Merge branch 'master' into careminster
Conflicts: OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.csavinationmerge
commit
0c1074537b
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@ -406,7 +406,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.ErrorFormat(
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"[SCENEGRAPH]: Tried to add scene object {0} to {1} with illegal UUID of {2}",
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sceneObject.Name, m_parentScene.RegionInfo.RegionName, UUID.Zero);
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return false;
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}
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@ -415,12 +415,12 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.DebugFormat(
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// "[SCENEGRAPH]: Scene graph for {0} already contains object {1} in AddSceneObject()",
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// m_parentScene.RegionInfo.RegionName, sceneObject.UUID);
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return false;
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}
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// m_log.DebugFormat(
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// "[SCENEGRAPH]: Adding scene object {0} {1}, with {2} parts on {3}",
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// "[SCENEGRAPH]: Adding scene object {0} {1}, with {2} parts on {3}",
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// sceneObject.Name, sceneObject.UUID, sceneObject.Parts.Length, m_parentScene.RegionInfo.RegionName);
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SceneObjectPart[] parts = sceneObject.Parts;
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@ -456,7 +456,7 @@ namespace OpenSim.Region.Framework.Scenes
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lock (SceneObjectGroupsByFullID)
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SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
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lock (SceneObjectGroupsByFullPartID)
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{
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foreach (SceneObjectPart part in parts)
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@ -314,6 +314,9 @@ namespace OpenSim.Region.Framework.Scenes
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// ~SceneObjectPart()
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// {
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// Console.WriteLine(
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// "[SCENE OBJECT PART]: Destructor called for {0}, local id {1}, parent {2} {3}",
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// Name, LocalId, ParentGroup.Name, ParentGroup.LocalId);
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Destructor called for {0}, local id {1}, parent {2} {3}",
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// Name, LocalId, ParentGroup.Name, ParentGroup.LocalId);
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@ -27,6 +27,7 @@
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using System;
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using System.Reflection;
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using System.Threading;
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using NUnit.Framework;
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using OpenMetaverse;
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using OpenSim.Framework;
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@ -43,6 +44,42 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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[TestFixture]
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public class SceneObjectBasicTests
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{
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// [TearDown]
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// public void TearDown()
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// {
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// Console.WriteLine("TearDown");
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// GC.Collect();
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// Thread.Sleep(3000);
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// }
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// public class GcNotify
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// {
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// public static AutoResetEvent gcEvent = new AutoResetEvent(false);
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// private static bool _initialized = false;
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//
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// public static void Initialize()
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// {
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// if (!_initialized)
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// {
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// _initialized = true;
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// new GcNotify();
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// }
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// }
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//
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// private GcNotify(){}
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//
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// ~GcNotify()
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// {
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// if (!Environment.HasShutdownStarted &&
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// !AppDomain.CurrentDomain.IsFinalizingForUnload())
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// {
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// Console.WriteLine("GcNotify called");
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// gcEvent.Set();
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// new GcNotify();
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// }
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// }
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// }
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/// <summary>
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/// Test adding an object to a scene.
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/// </summary>
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@ -147,11 +184,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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public void TestDeleteSceneObject()
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{
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TestHelpers.InMethod();
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TestScene scene = SceneHelpers.SetupScene();
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SceneObjectPart part = SceneHelpers.AddSceneObject(scene);
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scene.DeleteSceneObject(part.ParentGroup, false);
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SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
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Assert.That(retrievedPart, Is.Null);
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}
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@ -121,8 +121,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0, int.MaxValue);
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m_log.DebugFormat(
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"[NPC MODULE]: Creating NPC {0} {1} {2} at {3} in {4}",
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firstname, lastname, npcAvatar.AgentId, position, scene.RegionInfo.RegionName);
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"[NPC MODULE]: Creating NPC {0} {1} {2}, owner={3}, senseAsAgent={4} at {5} in {6}",
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firstname, lastname, npcAvatar.AgentId, owner, senseAsAgent, position, scene.RegionInfo.RegionName);
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AgentCircuitData acd = new AgentCircuitData();
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acd.AgentID = npcAvatar.AgentId;
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@ -2254,7 +2254,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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firstname, lastname, position, notecard,
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(options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0,
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false);
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// (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) == 0);
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// (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0);
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}
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private LSL_Key NpcCreate(
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@ -31,7 +31,6 @@ using System.Collections.Generic;
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using OpenMetaverse;
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using OpenSim.Framework;
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using log4net;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.ScriptEngine.Shared;
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@ -41,6 +40,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
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{
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public class SensorRepeat
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public AsyncCommandManager m_CmdManager;
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public SensorRepeat(AsyncCommandManager CmdManager)
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@ -452,11 +453,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
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Action<ScenePresence> senseEntity = new Action<ScenePresence>(presence =>
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{
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// m_log.DebugFormat(
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// "[SENSOR REPEAT]: Inspecting scene presence {0}, type {1} on sensor sweep for {2}, type {3}",
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// presence.Name, presence.PresenceType, ts.name, ts.type);
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if ((ts.type & NPC) == 0 && presence.PresenceType == PresenceType.Npc)
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{
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INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene);
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if (npcData == null || !npcData.SenseAsAgent)
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{
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// m_log.DebugFormat(
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// "[SENSOR REPEAT]: Discarding NPC {0} from agent sense sweep for script item id {1}",
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// presence.Name, ts.itemID);
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return;
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}
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}
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if ((ts.type & AGENT) == 0)
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@ -469,7 +479,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
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{
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INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene);
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if (npcData != null && npcData.SenseAsAgent)
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{
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// m_log.DebugFormat(
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// "[SENSOR REPEAT]: Discarding NPC {0} from non-agent sense sweep for script item id {1}",
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// presence.Name, ts.itemID);
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return;
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}
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}
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}
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@ -50,7 +50,8 @@ namespace OpenSim.Tests.Common.Mock
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~TestScene()
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{
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Console.WriteLine("TestScene destructor called for {0}", RegionInfo.RegionName);
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//Console.WriteLine("TestScene destructor called for {0}", RegionInfo.RegionName);
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Console.WriteLine("TestScene destructor called");
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}
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/// <summary>
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@ -49,6 +49,13 @@ namespace OpenSim.Tests.Torture
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[TestFixture]
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public class ObjectTortureTests
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{
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[TearDown]
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public void TearDown()
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{
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GC.Collect();
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GC.WaitForPendingFinalizers();
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}
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// [Test]
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// public void Test0000Clean()
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// {
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@ -141,8 +148,18 @@ namespace OpenSim.Tests.Torture
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string.Format("Object {0} could not be retrieved", i));
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}
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// This does not work to fire the SceneObjectGroup destructors - something else is hanging on to them.
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// scene.DeleteAllSceneObjects();
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// When a scene object is added to a scene, it is placed in the update list for sending to viewers
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// (though in this case we have none). When it is deleted, it is not removed from the update which is
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// fine since it will later be ignored.
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//
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// However, that means that we need to manually run an update here to clear out that list so that deleted
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// objects will be clean up by the garbage collector before the next stress test is run.
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scene.Update();
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// Currently, we need to do this in order to garbage collect the scene objects ready for the next test run.
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// However, what we really need to do is find out why the entire scene is not garbage collected in
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// teardown.
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scene.DeleteAllSceneObjects();
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Console.WriteLine(
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"Took {0}ms, {1}MB ({2} - {3}) to create {4} objects each containing {5} prim(s)",
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