Enforce existing 5 action hardcoded undo limit.
This was present in the code but not enforced, which led to a memory leak over time as part properties were changed, whether by viewer, script or another source. This commit enforces that limit, which will soon become configurable. Regression test for undo limit added Should help with http://opensimulator.org/mantis/view.php?id=62790.7.4-extended
parent
3f45d4ba9d
commit
83ad75b997
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@ -128,7 +128,8 @@ namespace OpenSim.Region.Framework.Scenes
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// TODO: need to figure out how allow client agents but deny
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// TODO: need to figure out how allow client agents but deny
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// root agents when ACL denies access to root agent
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// root agents when ACL denies access to root agent
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public bool m_strictAccessControl = true;
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public bool m_strictAccessControl = true;
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public int MaxUndoCount = 5;
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public int MaxUndoCount { get; set; }
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// Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
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// Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
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public bool LoginLock = false;
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public bool LoginLock = false;
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@ -887,6 +888,9 @@ namespace OpenSim.Region.Framework.Scenes
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WestBorders.Add(westBorder);
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WestBorders.Add(westBorder);
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BordersLocked = false;
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BordersLocked = false;
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// TODO: At some point this should be made configurable.
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MaxUndoCount = 5;
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m_eventManager = new EventManager();
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m_eventManager = new EventManager();
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m_permissions = new ScenePermissions(this);
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m_permissions = new ScenePermissions(this);
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@ -266,8 +266,8 @@ namespace OpenSim.Region.Framework.Scenes
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private string m_sitAnimation = "SIT";
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private string m_sitAnimation = "SIT";
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private string m_text = String.Empty;
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private string m_text = String.Empty;
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private string m_touchName = String.Empty;
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private string m_touchName = String.Empty;
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private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
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private readonly List<UndoState> m_undo = new List<UndoState>(5);
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private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5);
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private readonly List<UndoState> m_redo = new List<UndoState>(5);
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private bool m_passTouches = false;
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private bool m_passTouches = false;
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private bool m_passCollisions = false;
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private bool m_passCollisions = false;
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@ -3160,7 +3160,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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if (m_undo.Count > 0)
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if (m_undo.Count > 0)
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{
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{
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UndoState last = m_undo.Peek();
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UndoState last = m_undo[m_undo.Count - 1];
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if (last != null)
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if (last != null)
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{
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{
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// TODO: May need to fix for group comparison
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// TODO: May need to fix for group comparison
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@ -3183,7 +3183,10 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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UndoState nUndo = new UndoState(this, forGroup);
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UndoState nUndo = new UndoState(this, forGroup);
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m_undo.Push(nUndo);
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m_undo.Add(nUndo);
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if (m_undo.Count > ParentGroup.GetSceneMaxUndo())
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m_undo.RemoveAt(0);
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if (m_redo.Count > 0)
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if (m_redo.Count > 0)
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m_redo.Clear();
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m_redo.Clear();
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@ -3229,21 +3232,24 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_undo.Count > 0)
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if (m_undo.Count > 0)
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{
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{
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UndoState goback = m_undo.Pop();
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UndoState goback = m_undo[m_undo.Count - 1];
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m_undo.RemoveAt(m_undo.Count - 1);
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if (goback != null)
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UndoState nUndo = null;
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if (ParentGroup.GetSceneMaxUndo() > 0)
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{
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{
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UndoState nUndo = null;
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nUndo = new UndoState(this, goback.ForGroup);
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}
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if (ParentGroup.GetSceneMaxUndo() > 0)
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goback.PlaybackState(this);
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{
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nUndo = new UndoState(this, goback.ForGroup);
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}
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goback.PlaybackState(this);
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if (nUndo != null)
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{
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m_redo.Add(nUndo);
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if (nUndo != null)
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if (m_redo.Count > ParentGroup.GetSceneMaxUndo())
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m_redo.Push(nUndo);
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m_redo.RemoveAt(0);
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}
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}
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}
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}
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@ -3263,20 +3269,21 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_redo.Count > 0)
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if (m_redo.Count > 0)
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{
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{
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UndoState gofwd = m_redo.Pop();
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UndoState gofwd = m_redo[m_redo.Count - 1];
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m_redo.RemoveAt(m_redo.Count - 1);
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if (gofwd != null)
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if (ParentGroup.GetSceneMaxUndo() > 0)
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{
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{
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if (ParentGroup.GetSceneMaxUndo() > 0)
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UndoState nUndo = new UndoState(this, gofwd.ForGroup);
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{
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UndoState nUndo = new UndoState(this, gofwd.ForGroup);
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m_undo.Push(nUndo);
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m_undo.Add(nUndo);
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}
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gofwd.PlayfwdState(this);
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if (m_undo.Count > ParentGroup.GetSceneMaxUndo())
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m_undo.RemoveAt(0);
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}
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}
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gofwd.PlayfwdState(this);
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}",
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// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}",
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// Name, LocalId, m_redo.Count);
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// Name, LocalId, m_redo.Count);
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@ -75,6 +75,33 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
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Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
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}
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}
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[Test]
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public void TestUndoLimit()
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{
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TestHelpers.InMethod();
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Vector3 firstSize = new Vector3(2, 3, 4);
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Vector3 secondSize = new Vector3(5, 6, 7);
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Vector3 thirdSize = new Vector3(8, 9, 10);
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Vector3 fourthSize = new Vector3(11, 12, 13);
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Scene scene = new SceneHelpers().SetupScene();
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scene.MaxUndoCount = 2;
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SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
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g1.GroupResize(firstSize);
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g1.GroupResize(secondSize);
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g1.GroupResize(thirdSize);
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g1.GroupResize(fourthSize);
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g1.RootPart.Undo();
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g1.RootPart.Undo();
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g1.RootPart.Undo();
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Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
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Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
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}
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[Test]
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[Test]
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public void TestUndoBeyondAvailable()
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public void TestUndoBeyondAvailable()
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{
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{
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