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path: root/OpenSim/Region/Framework/Scenes/SceneGraph.cs (follow)
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* Remove AgentID and GroupOD from the signature of SOG.Copy(). They were neverMelanie Thielker2010-06-281-1/+1
| | | | used, but made for a very mispleading read of the code in the callers.
* Fix Copy on Ray, Drag Copy and other little things. Removed the wrong andMelanie Thielker2010-06-281-1/+1
| | | | | | | nonworking ownership assignment in SOG, which messed things up before. No longer trust the client to send the ID of the person something is copied as, since it allows to run a script with someone else's permissions. Properly adjust inventory ownership and perms.
* Make drag copy and copy-on-ray handle friends list perms properlyMelanie Thielker2010-06-271-0/+22
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* Add new event: OnChangedBackupTom Grimshaw2010-06-251-0/+11
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* Merge branch 'careminster-presence-refactor' of ↵Tom Grimshaw2010-06-251-6/+7
|\ | | | | | | ssh://3dhosting.de/var/git/careminster into careminster-presence-refactor
| * Merge branch 'master' into careminster-presence-refactorMelanie2010-06-251-6/+7
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| | * stop KeyNotFoundException() being thrown in RemoveScenePresence if the agent ↵Justin Clark-Casey (justincc)2010-06-251-6/+7
| | | | | | | | | | | | | | | | | | isn't present in the presence dictionary the code to do this was there but was being circumvented by newmap[agentID] before the check actually took place
* | | Add two events: OnAttachToBackup and OnDetachFromBackup.Tom Grimshaw2010-06-251-0/+26
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* | Merge branch 'master' into careminster-presence-refactorMelanie2010-06-091-0/+37
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| * Refactor SendCoarseLocations for better performance. Instead of computing ↵Dan Lake2010-06-081-0/+37
| | | | | | | | list of all locations fresh for every scene presence on every frame, we will instead compute the list once every 50 frames and send to all connected presences at that time. Also, we only add 60 items to the list when there are more than 60 presences in the scene. For 1000 users, this change yields a 99.8% reduction in list processing and a 98% reduction in network bandwidth for coarse locations.
* | Merge branch 'master' into careminster-presence-refactorMelanie2010-06-081-3/+7
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| * Reduce number of full updates sent on region crossing for attachments/huds ↵Justin Clark-Casey (justincc)2010-06-081-3/+7
| | | | | | | | | | | | | | | | | | to 1 from 3 This is one step towards reducing hud glitches on region crossing, since the viewer fails to display prims if it receives child full updates before the root prim full update This commit also introduces a mechanism in LLClientView to stop child attachment updates ever going out before the root one This is a very temporary mechanism and will be commented out when the next step of the fix (to give root prims higher udpate priority) is committed This code is a foreport from the equivalent changes in 0.6.9-post-fixes
| * Fix create selection getting overwritten by multiple updates for the same prim.Melanie Thielker2010-05-311-1/+1
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* | Fix create selection getting overwritten by multiple updates for the same prim.Melanie Thielker2010-05-311-1/+1
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* | Implement suspended updates - When an operation is occurring on lots of ↵Tom Grimshaw2010-05-291-11/+36
| | | | | | | | prims in a single group, don't schedule any updates until the operation has completed. This makes things like llSetAlpha(LINK_SET,0.0,ALL_SIDES); a *lot* faster, more efficient and less buggy, and also makes unlinking a lot better. Linking is still treacherous.. this needs to be analysed.
* | Merge branch 'master' into careminster-presence-refactorMelanie2010-05-211-45/+48
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| * rearrange SceneGraph.AddSceneObject() to return earlier if an object with ↵Justin Clark-Casey (justincc)2010-05-211-53/+49
| | | | | | | | | | | | that uuid is already in the scene this means that we don't perform pointless work
| * Fix a problem where SceneGraph.AddSceneObject() would return false on ↵Justin Clark-Casey (justincc)2010-05-211-7/+14
| | | | | | | | | | | | successfully adding an object rather than true, in defiance of its method documentation This meant that the returns were inconsistent - false would be returned both for various scene object failure conditions (e.g. root part was null) and if the object was successfully added.
| * Refactor scene presence list for lockless iteration. Lock contention will ↵Dan Lake2010-05-151-61/+53
| | | | | | | | now only be for simultaneous add/removes of scene presences from the scene.
| * Fix link security issueMelanie2010-04-301-32/+9
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* | Refactor scene presence list for lockless iteration. Lock contention will ↵Melanie2010-05-211-82/+49
| | | | | | | | now only be for simultaneous add/removes of scene presences from the scene.
* | Optimise the heavily used GetScenePresences; eliminate the array->list ↵Tom Grimshaw2010-05-121-8/+48
| | | | | | | | conversion on every call and transition from hard locks to ReaderWriter locks.
* | Merge branch 'careminster' into careminster-presence-refactorMelanie2010-04-301-32/+9
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| * \ Merge branch '0.6.9-post-fixes' into careminsterMelanie2010-04-301-32/+9
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| | * | Fix link security issueMelanie2010-04-301-32/+9
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| * | | Merge branch '0.6.9-post-fixes' into careminsterMelanie2010-04-051-21/+41
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| | * | Fix bug where approximately half the time, attachments would rez only their ↵Justin Clark-Casey (justincc)2010-03-091-21/+41
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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. Backport from head.
| * | | Merge branch '0.6.9-post-fixes' into careminsterMelanie2010-03-061-1/+10
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* | | | Merge branch 'master' into careminster-presence-refactorMelanie2010-04-191-3/+2
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| * | | All scripts are now created suspended and are only unsuspended when the objectMelanie2010-04-191-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | is fully rezzed and all scripts in it are instantiated. This ensures that link messages will not be lost on rez/region crossing and makes heavily scripted objects reliable.
| * | | refactor: crudely move DetachSingleAttachmentToGround() over to the ↵Justin Clark-Casey (justincc)2010-04-161-3/+1
| | | | | | | | | | | | | | | | AttachmentsModule
* | | | Merge branch 'master' into careminster-presence-refactorMelanie2010-03-301-107/+79
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| * | | Renamed TryGetAvatar to TryGetScenePresence on SceneManager, SceneBase, ↵Dan Lake2010-03-191-1/+1
| | | | | | | | | | | | | | | | Scene and SceneGraph. This was the only change in this patch to keep it isolated from other recent changes to the same set of files.
| * | | Cleaned up access to scenepresences in scenegraph. GetScenePresences and ↵Dan Lake2010-03-191-107/+79
| | | | | | | | | | | | | | | | GetAvatars have been removed to consolidate locking and iteration within SceneGraph. All callers which used these to then iterate over presences have been refactored to instead pass their delegates to Scene.ForEachScenePresence(Action<ScenePresence>).
* | | | 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
| | | | | | | | | | | | | | | | AttachmentsModule
| * | | 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>