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rezzed before the region was restarted would wrongly place the copy in the object owner's inventory.
Addresses http://opensimulator.org/mantis/view.php?id=5825
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marquee-selected deletions of single prims or small link sets nearly
instantaneous
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any issues with float serialization with machines set to non en_US locales.
Doing this to see if addresses inventory object deserialization problems in http://opensimulator.org/mantis/view.php?id=5708, though if it does I'm really surprised not to have seen it before now.
Really need to go through and systematically set the culture for every timer and change all BeginInvoke calls to FireAndForget instead.
But don't want to do something like that this close to a release.
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DeleteToInventory() is misleading - it is the caller that decides whether to delete or not
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WARNING!!!!!
You can TAKE them, but you can't REZ them again. Only the first of the contained
objects will rez, the rest is inaccessible until rezzing them is implemented.
Also, rotations are not explicitly stored. This MAY work. Or not.
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code readability
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Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion.
This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart).
However, DeRezObjects() deleted to user inventory, which is not required by llDie() or direct region module unlink and deletion.
Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path.
Uncommented TestDelinkPersistence() since this now passes.
Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
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Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion.
This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart).
However, DeRezObjects() deleted to user inventory, which is required by llDie() or direct region module unlink and deletion.
Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path.
Uncommented TestDelinkPersistence() since this now passes.
Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
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* Moved a few key inventory access methods from Scene.Inventory to an IInventoryAccessModule module
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pass script state and assembly again properly. Reintroduce respecting tht
TrustBinaries flag. Changes the interregion protocol! No version bump
because it was broken anyway, so with a version mismatch it will simply
stay broken, but not crash. Region corssing still doesn't work because
there is still monkey business with both rezzed prims being pushed across
a border and attached prims when walking across a border. Teleport is
untested by may work.
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objects. This is about half of the code base reviewed."
This reverts commit e992ca025571a891333a57012c2cd4419b6581e5.
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This reverts commit 832cc685138b2244529f10b54b373c34adb4a633.
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is about half of the code base reviewed.
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murky. This affects Mono only.
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allow final deletion of objects. Meant to support the attach(NULL_KEY) event,
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LICENSE.txt.
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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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is in the Tools menu available when editing an object
* This facility allows you to save changes to an object that you've rezzed into a region back into their original inventory item without having to take a copy of the rezzed
object.
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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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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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the deleting of other, valid objects
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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.
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out to a separate class
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