| Commit message (Collapse) | Author | Files | Lines |
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OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
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* Typing help will now give a list of these topics at the top (as well as the rest of the current help stuff)
* Typing help <topic> will give information about commands specific to that topic
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the information twice
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the large number of different things that Scene does
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* other minor tidy up
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departing region wrt the creation of the child agent in the receiving region, and that resulted in failed TPs.
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database backup/update on the SceneObjectGroup.
This is now called at the beginning of DeRezObject, so we know the database is upto date before we attempt to delete a object.
Fix Mantis #1004
Which happened because Database backups don't happen if a object is still selected, so when you select a part in a link-set and then unlink it and then delete it, all without unselecting the prim at all. The unlink changes never get updated to the database. So then when the call to delete the prim from the database happens, which is called with the SceneObjectId. That SceneObjectId is never found, as the database still has that prim as part of another link set.
It is possible that these changes might have to be reverted and for us to find a different method of fixing the problem. If the performance overhead is too high or it causes any other problems.
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- trim trailing whitespace
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much point doing one without the other
* Shouldn't result in any deadlocks as I don't think there are any locks in the calling code
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* Add unit test assertions to check this
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* Adjusted existing link tests to reflect this and added some new assertions
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conditions with other parts changers
* This shouldn't provoke any deadlocks since the callers aren't taking any other locks beforehand
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been done by MemberwiseClone()
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of passing in a waithandle to the archiver
* This matches the existing OnOarFileLoaded event
* This brings up the question of how these things can be made generic so that they don't have to be tied into EventManager, but that's a topic for another day
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* Ignored some gens
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is already in the local asset map before adding it.
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functions have not been changed.
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From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
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Adding Oarfileloaded and EmptyScriptCompileQueue event support which
allows (with a module) for programmatic notification of when a region
objects and scripts are up and running after a server start or
load-oar.
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the texture assets from the scene and decode the j2k layer data to cache. The work is split between the number of threads you specify. A good number of threads value is the number of cores on your machine minus 1.
* Increases the number of ImageDataPackets we send per PriorityQueue pop and tweak it so that the number of packets is ( (2 * decode level) + 1 ) * 2, and (((2 * (5-decode level)) + 1) * 2). The first one sends more data for low quality textures, the second one sends more data for high quality textures.
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archive
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standalone region teleport test
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twice, and provide some more information
* No functional change
* It strikes me that there may be caps problems if double registration is presented if cleanup failed for a previous agent (so a caps handler will remain in memory for that
agent but with a different seed). This needs investigation
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From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
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From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
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m_sceneGraph. This will allow it to be exposed to modules without resorting to referring to m_sceneGraph
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* No functional changes in this revision
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again if a duplicate use circuit code packet comes in
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Fixes Mantis #3006
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teleport is being directed rather than just its position
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* Updates LibOMV to r2362
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getting the object moving.
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non-phantom from phantom.
Fixes Mantis #1883
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useless, but sometimes problematic (mantis #2999). Initial tests indicate that this call is not necessary. Let's see if this stands in the wild.
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teleport unit test with checks that the scene presence disappeared from sceneA and appeared in
sceneB
* However, I'm not convinced that the actual process in the test completely reflects reality, and a lot of stuff had to be rigged up (which should get resolved over time)
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locking periods changed.
* Added an additional lock in GetScenePresences()
* Changed ForEachClient to use GetScenePresences() instead of the main ScenePresences dictionary, so that there is no need to lock.
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* Does not yet check results.
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Mantis #2908. Thanks Teravus for the suggestions :)
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notifications that won't actually lead to a client connection (because they are from a neighbouring teleport
target that needs to trigger a child seeds adjustment on a child agent that has been kept around)
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