Merge commit 'e449950030decf7e65e7d9b334ddaed25c1bd629' into careminster
commit
ea9e1d1a1e
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@ -169,6 +169,9 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles
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void HandleOnMakeRootAgent (ScenePresence obj)
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{
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if(obj.PresenceType == PresenceType.Npc)
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return;
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GetImageAssets(((IScenePresence)obj).UUID);
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}
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@ -329,11 +332,14 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles
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if(!classifiedCache.ContainsKey(cid))
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{
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classifiedCache.Add(cid,creatorId);
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classifiedInterest.Add(cid, 0);
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lock(classifiedCache)
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classifiedCache.Add(cid,creatorId);
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lock(classifiedInterest)
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classifiedInterest.Add(cid, 0);
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}
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classifiedInterest[cid] ++;
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lock(classifiedInterest)
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classifiedInterest[cid] ++;
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}
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remoteClient.SendAvatarClassifiedReply(new UUID(args[0]), classifieds);
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@ -349,20 +355,18 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles
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{
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target = classifiedCache[queryClassifiedID];
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if(classifiedInterest[queryClassifiedID] -- == 0)
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lock(classifiedInterest)
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classifiedInterest[queryClassifiedID] --;
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if(classifiedInterest[queryClassifiedID] == 0)
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{
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lock(classifiedInterest)
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classifiedInterest.Remove(queryClassifiedID);
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lock(classifiedCache)
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{
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lock(classifiedInterest)
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{
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classifiedInterest.Remove(queryClassifiedID);
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}
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classifiedCache.Remove(queryClassifiedID);
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}
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}
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}
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string serverURI = string.Empty;
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bool foreign = GetUserProfileServerURI(target, out serverURI);
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@ -360,7 +360,7 @@ public static class BSParam
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new ParameterDefn<bool>("UseSeparatePhysicsThread", "If 'true', the physics engine runs independent from the simulator heartbeat",
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false ),
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new ParameterDefn<float>("PhysicsTimeStep", "If separate thread, seconds to simulate each interval",
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0.1f ),
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0.089f ),
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new ParameterDefn<bool>("MeshSculptedPrim", "Whether to create meshes for sculpties",
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true,
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@ -389,9 +389,21 @@ public class BSShapeMesh : BSShape
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}
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public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
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{
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// Another reference to this shape is just counted.
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IncrementReference();
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return this;
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BSShape ret = null;
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// If the underlying shape is native, the actual shape has not been build (waiting for asset)
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// and we must create a copy of the native shape since they are never shared.
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if (physShapeInfo.HasPhysicalShape && physShapeInfo.isNativeShape)
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{
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// TODO: decide when the native shapes should be freed. Check in Dereference?
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ret = BSShapeNative.GetReference(pPhysicsScene, pPrim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
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}
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else
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{
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// Another reference to this shape is just counted.
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IncrementReference();
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ret = this;
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}
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return ret;
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}
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public override void Dereference(BSScene physicsScene)
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{
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@ -562,9 +574,21 @@ public class BSShapeHull : BSShape
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}
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public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
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{
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// Another reference to this shape is just counted.
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IncrementReference();
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return this;
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BSShape ret = null;
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// If the underlying shape is native, the actual shape has not been build (waiting for asset)
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// and we must create a copy of the native shape since they are never shared.
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if (physShapeInfo.HasPhysicalShape && physShapeInfo.isNativeShape)
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{
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// TODO: decide when the native shapes should be freed. Check in Dereference?
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ret = BSShapeNative.GetReference(pPhysicsScene, pPrim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
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}
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else
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{
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// Another reference to this shape is just counted.
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IncrementReference();
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ret = this;
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}
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return ret;
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}
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public override void Dereference(BSScene physicsScene)
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{
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@ -1077,12 +1101,23 @@ public class BSShapeGImpact : BSShape
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(w, iC, i, vC, v) => physicsScene.PE.CreateGImpactShape(w, iC, i, vC, v) );
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}
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public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim)
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public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
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{
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// Calling this reference means we want another handle to an existing shape
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// (usually linksets) so return this copy.
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IncrementReference();
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return this;
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BSShape ret = null;
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// If the underlying shape is native, the actual shape has not been build (waiting for asset)
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// and we must create a copy of the native shape since they are never shared.
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if (physShapeInfo.HasPhysicalShape && physShapeInfo.isNativeShape)
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{
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// TODO: decide when the native shapes should be freed. Check in Dereference?
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ret = BSShapeNative.GetReference(pPhysicsScene, pPrim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
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}
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else
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{
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// Another reference to this shape is just counted.
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IncrementReference();
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ret = this;
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}
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return ret;
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}
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// Dereferencing a compound shape releases the hold on all the child shapes.
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public override void Dereference(BSScene physicsScene)
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@ -106,11 +106,6 @@ namespace OpenSim.Server.Handlers.Profiles
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Server.AddJsonRPCHandler("avatar_properties_update", handler.AvatarPropertiesUpdate);
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Server.AddJsonRPCHandler("avatar_interests_update", handler.AvatarInterestsUpdate);
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Server.AddJsonRPCHandler("image_assets_request", handler.AvatarImageAssetsRequest);
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// Server.AddJsonRPCHandler("user_preferences_request", handler.UserPreferencesRequest);
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// Server.AddJsonRPCHandler("user_preferences_update", handler.UserPreferencesUpdate);
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// Server.AddJsonRPCHandler("user_account_create", handler.UserAccountCreate);
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// Server.AddJsonRPCHandler("user_account_auth", handler.UserAccountAuth);
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// Server.AddJsonRPCHandler("user_account_test", handler.UserAccountTest);
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Server.AddJsonRPCHandler("user_data_request", handler.RequestUserAppData);
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Server.AddJsonRPCHandler("user_data_update", handler.UpdateUserAppData);
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}
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