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2011-04-28Stop CHANGED_INVENTORY firing twice if a notecard is edited in prim.Justin Clark-Casey (justincc)2-2/+9
Addresses http://opensimulator.org/mantis/view.php?id=5444 Fix is to stop the asset transaction calling UpdateInventoryItem() since the caller is doing it anyway, which is more correct. This did not effect scripts.
2011-04-28Fix a bug where physical objects rezzed with an initial velocity by script ↵Justin Clark-Casey (justincc)1-0/+6
do not receive this velocity. This is a minimal fix for the 0.7.1 release, pending a non copy/paste solution. This hopefully addresses http://opensimulator.org/mantis/view.php?id=5457 The bug was introduced in commit 3ba5eeb
2011-04-26network traffic reduction - decrease update frequency for moving avatars ↵dahlia1-10/+24
when velocity is unchanged
2011-04-26Add back the high prioritization for other avatars in theMic Bowman1-6/+8
BestAvatarResponsiveness prioritizer.
2011-04-25Fixed the transmission of throttles from root agent to childMic Bowman1-18/+15
agents. Child throttles are based on the number of child agents known to the root and at least 1/4 of the throttle given to the root.
2011-04-22Added a second immediate queue to be used for the BestAvatar policyMic Bowman1-4/+30
and currently used for all of an avatars attachments by the other policies. Also changed the way items are pulled from the update queues to bias close objects even more.
2011-04-21Implement agent limitsMelanie2-0/+25
2011-04-21minor: small amount of method doc and some commented out odds and endsJustin Clark-Casey (justincc)1-6/+15
2011-04-21Alter uuid gather so that it properly analyzes coalesced objects.Justin Clark-Casey (justincc)2-22/+43
This should correct save all the assets required for the items within the coalesced objects in an IAR. This should also correctly gather the items on hypergrid takes.
2011-04-20Added an "immediate" queue to the priority queue. This isMic Bowman1-2/+2
per Melanie's very good suggestion. The immediate queue is serviced completely before all others, making it a very good place to put avatar updates & attachments. Moved the priority queue out of the LLUDP directory and into the framework. It is now a fairly general utility.
2011-04-18refactor: rename DeleteToInventory() to CopyToInventory()Justin Clark-Casey (justincc)2-2/+19
DeleteToInventory() is misleading - it is the caller that decides whether to delete or not
2011-04-15get rid of all traces of the now used mock service infrastructureJustin Clark-Casey (justincc)2-4/+4
2011-04-15remove mock asset service for tests in favour of always using the real oneJustin Clark-Casey (justincc)1-1/+3
2011-04-15Make all the objects in a coalescence reappears after being loaded from an ↵Justin Clark-Casey (justincc)1-6/+41
IAR. This still doesn't work proprerly since some required textures/contained item assets might be missing. From pure code inspection, it looks like the uuid gatherer may get most asset uuids because the scene object serializer naively pulls non-root parts from all contained scene objects into one mega-object. However, root part uuids may well still be missing, and there may be other odd artifacts from this bug. It appears that storing the size of the coalescence and the offsets is redundant, since one can work out this information from the position data already in the scene object groups.
2011-04-14simplify coalesced object tests by using existing scene object set up utilsJustin Clark-Casey (justincc)1-7/+14
this change makes it possible to set an absolute position on a group before it is put into a scene.
2011-04-13Comment out the warning if the prioritizer runs without a fullyMic Bowman1-1/+5
initialized scene presence. Not sure why we are dumping updates to a client that isn't there yet...
2011-04-13First pass at moving object property requests into a queue similarMic Bowman2-13/+7
to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
2011-04-13Adjust the quanterions used in the rez coalsced object tests to get sensible ↵Justin Clark-Casey (justincc)2-1/+12
bounding box and offset numbers. Extend test to check position of objects in the rezzed coalescence.
2011-04-13refactor: move code to obtain the coalescence size and object offsets into ↵Justin Clark-Casey (justincc)2-15/+38
CoalescedSceneObjects from the serializer.
2011-04-13Add coalesced scene objects class and serializer. This is currently only ↵Justin Clark-Casey (justincc)5-4/+281
used by the TestRezCoalescedObject() regression test. This structure matches the existing one for SceneObjects and will allow code to be reused by the uuid gatherer, other tests, etc. Test is not yet fully implemented due to a bug in rezzing coalesced objects where they all get the same name as the item. Only one object should get the same name as the item, which appears to be the one selected last when the the objects were coalesced in the first place. This bug will be addressed shortly.
2011-04-12Bug fix in object serialization -- sculpt data was wrong.Diva Canto1-1/+1
2011-04-12First pass at moving object property requests into a queue similarMic Bowman2-13/+7
to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
2011-04-12refactor: simplify bRayEndIsIntersection boolean set from ↵Justin Clark-Casey (justincc)1-12/+1
RayEndIsIntersection byte
2011-04-12If an object is rezzed directly from a prim inventory then give it the ↵Justin Clark-Casey (justincc)1-1/+1
rotation it was stored with.
2011-04-12Allow a null rotation to be passed in to RezObject so that we can control ↵Justin Clark-Casey (justincc)1-7/+13
whether to use the serialized rotation or not. Not used yet.
2011-04-12First pass at moving object property requests into a queue similarMic Bowman2-13/+7
to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
2011-04-12Fix (add) ability to rez objects by dragging them out of another prim's ↵Justin Clark-Casey (justincc)1-5/+54
inventory. This should happen if the client supplies a task ID with the RezObject call. The rez goes through the same code as llRezObject(), so the same perms are applied. Rotation isn't yet preserved, this should be fixed shortly.
2011-04-11Make it more obvious when it happens that DLL plugin loading fails. Improve ↵Justin Clark-Casey (justincc)1-1/+2
exception output on Windows.
2011-04-10Changed the "not in scene" check in the prioritizier to justMic Bowman1-2/+3
a warning. There appears to be a race condition on slow logins that attempts to prioritize before the scene presence is fully initialized.
2011-04-10Fixed the prioritizer functions for the new priority queuesMic Bowman1-210/+82
2011-04-10Implements adaptive queue management and fair queueing forMic Bowman1-2/+69
improved networking performance. Reprioritization algorithms need to be ported still. One is in place.
2011-04-06Fix bug where on duplication, the root part local id was continually used in ↵Justin Clark-Casey (justincc)1-1/+1
populating the local id scene object index instead of each part's local id
2011-04-06Signal prim count taint if the AbsolutePosition of a scene object changes.Justin Clark-Casey (justincc)1-0/+2
This updates prim counts correctly if an object is moved by something other than an avatar (e.g. scripts, region modules) Create TestMoveOwnerObject() regression test for this case.
2011-04-05Change some text to make the autoreturn mechanism more obvious, and align ↵Justin Clark-Casey (justincc)2-3/+8
with the fact that it's one word rather than two.
2011-04-05remove now unused individual LandData prim counts.Justin Clark-Casey (justincc)1-14/+0
However, the calls to the land management module to record prims need to remain, since they were also being used to return owner object lists, etc. This is probably why prim counts were being done there in the first place.
2011-04-05Make the "All Estates" option work from the client (this makes chosen ↵Justin Clark-Casey (justincc)2-0/+12
changes to all the estates that the user owns). This applies to adding/removing estate users, groups, managers and bans. This is the application of the AllEstates_0.5.patch from http://opensimulator.org/mantis/view.php?id=5420 Thanks very much, Snoopy!
2011-04-04Fixed the prioritizer functions for the new priority queuesMic Bowman1-210/+82
2011-04-04Implements adaptive queue management and fair queueing forMic Bowman1-2/+69
improved networking performance. Reprioritization algorithms need to be ported still. One is in place.
2011-04-03Implement taking of coalesced objects.Melanie2-2/+11
WARNING!!!!! You can TAKE them, but you can't REZ them again. Only the first of the contained objects will rez, the rest is inaccessible until rezzing them is implemented. Also, rotations are not explicitly stored. This MAY work. Or not.
2011-04-03Make CHANGED_OWNER work for deeding and god-mode in-world changeMelanie1-0/+4
2011-04-01A stab at making CHANGED_OWNER workMelanie1-5/+5
2011-03-31Remove unused Datastore parameter from RegionInfo (legacy from early 2008)Justin Clark-Casey (justincc)2-3/+0
2011-03-28Implements adaptive queue management and fair queueing forMic Bowman1-2/+69
improved networking performance. Reprioritization algorithms need to be ported still. One is in place.
2011-03-26When an object is duplicated, add it to the full/local id SOG indexes as ↵Justin Clark-Casey (justincc)1-1/+29
well as Entities
2011-03-26When an object is duplicated, add the dupe to the uuid/local id indexes as ↵Justin Clark-Casey (justincc)1-1/+29
well as the basic entities list. Added a prim counts test to reinforce this - shift-copy was no incrementing prim count. This will sometime become a basic scene test. New code needs to be refactored so we just call SceneGraph.AddSceneObject(). This will happen in the near future. With this, basic owner prim counts on a single parcel appear to be working fine (with the same previous existing taint calls as used by the land management module). More work to do.
2011-03-26Make SceneGraph.ForEachSOG() execute once for each SOG, not once for each ↵Justin Clark-Casey (justincc)1-5/+25
prim (e.g. a SOG with 3 prims would have the action executed three times). To do this, a new SceneObjectGroupsByFullID index in SceneGraph which just index's prims by their root part UUID, in order to avoid the inefficiency of filtering existing lists. Existing callers to SceneGraph.ForEachSOG() did not fail due to the multiple per SOG action executions - they were probably just much less efficient. Code suggests that no callers expected ForEachSOG() to execute actions on sog multiple times
2011-03-26refactor: rename SOG collections in SceneGraph to make it clearer that they ↵Justin Clark-Casey (justincc)1-30/+30
are indexing each part's UUID, not just the root part.
2011-03-25Start using IPrimCounts populated by PrimCountModule instead of LandData ↵Justin Clark-Casey (justincc)3-223/+1
counts populated by LandManagementModule. In order to pass ILandObject into IClientAPI.SendLandProperties(), had to push ILandObject and IPrimCounts into OpenSim.Framework from OpenSim.Region.Framework.Interfaces, in order to avoid ci Counts are showing odd behaviour at the moment, this will be addressed shortly.
2011-03-25Add ILandObject.IPrimCounts for the new prim count module.Justin Clark-Casey (justincc)1-0/+5
Not functional yet, but tests now act against this object rather than interrogating the module directly
2011-03-23Add generic EventManager.OnObjectAddedToScene and get PrimCountModule to ↵Justin Clark-Casey (justincc)2-3/+45
listen for that rather than EventManager.OnParcelPrimCountAdd OnParcelPrimCountAdd had the wrong semantics for the PrimCountModule - it was invoked for every entity in the scene, not just new ones, which would screw up the untainted count. Extend automated test for this scenario.