| Commit message (Collapse) | Author | Age | Files | Lines |
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SceneObjectPartInventory.cs and expose that from SceneObjectPart rather than the original object
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* This is Diva's hypergrid patch, as perviously discussed on the opensim-dev mailing list
* Applied some minor prebuild.xml jiggling to resolve a dependency issue
* Thanks Diva!
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* Entities should now in theory be lock-free externally.
* Other properties may cause blocking however[?].
* ScenePresence maintains separate locks so isn't fixed by this commit.
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locks.
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* Important Changes: Scene.Entities is now IEnumerable directly. You do not need to use Entities.Values, you can Enumerate on .Entities directly. (So 'foreach Scene.Entities' vs 'foreach Scene.Entities.Values').
* Locks: Entities maintains it's own internal locking states. This means you do not need to lock entities anymore. I'll be going through and removing locks on it systematically.
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enable this.
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* Not referenced anywhere yet.
* Designed to replace Dictionary<UUID,EntityBase> within SceneGraph.Entities
* Allows indexed access and better handling of locks.
* Someone needs to implement IEnumerable on this before we can switch it over.
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longer to be deleted
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no extra cost
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have no entry set, part 1
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Attempt to reinstate the Object Entry flag in parcel settings
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the internals of the permissions module adapter sane
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* This should probably be being called in FetchAsset() instead as for all the other databases, but I lack the means to test MSSQL
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* SceneObjectPartInventory.cs isn't a particularly good name but it's probably not got a long life
* A proper inventory interface to follow
* Parallel changes for other inventory partial classes to follow at a later date
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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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* move the directory choice for plugins outside into RegionApplicationBase
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of bin/Physics
* This is primarily to see if not loading ODE in the unit tests will allow them to proceed, though the option of separate loading is probably a good thing in itself
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root agent scene test
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Attached is a patch which fixes mantis bug 2645 where scripts in child
prims
freeze after being unlinked from the root prim. This got introduced
some time after the 0.6 freeze. Have checked test suites
pass even after nant clean ;-)
http://opensimulator.org/mantis/bug_update_page.php?bug_id=2645
Also removes a redundant ResetIDs call
Regards,
Chris
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connection (though not yet an actual ScenePresence)
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Implementing "Play sound inworld". Currently a WIP .
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Attached patch implements llCollisionSound. Thanks T. Sado.
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libOMV.
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release a direct descendant of the stable 7364, with all the features and
none of the issues.
This omits the following patch chain: r7383 r7382 r7381 r7377 r7375 r7373
r7372 r7370 r7369 r7368 r7367 r7366
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texture sending. Grain of salt not included.
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* Minor client fixes
* Added the ability for a client to login without a UserProfile, allowing certain alternate clients to connect to the region.
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group
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* Update libopenjpeg as well for this patch.
* Appears to be okay on a very short sniff test
* Source code will be placed in opensim-libs shortly
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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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