| Commit message (Collapse) | Author | Age | Files | Lines |
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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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pattern as suggested in the patch mantis #5921. Testing it in this smaller context to see how it works.
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the check for significant is carried out. Prevents a deadlock condition.
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This should not currently be used in any circumstances except for experimentation.
Database tables used by this plugin can still change at any time with no migration path.
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Some successful collision attacks have been carried out on sha1 with speculation that more are possible.
http://en.wikipedia.org/wiki/Cryptographic_hash_function#Cryptographic_hash_algorithms
No successful attacks have been shown on sha256, which makes it less likely that anybody will be able to engineer an asset hash collision in the future.
Tradeoff is more storage required for hashes, and more cpu to hash, though this is neglible compared to db operations and network access.
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configurable from outside MySQLXAssetData.
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Whether this is worthwhile is debatable since here we are not transmitting data over a network
In addition, jpeg2000 (the biggest data hog) is already a compressed image format.
May not remain.
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This is an extremely crude implemenation which almost works by accident. Nevertheless it does work.
It can be tested with the instructions at http://opensimulator.org/wiki/Feature_Proposals/Deduplicating_Asset_Service#Testing
It does not interact at all with the existing asset service or any data stored there.
This code is subject to change without notice and should not be used for anything other than gawking.
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This is the start of exploring the creation of a bundled OpenSimulator asset service that does de-duplication and possibly file storage of assets.
Along the lines of coyled's SRAS, but not intended to replace, merely to act as a more performant bundled default.
Might end up nicking stuff from kcozen's patch at http://opensimulator.org/mantis/view.php?id=5429
More details at http://opensimulator.org/wiki/Feature_Proposals/Deduplicating_Asset_Service
Feedback and discussion welcome as commits are made.
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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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region data plugins, null out scene in script and npc torture tests, add other doc comments to torture tests
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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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