Commit message (Collapse) | Author | Files | Lines | ||
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2008-11-10 | Lock tests on EntityList.cs, multithreaded object addition | Sean Dague | 2 | -1/+290 | |
and removal. From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com> | |||||
2008-11-10 | * minor: remove useless exception catch | Justin Clarke Casey | 2 | -10/+2 | |
2008-11-10 | * refactor: Expose SOG.SetRootPart for outsiders to use rather than setting ↵ | Justin Clarke Casey | 2 | -7/+7 | |
RootPart and adding the part separately * Make RootPart read only | |||||
2008-11-10 | * Take out the 1 second sleep debugging line in ScenePresence | Justin Clarke Casey | 1 | -1/+0 | |
2008-11-10 | * Refactor the callers of SOG.SetPartAsRoot() to use common code | Justin Clarke Casey | 1 | -31/+18 | |
2008-11-10 | * Extend basic scene test to retrieve the object from the scene and match uuids | Justin Clarke Casey | 5 | -63/+28 | |
* 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 | |||||
2008-11-10 | Keep dropped prims from being temp-on-rez and getting cleaned up | Melanie Thielker | 1 | -0/+1 | |
2008-11-10 | From: Christopher Yeoh <cyeoh@au1.ibm.com> | Sean Dague | 1 | -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). | |||||
2008-11-10 | Stop attachments from causing an update to be sent on every frame in which | Melanie Thielker | 4 | -7/+13 | |
an avatar moves. | |||||
2008-11-09 | Script region crossing. This has not user functionality, but lays all the | Melanie Thielker | 6 | -21/+134 | |
groundwork. | |||||
2008-11-08 | Mantis #2553: Thank you, idb, for a fix that helps to persist changes in ↵ | Homer Horwitz | 1 | -0/+8 | |
prim attributes. | |||||
2008-11-08 | * Implemented OnClientConnect in Scene EventManager | Adam Frisby | 1 | -0/+16 | |
* Identical to OnNewClient except it passes IClientCore instead of IClientAPI * See http://opensimulator.org/wiki/OpenSim_0.6_IClientAPI#Porting_Guide | |||||
2008-11-08 | * Added IClientIM to IClientCore interfaces | Adam Frisby | 1 | -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.* | |||||
2008-11-08 | Small bugfix for RemoveNeighbourRegion | Homer Horwitz | 1 | -1/+1 | |
2008-11-08 | Add some discovery code, laying groundwork for region-crossing scripts | Melanie Thielker | 1 | -0/+26 | |
No user functionality yet | |||||
2008-11-08 | Remove empty OSUUID.cs file. Add copyright headers. Minor formatting cleanup. | Jeff Ames | 1 | -1/+1 | |
2008-11-08 | Remove part of another patch that would cause DNE to nuke the sim in it's | Melanie Thielker | 1 | -2/+0 | |
current form | |||||
2008-11-08 | Refactor IEventReceiver back into IScriptEngine | Melanie Thielker | 1 | -0/+2 | |
2008-11-07 | * Correct catch changed on last commit, since I just realized I started ↵ | Justin Clarke Casey | 1 | -1/+1 | |
making it catch a little too much, in principle | |||||
2008-11-07 | * minor: Remove mono compiler warning | Justin Clarke Casey | 1 | -1/+1 | |
2008-11-07 | * Apply http://opensimulator.org/mantis/view.php?id=2582 | Justin Clarke Casey | 3 | -65/+34 | |
* Send prim flags as booleans from LLClientView rather than in the native LL array * Thanks idb | |||||
2008-11-07 | * Fix bug in r7162 where avatars could not move | Justin Clarke Casey | 4 | -28/+30 | |
* 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 | |||||
2008-11-07 | * refactor: cleanup AllocateLocalPrimId() a bit more | Justin Clarke Casey | 1 | -1/+2 | |
2008-11-07 | * Rename PrimIDAllocate() to more effectively convey what it does, and put ↵ | Justin Clarke Casey | 2 | -6/+7 | |
the verb at the front | |||||
2008-11-07 | * Remove next local id from SceneBase | Justin Clarke Casey | 2 | -12/+0 | |
* This was only reference by ScenePresence and not used anyway - Scene itself had it's own copy | |||||
2008-11-07 | * minor: Just some tidy up of log messages, etc. | Justin Clarke Casey | 1 | -13/+5 | |
2008-11-07 | * Stop requiring local ids in the SOG constructors. | Justin Clarke Casey | 5 | -22/+25 | |
* These are assigned when the object is attached to the scene | |||||
2008-11-07 | * refactor: stop unnecessary passing of scene to sog copy constructor | Justin Clarke Casey | 1 | -6/+2 | |
* this is now done in AttachToScene() | |||||
2008-11-07 | * Stop prim attach being signalled twice (it is already been done outside ↵ | Justin Clarke Casey | 1 | -5/+1 | |
AttachToScene()) | |||||
2008-11-07 | * Remove more UpdateParentIDs() calls that are now duplicates | Justin Clarke Casey | 1 | -6/+2 | |
2008-11-07 | * Apply http://opensimulator.org/mantis/view.php?id=1883 | Justin Clarke Casey | 1 | -22/+8 | |
* Fix llSetStatus() and llSetPrimitiveParams() * Thanks idb | |||||
2008-11-07 | * Stop now unnecessary separate local id allocation for restored objects | Justin Clarke Casey | 2 | -9/+2 | |
* remove a debug line I accidentally left in there | |||||
2008-11-07 | * refactor: allocate local ids to prims only when an object is attached to a ↵ | Justin Clarke Casey | 3 | -17/+35 | |
scene | |||||
2008-11-07 | Change teleport timings | Melanie Thielker | 1 | -2/+2 | |
2008-11-07 | Fixing up some remaining attachment issues | Melanie Thielker | 1 | -6/+4 | |
2008-11-07 | Attachments, attachments, and, did I say attachments? | Melanie Thielker | 6 | -83/+137 | |
Too many fixes to list. | |||||
2008-11-06 | * Remove SceneObjectPart.AttachToScene() since the remaining instruction can ↵ | Justin Clarke Casey | 2 | -16/+2 | |
be done by other means | |||||
2008-11-06 | * eliminate unnecessary ScheduleFullUpdate() | Justin Clarke Casey | 1 | -2/+0 | |
2008-11-06 | * refactor: Attach a scene object to a scene separately from its construction | Justin Clarke Casey | 6 | -69/+70 | |
2008-11-06 | * minor: remove some mono compiler warnings | Justin Clarke Casey | 1 | -0/+3 | |
2008-11-06 | * minor: Make some 'startup config failed to load' log messages more consistent | Justin Clarke Casey | 2 | -5/+23 | |
2008-11-06 | Mantis#2423. Thank you kindly, Godfrey for a patch that: | Charles Krinke | 1 | -2/+2 | |
Included patch fixes error: Z and W terms in the quaternion were swapped (ZERO_ROTATION is <0,0,0,1>, it was checking for <0,0,1,0>). There is an issue with older prims: it seems their default sit target was not always set to ZERO_ROTATION; | |||||
2008-11-06 | Mantis#2514 & 1375. Thank you kindly, Thomas for a patch that: | Charles Krinke | 1 | -1/+1 | |
Improves ScenePresence.cs for attachments when crossing boundaries between regions. | |||||
2008-11-06 | Disable distance sorting for child agents. It makes no sense there, as the | Melanie Thielker | 1 | -4/+7 | |
base point for the sort is 128,128,128, causing funny visuals | |||||
2008-11-06 | - fixes comparison of struct against null (no no no) | Dr Scofield | 1 | -1/+1 | |
- fixes IRCBridgeModule's XmlRpc method really paying attention to region parameter - cleans up indentation in IRCBridge code - fixes ConciergeModule exception on client logout | |||||
2008-11-06 | - create entries in avatarattachments table when first attaching an object; ↵ | Mike Mazur | 2 | -2/+46 | |
fix issue 2512 - correct attachment offset; fix issue 2513 - thanks Thomas for the patches | |||||
2008-11-05 | * Apply second patch in http://opensimulator.org/mantis/view.php?id=2561 | Justin Clarke Casey | 1 | -1/+5 | |
* Inserts proper animation state names into data/avataranimations.xml file so that llGetAnimation() works as one would expect. * Thanks StrawberryFride! | |||||
2008-11-04 | * Stop sending wearables back to the client on set appearance | Justin Clarke Casey | 1 | -6/+1 | |
* Now I've had time to analyze this, the Second Life grid doesn't appear to send this to the client (which in principle should know what wearables it has already) | |||||
2008-11-04 | * minor: appearance related doc and log message tweaking | Justin Clarke Casey | 1 | -5/+11 | |
2008-11-04 | Added a (xmlIgnored) SitAnimation property to SceneObjectPart. That allows ↵ | MW | 2 | -2/+66 | |
the setting of the name of the animation to be used when a avatar sits on that object. At some point in the future this should be persisted. So basically simplifies what a lsl script that detects a avatar sitting on a prim, then stopping the sit animation and playing a custom animation, does. Also added another ScenePresence.HandleAgentRequestSit() method , that accepts the name of the sit animation. So that modules can override the animation used, when they are doing a server controlled sit. Started some work on making the stand pose be played as soon as a user logs into a region. Rather than them starting with their arms stretched. This still needs more work |