| Commit message (Collapse) | Author | Age | Files | Lines |
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owned by the same user.
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update when scene objects have been deleted.
At least on mono 2.6.4, running GC.Collect() is not guaranteed to force gc of all objects when run in the same method where those objects had references.
Therefore, GC.Collect() is now being done in the per-script teardown of ObjectTortureTests.
In addition, scene loop update is being run after garbage collection in order to clean out the viewer update list of scene objects in the SceneGraph.
These measures mean that scene objects/parts are now garbage collected after a test run if deleted from the scene, resulting in a much better memory usage report (though probably still not very accurate).
However, deletion takes a very long time - what's really needed is to find out now why the entire scene isn't being GC'd by this measure.
This change hasn't yet been applied to the other stress tests.
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exception and constant complaints in v3 viewers).
Aims to address http://opensimulator.org/mantis/view.php?id=5878
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if we have been passed a non-zero transaction ID.
This resolves the recent regression from deeb728 where notecards could not be saved in prim inventories.
This looks like a better solution than deeb728 since only non-caps updates pass in a transaction ID.
Hopefully resolves http://opensimulator.org/mantis/view.php?id=5873
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IsColliding
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since they don't do anything useful.
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stage and then at Scene.AddClient()
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This required an option to be added to NullRegionData via ConnectionString for it to act as a non-static instance, so that regression tests (which only load this class once) don't get hopeless confused and complex to compensate.
Normal standalone operation unaffected.
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dictionary rather than AgentCircuitManager.AgentCircuits directly in "show circuits" to avoid enumeration exceptions
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ScenePresenceSitTests
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the avatar if prim with no sit target was out of sitting range.
Now, no movement occurs.
Note that you can still sit on a prim with an explicit sit target from any distance, as was the case before.
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list last week.
This means that if the avatar is within 10 meters of the selected target, it sits on it immediately without walking.
Existing autopilot outside this range will be disabled in a later commit
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UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are
using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on
SOP consistently now. Also started working toward eliminating those
calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule
from outside SOP in favor of just setting properties on SOP and let SOP
decide if an update should be scheduled. This consolidates the update
policy within SOP and the client rather than everywhere that makes
changes to SOP. Some places forget to call update while others call it
multiple times, "just to be sure".
UpdateFlag and Schedule*Update will both be made private shortly.
UpdateFlag is intended to be transient and internal to SOP so it has
been removed from XML serializer for SOPs.
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We always use SOP.Rotation instead
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of the other way around.
This is necessary so that code in HttpServer can use framework facilities such as the thread watchdog for monitoring purposes.
Doing this shuffle meant that MainServer was moved into OpenSim/Framework/Servers
Also had to make OpenSim.Framework.Console rely on OpenSim.Framework rather than the other way around since it in turn relies on HttpServer
MainConsole and some new interfaces had to be moved into OpenSim/Framework to allow this. This can be reverted if parts of OpenSim.Framework stop relying on console presence (cheifly RegionInfo)
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This is to support npc baked texture saving in oars and iars.
May address http://opensimulator.org/mantis/view.php?id=5743
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ways to access the list/dictionary of child regions and locking was
inconsistent. There are now public properties which enforce locks.
Callers are no longer required to create new copies of lists.
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This is moved into ScenePresence for now as a general facility
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used by Autopilot coming from the client side.
I thought that I had implemented this but must have accidentally removed it.
Adds a regression test to detect if this happens again.
Temporarily disables automatic landing of NPC at a target. Will be fixed presently.
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part indexes in SG.DeleteSceneObject()
this is unnecessary because the parts array iterated through contains the root part as well as the non-root parts
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deletion
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the local id of one of its parts
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single-part
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removed from the scene.
This is done by introducing a PresenceType enum into ScenePresence which currently has two values, User and Npc.
This seems better than a SaveAttachments flag in terms of code comprehension, though I'm still slightly uneasy about introducing these semantics to core objects
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attachments check
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is closed down
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This seems to make more sense as we can get SP.ControllingClient
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SceneHelpers instead
Not that it matters, since these tests are pretty bogus anyway.
Also, renames some test classes for consistency.
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not yet complete.
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Undo rotation and position appear to be working.
Resizing a single prim appears to be working, though the undo has to be done twice.
Resizing a group of prims still does not work properly - possibly because in the UndoState we don't store a knowledge of when we're resizing a whole group rather than individual prims.
This needs to be addressed.
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own homebrew.
system stack also uses an array, so no performance penalty.
Also exposes undo count and adds a test assertion for correct undo count after resize
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This is utterly pointless scene we already know which sog we're dealing with.
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