Commit Graph

15498 Commits (d6456b9ea84642cf60d67af7af8eb1fc19a8cce9)

Author SHA1 Message Date
Justin Clark-Casey (justincc) d6456b9ea8 Remove unnecessary lock of OdeLock in OdePrim.changeadd()
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
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
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>)
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
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()
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
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.
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) 753f11273f re-enable running linden udp tests in local.include, though no tests are currently active there 2011-10-28 21:31:44 +01:00
Justin Clark-Casey (justincc) 435aefe1bf Drop some unnecessary ContainsKey() checking before Remove() in BaseHttpServer()
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
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.
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
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)
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
Justin Clark-Casey (justincc) 4ecd3fbff1 For now, stop passing timeStep into methods where it's not actually used. 2011-10-21 00:06:13 +01:00
Justin Clark-Casey (justincc) 1b32d5c6a4 Extend scripts stop/start/suspend/resume console commands to allow action on a single script by giving the script item id (which can be found via scripts show).
Not an ideal way to do this on a region with many scripts.  Needs refinement later.
2011-10-19 23:03:59 +01:00
Justin Clark-Casey (justincc) c404760731 Add "scripts stop" and "scripts start" console commands.
These will stop all running scripts and start all stopped scripts respectively.
A stopped script does not save any events for later processing.
2011-10-19 23:03:28 +01:00
Justin Clark-Casey (justincc) 7d4e224620 minor: improve command help on scripts suspend/resume 2011-10-19 23:03:22 +01:00
Justin Clark-Casey (justincc) 986ded5a72 Fix resume scripts.
On resume, we need to place requeue the script for event processing if there are any events on the queue.
Also need to do this under m_Script lock in order to avoid a race
2011-10-19 23:03:14 +01:00
Justin Clark-Casey (justincc) 8340bd7e20 Add "scripts suspend" and "scripts resume" commands.
These aim currently to suspend and resume all scripts.
However, resume isn't currently working due to what looks like a bug in resume functionality itself.
2011-10-19 23:03:05 +01:00
Justin Clark-Casey (justincc) 9d59fc0587 on log and "show scripts" messages, show script item UUID rather than asset UUID
The item ID is the one required for any script manipulation on the command line, so I think it's somewhat more useful to show this bearing in mind the limited space available
2011-10-19 23:02:56 +01:00
Justin Clark-Casey (justincc) 22e1298e97 add current script status to "scripts show" command (running, suspended, etc.) 2011-10-19 23:02:50 +01:00
Justin Clark-Casey (justincc) 1a29ddf328 Add "show scripts" command to show all scripts currently known to the script engine in the current region.
Also added synonym of "scripts show"
2011-10-19 23:02:43 +01:00
Justin Clark-Casey (justincc) 8a2c3a0267 Add option to allow remote http calls to setpassword in the AuthenticationService.
This is switched on by setting AllowSetPassword = true in the [AuthenticationService] section of Robust.ini or Robust.HG.ini
Default is false as before.
2011-10-19 23:02:36 +01:00
Justin Clark-Casey (justincc) ea65d4f5ce Make ScopeID optional for http GetAccount and GetAccounts
If not specified then it assumes UUID.Zero. as occurs elsewhere in the codebase
2011-10-19 00:36:49 +01:00
Justin Clark-Casey (justincc) eb65f5072d Make PrincipalID a synonym for UserID in GetUserAccount 2011-10-19 00:36:38 +01:00
Justin Clark-Casey (justincc) aad13a4c76 Get new NewUser and SetUserAccount calls to accept PrincipalID instead of UserID for consistency with output 2011-10-19 00:36:31 +01:00
Justin Clark-Casey (justincc) 233127c696 Allow an http call to set account details if AllowSetAccount = true in [UserAccountService].
As before, default is false to not allow these calls.
2011-10-19 00:36:24 +01:00
Justin Clark-Casey (justincc) b7fcd6871e Provide an option to allow remote calls to the CreateUser method on the UserAccountService
Default is false, as before.
Enabling AllowCreateUser in [UserAccountService] for ROBUST allows avatars to be created via an http call, with viewer 2 appropriate bits and pieces.
Only Ruths can be created at present.
Please don't rely on the config since at some point CreateUser will be moved to a separate co-ordinating service.
2011-10-18 22:56:43 +01:00
Justin Clark-Casey (justincc) c06cd3b2b9 Allow an avatar to be explicitly named to the "debug packet" command 2011-10-17 21:12:00 +01:00
Justin Clark-Casey (justincc) 31ac7571f4 refactor: Make IClientAPI.DebugPacketFormat a property rather than a setter without a getter 2011-10-17 21:11:50 +01:00
Justin Clark-Casey (justincc) 2a7a5c4c90 Add avatar names to debug packet output 2011-10-17 21:11:43 +01:00
Justin Clark-Casey (justincc) d8ad649957 Add back the missing bin/addon-modules directory that I somehow managed to accidentally delete in 2fbc98f (Jul 7 2011) 2011-10-17 21:11:04 +01:00
Justin Clark-Casey (justincc) a1f232af2b change default ODE world_stepsize to 0.0178 from 0.02
This exactly fits five ODE steps in the default frame time (0.089).
This means that ODE execution time now matches the default minimum frame time.
This eliminates errors between distance travelled as calculated by ODE in clear air and simple extrapolation.
On the old values, ODE would actually do calculations over 0.1 seconds rather than 0.089.
This means that once the avatar is at top speed, no additional packets need to be sent for smooth movement, since no error develops between server and viewer.
This approach replaces the tweaks previously discussed on the opensim-dev mailing list
2011-10-17 21:10:52 +01:00
Justin Clark-Casey (justincc) 14bddb6af9 Change hardcoded ODE total frame time to match the default total frame time (0.09375 -> 0.089).
No apparant ill effects - because the default stepsize is 0.2, there are still 5 physics steps per physics frame.
This is a precursor to using the elapsed value passed in (and now changeable in config).
2011-10-17 21:10:43 +01:00
Justin Clark-Casey (justincc) f93635fe85 Extract NullPhysicsScene from PhysicsScene to improve code readability 2011-10-17 21:10:25 +01:00