| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|\ |
|
| |\
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/Framework/Scenes/CollisionSounds.cs
|
| | | |
|
| | |
| | |
| | |
| | |
| | | |
Changes to the scenes dictionary are exceedingly rare and using atomic
operations makes the chance of collisions nearly nil in any case.
|
| |/ |
|
|\ \
| |/ |
|
| |\ |
|
| | | |
|
| | |
| | |
| | |
| | | |
resonable value ( 1m);
|
| | |
| | |
| | |
| | | |
similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added)
|
| | | |
|
| | |
| | |
| | |
| | | |
sound. Included in coment full assimetric ( since seems we have files for it now ) case with some uuids
|
| | |
| | |
| | |
| | | |
parts also
|
| | | |
|
| | |
| | |
| | |
| | | |
prim entry messed it up.
|
| |\ \
| | |/
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/Framework/Scenes/CollisionSounds.cs
|
| | |
| | |
| | |
| | | |
of funtions ).
|
| |/ |
|
|\ \
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
OpenSim/Data/MySQL/Resources/RegionStore.migrations
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
been closed not before.
If this is done before then on ODE agent update calls still incoming can fail as they try to use a raycastmanager that has been disposed.
Bullet plugin does nothing on Dispose()
However, I wouldn't be at all surprised if individual region restarting was buggy in lots of other areas.
|
| | |
| | |
| | |
| | |
| | |
| | | |
SceneObjectPartInventory.GetInventoryItem(string)
Also gets llStopAnimation() to call KeyOrName rather than duplicating logic.
|
| | |
| | |
| | |
| | | |
at SceneObjectPartInventory.ApplyNextOwnerPermissions().
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
before the source region has finished cleaning up old agent data and structures.
If this is allowed, then the client usually gets forcibly logged out and data structures might be put into bad states.
To prevent this, the binary state machine of EMT.m_agentsInTransit is replaced with a 4 state machine (Preparing, Transferring, ReceivedAtDestination, CleaningUp).
This is necessary because the source region needs to know when the destination region has received the user but a teleport back cannot happen until the source region has cleaned up.
Tested on standalone, grid and with v1 and v3 clients.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
allow an immediate teleport back.
This is to help relieve a race condition when an agent teleports then immediately attempts to teleport back before the source region has properly cleaned up/demoted the old ScenePresence.
This is rare in viewers but much more possible via scripting or region module.
However, more needs to be done since virtually all clean up happens after the transit flag is cleared .
Possibly need to add a 'cleaning up' state to in transit.
This change required making the EntityTransferModule and HGEntityTransferModule per-region rather than shared, in order to allow separate transit lists.
Changes were also required in LocalSimulationConnector.
Tested in standalone, grid and with local and remote region crossings with attachments.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
console scene(s)
This includes prim count, script count, avatar count, etc.
Information is currently the same as "show stats", though show stats can only show one scene at a time because it listens for the latest outgoing stats packet (a bad approach that needs to change).
Might be better to tie this module into the other stats module to display arbitrary stats rather than fetching directly from scene.SimStatsReporter.
Console command is "show scene" because "show region" already exists for the grid service, which is unfortunate.
Might need to make a distinction between "scene" relating to a live scene and "region" relating to more static region data (url, coords, etc.)
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
llAttachToAvatar() or osForceAttachToAvatar() would wrongly have next permissions come into play when they detached that object and rezzed it in scene.
This is because the attachments module code was setting the 'object slam' bit by using PermissionMask.All
Solution here is to route the attachment item creation call through the existing inventory code in BasicInventoryAccessModule rather than copy/pasted code in AttachmentsModule itself.
|
| | | |
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
|
| | | |
|
| | |
| | |
| | |
| | | |
for the tip.
|
| | |
| | |
| | |
| | | |
Setting to allow use of landmarks to override telehub routing. Default is off.
|
| |\ \ |
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
agents
From sl docs such as http://community.secondlife.com/t5/English-Knowledge-Base/Managing-Private-Regions/ta-p/700115
agent should apply to avatars only.
This makes sense from a user perspective, and also from a code perspective since child agents with no physics or actions take up a fraction of root agent resources.
As such, the check is now only performed in Scene.QueryAccess() - cross and teleport check this before allowing an agent to translocate.
This also removes an off-by-one error that could occur in certain circumstances on teleport when a new child agent was double counted when a pre-teleport agent update was performed.
This does not affect an existing bug where limits or other QueryAccess() checks are not applied to avatars logging directly into a region.
|
|\ \ \ \
| | |_|/
| |/| | |
|
| | | |
| | | |
| | | |
| | | | |
without using the detailed collision position. (current error will be half max physical prim size). Moved some checks from sop to collisionSound code
|
| | | |
| | | |
| | | |
| | | | |
volumedetect collision
|
| | | | |
|
| | | | |
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
sec per part ???
|
| | | |
| | | |
| | | |
| | | | |
sounds with llCollisionSound("",...). UUID.Zero means defaults should be used. In case part has several scripts with confliting llCollisionSound result depende on exec order. Specially on reset the efect of "" depends on reset order, it should override the others. This is intermediate improve(?) since collisions sounds seem to need a deaper revision.
|
|\ \ \ \
| | |_|/
| |/| | |
|
| |\ \ \
| | |_|/
| |/| | |
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
TestSameSimulatorSeparatedRegionsCreateAgentFails()
|
| |/ / |
|
| | |
| | |
| | |
| | | |
test logging accidentally left in
|
| | | |
|
|\ \ \
| |/ / |
|