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authorUbitUmarov2016-08-12 03:58:04 +0100
committerUbitUmarov2016-08-12 03:58:04 +0100
commitc04792142f332b7d1e892eb739b7e0b70b3bd0e7 (patch)
tree7a6549d3ca27504ca456ff8e2a07e082c5bbc3b8 /OpenSim
parent remove code from httptests branch (diff)
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partially revert commit 42a9afdc43cc.. of 06-12 not allowing more updates to be enqueued on deleted objects. Keep the catch up on deenqueue, so preserving the race condition safe guard. Let Scene sendkillObject work even if object is flaged as deleted. Still not clear how this are related to mantis 7858 or even less to 7990.
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs14
-rwxr-xr-xOpenSim/Region/Framework/Scenes/Scene.cs12
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs38
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs3
4 files changed, 26 insertions, 41 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 6beb9b4..24d92f2 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -4007,7 +4007,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4007 bool doCulling = m_scene.ObjectsCullingByDistance; 4007 bool doCulling = m_scene.ObjectsCullingByDistance;
4008 float cullingrange = 64.0f; 4008 float cullingrange = 64.0f;
4009 HashSet<SceneObjectGroup> GroupsNeedFullUpdate = new HashSet<SceneObjectGroup>(); 4009 HashSet<SceneObjectGroup> GroupsNeedFullUpdate = new HashSet<SceneObjectGroup>();
4010 List<SceneObjectGroup> kills = new List<SceneObjectGroup>();
4011// Vector3 mycamera = Vector3.Zero; 4010// Vector3 mycamera = Vector3.Zero;
4012 Vector3 mypos = Vector3.Zero; 4011 Vector3 mypos = Vector3.Zero;
4013 ScenePresence mysp = (ScenePresence)SceneAgent; 4012 ScenePresence mysp = (ScenePresence)SceneAgent;
@@ -4048,7 +4047,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4048 // Instead send another kill object, because the first one may have gotten 4047 // Instead send another kill object, because the first one may have gotten
4049 // into a race condition 4048 // into a race condition
4050 if (!m_killRecord.Contains(grp.LocalId)) 4049 if (!m_killRecord.Contains(grp.LocalId))
4050 {
4051 m_killRecord.Add(grp.LocalId); 4051 m_killRecord.Add(grp.LocalId);
4052 maxUpdatesBytes -= 30;
4053 }
4052 continue; 4054 continue;
4053 } 4055 }
4054 4056
@@ -4336,16 +4338,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4336 m_killRecord.Clear(); 4338 m_killRecord.Clear();
4337 } 4339 }
4338 4340
4339 if (kills.Count > 0)
4340 {
4341 foreach(SceneObjectGroup grp in kills)
4342 {
4343 foreach(SceneObjectPart p in grp.Parts)
4344 SendEntityUpdate(p,PrimUpdateFlags.Kill);
4345 }
4346 kills.Clear();
4347 }
4348
4349 if(GroupsNeedFullUpdate.Count > 0) 4341 if(GroupsNeedFullUpdate.Count > 0)
4350 { 4342 {
4351 foreach(SceneObjectGroup grp in GroupsNeedFullUpdate) 4343 foreach(SceneObjectGroup grp in GroupsNeedFullUpdate)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 33418e6..5d5ea89 100755
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -3866,15 +3866,9 @@ namespace OpenSim.Region.Framework.Scenes
3866 foreach (uint localID in localIDs) 3866 foreach (uint localID in localIDs)
3867 { 3867 {
3868 SceneObjectPart part = GetSceneObjectPart(localID); 3868 SceneObjectPart part = GetSceneObjectPart(localID);
3869 if (part != null) // It is a prim 3869 if (part != null && part.ParentGroup != null &&
3870 { 3870 part.ParentGroup.RootPart == part)
3871 if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid 3871 deleteIDs.Add(localID);
3872 {
3873 if (part.ParentGroup.RootPart != part) // Child part
3874 continue;
3875 }
3876 }
3877 deleteIDs.Add(localID);
3878 } 3872 }
3879 3873
3880 ForEachClient(c => c.SendKillObject(deleteIDs)); 3874 ForEachClient(c => c.SendKillObject(deleteIDs));
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index e17ef2b..df6a1cf 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -2065,41 +2065,37 @@ namespace OpenSim.Region.Framework.Scenes
2065 { 2065 {
2066 // We need to keep track of this state in case this group is still queued for backup. 2066 // We need to keep track of this state in case this group is still queued for backup.
2067 IsDeleted = true; 2067 IsDeleted = true;
2068 HasGroupChanged = true;
2069 2068
2070 DetachFromBackup(); 2069 DetachFromBackup();
2071 2070
2071 if(Scene == null) // should not happen unless restart/shutdown ?
2072 return;
2073
2072 SceneObjectPart[] parts = m_parts.GetArray(); 2074 SceneObjectPart[] parts = m_parts.GetArray();
2073 for (int i = 0; i < parts.Length; i++) 2075 for (int i = 0; i < parts.Length; i++)
2074 { 2076 {
2075 SceneObjectPart part = parts[i]; 2077 SceneObjectPart part = parts[i];
2076 2078
2077 if (Scene != null) 2079 Scene.ForEachScenePresence(delegate(ScenePresence avatar)
2078 { 2080 {
2079 Scene.ForEachScenePresence(delegate(ScenePresence avatar) 2081 if (!avatar.IsChildAgent && avatar.ParentID == LocalId)
2080 { 2082 avatar.StandUp();
2081 if (!avatar.IsChildAgent && avatar.ParentID == LocalId)
2082 avatar.StandUp();
2083 2083
2084 if (!silent) 2084 if (!silent)
2085 {
2086 part.ClearUpdateSchedule();
2087 if (part == m_rootPart)
2085 { 2088 {
2086 part.ClearUpdateSchedule(); 2089 if (!IsAttachment
2087 if (part == m_rootPart) 2090 || AttachedAvatar == avatar.ControllingClient.AgentId
2091 || !HasPrivateAttachmentPoint)
2088 { 2092 {
2089 if (!IsAttachment 2093 // Send a kill object immediately
2090 || AttachedAvatar == avatar.ControllingClient.AgentId 2094 avatar.ControllingClient.SendKillObject(new List<uint> { part.LocalId });
2091 || !HasPrivateAttachmentPoint)
2092 {
2093 // Send a kill object immediately
2094 avatar.ControllingClient.SendKillObject(new List<uint> { part.LocalId });
2095 // Also, send a terse update; in case race conditions make the object pop again in the client,
2096 // this update will send another kill object
2097 m_rootPart.SendTerseUpdateToClient(avatar.ControllingClient);
2098 }
2099 } 2095 }
2100 } 2096 }
2101 }); 2097 }
2102 } 2098 });
2103 } 2099 }
2104 } 2100 }
2105 2101
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index bc603ae..ca5951c 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -5420,6 +5420,9 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
5420 5420
5421 public void SendTerseUpdateToClient(IClientAPI remoteClient) 5421 public void SendTerseUpdateToClient(IClientAPI remoteClient)
5422 { 5422 {
5423 if (ParentGroup.IsDeleted)
5424 return;
5425
5423 if (ParentGroup.IsAttachment 5426 if (ParentGroup.IsAttachment
5424 && (ParentGroup.RootPart != this 5427 && (ParentGroup.RootPart != this
5425 || ParentGroup.AttachedAvatar != remoteClient.AgentId && ParentGroup.HasPrivateAttachmentPoint)) 5428 || ParentGroup.AttachedAvatar != remoteClient.AgentId && ParentGroup.HasPrivateAttachmentPoint))