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* * Stop nulling SOG.m_rootPart and parts on object deletionJustin Clarke Casey2008-11-171-5/+5
| | | | | | | | | | * 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
* Fix NRE on TP-to-home, if the home-region is unavailable.Homer Horwitz2008-11-161-2/+5
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* Megapatch. Completely remove the multiparameter IM methods. Remove the insecureMelanie Thielker2008-11-161-1/+0
| | | | | | fromAgentSession field.
* Reinstate the IM sending from scripts and from autoreturnMelanie Thielker2008-11-161-2/+4
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* Introduces the message transfer module. It splits the transfer mechanics offMelanie Thielker2008-11-161-16/+2
| | | | | | | | the IM module and makes it into a module of it's own, which can be used by all other modules. Removes some ugly hacks. Refer to the IM module to see how it's used. Also fixes the persistence issue (Mantis #2598)
* Mantis#2552: Thanks idb, for a patch that fixes persistence of physical prims.Homer Horwitz2008-11-151-2/+2
| | | | | | (added a fix for the broken build from last commit, too)
* Mantis #2621: Thanks idb, for a patch that will persist regularily changed ↵Homer Horwitz2008-11-151-0/+19
| | | | | | | | | | | objects better. Objects will be persisted now MinimumTimeBeforePersistenceConsidered seconds after the last change, but latest MaximumTimeBeforePersistenceConsidered after the first change (both are configurable in OpenSim.ini.example and are set to 60 and 600 as default).
* * Move test scene construction infrastructure methods to a separate class ↵Justin Clarke Casey2008-11-141-1/+1
| | | | for future common use
* Add group permissions to agent inventory.Melanie Thielker2008-11-141-0/+2
| | | | | | | | | | Contains a migration. May contain nuts. Please back up your inventory data store. This revision changes the interface version!! No older regions can connect to these new UGAIM, and the new regions can't connect to the old UGAIM. Fixes a long-standing issue of permissions loss Currently persisted on MySQL only.
* Mantis#2597. Thank you kindly, Idb for a patch that:Charles Krinke2008-11-131-0/+10
| | | | | | | Solves the problem of changes to objects not persisted on server shutdown.
* * test: Add basic synchronous object remove testJustin Clarke Casey2008-11-121-1/+1
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* * refactor: as per a recent opensim-dev thread, rename InnerScene to ↵Justin Clarke Casey2008-11-121-94/+100
| | | | SceneGraph to make it more descriptive of its intended function
* * Stop the pointless passing of a scene's own region handler back to it in ↵Justin Clarke Casey2008-11-121-96/+82
| | | | | | | | region comms * Some scene methods ignored it, others did nothing if the region handler given did not match their own (which would never be triggered)
* * Stop locking the scene presences dictionary for the entire agent crossing ↵Justin Clarke Casey2008-11-121-12/+20
| | | | | | | | | part of the login sequence * This may alleviate a little the freezing experienced by existing avatars when a new client logs in * Race condition risks look minimal since one wouldn't expect another thread to start fiddling with that presence
* * Put an Enabled switch on the async object deleter for future testing purposesJustin Clarke Casey2008-11-111-0/+2
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* * Implement basic region filtering as described in ↵Justin Clarke Casey2008-11-111-0/+1
| | | | | | | | | | | | https://lists.berlios.de/pipermail/opensim-dev/2008-November/003468.html * This is done by sending a 'major interface version' number on sim registration. Developers must increment this every time they make a change that would make the previous OpenSim revision failure incompatible with the new one (non-fatal incompatibilities are fine). * This number resides in OpenSim.Framework.Servers.VersionInfo.MajorInterfaceVersion * This allows the grid service to stop older, incompatible regions from connecting
* Add ClampPrimSize option to ensure no prim can exceed the set size. ThisMelanie Thielker2008-11-111-0/+2
| | | | | | | | will allow people who don't want megaprims in their sim to prevent them from being created. Any prim rezzed or pulled across the border will be clamped to the size specified in OpenSim.ini if this option is set.
* Update svn properties, minor formatting cleanup.Jeff Ames2008-11-111-5/+6
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* * 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
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* * 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
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* * 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
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* * minor: Make some 'startup config failed to load' log messages more consistentJustin Clarke Casey2008-11-061-4/+5
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* 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
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* * 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
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* - 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
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* * 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