| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
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multiple scripts in the same linkset can cause unnecessary thread aborts.
The first llDie() could lock Scene.m_deleting_scene_object.
The second llDie() would then wait at this lock.
The first llDie() would go on to remove the second script but always abort it since the second script's WorkItem would not go away.
Easiest solution here is to remove the m_deleting_scene_object since it's no longer justified - we no longer lock m_parts but take a copy instead.
This also requires an adjustment in XEngine.OnRemoveScript not to use instance.ObjectID instead when firing the OnObjectRemoved event.
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**UnTested**
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with it disabled...
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to SOP including SOPserialization (not to databases). No action on physics still. No send to viewer, etc
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ObjectChnageWhat what into ObjectChangeType change. What is
no name for a variable or type!
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child prim remain phantom
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also needs testing. Started making it more independent of phantom acording to new sl. ** 99.999...% UNTESTED ***
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now only sees a unified UndoRedoStore class, added size limit on buffers so only last 5 undo/redo are kept. (5 is hardcode like it was ) ***UNTESTED***
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scene about position scale or rotation change by client (others can be added). Its served at SceneGraph that does permition checks, undostore and sends down to SOG. changed values are stored in a class (ObjectChangeData) and what is changed as a enum (ObjectChangeWhat) with bit fields and 'macros' of this for better readability (at top of scenegraph.cs lasy to find better place for now) this can be extended for other things clients changes and need undo/redo. SOG process acording to what is changed. Changed UNDO/redo to use this also (warning is only storing what is changed, previus stored all, this must be checked for side efects. to save all PRS change commented line in scenegraph). Still have excessive calls to ScheduleGroupForTerseUpdate. **** UNTESTED ****
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untested )
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we can move back to a dispatcher function on SOG that handles the several cases( in a viwer independent way (?)) and calls current exec funtions. made cosmetic changes replacing decimals by hexs so bits are easier to read. Changed behavour of case 12 and 28 ( 0x0c and 0x1c) to make identical to 0x0d and 0x1d ( scale only and scale plus position). DOn't see 12 and 28 in use... cases 1c and 1d still broken
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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This is rather than checking whether the avatar is sitting and doing its own calculation.
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this is handled by the necessary ParentPart check
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(saving extra null checks, etc.)
However, it looks like we should retain SP.ParentID since it's much easier to use that in places where another thread could change ParentPart to null.
Otherwise one has to clumsily put ParentPart in a reference, etc. to avoid a race.
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(part != null), rather than having unnecessary multiple checks
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ParentPart is still not null if the ParentID != 0
Another thread could come in and stand the avatar between those two instructions.
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the check for significant is carried out. Prevents a deadlock condition.
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are still lowercase.
Also convert the estate commands to simply AddCommand() calls so that commands from two different modules can be placed in the same category
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<category/module>" to display commands in a category.
This is to deal with the hundred lines of command splurge when one previously typed "help"
Modelled somewhat on the mysql console
One can still type help <command> to get per command help at any point.
Categories capitalized to avoid conflict with the all-lowercase commands (except for commander system, as of yet).
Does not affect command parsing or any other aspects of the console apart from the help system.
Backwards compatible with existing modules.
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careminster
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the check for significant is carried out. Prevents a deadlock condition.
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this mfrom SOP to client side. At least does seem to work a bit better ( again there wwas a issue on sop.copy )
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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We can now do this since the entire scene and all objects within it are now successfully gc'd at the end of these tests.
This greatly improves the time taken to run each test (by reducing teardown time, not the time to actually do the test work that we're interested in).
Slightly simplifies config read in Scene constructor to help facilitate this.
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and OnNewScript in the event manager
OnNewScript fires when a script is added to a scene
OnRezScript fires when the script actually runs (i.e. after permission checks, state retrieval, etc.)
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status" command.
This is for diagnostic purposes.
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This is another step necessary for the scene to be garbage collected between performance tests
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careminster
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