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We can now do this since the entire scene and all objects within it are now successfully gc'd at the end of these tests.
This greatly improves the time taken to run each test (by reducing teardown time, not the time to actually do the test work that we're interested in).
Slightly simplifies config read in Scene constructor to help facilitate this.
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and OnNewScript in the event manager
OnNewScript fires when a script is added to a scene
OnRezScript fires when the script actually runs (i.e. after permission checks, state retrieval, etc.)
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I believe this was originally required back when there could be two LocalGridServiceConnectors but this is no longer the case.
Having such statics makes performance testing much more difficult since they prevent GC of objects unless static references are explicitly nulled.
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status" command.
This is for diagnostic purposes.
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This is another step necessary for the scene to be garbage collected between performance tests
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They were all failing assertions but the exceptions these threw were caught as expected Exceptions.
I don't think we can easily distinguish these from the Exceptions that we're expecting.
So for now we'll do some messy manually checking with boolean setting instead.
This patch also corrects the assertions themselves.
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they're running
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variable rather than making each test fetch it seperately.
Also rename instance variables in the test to conform to naming standards and for understandability
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mantis 5914
The part reverted is from commit 2ebb421.
Unfortunately, IAvatarFactoryModule.SetAppearance() does not transfer attachments.
I'm not sure how to do this separately, unfortunately I'll need to leave it to Dan :)
Regression test added for this case.
Mantis ref: http://opensimulator.org/mantis/view.php?id=5914
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* Telehub support
* Bugfix to Friends lookups
* Updates to Creator fields to store up to 255 characters for HG item creator storage
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Scene.PipeEventsForScript()
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allowed to run rather than checking its own prim.
This allows scripts to run in child prims that are outside region boundaries.
This is an interim patch applied from http://opensimulator.org/mantis/view.php?id=5899 though it does not resolve that bug
Thanks tglion!
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parameters. They were only used by the get/set and make code harder to refactor.
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No methods in the List class are thread safe in the MS specification/documentation
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This is already being done in the other place where a sensor is added.
Adding a sensor whilst another thread is iterating over the sensor list can cause a concurrency exception.
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are osReplaceString(string source, string patter, string replace, integer count, integer start)
The count parameter specifies the total number of replacements to make, -1 makes
all replacements.
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Thanks to zadark for pointing this out,
smxy for deciphering the ?: operator and
Plugh for the fix \o/ yay for IRC
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from CommandConsole.
This is so that the static MainConsole.Instance doesn't retain references to methods registered by scene and other modules to service commands.
This prevents the scene from being garbage collected at the end of a test.
This is not the final thing preventing GC - next up is the timer started by SimStatsReporter that holds a reference to Scene that prevents end of test gc.
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This reverts commit 9f597c2d423a80279c4aed042be8a991eedefa21. Fixing OpenID causes issues with other parts of the code.
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and password
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MySQL and MSSQL have it as Sandbox, sqlite as sandbox.
In various different places in every plugin the wrong casing is used...
Consistency, who needs it? Or one day sqlite can change to Sandbox.
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Signed-off-by: nebadon <michael@osgrid.org>
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there.
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http://opensimulator.org/mantis/view.php?id=5763
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http://opensimulator.org/mantis/view.php?id=5756 http://opensimulator.org/mantis/view.php?id=5755 http://opensimulator.org/mantis/view.php?id=5754
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This is how it was originally. This stops a very long running alarm callback from causing a problem.
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returns and for consistency.
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On the first frame, all startup scene objects are added to the physics scene.
This can cause a considerable delay, so we don't start raising the alarm on scene loop timeouts until the second frame.
This commit also slightly changes the behaviour of timeout reporting.
Previously, a report was made for the very first timed out thread, ignoring all others until the next watchdog check.
Instead, we now report every timed out thread, though we still only do this once no matter how long the timeout.
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speed.
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This should resolve http://opensimulator.org/mantis/view.php?id=5901
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banlines or freezing on the banline.
This involves
1) On forcible teleport, call m_scene.RequestTeleportLocation() rather than ScenePresence.Teleport() - only EntityTransferModule now should call SP.Teleport()
2) When avatar is being forcibly moved due to banlines, use a 'stop movement' tolerance of 0.2 to requested position rather than 1
This prevents the avatar sometimes being stuck to banlines until they teleport somewhere else.
This aims to fix some problems in http://opensimulator.org/mantis/view.php?id=5822
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potential bad update that places an object at the opposite side of the
origin sim for a moment before actually crossing it. Especially important in
grids like OSG where lag between sims is high.
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The V3 webapps need SSO capability and use OpenID. We need to send both our OpenID server url and a token for the user in the login response.
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