| Commit message (Collapse) | Author | Age | Files | Lines |
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OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
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database backup/update on the SceneObjectGroup.
This is now called at the beginning of DeRezObject, so we know the database is upto date before we attempt to delete a object.
Fix Mantis #1004
Which happened because Database backups don't happen if a object is still selected, so when you select a part in a link-set and then unlink it and then delete it, all without unselecting the prim at all. The unlink changes never get updated to the database. So then when the call to delete the prim from the database happens, which is called with the SceneObjectId. That SceneObjectId is never found, as the database still has that prim as part of another link set.
It is possible that these changes might have to be reverted and for us to find a different method of fixing the problem. If the performance overhead is too high or it causes any other problems.
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much point doing one without the other
* Shouldn't result in any deadlocks as I don't think there are any locks in the calling code
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* Add unit test assertions to check this
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* Adjusted existing link tests to reflect this and added some new assertions
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conditions with other parts changers
* This shouldn't provoke any deadlocks since the callers aren't taking any other locks beforehand
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been done by MemberwiseClone()
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* Ignored some gens
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functions have not been changed.
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That improves performance drastically, at least for Mono, as the
(de-)serializers can then be optimized (and won't use reflection anymore).
On my system, before this change de-/serialization took ~9s/9s, whereas
after the change it takes ~.5/.2s.
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persistance
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bug to go.. and that's editing multiple prim in a linkset at the same time. Don't try that now, as it'll bust the linkset.
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* Not out of the weeds yet. Rotating the root part with 'edit linked parts' still borks all child part rotations and rotating a selection of child parts with 'edit linked parts' still borks the position/rotation of the child parts selected
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On a call of llVolumeDetect(1) (or any other number !=0) volume
detection is enabled. Together with VD, the phantom flag is set to the GUI.
On a call of llVolumeDetect(0), vd detection is switched of again,
also the phantom state is removed. On a call to llSetState(STATE_PHANTOM,
false) while VD is active, also VD is switched off. The same is true for
unchecking the phantom flag via GUI. This allows to take back VD without
the need to script just by removing the phantom flag.
Things missing in this patch: persistance of the volume-detection flag.
This needs more discussion and will be included in another patch soon.
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is in the Tools menu available when editing an object
* This facility allows you to save changes to an object that you've rezzed into a region back into their original inventory item without having to take a copy of the rezzed
object.
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ODEPlugin and pipes them to their respective LSL method.
* NBody will need to be updated, this is an API change. Torque property and AddAngularForce
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mechanism to prevent prim loss. Preserve link order on sim restart
and drag copy. Fix drag-copied prims' inventories. Fix persistence
of child prim inventories.
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longer to be deleted
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the internals of the permissions module adapter sane
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* SceneObjectPartInventory.cs isn't a particularly good name but it's probably not got a long life
* A proper inventory interface to follow
* Parallel changes for other inventory partial classes to follow at a later date
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Attached is a patch which fixes mantis bug 2645 where scripts in child
prims
freeze after being unlinked from the root prim. This got introduced
some time after the 0.6 freeze. Have checked test suites
pass even after nant clean ;-)
http://opensimulator.org/mantis/bug_update_page.php?bug_id=2645
Also removes a redundant ResetIDs call
Regards,
Chris
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group
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client
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DeleteGroup() (except that is didn't lock the parts, which was a potential race condition)
* Removed fake delete code from LSL_Api.SetFlexi - this code was never activiated anyway and didn't appear to make much sense on the surface
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* This renders RootPart == null checks useless - the replacement is to check SOG.IsDeleted. However, in many cases this will not be necessary since updates to deleted parts
will not be sent to the client
* This should remove any remaining race conditions where an object is deleted while another thread is yet to obtain the root part to perform some operation
* Doing this is probably a necessary prerequisite to moving to a model without a separate SOG and SOP
* Unfortunately it's not possible to eliminate all RootPart == null checks since in some contexts it is currently used to check whether an object was created successfully
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overridden more easily. Specifically object creation from XML.
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the IM module and makes it into a module of it's own, which can be used by
all other modules. Removes some ugly hacks. Refer to the IM module to see
how it's used. Also fixes the persistence issue (Mantis #2598)
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objects better.
Objects will be persisted now MinimumTimeBeforePersistenceConsidered seconds
after the last change, but latest MaximumTimeBeforePersistenceConsidered after
the first change (both are configurable in OpenSim.ini.example and are set to
60 and 600 as default).
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on logout
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SceneGraph to make it more descriptive of its intended function
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part method
* miscellaneous doc/log message changes
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RootPart and adding the part separately
* Make RootPart read only
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* Decouple sog and sop by removing the need to pass the sog to the sop when it is created - most of the code was doing this operation (and hence duplicating it) anyway
* Remove unused constructors
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an avatar moves.
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* Send prim flags as booleans from LLClientView rather than in the native LL array
* Thanks idb
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* Was caused by the lack of a local id. Local ids are now given from the same sequence as prims, rather than a separate one
* I don't believe this will cause any problems, but please revert to a separate sequence if it does
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the verb at the front
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* These are assigned when the object is attached to the scene
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