| Commit message (Collapse) | Author | Age | Files | Lines |
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improved networking performance.
Reprioritization algorithms need to be ported still. One is
in place.
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populating the local id scene object index instead of each part's local id
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This updates prim counts correctly if an object is moved by something other than an avatar (e.g. scripts, region modules)
Create TestMoveOwnerObject() regression test for this case.
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with the fact that it's one word rather than two.
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However, the calls to the land management module to record prims need to remain, since they were also being used to return owner object lists, etc.
This is probably why prim counts were being done there in the first place.
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WARNING!!!!!
You can TAKE them, but you can't REZ them again. Only the first of the contained
objects will rez, the rest is inaccessible until rezzing them is implemented.
Also, rotations are not explicitly stored. This MAY work. Or not.
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well as Entities
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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
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are indexing each part's UUID, not just the root part.
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listen for that rather than EventManager.OnParcelPrimCountAdd
OnParcelPrimCountAdd had the wrong semantics for the PrimCountModule - it was invoked for every entity in the scene, not just new ones, which would screw up the untainted count.
Extend automated test for this scenario.
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clearer what they relate to.
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OSP resolved ID if newer CreationData is not present.
This should resolve issues where the creator for rezzed objects was being shown as "Unknown user" where previous behaviour was to show the OSP resolved account.
This is being done by parsing the serialized objects and updating the CreatorID if no CreationData exists. This operation might be expensive for sculpties where the sculpt texture is inlined with the object data. Will just have to see.
This relies on the IAR streaming inventory data before asset data (as is currently the case). Will need to introduce more stringent checks for file order on loading (much like JAR zips must start with the manifest file).
This is for IAR loading only. Tests updated to check this behaviour.
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This version removes the NUnit.Framework.SyntaxHelpers namespace, so any modules with their own tests will need to delete this using statement.
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child agents in neighbor regions. This means you can extend
the view on a simulator beyond the default 3x3 regions.
This uses a region default draw distance and should be
replaced at some point by the avatar specified draw distance.
That will require more careful, dynamic recomputation of child
agents every time the draw distance changes.
WARNING: this is experimental and has known instabilities. specifically
all regions "within site" should be running the same default draw distance
or agents will not be closed correctly.
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This test was non-viable. Keeping inactive T021_TestCrossToNewRegion() around for now since it's still useful for reference purposes in constructing a future working test.
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Stop tests setting up a capabilities module by default
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rather than causing a null reference on the normal log line
This also extends the TestChildAgentEstablished() test to actually activate the EntityTransferModule, though the test is not yet viable
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EntityTransferModule. Not yet enabled.
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for the last stage of AddRootAgent() instead of SP.MakeRootAgent()
Going this extra step doesn't appear to cause any test failures.
This is arguably better for test purposes, though at some stage another method may arise which does just call AddRootAgent().
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frame number.
This makes Scene.Update() match its original description of performing a single update, which also matches the semantics of SOG and ScenePresence.
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region crossing.
This restores a RemoveFromPhysicalScene() call in ScenePresence.CheckForBorderCrossing() when the agent has been placed in transit.
If we don't remove the agent from the physical scene, then the method continues to be called via ScenePresence.Update()
until the handover of the client between regions is completed. Since this handover can take more than 1000ms (due to the 1000ms
event queue polling response from the server), this results in the avatar pausing on the border for the entire handover period.
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osTeleportOwner.
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This allows the root prim, alone or in a set, to send it's
rotation. This fixes unsitting the avatar on sit-offsest
type teleports where the sit target is in the root prim of
a linkset.
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"emergency-monitoring on/off"
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once to each simulator rather than once to each region. This
should help with some of the delays caused by multiple outstanding
requests to a single service point.
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anything) and clean up the code in AddNewClient (so Appearance only
gets assigned once, not three times).
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Didn't touch the appearance related stuff.
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because Reset hangs for a long time waiting for the lock. That is a problem in itself -- that long holding of the lock by some thread -- but let's just avoid it altogether.
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