| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| |
|
|
|
|
| |
all parts, now that we're performing this check in UpdateKnownItem() for other purposes
|
|
|
|
| |
itemID is always taken taken from the group's stored item id, and agentID is never used.
|
|
|
|
| |
It's not appropriate for code outside the attachments module to call this.
|
| |
|
|
|
|
|
|
|
|
| |
Viewer 2/3 will sometimes attempt to rewear attachments, even though they have already been attached during the main login process.
This change ignores those attempts.
This stops script failures during login, as the rewearing was racing with the script startup code.
It might also help with attachments being abnormally put into deleted state.
Hopefully resolves some more of http://opensimulator.org/mantis/view.php?id=5644
|
|
|
|
|
|
|
|
|
| |
itemID) for now
As far as I can see, this is only invoked by a PUT request to ObjectHandlers, which is not being used anyway.
Invoking attachments code at this point is probably inappropriate since it would still be invoked when the client entered the scene.
Being commented to simplify analysis of attachments issues. Can be uncommented when in use.
Also, small tweak to lock and log removal of a SOG from the SceneObjectGroupsByLocalPartID collection in SceneGraph.GetGroupByPrim() if an inconsistency is found.
|
| |
|
|
|
|
|
|
|
|
|
| |
IScenePresence.AttachmentsSyncLock object
Attach and detach packets are processed asynchronously when received from a viewer.
Bugs like http://opensimulator.org/mantis/view.php?id=5644 indicate that in some situations (such as attaching/detaching entire folders of objects at once), there are race conditions between these threads.
Since multiple data structures need to be updated on attach/detach, it's not enough to lock the individual collections.
Therefore, this commit introduces a new IScenePresence.AttachmentsSyncLock which add/remove operations lock on.
|
| |
|
| |
|
|
|
|
| |
doesn't prevent the actual teleport.
|
| |
|
|
|
|
|
|
|
| |
orientations and positions.
The warning about these causing problems is very old and may no longer apply.
Hopes to fix http://opensimulator.org/mantis/view.php?id=5680
|
|
|
|
|
|
| |
started by GetFolderContent(), to protect ourselves against callers modifying lists
Hopefully this addresses http://opensimulator.org/mantis/view.php?id=5681
|
|
|
|
|
|
|
|
|
|
|
| |
them as UUID.Zero.
Leaving them at UUID.Zero meant that when a viewer 2 logged into a region that had been freshly created, it received UUID.Zero for these textures, and hence display the land as plain white.
On a simulator restart, the problem would go away since when the database adapators loaded the new region settings, RegionSettings itself has code to use default textures instead of UUID.Zero.
This commit resolves the problem by saving the default texture UUIDs instead of Zero.
However, we currently have to do this in a roundabout way by resaving once the RegionSettings have been created by the database for the first time. This needless complexity should be addressed.
This change will also have the effect of replacing any existing UUID.Zero terrain textures with the default ones.
However, this shouldn't have any effect since the UUID.Zeros were already being replaced in memory with those same UUIDs.
|
|
|
|
| |
attachment and npc tests
|
|
|
|
| |
These should be identical. However, the item isn't available when rezzing npc attachments.
|
|
|
|
|
|
|
|
| |
the embedded local inventory connector to prevent an NRE when that connector tries to lookup the UserManager through the scene.
This is to address http://opensimulator.org/mantis/view.php?id=5669
However, if this failure was happening I'm kind of surprised that local HG inventory was working at all.....
We probably weren't seeing these exceptions previously because we weren't logging them when the reached the top of a FireAndForget thread.
|
|
|
|
|
|
|
| |
RemoveXInventoryServiceConnector
This is for http://opensimulator.org/mantis/view.php?id=5669
If we can't retrieve an IUserManagement module we complain, and we also warn in the log when its manually set in XISC by HGInventoryBroker
|
|
|
|
| |
variables in different contexts
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
rather than abort.
When a user logs in, the attachment item ids are pulled from persistence in the Avatars table. However,
the asset ids are not saved. When the avatar enters a simulator the attachments are set again. If
we simply perform an item check then the asset ids (which are now present) are never set, and NPC attachments
later fail unless the attachment is detached and reattached.
Hopefully resolves part of http://opensimulator.org/mantis/view.php?id=5653
|
|
|
|
| |
IAttachmentsModule.RezSingleAttachmentFromInventory() with the updateInventoryStatus switch, since this is never called with false
|
| |
|
|
|
|
| |
The second was already being filtered out so this has no user level effect
|
|
|
|
|
|
|
|
| |
actually has an impact.
The code in question is over three years old and just be catching an inconsistency rather than being wholly necessary.
This commit still carries out the check and prints all the previous log warnings but a 'failure' no longer prevents avatar region crossing or teleport, and it doesn't give the client the error message.
This will have some kind of impact on http://opensimulator.org/mantis/view.php?id=5672
|
|
|
|
|
|
|
| |
RemoteXInventoryServiceConnector for a visiting HG user.
Not doing this causes NREs whenever that user tries to access inventory when Hypergrid is turned on since the Remote connector does not have a scene (which is only used to fetch the UserManager)
Aims to address http://opensimulator.org/mantis/view.php?id=5669
|
|
|
|
|
|
|
| |
This was happening because we were using the source avatar's item IDs in the clone appearance.
Switch to using the asset IDs of attachments instead for NPCs.
The InventoryAccessModule and AttachmentModule had to be changed to allow rezzing of an object without an associated inventory item.
Hopefully goes some way towards resolving http://opensimulator.org/mantis/view.php?id=5653
|
|
|
|
|
| |
This method wasn't actually doing anything since dropped attachments retain a PCode of 9.
Also, behaviour of dropped attachments in other places appears to be that they persist after avatar logout rather than get deleted.
|
|
|
|
| |
this is done through parts iteration
|
|
|
|
|
|
|
| |
SOG.ClearPartAttachmentData() is called.
Even though we don't use these on rez they are still present after an unlink, after which selecting them causes various viewers to crash
Hopefully really does address http://opensimulator.org/mantis/view.php?id=5664
|
|
|
|
| |
the code becomes simpler if this is set from the outside - only one place needs to do this.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
IAM.RezObject() since its always recalculated later on anyway
|
|
|
|
| |
more readable
|
|
|
|
| |
group.GetChildPart(group.UUID);
|
| |
|
|
|
|
|
|
|
| |
objects that had previous been attachments.
Looks like this code was accidentally uncommented in e1b5c612 from feb 2010.
Appears to resolve the rest of http://opensimulator.org/mantis/view.php?id=5664
|
|
|
|
|
|
| |
acceptence message arrives, then don't send them an inventory update.
Doing so causes a NullReferenceException
|
|
|
|
| |
It's never possible for SOG to have no RootPart, except in the first few picosends of the big bang when it's pulled from region persistence or deserialized
|
|
|
|
|
| |
The only times when ParentGroup might be null is during regression tests (which might not be a valid thing) and when scene objects are being constructed from the database.
At all other times it's not possible for a SOP not to have a SOG parent.
|
|
|
|
| |
Resolves http://opensimulator.org/mantis/view.php?id=5665
|
| |
|
|
|
|
| |
SP.AddToPhysicalScene()
|
|
|
|
| |
Attachments.Count == 0 instead
|
| |
|