| Commit message (Collapse) | Author | Files | Lines |
|
per Melanie's very good suggestion. The immediate queue is
serviced completely before all others, making it a very good
place to put avatar updates & attachments.
Moved the priority queue out of the LLUDP directory and
into the framework. It is now a fairly general utility.
|
|
DeleteToInventory() is misleading - it is the caller that decides whether to delete or not
|
|
|
|
|
|
IAR. This still doesn't work proprerly since some required textures/contained item assets might be missing.
From pure code inspection, it looks like the uuid gatherer may get most asset uuids because the scene object serializer naively pulls non-root parts from all contained scene objects into one mega-object. However, root part uuids may well still be missing, and there may be other odd artifacts from this bug.
It appears that storing the size of the coalescence and the offsets is redundant, since one can work out this information from the position data already in the scene object groups.
|
|
this change makes it possible to set an absolute position on a group before it is put into a scene.
|
|
initialized scene presence. Not sure why we are dumping updates
to a client that isn't there yet...
|
|
to the entity update queue. The number of property packets can
become significant when selecting/deselecting large numbers of
objects.
This is experimental code.
|
|
bounding box and offset numbers.
Extend test to check position of objects in the rezzed coalescence.
|
|
CoalescedSceneObjects from the serializer.
|
|
used by the TestRezCoalescedObject() regression test.
This structure matches the existing one for SceneObjects and will allow code to be reused by the uuid gatherer, other tests, etc.
Test is not yet fully implemented due to a bug in rezzing coalesced objects where they all get the same name as the item.
Only one object should get the same name as the item, which appears to be the one selected last when the the objects were coalesced in the first place.
This bug will be addressed shortly.
|
|
|
|
to the entity update queue. The number of property packets can
become significant when selecting/deselecting large numbers of
objects.
This is experimental code.
|
|
RayEndIsIntersection byte
|
|
rotation it was stored with.
|
|
whether to use the serialized rotation or not. Not used yet.
|
|
to the entity update queue. The number of property packets can
become significant when selecting/deselecting large numbers of
objects.
This is experimental code.
|
|
inventory.
This should happen if the client supplies a task ID with the RezObject call.
The rez goes through the same code as llRezObject(), so the same perms are applied.
Rotation isn't yet preserved, this should be fixed shortly.
|
|
exception output on Windows.
|
|
a warning. There appears to be a race condition on slow logins
that attempts to prioritize before the scene presence is fully
initialized.
|
|
|
|
improved networking performance.
Reprioritization algorithms need to be ported still. One is
in place.
|
|
populating the local id scene object index instead of each part's local id
|
|
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.
|
|
with the fact that it's one word rather than two.
|
|
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.
|
|
changes to all the estates that the user owns).
This applies to adding/removing estate users, groups, managers and bans.
This is the application of the AllEstates_0.5.patch from http://opensimulator.org/mantis/view.php?id=5420
Thanks very much, Snoopy!
|
|
|
|
improved networking performance.
Reprioritization algorithms need to be ported still. One is
in place.
|
|
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.
|
|
|
|
|
|
|
|
improved networking performance.
Reprioritization algorithms need to be ported still. One is
in place.
|
|
well as Entities
|
|
well as the basic entities list.
Added a prim counts test to reinforce this - shift-copy was no incrementing prim count. This will sometime become a basic scene test.
New code needs to be refactored so we just call SceneGraph.AddSceneObject(). This will happen in the near future.
With this, basic owner prim counts on a single parcel appear to be working fine (with the same previous existing taint calls as used by the land management module).
More work to do.
|
|
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
|
|
are indexing each part's UUID, not just the root part.
|
|
counts populated by LandManagementModule.
In order to pass ILandObject into IClientAPI.SendLandProperties(), had to push ILandObject and IPrimCounts into OpenSim.Framework from OpenSim.Region.Framework.Interfaces, in order to avoid ci
Counts are showing odd behaviour at the moment, this will be addressed shortly.
|
|
Not functional yet, but tests now act against this object rather than interrogating the module directly
|
|
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.
|
|
|
|
clearer what they relate to.
|
|
|
|
|
|
region part of an existing estate, then list the existing region names.
|
|
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.
|
|
This version removes the NUnit.Framework.SyntaxHelpers namespace, so any modules with their own tests will need to delete this using statement.
|
|
|
|
|