| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
use this abstraction.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
|Date: Wed, 5 Aug 2009 09:51:52 -0700
|Subject: [PATCH] Closed two major memory leaks for scripted objects
|
|Two major memory leaks for the scripted objects were fixed
|- One leak had to do with remoting acrossing app domains. When a script and
| its controlling agent communicate across an application boundary, it calls
| functions on a stub proxy object that then invokes the remote method on
| the object in the other app domain. These stub objects (two for each script)
| were setup to have infinate lifetimes and were never being garbage collected.
|- The second leak was the result of adding a scene object part instance method
| to a scene event and never removing it. This cause the event's delegate list
| to maintain a link to that object which is then never freed as the scene event
| object is never destroyed.
Patch applied, please direct feedback to me. Possible issue: Longtime idle
scripts like vendors may fail.
|
| |
|
|
|
|
| |
Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
[1] Added a new OnAttach event to Scene/EventManager
[2] Hooked up existing attach event handler in XEngine.
[3] Modified SceneGraph and Scene.Inventory to trigger
attach events at the appropriate places. I was forced
to distribut the changes across two files because of
the way attach processing is distributed across the
two files.
[4] In the case of RezSingleAttachmentFromInventory it is
necessary to handle event scheduling in a special way.
There is no synchronous path available, so the fact
that this object is attached, and who it is attached to,
is cached when the ScriptInstance is created. When
the script is started, the attached handler is driven
after on_rez (but before changed, this should be reviewed).
Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
|
|
|
|
| |
allow final deletion of objects. Meant to support the attach(NULL_KEY) event,
|
| |
|
|
|
|
|
|
| |
Fixes Mantis #3946
|
|
|
|
|
|
|
|
| |
* Uses mantis #3811 as a base (thanks jhuliman) with changes.
* E-mail regarding interface changes sent to the opensim-dev list
* Archive: https://lists.berlios.de/pipermail/opensim-dev/2009-July/007219.html
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
module interface. This fixes an issue where region references were being added but weren't being deleted,
causing those "unnotified circuit" messages.
* Also fixes tests accordingly
- Fixes Mantis #3452
- Fixes Mantis #3388
- Fixes Mantis #3871
- Related to Mantis #3493
|
|
|
|
|
|
| |
* Commented logic that wasn't being used.
* This should fix the errors in OdeScene.near
|
|
|
|
|
|
|
|
|
| |
a raycast test safely.
* Test for prim obstructions between the avatar and camera. If there are obstructions, inform the client to move the camera closer. This makes it so that walls and objects don't obstruct your view while you're moving around. Try walking inside a hollowed tori. You'll see how much easier it is now because your camera automatically moves closer so you can still see.
* Created a way to know if the user's camera is alt + cammed or just following the avatar.
* Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)
|
|
|
|
|
|
|
| |
* Fixes scaling a group in some situations.
* fixes mantis #3886
* Thanks jonc!
|
|
|
|
| |
attachments on teleport.
|
|
|
|
|
|
| |
* fixes mantis #3896
* fixes mantis #3898
|
|
|
|
|
|
|
|
|
| |
linkset, made each of those prims rotate around its own centre rather than around the geometric centre of the selection like they should do (and like the client expects).
This involved adding a new OnUpdatePrimSingleRotationPosition event to IClientAPI so that we can get the changed position from the client.
Btw adding new events to IClientAPI is really tedious where you have to copy the change across to at least 5 or 6 other files.
[Note this doesn't fix the bug where any rotation changes to the root prim (but not the whole linkset) cause rotation errors on the child prims.]
|
|
|
|
|
|
|
|
|
|
|
|
| |
manipulates the physics Scene.cs
* Remove the draconic locking around adding an avatar to the Scene
* Handle an extreme error case when border crossing fails and user uses map to teleport to a different region on the same instance causing control commands to go to a child agent.
* Make the Set Appearance method use the proper 'remove from physics scene' method.
* It *may* help border crossings.
* It *may* help the 'on avatar rez' lag, that people have been seeing the past week.
* It may also cause physics to crash more often on failed teleports (though.. I think I got the cases covered).
|
|
|
|
|
|
| |
Fixes Mantis #3893
|
|
|
|
| |
if the collisions will affect health if the avatar is invulnerable. (saves 3 loops)
|
|
|
|
| |
revision until further testing can be done.
|
| |
|
|
|
|
|
|
|
| |
correctly.
So next step is to clean up that code and wait for bug reports.
|
| |
|
|
|
|
|
| |
Still more work needed to get linksets to rezz correctly (not in the ground)
|
| |
|
| |
|
| |
|
|
|
|
| |
containing all the prims in the group is used for working out the rezzing point. So that none of the child prims are underground. Or at least thats what it is meant to do, still needs more testing and there are still some issues with link sets getting rezzed too high above the ground/target prim.
|
|
|
|
|
|
|
| |
or half in the prim they are being rezzed on top off. This is currently only correct for single prims (not link groups) and unrotated prims. Next step is to fix for link sets and rotated prims.
This needs a lot more testing to find use cases where it might be wrong (like half way up a hill?)
|
|
|
|
| |
event trigger rather than triggering the event once for every localid in the derez packet.
|
|
|
|
|
|
|
| |
them troubleshooting options and telling them to restart the simulator. This situation, hopefully is temporary and generates an exception when sqlite users first start OpenSimulator because of an unexpected condition in the database layer. Restart and all is well.
* Added a user friendly message to the 'No IInventoryService available' condition with troubleshooting options.
|
|
|
|
| |
joint rotation quaternion and provides a property so consumer doesn't have to.
|
| |
|
|
|
|
|
|
|
|
| |
The patch included updates the root and child prims' AttchedAvatar
with the right UUID. It also cleans the AttachedAvatar properties
for the root and child prims on Drop and Detach
|
|
|
|
| |
side created objects
|
|
|
|
|
|
|
|
| |
Attached is a patch that changes the oar file saving of creation date/time to an integer
instead of a string. I did this after justincc emailed me saying there is a problem
with internationalisation doing it the old way and I said I'd fix it. Its been
tested with MySQL and I've made the changes for MSSQL but that hasn't been well tested.
|
|
|
|
| |
any need for a list, as only the last entry in it was acted on. So it now has a single NewForce m_nextVelocity , which is updated (rather than a NewForce object being created every AgentUpdate). So as well as cutting out all the adds and clearing of the list, it also removes the creation of upto 100+ new objects per second per avatar.
|
| |
|
| |
|
|
|
|
|
|
|
| |
from ScenePresence into ISceneViewer/SceneViewer. Currently ScenePresence "has" a ISceneViewer, although if we had a proper Node based scenegraph then it would most likely be attached directly to the nodes.
By extracting this code, it should make it easier to experiment with different ways of managing the update process. [Next step to make this module based, could be to create a SceneViewerFactoryModule]
|
|
|
|
| |
everyone that the so called "forces" are actually velocities.
|
|
|
|
|
|
|
| |
ScenePresence.m_forcesList, so it used the List.Clear method rather than doing a loop through the list and manually removing each item. Thanks dslake.
I also fixed the issue where the code also loops through the m_forcesList and copies each force to the ScenePresence's movementVector. Which resulted in only the last force in the list actually be acted on. As each copy overrode the last one. So now it only copies the last force in the list.
|
|
|
|
|
|
|
| |
This may fix the Mantii where individual prims ctrl-z to nirvana, but
it's not tested.
|
| |
|
| |
|
|
|
|
| |
yes? Panda happy, eh?
|
| |
|
|
|
|
|
|
| |
* Changed some fields to protectesd to enable faking
|
| |
|