| Commit message (Collapse) | Author | Age | Files | Lines |
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SmartThreadPool code comes from http://www.codeproject.com/Articles/7933/Smart-Thread-Pool
This version implements thread abort (via WorkItem.Cancel(true)), threadpool naming, max thread stack, etc. so we no longer need to manually patch those.
However, two changes have been made to stock 2.2.3.
Major change: WorkItem.Cancel(bool abortExecution) in our version does not succeed if the work item was in progress and thread abort was not specified.
This is to match previous behaviour where we handle co-operative termination via another mechanism rather than checking WorkItem.IsCanceled.
Minor change: Did not add STP's StopWatch implementation as this is only used WinCE and Silverlight and causes a build clash with System.Diagnostics.StopWatch
The reason for updating is to see if this improves http://opensimulator.org/mantis/view.php?id=6557 and http://opensimulator.org/mantis/view.php?id=6586
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Conflicts:
OpenSim/Data/MySQL/MySQLAssetData.cs
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
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rather than simply ignoring it.
This should never normally happen but if it does then it can be valuable diagonstic information.
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when they were deleted.
This was because AsyncCommandManager was handing an item ID to IHttpRequestModule.StopHttpRequest() rather than the expected request ID.
This commit also makes the http request asynchronous using BeginGetResponse() rather than doing this by launching a new thread
so that we can more safely abort it via HttpWebRequest.Abort() rather than aborting the thread itself.
This also renames StopHttpRequest() to StopHttpRequestsForScript() since any outstanding requests are now aborted and/or removed.
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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reporting.
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that managers can do when setting parcel data
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stack unwinding.. the faster it goes.
* Tweak XEngine so that it's partially functional again. It's still not great, but basic things work.
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Old auth system still works as well.
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rezzed again. Allow Linden trees to be sensed by LLSensor as PASSIVE objects.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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with our own and add export permissions as well as a new definition for "All" as meaning "all conventional permissions" rather than "all possible permissions"
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in a linkset.
llGetPrimitiveParams() works through PRIM_LINK_TARGET
Setting via llSetLinkPrimitiveParams(), etc. not yet implemented
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
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they have different memory management.
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Conflicts:
OpenSim/Framework/AvatarAppearance.cs
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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with our own and add export permissions as well as a new definition for "All" as meaning "all conventional permissions" rather than "all possible permissions"
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Conflicts:
OpenSim/Framework/Servers/BaseOpenSimServer.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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GetLinkEntity() method
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is not in the scene.
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osNpcGetRot()
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misidentified for moving prims.
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having to continually take intermediate Vector3s to avoid race conditions
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could be returned for a rotating camera
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could be returned for a moving camera
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be misidentified for a moving prim
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PRIM_SIZE and PRIM_ROT_LOCAL
This function is used by all the various ll*Params() and os*Params() functions
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whilst the function was called.
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
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could be returned for moving prims
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llAddToLandPassList(), llSetParcelMusicURL() and llGetParcelMusicURL() for moving prims
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one.
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llTeleportAgentGlobalCoords(), llEjectFromLand() and llOverMyLand() where the wrong parcel could be identified for very fast moving avatars.
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co-ordinates could be given for a fast moving prim
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