| Commit message (Collapse) | Author | Files | Lines |
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from previous commit which sort out which iterator is used are left
intact. A discussion is needed as to what constitutes an avatar vs a
ScenePresence.
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the 3 iteration functions so more of them are using the correct
iteration for the action they are performing. The 3 iterators that seem
to fit all actions within OpenSim at this time are:
ForEachAvatar: Perform an action on all avatars (root presences)
ForEachClient: Perform an action on all clients (root or child clients)
ForEachRootClient: Perform an action on all clients that have an avatar
There are still a dozen places or so calling the old
ForEachScenePresence that will take a little more refactoring to
eliminate.
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passed to ForEachScenePresence checks for !IsChildAgent first. It consolidates child and root handling for coming refactors.
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Remove the too coarse CanEditParcel method in favor of a CanEditParcelProperties
method that takes a GroupPowers argument to specify what action is to be
taken. Also, make the method to set parcel data much more granular. Permissions
in a deeded setting should now work.
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list of all locations fresh for every scene presence on every frame, we will instead compute the list once every 50 frames and send to all connected presences at that time. Also, we only add 60 items to the list when there are more than 60 presences in the scene. For 1000 users, this change yields a 99.8% reduction in list processing and a 98% reduction in network bandwidth for coarse locations.
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GetAvatars have been removed to consolidate locking and iteration within SceneGraph. All callers which used these to then iterate over presences have been refactored to instead pass their delegates to Scene.ForEachScenePresence(Action<ScenePresence>).
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really don't need two methods doing the same thing, but differently.
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* It does this by tweaking the throttles on child agent connection to a megaregion and multiplying the land throttle by 50. (various bit and byte magic ensue)
* While, I doubt this will cause terrain crater sized potholes.. since it actually increases the bandwidth available for land in child regions when MegaRegions area active, more testing would be good.
* This, in theory, also shouldn't cause missing objects in child regions.. because all objects are in the root region anyway. As I said, more testing would be good.
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miguel, and the fabulous bug reports by our community members.. The workaround fix for the "ERROR:metadata.c:3211:mono_metadata_token_from_dor: code should not be reached" bug in the RegionCombinerModule.
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* Moves the mono_metadata_token_from_dor message to a different module on loading.
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methods. Let's see if this avoids a mono bug that is making megaregions not work in mono. Long shot, but worth a try.
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RegionLoaded() a two line function
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* There's a slight chance that this could cause a problem with regular prim crossings.. but hopefully not. Revert if it does.
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phantom after an import to megaregions.
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before border crossing
* Fixes 'Inconsistent Attachment State' when teleporting into another region besides the SW most region slot on a MegaRegion.
* Fixes a host of other unintended attachment border cross edge cases that lead to Inconsistent attachment state.
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* Yay anonymous delegate in an anonymous delegate.
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* Rename the RegionCombinerModuleIndividualForwarder to RegionCombinerIndividualEventForwarder so there's no possibility that mono.addins sees any names similar
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* Changed the Destination ID to 0 in the TeleportFinish Event (why did we have it as 3?)
* Added border based trigger teleports
* Fix MakeRootAgent border cross tests for ensuring that the position is inside the region to use the borders to figure out if it's outside the Region
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to replace the delegate
* RegionCombinerModule replaces this delegate and distributes the CoarseLocationUpdates through the client connection in the region where the user would be if it was a separate region.
* Fixes Mini Map display on combined regions.
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* Breaks up the Client event registrations in Scene into methods of similar event types. The generic event registration registers all of the event types.
*Created symmetrical Un-Registration methods.
* Made the Registration and Unregistration methods public
* Hooks The events required for creating new prim and rezzing new prim into the proper scene.
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own permissions events again.
* This commit fixes that and does what the last one intended.
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virtual region scenes.
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right in the new border framework.
* This also contains some inactive preliminary code for disconnecting combined regions that will be used to make one root region a virtual region of a new root region.
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additional borders that have infinite distances perpendicular to the cardinal of the border surrounding the entire combined region. Recalculates this boundary each time AddScene is called.
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can figure out how to detect the fact that the system is done starting up new regions.
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Infinite distances around the whole AABB of the region
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perpendicular to the cardinal
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movement could hinder another avatar's movement.
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cardinal direction
* Some leg work in getting avatar teleports into 'virtual regions' moved to the proper region.
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memory in _heightmap and using multiple heightmaps caused them all to overwrite each other and the last one was the heightmap for all of the regions. This fixes that. It also reduces the terrain resolution to half.
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* May rename this later
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