| Commit message (Collapse) | Author | Age | Files | Lines |
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deleter by hand
* After the crank, assert that the object has now been removed from the scene
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things
* Deleting the object before the async to inventory is bad since if OpenSim crashes (or is shutdown!) in the time inbetween, then the object is lost
* Also now delete the object from the scene only after it has gone to inventory - in the old way there was still a race condition
* This is still not ideal since the 'deleted' object remains in the scene and probably could be manipulated. But this is better than the alternative
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the async stage.
* Last time I accidentally left the existing code in place that merely wiped the group from the client (but not the scene)
* Put in an incomplete 'delete object o inventory' test to assert that this happens
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client
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DeleteGroup() (except that is didn't lock the parts, which was a potential race condition)
* Removed fake delete code from LSL_Api.SetFlexi - this code was never activiated anyway and didn't appear to make much sense on the surface
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* Not nulling out parts and the root part allows the code to be simplified
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* This renders RootPart == null checks useless - the replacement is to check SOG.IsDeleted. However, in many cases this will not be necessary since updates to deleted parts
will not be sent to the client
* This should remove any remaining race conditions where an object is deleted while another thread is yet to obtain the root part to perform some operation
* Doing this is probably a necessary prerequisite to moving to a model without a separate SOG and SOP
* Unfortunately it's not possible to eliminate all RootPart == null checks since in some contexts it is currently used to check whether an object was created successfully
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the deleting of other, valid objects
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Add rezzing time to objects. Add Object return and traffic fields to land
database. Add plumbing for auto return. Implement auto return.
Contains a migration. May contain nuts.
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out to a separate class
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