| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
| |
Also, "show sensors" changes to "show script sensors".
|
| |
|
| |
|
| |
|
|
|
|
| |
on every single sensor sweep.
|
|
|
|
|
|
|
|
| |
SensorRepeat list with a new list on add/removes rather than locking it for the duration of the sensor sweep.
A deadlock was observed today where NPC removal on a script thread would lock the NPC list and then try to lock the sensor list via scripted attachment removal.
Concurrently, the sensor sweep thread would lock the sensor list and then try to lock the NPC list to check NPC status.
This commit resolves the deadlock by replacing the sensor list on update rather than locking it for the duration of the sweep.
|
|
|
|
|
|
|
|
|
| |
use with llSensor()
This same constant will later be used with llGetDetectedType().
This constant has a different name from NPC to avoid possible conflict with future LSL changes.
This constant has a different value to try and avoid unnecessary conflict with future constants that may use the same value.
Using the 'NPC' constant with llSensor() will remain valid but is deprecated.
|
|
|
|
| |
This currently only does a relatively crude check for a ScriptState node in the serialized xml
|
| |
|
|
|
|
| |
of the root prim.
|
|
|
|
|
|
| |
status" command.
This is for diagnostic purposes.
|
|
|
|
| |
No methods in the List class are thread safe in the MS specification/documentation
|
|
|
|
|
| |
This is already being done in the other place where a sensor is added.
Adding a sensor whilst another thread is iterating over the sensor list can cause a concurrency exception.
|
|
|
|
|
|
| |
creating npcs sensed as agents and secondly the OS_NPC_SENSE_AS_AGENT option was having the opposite effect.
Hopefully makes progress on addressing http://opensimulator.org/mantis/view.php?id=5872
|
|
|
|
|
|
|
| |
check could succeed but then the npc removed before the subequent npc check.
The resulting null would cause an exception. We now check for null before looking at SenseAsAgent.
Hopefully fixes http://opensimulator.org/mantis/view.php?id=5872
|
|
|
|
|
| |
This allows NPCs to be sensed as agents by LSL sensors rather than as a specific NPC type (which is currently an OpenSimulator-only extension).
Wiki doc on this and other recent NPC functions will follow soon
|
|
|
|
|
|
| |
for ownership permission before executing.
As per #opensim-dev irc discussion.
|
|
|
|
| |
owner, can be destroyed only by the owner and only the owner can save their appearance. Added "NPC" as a flag to llSensor to sense NPCs and exclude them from "AGENT" results.
|
|
|
|
|
|
| |
state change), don't also remove sensors for other scripts in the same prim.
Hopefully fixes http://opensimulator.org/mantis/view.php?id=4448 and http://opensimulator.org/mantis/view.php?id=4452
|
|
|
|
|
|
| |
from previous commit which sort out which iterator is used are left
intact. A discussion is needed as to what constitutes an avatar vs a
ScenePresence.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
the 3 iteration functions so more of them are using the correct
iteration for the action they are performing. The 3 iterators that seem
to fit all actions within OpenSim at this time are:
ForEachAvatar: Perform an action on all avatars (root presences)
ForEachClient: Perform an action on all clients (root or child clients)
ForEachRootClient: Perform an action on all clients that have an avatar
There are still a dozen places or so calling the old
ForEachScenePresence that will take a little more refactoring to
eliminate.
|
|
|
|
| |
pointless duplication of identical values
|
|
|
|
| |
This does a tiny bit to reduce code complexity, memory requirement and the cpu time of pointlessly setting this field to the same value in every SOP
|
|
|
|
|
|
|
| |
direction of the avatar, not the relative rotation of the attachment towards the avatar.
This is effectively a copy/paste from 459323a, which should be refactored sometime.
This seems the obvious problem from field reports but I have not tested the fix myself. Feedback welcome.
|
|
|
|
|
|
| |
implement the display names functionality as such, but it allows scripts
that are display name aware to function as if the display name were implemented
and set to the avatar name.
|
| |
|
| |
|
|
|
|
| |
Fixes Mantis #4703
|
|
|
|
| |
not the relative rotation of the attachment towards the avatar.
|
|
|
|
| |
Scene and SceneGraph. This was the only change in this patch to keep it isolated from other recent changes to the same set of files.
|
|
|
|
| |
GetAvatars have been removed to consolidate locking and iteration within SceneGraph. All callers which used these to then iterate over presences have been refactored to instead pass their delegates to Scene.ForEachScenePresence(Action<ScenePresence>).
|
| |
|
|
|
|
|
| |
See http://opensimulator.org/mantis/view.php?id=4316
Thanks KittyLiu!
|
|
|
|
|
|
| |
When I attempt to 'save oar' on a region with thousands of scripts with timers, I get a NullReferenceException every time. The problem comes from inconsistent locking in SensorRepeat.cs of the SenseRepeaters List. It is iterated and modified in many places and these places are all wrapped in a lock except in the GetSerializationData(). This is the function throwing the exception because an item in the list becomes null during iteration.
The attached patch locks SenseRepeatListLock in GetSerializationData()
|
|
|
|
| |
avoiding locking and copying the list each time it is accessed
|
|
|
|
| |
LICENSE.txt.
|
|
|
|
|
|
|
| |
* Makes Second Life environment sensor ranges and maximum response number configurable
* Thanks Intimidated
|
| |
|
|
|
|
|
|
|
| |
* Store script timers in a dictionary rather than a list to make unset much more efficient
* Thanks dslake
|
|
|
|
|
|
|
|
|
| |
* Added log4net dependency to physxplugin in prebuild.xml.
* Added missing m_log fields to classes.
* Replaced Console.WriteLine with appropriate m_log.Xxxx
* Tested that nant test target runs succesfully.
* Tested that local opensim sandbox starts up without errors.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
NOTHING has been deleted or moved off to forge at this point. what
has happened is that OpenSim.Region.Environment.Modules has been split
in two:
- OpenSim.Region.CoreModules: all those modules that are either
directly or indirectly referenced from other OpenSim packages, or
that provide functionality that the OpenSim developer community
considers core functionality:
CoreModules/Agent/AssetTransaction
CoreModules/Agent/Capabilities
CoreModules/Agent/TextureDownload
CoreModules/Agent/TextureSender
CoreModules/Agent/TextureSender/Tests
CoreModules/Agent/Xfer
CoreModules/Avatar/AvatarFactory
CoreModules/Avatar/Chat/ChatModule
CoreModules/Avatar/Combat
CoreModules/Avatar/Currency/SampleMoney
CoreModules/Avatar/Dialog
CoreModules/Avatar/Friends
CoreModules/Avatar/Gestures
CoreModules/Avatar/Groups
CoreModules/Avatar/InstantMessage
CoreModules/Avatar/Inventory
CoreModules/Avatar/Inventory/Archiver
CoreModules/Avatar/Inventory/Transfer
CoreModules/Avatar/Lure
CoreModules/Avatar/ObjectCaps
CoreModules/Avatar/Profiles
CoreModules/Communications/Local
CoreModules/Communications/REST
CoreModules/Framework/EventQueue
CoreModules/Framework/InterfaceCommander
CoreModules/Hypergrid
CoreModules/InterGrid
CoreModules/Scripting/DynamicTexture
CoreModules/Scripting/EMailModules
CoreModules/Scripting/HttpRequest
CoreModules/Scripting/LoadImageURL
CoreModules/Scripting/VectorRender
CoreModules/Scripting/WorldComm
CoreModules/Scripting/XMLRPC
CoreModules/World/Archiver
CoreModules/World/Archiver/Tests
CoreModules/World/Estate
CoreModules/World/Land
CoreModules/World/Permissions
CoreModules/World/Serialiser
CoreModules/World/Sound
CoreModules/World/Sun
CoreModules/World/Terrain
CoreModules/World/Terrain/DefaultEffects
CoreModules/World/Terrain/DefaultEffects/bin
CoreModules/World/Terrain/DefaultEffects/bin/Debug
CoreModules/World/Terrain/Effects
CoreModules/World/Terrain/FileLoaders
CoreModules/World/Terrain/FloodBrushes
CoreModules/World/Terrain/PaintBrushes
CoreModules/World/Terrain/Tests
CoreModules/World/Vegetation
CoreModules/World/Wind
CoreModules/World/WorldMap
- OpenSim.Region.OptionalModules: all those modules that are not core
modules:
OptionalModules/Avatar/Chat/IRC-stuff
OptionalModules/Avatar/Concierge
OptionalModules/Avatar/Voice/AsterixVoice
OptionalModules/Avatar/Voice/SIPVoice
OptionalModules/ContentManagementSystem
OptionalModules/Grid/Interregion
OptionalModules/Python
OptionalModules/SvnSerialiser
OptionalModules/World/NPC
OptionalModules/World/TreePopulator
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
|
|
|
|
| |
with many objects.
|
|
|
|
|
|
|
| |
position of a prim/person on the grid. I believe it is superfluous and removes needed decimal places for short range sensors.
Fixes Manitis #3046
|
|
|
|
|
|
|
|
| |
* SceneObjectPartInventory.cs isn't a particularly good name but it's probably not got a long life
* A proper inventory interface to follow
* Parallel changes for other inventory partial classes to follow at a later date
|
| |
|
|
|
|
|
|
| |
llSensor() range ignored with AGENT.
|
| |
|