Commit Graph

332 Commits (cd6f261d117fe60964348cff52782d07c6fa1039)

Author SHA1 Message Date
Dan Lake 1c93854b47 Some little changes to clean up refresh to 0719 2010-09-23 11:51:34 -07:00
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
Dan Lake 8f8ef75034 Merged with main AND partial implementation of teleport based load balancing. Did not intend to combine the merge with these changes. 2010-08-16 10:23:50 -07:00
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
Dan Lake 9ada2a1f34 Client manager changes as of R@I 2010-07-19 13:03:04 -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
Dan Lake 9afa8b990d Merged from master 2010-06-02 14:40:10 -07:00
Dan Lake 6818427f1c More Scene API changes 2010-06-01 16:13:38 -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
Dan Lake 82a71fb7e2 Adding appearance and animations 2010-05-18 09:05:13 -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
Dan Lake 2283b85bcf Some updates for client manager 2010-04-30 08:13:02 -07:00
Dan Lake 79327a6299 Merge branch 'master' into sceneapi 2010-04-20 11:43:03 -07:00
Robert Adams 54a5b6f434 Reduce number of AvatarAnimations sent with large number of avatars 2010-04-13 18:50:08 -07:00
Dan Lake 8027b7c1a5 Merged from master 2010-03-24 10:50:42 -07:00
Dan Lake 4216eacd6c Some work on sceneapi 2010-03-23 16:30:56 -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
Teravus Ovares (Dan Olivares) ac2f98b846 * A hacky attempt at resolving mantis #4260. I think ODE was unable to allocate memory, and therefore the unmanaged wrapper call fails or worse.. there's some unmanaged resource accounting in the ODEPlugin for ODECharacter that isn't being done properly now.
* The broken avatar may not be able to move, but it won't stop simulate from pressing on now.   And, the simulator will try to destroy the avatar's physics proxy and recreate it again...    but if this is what I think it is, it may not help.
2009-10-16 03:32:30 -04:00
John Hurliman 4b75353cbf Object update prioritization by Jim Greensky of Intel Labs, part one. This implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon 2009-10-15 16:35:27 -07:00
John Hurliman d44b50ee46 * Removed some of the redundant broadcast functions in Scene and SceneGraph so it is clear who/what the broadcast is going to each time
* Removed two redundant parameters from SceneObjectPart
* Changed some code in terse update sending that was meant to work with references to work with value types (since Vector3 and Quaternion are structs)
* Committing a preview of a new method for sending object updates efficiently (all commented out for now)
2009-10-15 15:25:02 -07:00
Teravus Ovares (Dan Olivares) 6d3d985511 * Request from lkalif to have the Sim send a coarselocationupdate for each avatar in the sim, including yourself.
* Apparently the LLClientView should have been doing this previously..      Also fixed the 'You' on the index block..   so the client doesn't display an extra green dot.
* Thanks lkalif for bringing it to our attention.
2009-10-15 02:01:29 -04:00
John Hurliman 4790f8576c * Replaced (possibly broken?) math for calculating the unix timestamp in MySQLAssetData with Utils.DateTimeToUnixTime()
* Disabled UpdateAccessTime() function since it was only writing zeros anyways. This gave me a significant performance improvement for startup times and avatar logins in standalone mode
* Load attachments asynchronously so avatars with lots of attachments don't have to race the timeout clock to login
2009-10-14 19:23:44 -07:00
Teravus Ovares (Dan Olivares) 8271528b1f * comment out the velocity test, using updates every 500 ms as set in ScenePresence.AddToPhysicalScene.
* This causes time to be counted in ODECharacter and, when a collision occurs, the physics scene will report the collisions only if the the difference of last time it reported the collisions from now was more then the set ms.
* This is cool because the time accrues while collisions are not taking place and when they do take place again, you get an immediate update.
2009-10-10 04:01:36 -04:00
Teravus Ovares (Dan Olivares) 3f0dc88c46 Merge branch 'master' of ssh://MyConnection/var/git/opensim 2009-10-10 03:54:10 -04:00
Teravus Ovares (Dan Olivares) 4ffe936ba8 * Make ODECharacter respect the scene's requested collision update time
* Set the Scene collision update time to 500 ms
2009-10-10 03:53:53 -04:00
dahlia d7654c3bda Adjust velocity threshold for triggering flailing. Thanks to KittoFlora for researching this. 2009-10-10 00:26:43 -07:00
Teravus Ovares (Dan Olivares) 5f94889044 * Fix incorrect math on the Velocity check in PhysicsCollisionUpdate. This may reduce avatar flailing. 2009-10-10 01:49:06 -04:00
Teravus Ovares (Dan Olivares) 798bce592f * Move the 'On Collision Update Movement Animation' routine to above the 'm_invulnerable' test. It doesn't fix anything but it should really be there anyway. 2009-10-10 01:16:34 -04:00
Melanie 31d8cec0f8 Merge branch 'master' into diva-textures 2009-10-02 08:23:38 +01:00
Jeff Ames 606e831ff5 Formatting cleanup. 2009-10-01 09:38:36 +09:00
John Hurliman 5dfd2643df * Change the signature of the agent set appearance callback to prevent unnecessary serialization/deserialization of TextureEntry objects and allow TextureEntry to be inspected for missing bakes
* Inspect incoming TextureEntry updates for bakes that do not exist on the simulator and request the missing textures
* Properly handle appearance updates that do not have a TextureEntry set
2009-09-30 15:53:03 -07:00
Jeff Ames ee205e7e81 Formatting cleanup. 2009-10-01 01:17:47 +09:00
Diva Canto 5757afe766 First pass at the heart surgery for grid services. Compiles and runs minimally. A few bugs to catch now. 2009-09-26 07:48:21 -07:00
nlin 56edbe9b60 Alternate algorithm for fixing avatar capsule tilt (Mantis #2905)
Eliminate dynamic capsule wobble. Instead introduce a small, fixed
tilt, and allow the tilt to rotate with the avatar while moving; the
tilt always faces away from the direction of avatar movement. The
rotation while moving should eliminate direction-dependent behavior
(e.g. only being able to climb on top of prims from certain directions).

Falling animation is still too frequently invoked.

Ideally the tilt should be completely eliminated, but doing so
currently causes the avatar to fall through the terrain.
2009-09-18 11:39:08 +09:00
Teravus Ovares (Dan Olivares) 4241cdc929 * More comments in the RegionCombinerModule
* Changed the Destination ID to 0 in the TeleportFinish Event (why did we have it as 3?)
* Added border based trigger teleports
* Fix MakeRootAgent border cross tests for ensuring that the position is inside the region to use the borders to figure out if it's outside the Region
2009-09-13 07:20:18 -04:00
Teravus Ovares (Dan Olivares) 855fb58c96 * Moves ScenePresence SendCourseLocations to a delegate and provide a method to replace the delegate
* RegionCombinerModule replaces this delegate and distributes the CoarseLocationUpdates through the client connection in the region where the user would be if it was a separate region.
* Fixes Mini Map display on combined regions.
2009-09-05 02:58:35 -04:00
Teravus Ovares (Dan Olivares) b997174d08 * Fix attachment cross issues with new borders. 2009-08-31 20:07:33 -04:00
Teravus Ovares (Dan Olivares) 9eb8c14e87 * Deal with teleports to other virtual regions in the same scene. 2009-08-28 19:42:28 -04:00