| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneViewer.cs
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prim update to only triple queuing. Existing method was:
1. Schedule prim for update, adding to scene update list
2. Update on SOGs during heartbeat queues update onto each SceneViewer
3. Update on SPs during heartbeat queues update onto each IClientAPI
4. ProcessEntityUpdates queues updates into UDP send stack
Now the SceneViewer has been eliminated so updates are scheduled at any
time and then put onto the IClientAPI priority queues immediately during
SceneGraph.UpdateObjectGroups.
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relationship.
Rename IFriendsModule.AddFriend() to AddFriendship()
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
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endings from previous commit.
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scene presence by client ID.
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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.
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Allows you to stand an NPC that has sat.
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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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 :)
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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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AvatarFactoryModule.Initialize()
This is never null
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5035).
Using the RemoteAdmin API to close then recreate a region would fail if the estate name had not changed. If the estate name /was/ changed then the existing estate would be renamed rather than a new one being created. The problem really arose from a lack of distinction in the data storage layer between creating new estates and loading existing ones.
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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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m_pendingObjects lock in order to avoid the race condition seen by danbanner in http://opensimulator.org/mantis/view.php?id=5669
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IAttachmentsModule.RezSingleAttachmentFromInventory() with the updateInventoryStatus switch, since this is never called with false
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This was happening because we were using the source avatar's item IDs in the clone appearance.
Switch to using the asset IDs of attachments instead for NPCs.
The InventoryAccessModule and AttachmentModule had to be changed to allow rezzing of an object without an associated inventory item.
Hopefully goes some way towards resolving http://opensimulator.org/mantis/view.php?id=5653
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The approach here, as in other parts of OpenSim, is to return a copy of the list rather than the attachments list itself
This prevents callers from forgetting to lock the list when they read it, as was happening in various parts of the codebase.
It also improves liveness.
This might improve attachment anomolies when performing region crossings.
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This adds an incomplete IScenePresence to match ISceneEntity
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Assets have to be marked non-local as well as non-temporary to persist. This is now done.
Hopefully addresses http://opensimulator.org/mantis/view.php?id=5660
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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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