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2011-04-13Add coalesced scene objects class and serializer. This is currently only ↵Justin Clark-Casey (justincc)1-0/+2
used by the TestRezCoalescedObject() regression test. This structure matches the existing one for SceneObjects and will allow code to be reused by the uuid gatherer, other tests, etc. Test is not yet fully implemented due to a bug in rezzing coalesced objects where they all get the same name as the item. Only one object should get the same name as the item, which appears to be the one selected last when the the objects were coalesced in the first place. This bug will be addressed shortly.
2011-04-06Fix bug where on duplication, the root part local id was continually used in ↵Justin Clark-Casey (justincc)1-1/+1
populating the local id scene object index instead of each part's local id
2011-03-26When an object is duplicated, add it to the full/local id SOG indexes as ↵Justin Clark-Casey (justincc)1-1/+29
well as Entities
2011-03-26When an object is duplicated, add the dupe to the uuid/local id indexes as ↵Justin Clark-Casey (justincc)1-1/+29
well as the basic entities list. Added a prim counts test to reinforce this - shift-copy was no incrementing prim count. This will sometime become a basic scene test. New code needs to be refactored so we just call SceneGraph.AddSceneObject(). This will happen in the near future. With this, basic owner prim counts on a single parcel appear to be working fine (with the same previous existing taint calls as used by the land management module). More work to do.
2011-03-26Make SceneGraph.ForEachSOG() execute once for each SOG, not once for each ↵Justin Clark-Casey (justincc)1-5/+25
prim (e.g. a SOG with 3 prims would have the action executed three times). To do this, a new SceneObjectGroupsByFullID index in SceneGraph which just index's prims by their root part UUID, in order to avoid the inefficiency of filtering existing lists. Existing callers to SceneGraph.ForEachSOG() did not fail due to the multiple per SOG action executions - they were probably just much less efficient. Code suggests that no callers expected ForEachSOG() to execute actions on sog multiple times
2011-03-26refactor: rename SOG collections in SceneGraph to make it clearer that they ↵Justin Clark-Casey (justincc)1-30/+30
are indexing each part's UUID, not just the root part.
2011-03-22Add an initial confidence-building TestAddObject() for prim counts.Justin Clark-Casey (justincc)1-6/+7
2011-02-24Fix bug where avatars in other regions would not always show up on the mini-mapJustin Clark-Casey (justincc)1-1/+2
2011-01-26Remove the RestorePresences functions (which don't seem to be doingMic Bowman1-2/+2
anything) and clean up the code in AddNewClient (so Appearance only gets assigned once, not three times).
2010-12-14reinstate IAttachmentsModule.UpdateAttachmentPosition() since this is being ↵Justin Clark-Casey (justincc)1-7/+2
used by a 3rd party region module and contains non-obvious attachment specific code There are no functional changes. UpdateAttachmentPosition() is adapted to the new approach of only saving attachment state on logout
2010-12-10fix the minimap sitting avatar location bugJustin Clark-Casey (justincc)1-1/+1
a sitting avatar should have it's offset position added to the scene object, not its absolute position
2010-11-16Change the way attachments are persisted. Editing a worn attachment will nowMelanie1-5/+12
save properly, as will the results of a resizer script working. Attachment positions are no longer saved on each move, but instead are saved once on logout. Attachment script states are saved as part of the attachment now when detaching.
2010-10-27Prevent nullrefs in scene object deletion. Mantis #5156Melanie1-1/+4
2010-10-03I really have to say it again and again: e.Message is NOT enough data forMelanie1-2/+1
troubleshooting. It MUST be combined with e.StackTrace, or e.ToString() must be used. Fix one more instance of that cr.p
2010-09-27Prevent setting arbitrary groups on your objects.Melanie1-0/+3
2010-09-16Changed SceneObjectGroup to store parts with the fast and thread-safe ↵John Hurliman1-33/+20
MapAndArray collection
2010-09-13Remove SceneGraph.DetachObject() which was accidentally left around after ↵Justin Clark-Casey (justincc)1-10/+0
being migrated to AttachmentsModule
2010-09-12Formatting cleanup.Jeff Ames1-3/+3
2010-09-10Second pass at cleaning up thread safety in EntityManager and SceneGraphJohn Hurliman1-34/+32
2010-09-10First pass at cleaning up thread safety in EntityManager and SceneGraphJohn Hurliman1-136/+127
2010-09-07Make sure unlinked child prims get persistedMelanie1-0/+5
2010-08-31Adjust the "Magic numbers" we use because we can't reference the actualMelanie Thielker1-1/+1
script state enum to reflect recent changes.
2010-08-28Improve liveness by operating on list copies of SOG.Children where appropriateJustin Clark-Casey (justincc)1-25/+26
2010-08-26refactor: break out attachment position change code in ↵Justin Clark-Casey (justincc)1-24/+13
Scene.UpdatePrimPosition() and move into AttachmentsModule This allows region modules to change attachment positions.
2010-08-26Remove mono compiler warningsJustin Clark-Casey (justincc)1-2/+0
2010-08-26Improve consistency of locking for SOG.m_parts in order to avoid race ↵Justin Clark-Casey (justincc)1-45/+66
conditions in linking and unlinking
2010-08-25Make scene object directories more robust and prevent deleted SOP's fromMelanie Thielker1-17/+29
sticking around
2010-08-24Split out actual scene object insertion code from Scene.Inventory.RezObject ↵Justin Clark-Casey (justincc)1-0/+36
and move into SceneGraph.AddNewSceneObject() The new SceneGraph method is more consumable by region modules that want to extract objects from inventory and add them to the scene in separate stages. This change also reduces the number of redundant client updates scheduled when an object is rezzed directly by a script or region module This code does not touch direct rez by a user
2010-08-07Add new SceneGraphTests class. Add simple TestDuplicateObject()Justin Clark-Casey (justincc)1-1/+1
2010-08-07minor: a few miscellaneous commentsJustin Clark-Casey (justincc)1-0/+5
2010-07-30remove unused BasicQuadTreeNodeJustin Clark-Casey (justincc)1-5/+0
2010-06-28Remove AgentID and GroupOD from the signature of SOG.Copy(). They were neverMelanie Thielker1-1/+1
used, but made for a very mispleading read of the code in the callers.
2010-06-28Fix Copy on Ray, Drag Copy and other little things. Removed the wrong andMelanie Thielker1-1/+1
nonworking ownership assignment in SOG, which messed things up before. No longer trust the client to send the ID of the person something is copied as, since it allows to run a script with someone else's permissions. Properly adjust inventory ownership and perms.
2010-06-27Make drag copy and copy-on-ray handle friends list perms properlyMelanie Thielker1-0/+22
2010-06-25stop KeyNotFoundException() being thrown in RemoveScenePresence if the agent ↵Justin Clark-Casey (justincc)1-6/+7
isn't present in the presence dictionary the code to do this was there but was being circumvented by newmap[agentID] before the check actually took place
2010-06-08Refactor SendCoarseLocations for better performance. Instead of computing ↵Dan Lake1-0/+37
list of all locations fresh for every scene presence on every frame, we will instead compute the list once every 50 frames and send to all connected presences at that time. Also, we only add 60 items to the list when there are more than 60 presences in the scene. For 1000 users, this change yields a 99.8% reduction in list processing and a 98% reduction in network bandwidth for coarse locations.
2010-06-08Reduce number of full updates sent on region crossing for attachments/huds ↵Justin Clark-Casey (justincc)1-3/+7
to 1 from 3 This is one step towards reducing hud glitches on region crossing, since the viewer fails to display prims if it receives child full updates before the root prim full update This commit also introduces a mechanism in LLClientView to stop child attachment updates ever going out before the root one This is a very temporary mechanism and will be commented out when the next step of the fix (to give root prims higher udpate priority) is committed This code is a foreport from the equivalent changes in 0.6.9-post-fixes
2010-05-31Fix create selection getting overwritten by multiple updates for the same prim.Melanie Thielker1-1/+1
2010-05-21rearrange SceneGraph.AddSceneObject() to return earlier if an object with ↵Justin Clark-Casey (justincc)1-53/+49
that uuid is already in the scene this means that we don't perform pointless work
2010-05-21Fix a problem where SceneGraph.AddSceneObject() would return false on ↵Justin Clark-Casey (justincc)1-7/+14
successfully adding an object rather than true, in defiance of its method documentation This meant that the returns were inconsistent - false would be returned both for various scene object failure conditions (e.g. root part was null) and if the object was successfully added.
2010-05-15Refactor scene presence list for lockless iteration. Lock contention will ↵Dan Lake1-61/+53
now only be for simultaneous add/removes of scene presences from the scene.
2010-04-30Fix link security issueMelanie1-32/+9
2010-04-19All scripts are now created suspended and are only unsuspended when the objectMelanie1-0/+1
is fully rezzed and all scripts in it are instantiated. This ensures that link messages will not be lost on rez/region crossing and makes heavily scripted objects reliable.
2010-04-16refactor: crudely move DetachSingleAttachmentToGround() over to the ↵Justin Clark-Casey (justincc)1-3/+1
AttachmentsModule
2010-03-19Renamed TryGetAvatar to TryGetScenePresence on SceneManager, SceneBase, ↵Dan Lake1-1/+1
Scene and SceneGraph. This was the only change in this patch to keep it isolated from other recent changes to the same set of files.
2010-03-19Cleaned up access to scenepresences in scenegraph. GetScenePresences and ↵Dan Lake1-107/+79
GetAvatars have been removed to consolidate locking and iteration within SceneGraph. All callers which used these to then iterate over presences have been refactored to instead pass their delegates to Scene.ForEachScenePresence(Action<ScenePresence>).
2010-03-17Inconsistent locking of ScenePresence array in SceneGraph. Fixed by ↵Dan Lake1-63/+130
eliminating option to return the actual list. Callers can now either request a copy of the array as a new List or ask the SceneGraph to call a delegate function on every ScenePresence. Iteration and locking of the ScenePresences now takes place only within the SceneGraph class. This patch also applies a fix to Combat/CombatModule.cs which had unlocked iteration of the ScenePresences and inconsistent try/catch around the use of those ScenePresences.
2010-03-12refactor: move RezSingleAttachmentFromInventory() from SceneGraph to ↵Justin Clark-Casey (justincc)1-53/+0
AttachmentsModule
2010-03-12refactor: move client invoked AttachObject from SceneGraph to AttachmentsModuleJustin Clark-Casey (justincc)1-35/+0
2010-03-06refactor: Move DetachSingleAttachmentToInv to region moduleJustin Clark-Casey (justincc)1-34/+1
need to rationalize method names later