aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Environment/Scenes/Scene.cs (follow)
Commit message (Collapse)AuthorAgeFilesLines
* * Extend basic scene test to retrieve the object from the scene and match uuidsJustin Clarke Casey2008-11-101-3/+3
| | | | | | | * Decouple sog and sop by removing the need to pass the sog to the sop when it is created - most of the code was doing this operation (and hence duplicating it) anyway * Remove unused constructors
* From: Christopher Yeoh <cyeoh@au1.ibm.com>Sean Dague2008-11-101-1/+7
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This patch addresses mantis bug 2576. http://opensimulator.org/mantis/view.php?id=2576 Briefly, if you call llDie from many scripts at the same time (say a build is cleaning up excess objects) then OpenSim deadlocks. Avatars are unable to move, and whilst the console is active you can't do much without it also locking up. This only occurs with the XEngine script engine enabled. I have attached a patch which works, but I'm not sure its the right way to address the problem. The fundamental problem is that a lock on a SceneObjectGroup's m_parts is taken when the object is deleted, a callback to the script engine occurs and a fair way down the callchain, potentially there are locks taken on several other SceneObjectGroup's m_parts. Deadlock then occurs if you get unlucky enough to get in the situation where with several llDie's are called and SceneObjectGroups have taken a lock on their own m_parts, and end up waiting on each other's locks to become available. The patch adds a lock at a high level so that that the removal of script instances from an object only occurs once per scene at a time. This avoids the potential of deadlock. Theoretically there could be some performance hit but AFAICT the path taken is not a common occurrence. Would welcome any suggestions for a better solution, otherwise feel free to apply :-) Note this patch was built against the 0.6.0 freeze as trunk was rather broken for me this morning (creating a script killed the client connection).
* Stop attachments from causing an update to be sent on every frame in whichMelanie Thielker2008-11-101-1/+2
| | | | | | an avatar moves.
* Script region crossing. This has not user functionality, but lays all theMelanie Thielker2008-11-091-1/+2
| | | | | | groundwork.
* * Added IClientIM to IClientCore interfacesAdam Frisby2008-11-081-2/+2
| | | | | | * Changed SendInstantMessage, dropped fromAgentSession and imSessionID as security precaution, see http://opensimulator.org/wiki/OpenSim_0.6_IClientAPI#Porting_Guide for details on porting. * Removed unused usings from Framework.*
* Remove part of another patch that would cause DNE to nuke the sim in it'sMelanie Thielker2008-11-081-2/+0
| | | | | | current form
* Refactor IEventReceiver back into IScriptEngineMelanie Thielker2008-11-081-0/+2
|
* * Fix bug in r7162 where avatars could not moveJustin Clarke Casey2008-11-071-23/+0
| | | | | | | * Was caused by the lack of a local id. Local ids are now given from the same sequence as prims, rather than a separate one * I don't believe this will cause any problems, but please revert to a separate sequence if it does
* * refactor: cleanup AllocateLocalPrimId() a bit moreJustin Clarke Casey2008-11-071-1/+2
|
* * Rename PrimIDAllocate() to more effectively convey what it does, and put ↵Justin Clarke Casey2008-11-071-1/+1
| | | | the verb at the front
* * Stop requiring local ids in the SOG constructors.Justin Clarke Casey2008-11-071-5/+6
| | | | | | * These are assigned when the object is attached to the scene
* * refactor: allocate local ids to prims only when an object is attached to a ↵Justin Clarke Casey2008-11-071-1/+1
| | | | scene
* Attachments, attachments, and, did I say attachments?Melanie Thielker2008-11-071-11/+14
| | | | | | Too many fixes to list.
* * refactor: Attach a scene object to a scene separately from its constructionJustin Clarke Casey2008-11-061-2/+1
|
* * minor: Make some 'startup config failed to load' log messages more consistentJustin Clarke Casey2008-11-061-4/+5
|
* Megapatch that fixes/adds: friend offer/deny/accept, friendship termination,Homer Horwitz2008-11-011-0/+14
| | | | | | | | | | | | | | on-/offline updates, calling cards for friends. This adds methods in the DB layer and changes the MessagingServer, so a full update (incl. UGAIM) is necessary to get it working. Older regions shouldn't break, nor should older UGAIM break newer regions, but friends/presence will only work with all concerned parts (UGAIM, source region and destination region) at this revision (or later). I added the DB code for MSSQL, too, but couldn't test that. BEWARE: May contain bugs.
* * test: Add basic scene test which merely instantiates the scene right nowJustin Clarke Casey2008-10-311-1/+0
| | | | | | * set debug scene name on scene registration, rather than within the Scene constructor
* test: Extend malformed packet test to actually check that a valid packet can ↵Justin Clarke Casey2008-10-301-5/+0
| | | | get through after the malformed ones have been sent
* * minor: Add documentation to some of the appearance methods, change some ↵Justin Clarke Casey2008-10-281-2/+0
| | | | logging messages
* * minor: Doc and log message tidy upJustin Clarke Casey2008-10-281-3/+9
| | | | | | * reinstate debug level log message indicating when a child agent is made a root for future debugging purposes
* Remove the gratuitious prim deletes caused by linking. This makes linkingMelanie Thielker2008-10-221-1/+3
| | | | | | a bit faster.
* Fix thingd so that autoreturn also works when the user is not in the sim.Melanie Thielker2008-10-181-0/+6
| | | | | | Also add experimental distance ordering for prims
* Megapatch. :) Fix skull attachment editing. Streamline Object terse updates.Melanie Thielker2008-10-181-0/+49
| | | | | | | | 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.
* * Apply http://opensimulator.org/mantis/view.php?id=2405Justin Clarke Casey2008-10-161-0/+8
| | | | | | | * Implement llGetRegionFPS() * Thanks idb
* * refactor: rename SendKiPrimitive to SendKillObject since this appears more ↵Justin Clarke Casey2008-10-141-5/+5
| | | | descriptive of what it actually does
* - convert comments into documentationMike Mazur2008-10-141-38/+40
| | | | | | | - minor formatting adjustments - remove some trailing whitespace
* Add logging in case of a SOG without rootpartHomer Horwitz2008-10-111-0/+5
|
* * Removed Heartbeat timerTeravus Ovares2008-10-111-127/+148
| | | | | | | | * Implemented a proper update thread * Removed the UpdateLock Mutex as it's no longer needed because updates can only happen one at a time now. * This should actually improve performance significantly.. But, see the warning on the next line! * Warning: If there are deadlocks that the threadpool timer method was hiding, this will expose them for all the nastiness they are.
* Add the beginnings of a sim health check (through remote admin)Melanie Thielker2008-10-101-0/+14
|
* - Fix wrong order of max/min usage for clipping. Uses Util.Clamp nowHomer Horwitz2008-10-081-0/+2
| | | | | | - Add support for immediate switching of Music/Media URLs. Radio-scripts should work now.
* Add some permissions checks and fixesMelanie Thielker2008-10-081-4/+45
|
* * Stop the sim stats reporter reusing the same SimStatsPacket for all clientsJustin Clarke Casey2008-10-061-2/+2
| | | | | | | * I believe this was the cause of the remaining packet_out_of_order messages in the Linden client logs * There were race conditions where multiple clientstacks would overwrite each other's sequence numbers
* Cause inventory items to also be sold when a prim is soldMelanie Thielker2008-10-061-4/+1
|
* Fix a number of errors in transfer of objectsMelanie Thielker2008-10-061-0/+1
|
* Implements ObjectOwner god mode packet (Set Owner To Me admin option)Melanie Thielker2008-10-061-0/+2
|
* For symmetry reasons, I think this probably is a bug.Homer Horwitz2008-10-051-1/+1
|
* Update svn properties, minor formatting cleanup.Jeff Ames2008-10-051-1/+1
|
* * Check in the second part of ↵Justin Clarke Casey2008-10-041-35/+29
| | | | | | | | | | | http://opensimulator.org/mantis/view.php?id=2334 since enough time has passed such that servers following head have probably updated * This patch aims to store look at data when an avatar logs off in grid mode * However, in my short test it doesn't appear to be working yet - numbers are being stored but they don't look correct * But this doesn't appear to cause any login problems * Thanks tyre
* Add "Drop" functionality to pie menuMelanie Thielker2008-10-041-0/+1
|
* Cause objects to be removed from the database when they go temp or getMelanie Thielker2008-10-031-0/+5
| | | | | | attached. Also make sure that parcel prim counts get updated
* Implement temp-on-rez objecte really being temporaryMelanie Thielker2008-10-031-0/+32
|
* Prevent attachments to be persisted in the destination region when theMelanie Thielker2008-10-031-0/+8
| | | | | | avatar is not present there.
* Mantis #1360Melanie Thielker2008-10-031-0/+1
| | | | | | | Thank you, idb, for a patch to implement the packet and plumbing for the material settings.
* Added functions to find prims by nameJohan Berntsson2008-10-011-0/+11
|
* And one more. lThat should make all scripts start for everyoneMelanie Thielker2008-09-301-1/+1
|
* * Fixed minor issue while building: If you do a raytraced object placement ↵Adam Frisby2008-09-301-0/+4
| | | | | | | and a target isn't found, the object is rezzed at 0,0,0 - instead now it will place according to the position sent by the client. * We may instead want to abort and send a "Cannot Rez Here" message?
* * refactor: move asynchronous scene object deletion to inventory queueing ↵Justin Clarke Casey2008-09-291-0/+1
| | | | out to a separate class
* * refactor: Rename InventoryModule to InventoryTransferModuleJustin Clarke Casey2008-09-291-2/+2
|
* Update svn properties. Minor formatting cleanup. Fix a compiler warning. ↵Jeff Ames2008-09-281-1/+1
| | | | Fix a UUID vs null comparison.
* Add an extension to allow registering multiple interfaces of a type withMelanie Thielker2008-09-251-10/+43
| | | | | | | | | | Scene. Make the script engines check that the engine name in the //Engine:language comment is a valid engine and treat it as a normal comment if it's not. //DotNetEngine: needs to be written as //ScriptEngine.DotNetEngine: now, since that is it's real internal name. //XEngine: still works