| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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status" command.
This is for diagnostic purposes.
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Conflicts:
OpenSim/Framework/Servers/VersionInfo.cs
OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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No methods in the List class are thread safe in the MS specification/documentation
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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.
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
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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
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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
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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
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for ownership permission before executing.
As per #opensim-dev irc discussion.
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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.
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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.
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
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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
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
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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.
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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.
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pointless duplication of identical values
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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
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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.
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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.
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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.
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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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Fixes Mantis #4703
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not the relative rotation of the attachment towards the avatar.
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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.
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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>).
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This brings careminster on the level of master. To be tested
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See http://opensimulator.org/mantis/view.php?id=4316
Thanks KittyLiu!
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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()
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avoiding locking and copying the list each time it is accessed
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LICENSE.txt.
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* Makes Second Life environment sensor ranges and maximum response number configurable
* Thanks Intimidated
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