| Commit message (Collapse) | Author | Age | Files | Lines |
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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
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destination user is offline/out of range. No more eternal cache is needed
for tracking IDs. Code cleanup. Removed some casts from IScene to Scene.
Decline now properly places item in trash rather than deleting it outright.
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actually make it work
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every user's HUD
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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
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This patch changes a couple of methods in Scene.Inventory to virtual,
so they can be overridden in subclasses. DeleteToInventory now returns
the UUID of the newly created asset, so that further actions on it can
be pursued in subclasses. This will make my life easier for making
inventory accessible in the hypergrid.
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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.
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* Remove duplicate test part
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it becomes impossible to cross back into a region you came from, or freeze
several seconds after region crossings.
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part method
* miscellaneous doc/log message changes
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From: Sean Dague <sdague@gmail.com>
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changes
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and removal.
From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
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RootPart and adding the part separately
* Make RootPart read only
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* 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
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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).
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an avatar moves.
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groundwork.
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prim attributes.
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* Identical to OnNewClient except it passes IClientCore instead of IClientAPI
* See http://opensimulator.org/wiki/OpenSim_0.6_IClientAPI#Porting_Guide
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* 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.*
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No user functionality yet
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current form
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making it catch a little too much, in principle
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* Send prim flags as booleans from LLClientView rather than in the native LL array
* Thanks idb
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* 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
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the verb at the front
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* This was only reference by ScenePresence and not used anyway - Scene itself had it's own copy
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* These are assigned when the object is attached to the scene
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* this is now done in AttachToScene()
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AttachToScene())
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* Fix llSetStatus() and llSetPrimitiveParams()
* Thanks idb
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* remove a debug line I accidentally left in there
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