| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
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delete first to avoid a hud race condition with update threads.
If delete doesn't occur first then the update thread can outrace the IsAttachment = false necessary to save attachments and send hud artifacts to other viewers.
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attachment before changing properties for correct inventory serialization.
Serialization of attachments requires IsAttachment = false so that correct positions are serialized instead of avatar position.
However, doing this when a hud is still attached allows race conditions with update threads, resulting in hud artifacts on other viewers.
This change sets SOG.IsDeleted before serialization changes take place (IsDeleted itself is not a serialized property).
LLClientView then screens out any deleted SOGs before sending updates to viewers.
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script URLs by more consistently locking on m_UrlMap
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can trigger an exception is the URL was being removed at the same time.
This involves three steps
1) Return gracefully in UrlModule.HttpRequestHandler() instead of throwing an exception when the url cannot be found in its index
2) Return true instead of false in HasEvents() if no matching request is found in the map. This call will only happen in the first place for raced requests.
3) Return a 404 in GetEvents() if the request is not in the index, rather than a blank 200 OK.
Many thanks to Tom Haines in http://opensimulator.org/mantis/view.php?id=6051 for doing some of the work on this.
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AttachmentsModule.UpdateAttachmentPosition() in order to avoid a hud update race condition.
Previously, setting IsAttachment to false then true was necessary to serialize the updated attachment object information.
However, UpdateAttachmentPosition no longer does this update.
Whilst IsAttachment is set to false there is a race condition where the update thread can wrongly send hud object updates to clients that do not own the hud, resulting in screen artifacts.
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attachment item setup
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Conflicts:
OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
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It's a valid configuration not to have these modules, but I think it's still worth logging the fact that certain permissions won't work (always return true)
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to debug
It's perfectly okay not to have this section.
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are starting up
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max_external_urls_per_simulator, which is what it was meant to be
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configuration of how many urls can be set up by llRequestURL()
Defaults remains as 100.
This setting is per simulator instead of per region due to how the url script module is structured.
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scattering them over other categories
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desired port.
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
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AttachmentsModule
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disappear for other avatars.
We do this by sending a kill message for that object to all other avatars apart from the one that has the hud.
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point. HUDs attachment points are private.
Change SOP.SendFullUpdateToClient() and SoundModule.PlayAttachedSound() to use this rather than different magic number formulations.
This also corrects a bug in PlayAttachedSound() where the code assumed that all attachment points over 30 were HUDs.
It appears this is no longer true with Neck and Root (Avatar Center)
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
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rather than scanning all scene for the presence with the right id
Stop checking IsLoggingOut on these listeners, if called with a root agent then we always want to perform these actions.
This covers cases where the client is closed due to manual kick, simulator shutdown, etc.
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available on IClientAPI.SceneAgent rather than retrieving it again by scanning all scenes.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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ETM.DoTeleport() if an agent needs closing.
This is always done as part of Scene.RemoveClient()
Also refactors try/catching in Scene.RemoveClient() to log NREs instead of silently discarding, since these are useful symptoms of problems.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
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it altogether. Allow a maximum of three uses before the restart goes through.
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URLs to banned clients.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
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Also change code to grab the agent asset transaction module once.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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positions.
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Conflicts:
OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
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module
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name and make it easier to distinguish between map image modules.
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we've finished with them.
This might help with memory leakage issues though I suspect it won't.
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file when loaded from a stream.
Fixes a bug introduced 2 weeks ago in 67ebe80
Thanks to Plugh for pointing this out.
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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arbitrary stats.
If active, the physics module can return arbitrary stat counters that can be seen via the MonitoringModule
(http://opensimulator.org/wiki/Monitoring_Module)
This is only active in OdeScene if collect_stats = true in [ODEPhysicsSettings].
This patch allows OdeScene to collect elapsed time information for calls to the ODE native collision methods to assess what proportion of time this takes compared to total physics processing.
This data is returned as ODENativeCollisionFrameMS in the monitoring module, updated every 3 seconds.
The performance effect of collecting stats is probably extremely minor, dwarfed by the rest of the physics code.
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