| Commit message (Collapse) | Author | Age | Files | Lines |
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code readability
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scene, iterate over an unlocked list instead
Previously, deadlock was possible because deleting a group took a SOG.Children lock then an m_entityUpdates.SyncRoot lock in LLClientView
At the same time, a thread starting from LLClientView.ProcessEntityUpdates() could take an m_entityUpdates.SyncRoot lock then later attempt to take a SOG.Children lock in PermissionsModule.GenerateClientFlags() and later on
Taking a children list in SOG appears to be a better solution than changing PermissionsModule to not relook up the prim. Going the permission modules root would require that all downstream modules not take a SOG.Children lock either
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ssh://3dhosting.de/var/git/careminster into careminster-presence-refactor
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This can get very spammy with regularly changing objects. Please uncomment if required.
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various points in the main scene loop and associated methods
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being migrated to AttachmentsModule
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position on backup. This way, ant object that has been moved will be
checked for ghost prims as soon as it is persisted.
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The modules will need to be updated for this to compile and run again. Please
don't use until I do the companion commit to modules later on.
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* Removed StorageManager
* CONFIG CHANGE: There are no more database settings in OpenSim.ini. Check the config-include configuration files for region store and estate store database settings
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prevented passwords from being echoed after enter is pressed.
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avoid repeated requests for missing avatar IDs
* Updated to OpenMetaverse r3442 to fix a timezone issue with ExpiringCache
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then adjust the inventory items to point to the new uuid as well
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object out of the scene and then put it back in.
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Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion.
This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart).
However, DeRezObjects() deleted to user inventory, which is required by llDie() or direct region module unlink and deletion.
Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path.
Uncommented TestDelinkPersistence() since this now passes.
Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
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Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion.
This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart).
However, DeRezObjects() deleted to user inventory, which is not required by llDie() or direct region module unlink and deletion.
Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path.
Uncommented TestDelinkPersistence() since this now passes.
Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
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by deletion of a linked part
This test is temporarily not running since it currently fails due to a bug in this area
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Remove no-arg backup method for simplicity as it only make sense to call non-forced backup internally
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linked prim
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Added a MockRegionDataPlugin to do in-memory persistence for tests since adding this to OpenSim.Data.Null.NullDataStore doesn't seem appropriate
NullDataStore can do nothing because OpenSim only ever retrieve region objects from the database on startup. Adding an in-memory store here would be unecessary overhead.
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modules need to see it (Search!) even if it comes in via CAPS
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ssh://3dhosting.de/var/git/careminster into careminster-presence-refactor
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of prims anymore. The behavior now matches SL and can be used to link
vendor prims for transport
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modules need to see it (Search!) even if it comes in via CAPS
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folder up from connectors into Scene.Inventory.cs
This fixes the problem for all architectures (hg as well as local and grid) and means we don't have to dupe code between connectors.
Not ideal in that it becomes non-modular, but methods in Scene.Inventory.cs should eventually be modularized anyway.
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The agentID in AddInventoryItem(UUID agentID, InventoryItemBase item) is redundant since it's contained in item.Owner, and it doesn't make sense for agentID != item.Owner, hence the method is deprecated.
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