| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
| |
the BOM, use a single Util.UTF8NoBomEncoding.
This class is thread-safe (as evidenced by the provision of the system-wide Encoding.UTF8 which does not suppress BOM on output).
|
|
|
|
|
|
| |
the module code still sets up even if we're using one directly instantiated from the RemoteGridServiceConnector.
Also improves log messages to indicate which regions are sending/receiving various neighbour protocol messages.
|
|
|
|
|
|
|
| |
constructing fresh copies.
The encodings are thread-safe and already used in such a manner in other places.
This isn't done where Byte Order Mark output is suppressed, since Encoding.UTF8 is constructed to output the BOM.
|
|
|
|
|
| |
This is only currently meant for use by regression tests that don't have any issues if XEngine is started up quickly, since no other operations will be occuring simultaneously.
Therefore, this is not yet documented externally.
|
|
|
|
| |
This currently only does a relatively crude check for a ScriptState node in the serialized xml
|
|
|
|
| |
currently only checks for the presence of script items, not for started scripts
|
|
|
|
|
|
| |
the known item with script state still in the script engine and then remove the scripts.
This is to fix a regression starting from 5301648 where attachments had to start being deleted before persistence in order to avoid race conditions with hud update threads.
|
|
|
|
|
|
| |
This prevents a stack overflow where a get position on the avatar will refer to the attachment which will in turn refer back to the avatar.
This required recording of all sitting avatars on a prim which is done separately from recording the sit target avatar.
Recording HashSet is null if there are no sitting avatars in order to save memory.
|
|
|
|
|
| |
This was causing 2 copies of the module to be created for each scene.
Probably no bad consequences other than a small waste of memory (both for the module and for the warp3D renderer it loaded)
|
| |
|
| |
|
|
|
|
| |
the scene graph
|
|
|
|
| |
AttachObject() for better code comprehension
|
| |
|
|
|
|
|
|
|
| |
This works like osForceAttachToAvatar() but allows an object to be directly specified from the script object's inventory rather than forcing it to be rezzed in the scene first.
Still only attaches objects to the owner of the script.
This allows one to bypass the complicated co-ordination of first rezzing objects in the scene before attaching them.
Threat level high.
|
|
|
|
|
| |
It appears this was never actually used since attachments were rezzed in other code.
This was never available on remote simulator comms, only local.
|
|
|
|
|
|
|
| |
directly instead of an item ID to then shuffle through attachments, saving CPU busywork.
Almost all callers already had the sog to hand.
Still checking that it's really an attachment, but now by inspecting SOG.AttachedAvatar
|
|
|
|
| |
matches out fromItemID on detach, go through the agent's attachment sog list instead.
|
|
|
|
|
|
|
| |
RezSingleAttachmentFromInventoryInternal() returned null.
null would only ever be returned if the item couldn't be located within inventory and this would happen immediately.
In this case, derezzing wouldn't work anyway since there is no item to derez.
|
|
|
|
| |
OpenSimTestCase.SetUp()
|
|
|
|
| |
AttachmentsModule.
|
|
|
|
|
|
|
| |
confined to a single test if it's turned on.
This involves making test classes inherit from a common OpenSimTestCase.
This will be applied to more classes as required.
|
| |
|
|
|
|
| |
local variables
|
|
|
|
| |
This also avoids confusion between tests where one sets up m_attMod and another accidentally uses it after failing to set one up itself.
|
|
|
|
| |
since it doesn't need to be global and some tests set up more than one sp
|
|
|
|
| |
when an agent teleports to a neighbouring region
|
|
|
|
|
|
|
| |
before changing properties to avoid hud display race condition with update threads.
This matches behaviour in fatpack crossing, where attachments are cloned before their properties are changed.
This only applies to crossings to simulators running code released before April 2011.
|
|
|
|
| |
AvatarFactoryModule.SetAppearance() for future use
|
|
|
|
|
|
| |
delete first to avoid a hud race condition with update threads.
If delete doesn't occur first then the update thread can outrace the IsAttachment = false necessary to save attachments and send hud artifacts to other viewers.
|
|
|
|
|
|
|
|
|
| |
attachment before changing properties for correct inventory serialization.
Serialization of attachments requires IsAttachment = false so that correct positions are serialized instead of avatar position.
However, doing this when a hud is still attached allows race conditions with update threads, resulting in hud artifacts on other viewers.
This change sets SOG.IsDeleted before serialization changes take place (IsDeleted itself is not a serialized property).
LLClientView then screens out any deleted SOGs before sending updates to viewers.
|
|
|
|
| |
script URLs by more consistently locking on m_UrlMap
|
|
|
|
|
|
|
|
|
|
|
| |
can trigger an exception is the URL was being removed at the same time.
This involves three steps
1) Return gracefully in UrlModule.HttpRequestHandler() instead of throwing an exception when the url cannot be found in its index
2) Return true instead of false in HasEvents() if no matching request is found in the map. This call will only happen in the first place for raced requests.
3) Return a 404 in GetEvents() if the request is not in the index, rather than a blank 200 OK.
Many thanks to Tom Haines in http://opensimulator.org/mantis/view.php?id=6051 for doing some of the work on this.
|
|
|
|
|
|
|
|
| |
AttachmentsModule.UpdateAttachmentPosition() in order to avoid a hud update race condition.
Previously, setting IsAttachment to false then true was necessary to serialize the updated attachment object information.
However, UpdateAttachmentPosition no longer does this update.
Whilst IsAttachment is set to false there is a race condition where the update thread can wrongly send hud object updates to clients that do not own the hud, resulting in screen artifacts.
|
|
|
|
| |
attachment item setup
|
| |
|
|
|
|
| |
It's a valid configuration not to have these modules, but I think it's still worth logging the fact that certain permissions won't work (always return true)
|
|
|
|
|
|
| |
to debug
It's perfectly okay not to have this section.
|
|
|
|
| |
are starting up
|
|
|
|
| |
max_external_urls_per_simulator, which is what it was meant to be
|
|
|
|
|
|
|
| |
configuration of how many urls can be set up by llRequestURL()
Defaults remains as 100.
This setting is per simulator instead of per region due to how the url script module is structured.
|
|
|
|
| |
scattering them over other categories
|
|
|
|
| |
desired port.
|
|
|
|
| |
AttachmentsModule
|
|
|
|
|
|
| |
disappear for other avatars.
We do this by sending a kill message for that object to all other avatars apart from the one that has the hud.
|
|
|
|
|
|
|
|
| |
point. HUDs attachment points are private.
Change SOP.SendFullUpdateToClient() and SoundModule.PlayAttachedSound() to use this rather than different magic number formulations.
This also corrects a bug in PlayAttachedSound() where the code assumed that all attachment points over 30 were HUDs.
It appears this is no longer true with Neck and Root (Avatar Center)
|
|
|
|
|
|
|
| |
rather than scanning all scene for the presence with the right id
Stop checking IsLoggingOut on these listeners, if called with a root agent then we always want to perform these actions.
This covers cases where the client is closed due to manual kick, simulator shutdown, etc.
|
|
|
|
| |
available on IClientAPI.SceneAgent rather than retrieving it again by scanning all scenes.
|
| |
|