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* Merge branch 'master' into careminster-presence-refactorMelanie2010-03-181-63/+130
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| * Inconsistent locking of ScenePresence array in SceneGraph. Fixed by ↵Dan Lake2010-03-171-63/+130
| | | | | | | | | | | | eliminating option to return the actual list. Callers can now either request a copy of the array as a new List or ask the SceneGraph to call a delegate function on every ScenePresence. Iteration and locking of the ScenePresences now takes place only within the SceneGraph class. This patch also applies a fix to Combat/CombatModule.cs which had unlocked iteration of the ScenePresences and inconsistent try/catch around the use of those ScenePresences.
* | Merge branch 'master' into careminster-presence-refactorMelanie2010-03-151-88/+0
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| * refactor: move RezSingleAttachmentFromInventory() from SceneGraph to ↵Justin Clark-Casey (justincc)2010-03-121-53/+0
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| * refactor: move client invoked AttachObject from SceneGraph to AttachmentsModuleJustin Clark-Casey (justincc)2010-03-121-35/+0
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* | Merge branch 'master' into careminster-presence-refactorMelanie2010-03-061-128/+5
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| * refactor: Move DetachSingleAttachmentToInv to region moduleJustin Clark-Casey (justincc)2010-03-061-34/+1
| | | | | | | | need to rationalize method names later
| * refactor: begin to move attachments code into a region moduleJustin Clark-Casey (justincc)2010-03-051-82/+4
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* | Merge branch 'master' into careminster-presence-refactorMelanie2010-03-041-10/+36
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| * Fix bug where approximately half the time, attachments would rez only their ↵Justin Clark-Casey (justincc)2010-03-031-10/+33
| | | | | | | | | | | | | | | | root prim until right clicked (or otherwise updated). The root cause of this problem was that multiple ObjectUpdates were being sent on attachment which differed enough to confuse the client. Sometimes these would eliminate each other and sometimes not, depending on whether the scheduler looked at the queued updates. The solution here is to only schedule the ObjectUpdate once the attachment code has done all it needs to do.
| * Actually make EventManager.OnAttach() fire when an object is attached. ↵Justin Clark-Casey (justincc)2010-03-031-0/+3
| | | | | | | | Previously, only detach was firing!
* | Merge branch 'master' into careminster-presence-refactorMelanie2010-03-031-17/+26
|\ \ | |/ | | | | This brings careminster on the level of master. To be tested
| * Merge branch 'master' into presence-refactorMelanie2010-02-221-1/+1
| |\ | | | | | | | | | This brings presence-refactor up to master again
| | * Formatting cleanup.Jeff Ames2010-02-151-1/+1
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| * | Merge branch 'master' into presence-refactorMelanie2010-02-151-0/+9
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| | * Revolution is on the roll again! :)Revolution2010-02-141-0/+9
| | | | | | | | | | | | | | | | | | | | | | | | Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events). Direct flames and kudos to Revolution, please Signed-off-by: Melanie <melanie@t-data.com>
| * | Merge branch 'master' into presence-refactorMelanie2010-02-081-16/+40
| |\ \ | | |/ | | | | | | | | | This was a large, heavily conflicted merge and things MAY have got broken. Please check!
| | * Revert "change position of OnAttach event firing so that this also happens ↵Melanie2010-02-041-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | when a user teleports into a region" The behavior introduced here is not compatible with SL This reverts commit b6bee4999c9d238a052022f105069ea4eb85f8f4.
| | * change position of OnAttach event firing so that this also happens when a ↵Justin Clark-Casey (justincc)2010-02-031-2/+1
| | | | | | | | | | | | user teleports into a region
| * | * HGScene is no more.Diva Canto2010-01-301-17/+23
| | | | | | | | | | | | * Moved a few key inventory access methods from Scene.Inventory to an IInventoryAccessModule module
* | | Merge branch 'master' into careminsterMelanie2010-02-021-25/+55
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| * | Actually make EventManager.OnAttach() fire when an object is attached. ↵Justin Clark-Casey (justincc)2010-02-011-0/+3
| | | | | | | | | | | | Previously, only detach was firing!
| * | Don't try to start attachment scripts or send updates if the attachment ↵Justin Clark-Casey (justincc)2010-02-011-25/+52
| |/ | | | | | | itself has been unsuccessful
| * Experimental: Remove explicit property sendsMelanie2009-12-061-11/+11
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| * Skip single prims in unlink selectionsMelanie2009-12-061-8/+11
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| * Change locking to not mix explicit Monitor.* calls with lock()Melanie2009-12-061-2/+12
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| * Lock updates out while linking and unlinkingMelanie2009-12-061-121/+134
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| * Eliminate multiple updates on link/unlinkMelanie2009-12-061-0/+2
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* | Make sure that we're not bounds checking attachments. 'Cos otherwise your ↵CasperW2009-12-261-2/+2
| | | | | | | | hair will end up on your bum. Seen that before?
* | Recover out-of-region objects during db load.Kitto Flora2009-12-241-0/+24
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* | Should not commit without compilingroot2009-12-221-1/+1
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* | Jumped the gun...root2009-12-221-1/+1
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* | Allow 100ms for scripts to run attach(NULL_KEY) on detachroot2009-12-221-0/+12
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* | Experimental: Remove explicit property sendsMelanie2009-12-061-11/+11
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* | Skip single prims in unlink selectionsMelanie2009-12-061-8/+11
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* | Change locking to not mix explicit Monitor.* calls with lock()Melanie2009-12-061-2/+12
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* | Lock updates out while linking and unlinkingMelanie2009-12-061-121/+134
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* | Eliminate multiple updates on link/unlinkMelanie2009-12-061-0/+2
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* | undo previous changesdahlia2009-11-131-1/+1
| | | | | | | | | | add a GetGroupByPrim() method to Scene.cs delete a redundant method
* | expose SceneGraph.GetGroupByPrim(UUID)dahlia2009-11-131-1/+1
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* Small performance tweaks to code called by the heartbeat loopJohn Hurliman2009-10-281-5/+9
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* Experimental change to use an immutable array for iterating ScenePresences, ↵John Hurliman2009-10-231-76/+84
| | | | avoiding locking and copying the list each time it is accessed
* Merge branch 'master' into vehiclesMelanie2009-10-221-22/+10
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| * * Change Util.FireAndForget to use ThreadPool.UnsafeQueueUserWorkItem(). ↵John Hurliman2009-10-191-3/+9
| | | | | | | | | | | | | | | | | | | | | | | | | | | | This avoids .NET remoting and a managed->unmanaged->managed jump. Overall, a night and day performance difference * Initialize the LLClientView prim full update queue to the number of prims in the scene for a big performance boost * Reordered some comparisons on hot code paths for a minor speed boost * Removed an unnecessary call to the expensive DateTime.Now function (if you *have* to get the current time as opposed to Environment.TickCount, always use DateTime.UtcNow) * Don't fire the queue empty callback for the Resend category * Run the outgoing packet handler thread loop for each client synchronously. It seems like more time was being spent doing the execution asynchronously, and it made deadlocks very difficult to track down * Rewrote some expensive math in LandObject.cs * Optimized EntityManager to only lock on operations that need locking, and use TryGetValue() where possible * Only update the attachment database when an object is attached or detached * Other small misc. performance improvements
| * Committing the second part of Jim Greensky @ Intel Lab's patch, ↵John Hurliman2009-10-171-1/+1
| | | | | | | | re-prioritizing updates
| * Object update prioritization by Jim Greensky of Intel Labs, part one. This ↵John Hurliman2009-10-151-1/+0
| | | | | | | | implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
| * * Removed some of the redundant broadcast functions in Scene and SceneGraph ↵John Hurliman2009-10-151-17/+0
| | | | | | | | | | | | | | | | so it is clear who/what the broadcast is going to each time * Removed two redundant parameters from SceneObjectPart * Changed some code in terse update sending that was meant to work with references to work with value types (since Vector3 and Quaternion are structs) * Committing a preview of a new method for sending object updates efficiently (all commented out for now)
* | Merge branch 'master' into vehiclesMelanie2009-10-151-19/+9
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| * Optimized heartbeat by calling Update() only on updated objects.Dan Lake2009-10-131-19/+9
| | | | | | | | | | | | | | | | During the heartbeat loop, Update() is called on every SceneObjectGroup which in turn checks if any SceneObjectPart has changed. For large regions (> 100k prims) this work consumes 20-30% of a CPU even though there are only a few objects updating each frame. There is only one other reason to check every object on every frame, and that is the case where a script has registered the object with an "at target" listener. We can easily track when an object is registered or unregistered with an AtTarget, so this is not a reason to check every object every heartbeat. In the attached patch, I have added a dictionary to the scene which tracks the objects which have At Targets. Each heartbeat, the AtTarget() function will be called on every object registered with a listener for that event. Also, I added a dictionary to SceneGraph which stores references to objects which have been queued for updates during the heartbeat. At each heartbeat, Update() is called only on the objects which have generated updates during that beat.
| * Revert "Rewrote parts of the code that were double-locking different ↵Melanie2009-10-071-23/+13
| | | | | | | | | | | | objects. This is about half of the code base reviewed." This reverts commit e992ca025571a891333a57012c2cd4419b6581e5.