| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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justincc's original work. Sample scripts before doing so. Also refactor some
crucial common code and eliminate parameters that were only ever used with
the same constant value.
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justincc's original work. Sample scripts before doing so. Also refactor some
crucial common code and eliminate parameters that were only ever used with
the same constant value.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
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This currently only does a relatively crude check for a ScriptState node in the serialized xml
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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directly instead of an item ID to then shuffle through attachments, saving CPU busywork.
Almost all callers already had the sog to hand.
Still checking that it's really an attachment, but now by inspecting SOG.AttachedAvatar
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
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AttachmentsModule.
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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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positions.
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Conflicts:
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
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handlers for attachments to call public interface and rearranged module file into sections
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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converted back and forth between ScenePresence and IClientAPI. More to be done still.
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Conflicts:
OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
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It's not appropriate for code outside the attachments module to call this.
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IScenePresence.AttachmentsSyncLock object
Attach and detach packets are processed asynchronously when received from a viewer.
Bugs like http://opensimulator.org/mantis/view.php?id=5644 indicate that in some situations (such as attaching/detaching entire folders of objects at once), there are race conditions between these threads.
Since multiple data structures need to be updated on attach/detach, it's not enough to lock the individual collections.
Therefore, this commit introduces a new IScenePresence.AttachmentsSyncLock which add/remove operations lock on.
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IAttachmentsModule.RezSingleAttachmentFromInventory() with the updateInventoryStatus switch, since this is never called with false
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This adds an incomplete IScenePresence to match ISceneEntity
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object group direct
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DetachSingleAttachmentToInv() for consistency and to reflect it's actual behaviour
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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.
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previous attachments from the scene.
Addresses http://opensimulator.org/mantis/view.php?id=5636
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used by a 3rd party region module and contains non-obvious attachment specific code
There are no functional changes. UpdateAttachmentPosition() is adapted to the new approach of only saving attachment state on logout
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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.
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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.
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will have changed and for real usability, we need to save it. It bloats
assets, but that can't be avoided.
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No core module is calling and it makes more sense to call methods such as AttachObject() which attach both to the avatar and update inventory appropriately
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The modules will need to be updated for this to compile and run again. Please
don't use until I do the companion commit to modules later on.
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Scene.UpdatePrimPosition() and move into AttachmentsModule
This allows region modules to change attachment positions.
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Clean up use of AttachObject throughout, reduce number of overloads
and number of parameters
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Clean up use of AttachObject throughout, reduce number of overloads
and number of parameters
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