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path: root/OpenSim/Region/Framework/Scenes/SceneViewer.cs (follow)
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* Remove SceneViewer from ScenePresence to reduce quadruple queueing ofDan Lake2011-11-111-251/+0
| | | | | | | | | | | | prim update to only triple queuing. Existing method was: 1. Schedule prim for update, adding to scene update list 2. Update on SOGs during heartbeat queues update onto each SceneViewer 3. Update on SPs during heartbeat queues update onto each IClientAPI 4. ProcessEntityUpdates queues updates into UDP send stack Now the SceneViewer has been eliminated so updates are scheduled at any time and then put onto the IClientAPI priority queues immediately during SceneGraph.UpdateObjectGroups.
* Part 2 of see_into_this_sim_from_neighbor configuration option removalDan Lake2011-11-011-10/+7
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* Removed see_into_this_sim_from_neighbor configuration option.Dan Lake2011-11-011-1/+1
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* Lock m_pendingObjects when calling GetPendingObjectsCount().Justin Clark-Casey (justincc)2011-09-061-1/+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)2011-09-061-16/+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)2011-09-061-18/+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)2011-09-011-1/+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)2011-08-271-2/+1
| | | | pointless duplication of identical values
* New command: show pending-objectsDiva Canto2011-02-061-0/+8
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* Guard against locking a nullref to avoid build breakMelanie2010-10-081-0/+3
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* Change the order of actions to address a possible nullrefMelanie2010-10-081-3/+2
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* Formatting cleanup.Jeff Ames2010-09-121-2/+2
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* First pass at cleaning up thread safety in EntityManager and SceneGraphJohn Hurliman2010-09-101-1/+2
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* One should not lock null objects.Melanie Thielker2010-06-011-5/+8
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* Lock the object queue when dequeueingMelanie2010-06-011-78/+81
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* Prevent a null refMelanie Thielker2010-05-271-0/+3
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* OpenSim/Framework/Communications/Cache deleted. LibraryRootFolder deleted.Diva Canto2010-01-111-1/+0
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* Object update prioritization by Jim Greensky of Intel Labs, part one. This ↵John Hurliman2009-10-151-21/+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 Ames2009-06-271-230/+230
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* Fixed null bug, which was making unit tests failMW2009-06-261-3/+7
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* Extracted the code that handles the sending of prim updates to the client, ↵MW2009-06-261-0/+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]