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| * * Rewrote the methods that build ObjectUpdate and ImprovedTerseObjectUpdate ↵John Hurliman2009-10-181-3/+3
| | | | | | | | | | | | | | | | | | | | packets to fill in the data more accurately and avoid allocating memory that is immediately thrown away * Changed the Send*Data structs in IClientAPI to use public readonly members instead of private members and getters * Made Parallel.ProcessorCount public * Started switching over packet building methods in LLClientView to use Util.StringToBytes[256/1024]() instead of Utils.StringToBytes() * More cleanup of the ScenePresences vs. ClientManager nightmare * ScenePresence.HandleAgentUpdate() will now time out and drop incoming AgentUpdate packets after three seconds. This fixes a deadlock on m_AgentUpdates that was blocking up the LLUDP server
| * Object update prioritization by Jim Greensky of Intel Labs, part one. This ↵John Hurliman2009-10-151-4/+4
| | | | | | | | implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
| * * Removed some of the redundant broadcast functions in Scene and SceneGraph ↵John Hurliman2009-10-151-11/+1
| | | | | | | | | | | | | | | | so it is clear who/what the broadcast is going to each time * Removed two redundant parameters from SceneObjectPart * Changed some code in terse update sending that was meant to work with references to work with value types (since Vector3 and Quaternion are structs) * Committing a preview of a new method for sending object updates efficiently (all commented out for now)
* | Merge branch 'master' into vehiclesMelanie2009-10-051-3/+4
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| * disable physics actors for flexible primsdahlia2009-10-041-3/+4
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* | Merge branch 'master' into vehiclesMelanie2009-10-011-13/+12
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| * Formatting cleanup.Jeff Ames2009-10-011-3/+3
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| * Formatting cleanup.Jeff Ames2009-10-011-9/+9
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| * This fix addresses the problem where phantom objects do notAlan M Webb2009-09-291-1/+1
| | | | | | | | | | | | | | always behave like they are phantom, and llVolumeDetect seems to operate in a random fashion. Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
| * Add copyright header. Formatting cleanup.Jeff Ames2009-09-291-1/+1
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* | And another merge issueKitto Flora2009-09-301-0/+1
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* | And anotherKitto Flora2009-09-301-1/+1
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* | Another small change to avoid later merge conflictKitto Flora2009-09-301-2/+3
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* | Small chaneg to adapt to trunkKitto Flora2009-09-301-2/+3
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* | Commit initial version of KittoFlora's vehicle changesopensim2009-09-301-154/+113
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* While running a test case I had written to pursue problems withAlan M Webb2009-09-171-113/+152
| | | | | | | | | | | | | | | | | | | | llDie() not always completely working, I discovered I was getting a lot (60+ over 6000 iterations of the test case) null pointer exceptions in various physics related checks in SceneObjectPart. It was apparent that the (frequent) checks for PhysActor being non-null is an insufficient protection in a highly asynchronous environment. The null reference exceptions are one example of failure, but it could also happen that a sequence started with one instance of a PhysicsActor might finish with another? Anyway, I have implemented a safer mechanism that should stop the errors. I re-ran my test case with the fix in place, and completed nearly 1000 iterations without a single occurrence. SceneObjectPart is seriously in need of rejigging, if not for this reason, then for its ridiculous size. Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
* * Lock timers when Calling Start() and Stop() when the Thread Context is ↵Teravus Ovares (Dan Olivares)2009-09-091-0/+2
| | | | murky. This affects Mono only.
* * Fix the reason why physical vehicles have a problem in virtual regions.Teravus Ovares (Dan Olivares)2009-08-291-1/+2
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* Merge branch 'master' of ssh://diva@opensimulator.org/var/git/opensim into ↵Diva Canto2009-08-161-27/+25
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| * Misc cleanup.Jeff Ames2009-08-161-27/+25
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* | Changed FromAssetID to FromItemIDDiva Canto2009-08-151-3/+3
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* Formatting cleanup. Fix some compiler warnings.Jeff Ames2009-08-131-26/+23
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* Another stab at cmickeyb's patch for script GC.Melanie2009-08-071-8/+8
| | | | | Moved the Close() for the appdomain-hosted parts into a new destructor on ScriptInstance.
* Revert the XEngine memleak patch, it causes premature GC.Melanie2009-08-071-8/+8
| | | | | This matches behavior seen with an earlier attempt to do this, apparently the sponsor mechanism does't work in Mono
* |From: James J Greensky <jame.j.greensky@intel.com>Melanie2009-08-061-8/+8
| | | | | | | | | | | | | | | | | | | |Date: Wed, 5 Aug 2009 09:51:52 -0700 |Subject: [PATCH] Closed two major memory leaks for scripted objects | |Two major memory leaks for the scripted objects were fixed |- One leak had to do with remoting acrossing app domains. When a script and | its controlling agent communicate across an application boundary, it calls | functions on a stub proxy object that then invokes the remote method on | the object in the other app domain. These stub objects (two for each script) | were setup to have infinate lifetimes and were never being garbage collected. |- The second leak was the result of adding a scene object part instance method | to a scene event and never removing it. This cause the event's delegate list | to maintain a link to that object which is then never freed as the scene event | object is never destroyed. Patch applied, please direct feedback to me. Possible issue: Longtime idle scripts like vendors may fail.
* Add plumbing for the SceneObjectDeleter to wait for the script engine toMelanie2009-08-041-0/+5
| | | | allow final deletion of objects. Meant to support the attach(NULL_KEY) event,
* A stab at implementing llSetDamage. Not persistent.Melanie Thielker2009-07-151-0/+9
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* Extracted the code that handles the sending of prim updates to the client, ↵MW2009-06-261-4/+4
| | | | | | | from ScenePresence into ISceneViewer/SceneViewer. Currently ScenePresence "has" a ISceneViewer, although if we had a proper Node based scenegraph then it would most likely be attached directly to the nodes. By extracting this code, it should make it easier to experiment with different ways of managing the update process. [Next step to make this module based, could be to create a SceneViewerFactoryModule]
* Formatting cleanup.Jeff Ames2009-06-101-2/+2
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* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-011-1/+1
| | | | LICENSE.txt.
* * refactor: little tweaks to trigger another buildJustin Clarke Casey2009-05-291-4/+15
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* * Add save xml2 serialization testJustin Clarke Casey2009-05-291-0/+2
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* reinstate a hopefully more robust experimental decoded sculpt map caching schemeDahlia Trimble2009-05-291-2/+2
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* disable sculpt map caching until a better method of avoiding asset requests ↵Dahlia Trimble2009-05-291-1/+3
| | | | can be found
* null test for texture assets when using cached sculpt mapDahlia Trimble2009-05-291-2/+3
| | | | | addresses mantis #3735
* Experimental decoded sculpt map cachingDahlia Trimble2009-05-291-1/+1
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* From: Chris Yeoh <cyeoh@au1.ibm.com>Dr Scofield2009-05-271-1/+14
| | | | | | | | | | | | The attached patch implements llPassTouches. It has been added to the export/import XML along with the flag for AllowedInventoryDrop. The MySQL backend has been updated as well, though I haven't done one of those before so could do with a check. I added the migration mysql file as well. The other data backends need updating as well.
* Revert "From: Chris Yeoh <cyeoh@au1.ibm.com>"Dr Scofield2009-05-251-14/+1
| | | | | This reverts r9666. for some reason the mysql update does not work.
* From: Chris Yeoh <cyeoh@au1.ibm.com>Dr Scofield2009-05-251-1/+14
| | | | | | | | | | | | The attached patch implements llPassTouches. It has been added to the export/import XML along with the flag for AllowedInventoryDrop. The MySQL backend has been updated as well, though I haven't done one of those before so could do with a check. I added the migration mysql file as well. The other data backends need updating as well.
* Heart surgery on asset service code bits. Affects OpenSim.ini configuration ↵diva2009-05-151-4/+12
| | | | | | | | | | | | -- please see the example. Affects region servers only. This may break a lot of things, but it needs to go in. It was tested in standalone and the UCI grid, but it needs a lot more testing. Known problems: * HG asset transfers are borked for now * missing texture is missing * 3 unit tests commented out for now
* * minor: remove some mono compiler warnings, minor cleanupJustin Clarke Casey2009-05-041-1/+1
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* Thank you kindly, RemedyTomm, for a patch that fixes:Charles Krinke2009-04-251-1/+4
| | | | | | | | | llSetPrimitiveParams in a large linkset can disrupt the entire region. However, when the script is in a large linkset, it appears to totally lag out the scene and stops updates from being sent.
* * Allow passing of material type to physics engineTeravus Ovares2009-04-201-1/+8
| | | | | * Define low friction and medium bounce for Glass
* Handle ObjectSpin* packets to spin physical prims on Ctrl+Shift+Dragnlin2009-04-101-0/+5
| | | | | | | | | | | | | | Addresses Mantis #3381 The current implementation works as expected if the object has no rotation or only rotation around the Z axis; you can spin the object left or right (around the world Z axis). It works a little unexpectedly if the object has a non-Z-axis rotation; in this case the body is spun about its local Z axis, not the world Z-axis. (But SL also behaves oddly with a spin on an arbitrarily rotated object.)
* * This updates LibOMV to the current release 0.6.0 on March 19 2009Teravus Ovares2009-03-271-1/+1
| | | | | | * Important: HttpServer.dll was changed to HttpServer_OpenSim.dll so that the HttpServer references do not conflict if you've copied the OpenMetaverse.Http.dll and requirements to the OpenSimulator bin folder. This means that if you reference HttpServer.dll in any projects, you will need to change the reference to HttpServer_OpenSim.dll. It still uses the Same HttpServer namespace though.
* * refactor: call some EventManager triggers directly rather than through sceneJustin Clarke Casey2009-03-271-5/+2
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* add a taint to SOP.UpdateShape() - addresses Mantis #3277Dahlia Trimble2009-03-111-0/+1
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* Fixes Mantis #3260. Thank you kindly, MCortez for a patch that:Charles Krinke2009-03-061-0/+17
| | | | | | | | | | llSetHoverHeight() should not clamp the x/y position of an object the way MoveTo does, and it should recalculate the absolute height to hover at as an object moves to reflect the current ground/water height under it. Correctly implementing required adjusting the Physics interfaces and implementing at the physics plug-in level. The attached is a patch that correctly implements llSetHoverHeight() including updates to the ODE physics plug-in.
* * remove now unused serialization codeJustin Clarke Casey2009-03-051-124/+1
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* * Refactored SOP.FolderID weirdness by removing calls to empty setter. YEs, ↵lbsa712009-02-251-1/+3
| | | | | | | I do realize the setter has to be there for legacy reasons, but since the calls will never acually DO anyhting, I'm removing them. * So, SOP.FolderID is actually a cruft field that should be removed.