
* The client prevents the avatar from landing if the avatar is going above an unknown certain speed, so, add a speed check on the server.
...
* This addresses the 'hump the prim' animation playing while you're moving forward full speed and pressing page down over a prim to land.
2009-11-22 19:26:00 -05:00
Teravus Ovares (Dan Olivares)
f7916d10f3
* This fixes landing on Prim and removes the hack from yesterday. Landing on prim should work fine again.
2009-11-21 19:38:38 -05:00
Teravus Ovares (Dan Olivares)
247fc00ce7
* Hack to get avatar to land on prim. This is a big nasty hack that tricks the client into thinking you're landing on the terrain. There are some visual artifacts when you land. It's only temporary until we figure out how this broke.
2009-11-21 06:39:28 -05:00
Justin Clark-Casey (justincc)
4baac71a5e
refactor: Eliminate redundant CreateSceneViewer call on ScenePresence constructors since this is also done on other called constructors
2009-11-17 18:44:57 +00:00
Justin Clark-Casey (justincc)
710a2afd12
Add scene animator set up to apparantly uncalled no-arg ScenePresence constructor
2009-11-17 16:40:59 +00:00
Justin Clark-Casey (justincc)
da255be05a
refactor: move AvatarAnimations, BinBVHAnimation
2009-11-17 16:25:52 +00:00
Justin Clark-Casey (justincc)
1324082b90
refactor: move most animation methods from ScenePresence into a new ScenePresenceAnimator class
2009-11-17 15:05:40 +00:00
dahlia
2e24415077
undo previous changes
...
add a GetGroupByPrim() method to Scene.cs
delete a redundant method
2009-11-13 22:13:40 -08:00
John Hurliman
afef1ac191
Changing the AssetBase constructors to avoid initializing assets with an unknown asset type, and log an error if it ever does happen
2009-11-05 13:10:58 -08:00
John Hurliman
f57a646638
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2009-11-04 16:08:23 -08:00
John Hurliman
ec2ebf2598
Removing EntityBase.Rotation
2009-11-04 16:08:10 -08:00
Justin Clark-Casey (justincc)
9dd5d63495
minor: remove some mono compiler warnings
2009-11-04 19:44:28 +00:00
John Hurliman
8a73dc0f8a
* Fix for a potential race condition in ScenePresence.AbsolutePosition
...
* Unified the way region handles are stored and used in ScenePresence
* Fixed camera position for child agents
* CheckForSignificantMovement now checks avatar and camera position (both are important for scene prioritization)
* Removing debug code from the previous commit
2009-10-30 03:01:15 -07:00
John Hurliman
aecaa51063
* Fixed a NullReferenceException in GetMovementAnimation() and added more protection against NREs in AddNewMovement()
...
* Removed the three second limit on ImprovedTerseObjectUpdate. With the latest fixes I don't think this is necessary, and it generates a lot of unnecessary updates in a crowded sim
2009-10-29 16:31:48 -07:00
John Hurliman
2913c24c8a
* Commented out two noisy debug lines in the LLUDP server
...
* Misc. cleanup in ScenePresence.HandleAgentUpdate()
2009-10-29 15:24:31 -07:00
John Hurliman
5c894dac8b
* Implemented foot collision plane for avatars
...
* Fixed a NullReferenceException regression
2009-10-29 05:34:40 -07:00
John Hurliman
3f2d6fe470
Ported the Simian avatar animation system to OpenSim. Landing is currently not working
2009-10-29 04:13:51 -07:00
John Hurliman
fd2c99f184
Fixing NullReferenceException regression in the previous commit
2009-10-29 02:10:48 -07:00
John Hurliman
7132877075
* Log progress messages when loading OAR files with a lot of assets
...
* Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars
* Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
2009-10-29 01:46:58 -07:00
John Hurliman
59eb378d16
Small performance tweaks to code called by the heartbeat loop
2009-10-28 23:10:16 -07:00
John Hurliman
b81c829576
* Standalone logins will now go through the sequence of "requested region, default region, any region" before giving up
...
* Hip offset should have been added not subtracted (it's a negative offset). This puts avatar feet closer to the ground
* Improved duplicate checking for terse updates. This should reduce bandwidth and walking through walls
2009-10-28 14:13:17 -07:00
John Hurliman
a65c8cdc38
* Reduce the velocity tolerance on sending terse updates to avoid slowly drifting prims/avatars
...
* Added contacts_per_collision to the ODE config section. This allows you to reduce the maximum number of contact points ODE will generate per collision and reduce the size of the array that stores contact structures
2009-10-28 12:45:40 -07:00
John Hurliman
cdbeb8b83b
Track timestamps when terse updates were last sent for a prim or avatar to avoid floating away forever until a key is pressed (deviates from SL behavior in a hopefully good way)
2009-10-28 03:21:53 -07:00
John Hurliman
d199767e69
Experimental change of PhysicsVector to Vector3. Untested
2009-10-26 18:23:43 -07:00
John Hurliman
b6651ce790
* Double the priority on avatar bake texture requests to get avatars rezzing in faster than the surrounding scene
...
* Adds duplicate tracking for SceneObjectParts and ScenePresences to avoid sending out duplicate ImprovedTerseObjectUpdate packets
2009-10-26 18:22:32 -07:00
John Hurliman
de25dcfb7b
Minor tweaks to get OpenSim compiling against both the current libomv and the upcoming 0.8.0
2009-10-25 01:10:02 -07:00
John Hurliman
62f1a5e36d
Implemented a "FrontBack" prioritizer, using distance plus the plane equation to give double weight to prims/avatars in front of you
2009-10-23 02:38:59 -07:00
John Hurliman
588361e2a2
Experimental change to use an immutable array for iterating ScenePresences, avoiding locking and copying the list each time it is accessed
2009-10-23 01:02:36 -07:00
John Hurliman
ba2972eaf6
* Send out m_bodyRot everywhere instead of m_rotation. Still have no clue which is right
...
* Fix WorldMapModule.process() to not trip the watchdog timer
2009-10-22 14:33:54 -07:00
John Hurliman
4ba3842d71
Forgot to hit save in the last commit
2009-10-22 13:24:24 -07:00
John Hurliman
167d8e39fa
* Sending (position - hipoffset) instead of position
...
* Sending m_rotation instead of m_bodyRot in full updates to match terse updates (no idea which one is right!)
2009-10-22 13:14:41 -07:00
John Hurliman
1833c69568
* Removed the unused m_agentUpdates collection and some extra work that was being done for AgentUpdate packets
...
* Start LLUDPClients unpaused (this variable is not being used yet)
2009-10-20 15:19:19 -07:00
John Hurliman
233e16b99c
* Rewrote the methods that build ObjectUpdate and ImprovedTerseObjectUpdate packets to fill in the data more accurately and avoid allocating memory that is immediately thrown away
...
* Changed the Send*Data structs in IClientAPI to use public readonly members instead of private members and getters
* Made Parallel.ProcessorCount public
* Started switching over packet building methods in LLClientView to use Util.StringToBytes[256/1024]() instead of Utils.StringToBytes()
* More cleanup of the ScenePresences vs. ClientManager nightmare
* ScenePresence.HandleAgentUpdate() will now time out and drop incoming AgentUpdate packets after three seconds. This fixes a deadlock on m_AgentUpdates that was blocking up the LLUDP server
2009-10-18 20:24:20 -07:00
John Hurliman
fdb2a75ad3
Committing the second part of Jim Greensky @ Intel Lab's patch, re-prioritizing updates
2009-10-17 18:01:22 -07:00
John Hurliman
9c21d672d4
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into prioritization
2009-10-16 18:32:12 -07:00
Teravus Ovares (Dan Olivares)
01051daaab
* One more tweak to inform the user that they may not be able to move until relogging.
2009-10-16 21:24:08 -04:00
John Hurliman
06354a093d
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into prioritization
2009-10-16 10:09:19 -07:00
Teravus Ovares (Dan Olivares)
67afa9e633
* Make sure to unregister the OutOfBounds Physics event in RemoveFromPhysicalScene or we'll be leaking
2009-10-16 03:52:57 -04:00