Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Lock m_pendingObjects when calling GetPendingObjectsCount(). | Justin Clark-Casey (justincc) | 2011-09-06 | 1 | -1/+2 |
| | | | | | | This is only called by a region console command. We should also be locking m_partsUpdateQueue when dequeueing the next part, or locking m_pendingObjects in QueuePartForUpdate(). However, I won't do this now since I don't have time to analyze how this would affect liveness. | ||||
* | Comment out SceneViewer.Reset() and stop calling from Close() since this is ↵ | Justin Clark-Casey (justincc) | 2011-09-06 | 1 | -16/+17 |
| | | | | | | useless work as a closed scene object is never reset. Strictly speaking, we could also stop bothering to clear the m_updateTimes and m_partsUpdateQueue if we are sure that the whole SceneViewer is shortly to be garbage collected anyway, but we'll leave them around for now. | ||||
* | In SceneViewer, introduce an IsEnabled flag and perform Close() under an ↵ | Justin Clark-Casey (justincc) | 2011-09-06 | 1 | -18/+41 |
| | | | | m_pendingObjects lock in order to avoid the race condition seen by danbanner in http://opensimulator.org/mantis/view.php?id=5669 | ||||
* | Remove pointless cluttering SOP.ParentGroup != null checks. | Justin Clark-Casey (justincc) | 2011-09-01 | 1 | -1/+1 |
| | | | | | The only times when ParentGroup might be null is during regression tests (which might not be a valid thing) and when scene objects are being constructed from the database. At all other times it's not possible for a SOP not to have a SOG parent. | ||||
* | refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid ↵ | Justin Clark-Casey (justincc) | 2011-08-27 | 1 | -2/+1 |
| | | | | pointless duplication of identical values | ||||
* | New command: show pending-objects | Diva Canto | 2011-02-06 | 1 | -0/+8 |
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* | Guard against locking a nullref to avoid build break | Melanie | 2010-10-08 | 1 | -0/+3 |
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* | Change the order of actions to address a possible nullref | Melanie | 2010-10-08 | 1 | -3/+2 |
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* | Formatting cleanup. | Jeff Ames | 2010-09-12 | 1 | -2/+2 |
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* | First pass at cleaning up thread safety in EntityManager and SceneGraph | John Hurliman | 2010-09-10 | 1 | -1/+2 |
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* | One should not lock null objects. | Melanie Thielker | 2010-06-01 | 1 | -5/+8 |
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* | Lock the object queue when dequeueing | Melanie | 2010-06-01 | 1 | -78/+81 |
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* | Prevent a null ref | Melanie Thielker | 2010-05-27 | 1 | -0/+3 |
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* | OpenSim/Framework/Communications/Cache deleted. LibraryRootFolder deleted. | Diva Canto | 2010-01-11 | 1 | -1/+0 |
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* | Object update prioritization by Jim Greensky of Intel Labs, part one. This ↵ | John Hurliman | 2009-10-15 | 1 | -21/+2 |
| | | | | implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon | ||||
* | Update svn properties. | Jeff Ames | 2009-06-27 | 1 | -230/+230 |
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* | Fixed null bug, which was making unit tests fail | MW | 2009-06-26 | 1 | -3/+7 |
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* | Extracted the code that handles the sending of prim updates to the client, ↵ | MW | 2009-06-26 | 1 | -0/+226 |
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] |