| Commit message (Collapse) | Author | Age | Files | Lines |
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This flavour is for changes in addition to the 0.7.3-post-fixes branch that are too large to be considered fixes but should be reasonably stable.
This flavour will almost certainly never see a formal release.
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ParcelVoiceInfoRequest bug
Viewer 2/3 contains a bug where the viewer will constantly retry ParcelVoiceInfoRequest requests on voice-disabled parcels where voice is otherwise available.
Attempts to fix this server-side have not been successful - sending a non-OK http code (e.g. a 404) just makes the viewer request again immediately.
Dropping the request entirely is a bit better but the viewer still retries after a minute.
Estate settings already enabled voice by default so doing the same for parcels. This only has an effect if you have any voice system active at all.
Ultimately, the re-request bug needs to be fixed viewer-side (LL suffers from the same issue!) but it might be worth implementing the drop request hack.
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into 0.7.3-post-fixes
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with c4b2d24
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MoveTaskInventoryItem()
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AllowInventoryDrop, not the source.
This allows llAllowInventoryDrop() to work.
Regression test added for this case.
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owned by the same user.
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the same time.
Have to lock m_MeshToTriMeshMap as property is static and with more than one region two scene loops could try to manipulate at the same time.
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Fixes perms boo-boo
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was not active
Unfortunately, the OnLoginsEnabled event is currently only guaranteed to fire if the RegionReady module is active.
However, we can instantiate the AuthorizationService in the module RegionLoaded method since by this time all other modules will have been loaded
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scripts in a region.
Addresses http://opensimulator.org/mantis/view.php?id=5940
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However, this returns 0 on Mono (at least on 2.6.7)! So not showing if it is zero.
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printed out periodically)
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This shows the actual amount of RAM being taken up by OpenSimulator (objects + vm overhead)
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of execution time.
This is to make the report clearer and less confusing.
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This is for the top scripts report.
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measurement period and an idealised frame time.
The previous lines-per-second measurement used for top scripts report was inaccurate, since lines executed does not reflect time taken to execute.
Also, every fetch of the report would reset all the numbers limiting its usefulness and we weren't even guaranteed to see the top 100.
The actual measurement value should be script execution time per frame but XEngine does not work this way.
Therefore, we use actual script execution time scaled by the measurement period and an idealised frame time.
This is still not ideal but gives reasonable results and allows scripts to be compared.
This commit moves script execution time calculations from SceneGraph into IScriptModule implementations.
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false in both if/else branches
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multiple scripts in the same linkset can cause unnecessary thread aborts.
The first llDie() could lock Scene.m_deleting_scene_object.
The second llDie() would then wait at this lock.
The first llDie() would go on to remove the second script but always abort it since the second script's WorkItem would not go away.
Easiest solution here is to remove the m_deleting_scene_object since it's no longer justified - we no longer lock m_parts but take a copy instead.
This also requires an adjustment in XEngine.OnRemoveScript not to use instance.ObjectID instead when firing the OnObjectRemoved event.
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to release locks, resulting in a crippled simulator.
This seems to be a particular problem with ReaderWriterLockSlim, though other locks can be affected as well.
It has been seen to happen when llDie() is called in a linkset running more than one script.
Alleviation here means supplying a ScriptInstance.Stop() timeout of 1000ms rather than 0ms, to give events a chance to complete.
Also, we check the IsRunning status at the top of the ScriptInstance.EventProcessor() so that another event doesn't start in the mean time.
Ultimately, a better solution may have to be found since a long-running event would still exceed the timeout and be aborted.
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it more understandable as to what it is and what it does (hold a thread pool work item for a waiting of in-progress event)
Also add other various illustrative comments
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command
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as opposed to how it was first designed.
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and OnNewScript in the event manager
OnNewScript fires when a script is added to a scene
OnRezScript fires when the script actually runs (i.e. after permission checks, state retrieval, etc.)
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status" command.
This is for diagnostic purposes.
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They were all failing assertions but the exceptions these threw were caught as expected Exceptions.
I don't think we can easily distinguish these from the Exceptions that we're expecting.
So for now we'll do some messy manually checking with boolean setting instead.
This patch also corrects the assertions themselves.
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they're running
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variable rather than making each test fetch it seperately.
Also rename instance variables in the test to conform to naming standards and for understandability
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DisallowForeigners (means what it says) and DisallowResidents (means that only admins and managers can get into the region). This puts the never-completed AuthorizationService to good use. Note that I didn't implement a grid-wide Authorization service; this service implementation is done entirely locally on the simulator. This can be changed as usual by pluging in a different AuthorizationServicesConnector.
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that data providers can verify authenticity if they want.
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capitalization of 'name' to lower case, also in the same <grid> section.
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