Commit Graph

142 Commits (abfede7819e470c4a9d135b529c40d19fb94dca5)

Author SHA1 Message Date
Melanie abfede7819 Plumb the path for multiple object deletes 2010-10-06 20:00:51 +01:00
Justin Clark-Casey (justincc) 6325fa515d Add UUID to physics prim name parameter so that diagnostic messages can be made more useful.
If a separate UUID parameter is better for the future then this can be added later on.
2010-09-25 00:51:40 +01:00
Justin Clark-Casey (justincc) a85779e477 If the uuid of a SceneObjectGroup (RootPart) is changed before adding to the scene, remove the old uuid reference from m_parts as well as adding the new one.
The separate remove and set operations is SOG.set_UUID() are both locked under m_parts.SyncRoot since they are logically atomic (though this isn't such an issue if the SOG isn't part of a scene)
Added unit test for this behaviour.
Also changed the second m_parts.AddOrReplace() to m_parts.Add().  As the old reference is now removed we never end up replacing an identical uuid.  And if we replace a uuid that's already there (from a child part) then this is an error.
2010-09-21 00:58:54 +01:00
John Hurliman b49cb3355f Fixed a regression in SOG.Copy() 2010-09-16 17:57:00 -07:00
John Hurliman 860b2a502f Changed SceneObjectGroup to store parts with the fast and thread-safe MapAndArray collection 2010-09-16 17:30:46 -07:00
Justin Clark-Casey (justincc) 39d27fc879 rename SceneObjectGroup.DeleteGroup() to DeleteGroupFromScene() to improve code readability 2010-09-15 22:29:58 +01:00
Justin Clark-Casey (justincc) 16f296f489 Instead of locking SOG.Children when a group is being removed from the scene, iterate over an unlocked list instead
Previously, deadlock was possible because deleting a group took a SOG.Children lock then an m_entityUpdates.SyncRoot lock in LLClientView
At the same time, a thread starting from LLClientView.ProcessEntityUpdates() could take an m_entityUpdates.SyncRoot lock then later attempt to take a SOG.Children lock in PermissionsModule.GenerateClientFlags() and later on
Taking a children list in SOG appears to be a better solution than changing PermissionsModule to not relook up the prim.  Going the permission modules root would require that all downstream modules not take a SOG.Children lock either
2010-09-15 21:51:13 +01:00
Justin Clark-Casey (justincc) 36f81c66e5 Comment out SOG storing debug log message
This can get very spammy with regularly changing objects.  Please uncomment if required.
2010-09-14 00:05:38 +01:00
John Hurliman c03b24cbfd Merged 2010-09-12 14:21:51 -07:00
John Hurliman 0db1ed0b5a * Added ISimulationDataService and IEstateDataService
* Removed StorageManager
* CONFIG CHANGE: There are no more database settings in OpenSim.ini. Check the config-include configuration files for region store and estate store database settings
2010-09-12 14:20:26 -07:00
Jeff Ames f1f0bc23f4 Formatting cleanup. 2010-09-12 13:43:49 -04:00
John Hurliman 109b517583 Fixed the naming mess around data connectors for simulation data 2010-09-11 20:43:06 -07:00
John Hurliman b597a295c4 Second pass at cleaning up thread safety in EntityManager and SceneGraph 2010-09-10 12:41:36 -07:00
Justin Clark-Casey (justincc) 11f4a65f42 Fix deletion persistence when freshly delinked prims are removed
Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion.
This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart).
However, DeRezObjects() deleted to user inventory, which is required by llDie() or direct region module unlink and deletion.
Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path.

Uncommented TestDelinkPersistence() since this now passes.
Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
2010-09-07 01:12:06 +01:00
Justin Clark-Casey (justincc) 953b7f4917 Add test to check persistence of newly added pre-linked objects
Added a MockRegionDataPlugin to do in-memory persistence for tests since adding this to OpenSim.Data.Null.NullDataStore doesn't seem appropriate
NullDataStore can do nothing because OpenSim only ever retrieve region objects from the database on startup.  Adding an in-memory store here would be unecessary overhead.
2010-09-06 23:00:24 +01:00
Justin Clark-Casey (justincc) 6cbf66827b refactor: move SOG.AttachToAgent() into AttachmentsModule 2010-09-01 01:11:52 +01:00
Justin Clark-Casey (justincc) 1c0b4457cd Improve liveness by operating on list copies of SOG.Children where appropriate 2010-08-28 00:40:33 +01:00
Justin Clark-Casey (justincc) 166ab59420 replace m_parts.Count linknum with 0 in CopyRootPart since m_parts.Count is always 0 (and any other number would cause an error anyway) 2010-08-26 00:15:26 +01:00
Justin Clark-Casey (justincc) 8031f8ec09 Improve consistency of locking for SOG.m_parts in order to avoid race conditions in linking and unlinking 2010-08-26 00:08:53 +01:00
Justin Clark-Casey (justincc) 24d06b12c2 If setting SOG.UUID, update the SOG.m_parts index as well as the root part UUID
Being able to change a SOG.UUID is useful for region modules that want to supply their own UUID, before the object is rezzed
2010-08-25 23:05:54 +01:00
Justin Clark-Casey (justincc) 39a748b47a refactor: Use SOP.Flags rather than SOP.ObjectFlags 2010-08-13 20:23:53 +01:00
Mikko Pallari 3f942a4f74 Removed abstract SetText method from EntityBase to make cleaner API.
Signed-off-by: Melanie <melanie@t-data.com>
2010-08-10 19:37:15 +01:00
Justin Clark-Casey (justincc) 2a1c11fda9 On shift-copy of an object, set up a new physics actor (as appropriate) for every copied prim, not just the root
This addresses http://opensimulator.org/mantis/view.php?id=4295
2010-08-10 20:15:44 +01:00
Justin Clark-Casey (justincc) 903cfa8c7e minor: Remove overly verbose schedule full update log message for attachments 2010-08-07 22:28:42 +01:00
Justin Clark-Casey (justincc) f067f733ea add userExposed parameter to part copy event 2010-07-28 19:38:20 +01:00
Justin Clark-Casey (justincc) b51b2efdc8 Add EventManager.OnSceneObjectPreSave() for future use. This is triggered immediately before a copy of the group is persisted to storage 2010-07-26 23:34:22 +01:00
Melanie ac1a34714d Allow Megaregions to start properly after an unclean shutdown 2010-07-20 23:24:04 +01:00
Melanie Thielker 85a9c305a2 Remove AgentID and GroupOD from the signature of SOG.Copy(). They were never
used, but made for a very mispleading read of the code in the callers.
2010-06-28 01:43:26 +01:00
Melanie Thielker 4cdda2cae9 Fix Copy on Ray, Drag Copy and other little things. Removed the wrong and
nonworking ownership assignment in SOG, which messed things up before.
No longer trust the client to send the ID of the person something is copied
as, since it allows to run a script with someone else's permissions. Properly
adjust inventory ownership and perms.
2010-06-28 01:36:40 +01:00
Diva Canto e80cb815df Bug fix on attachments: attach->drop->attach works now. 2010-06-09 12:51:24 -07:00
Justin Clark-Casey (justincc) b6076d7b33 Reduce number of full updates sent on region crossing for attachments/huds to 1 from 3
This is one step towards reducing hud glitches on region crossing, since the viewer fails to display prims if it receives child full updates before the root prim full update
This commit also introduces a mechanism in LLClientView to stop child attachment updates ever going out before the root one
This is a very temporary mechanism and will be commented out when the next step of the fix (to give root prims higher udpate priority) is committed
This code is a foreport from the equivalent changes in 0.6.9-post-fixes
2010-06-08 15:07:57 +01:00
Melanie Thielker 4867dd135d Fix prim returns I broke earlier 2010-06-01 02:12:56 +01:00
Melanie Thielker 2fce7d9bcf Split GetAxisAlignedBoundingBox into two methods to allow calculation of
combined bounding boxes and offsets
2010-06-01 02:10:08 +01:00
Melanie Thielker e515467c5e Fix create selection getting overwritten by multiple updates for the same prim. 2010-05-31 17:55:56 +01:00
John Hurliman 93ef65c690 * Moving all of the prioritization/reprioritization code into a new file Prioritizer.cs
* Simplified the interest management code to make it easier to add new policies. Prioritization and reprioritization share code paths now
* Improved the distance and front back policies to always give your avatar the highest priority
2010-05-21 13:55:36 -07:00
Dan Lake 73e9b0be72 Inconsistent locking of ScenePresence array in SceneGraph. Fixed by eliminating option to return the actual list. Callers can now either request a copy of the array as a new List or ask the SceneGraph to call a delegate function on every ScenePresence. Iteration and locking of the ScenePresences now takes place only within the SceneGraph class.
This patch also applies a fix to Combat/CombatModule.cs which had unlocked iteration of the ScenePresences and inconsistent try/catch around the use of those ScenePresences.
2010-03-17 11:21:27 -07:00
Jeff Ames f58a0394ed Formatting cleanup. Add copyright notices. 2010-03-10 13:15:36 +09:00
Justin Clark-Casey (justincc) 716e6f20e1 compiler warnings revealed that public PlaySoundSlavePrims properties were changing the wrong protected fields.
correcting these may resolve the sound problems seen recently on the mailing list, though not guaranteed.
2010-03-03 23:40:32 +00:00
Justin Clark-Casey (justincc) 8305e6af07 refactor: push sog.SendPartFullUpdate() down into sop where it better belongs
no functional changes
2010-03-03 23:29:09 +00:00
Justin Clark-Casey (justincc) edb176447b Fix bug where approximately half the time, attachments would rez only their root prim until right clicked (or otherwise updated).
The root cause of this problem was that multiple ObjectUpdates were being sent on attachment which differed enough to confuse the client.
Sometimes these would eliminate each other and sometimes not, depending on whether the scheduler looked at the queued updates.
The solution here is to only schedule the ObjectUpdate once the attachment code has done all it needs to do.
2010-03-03 22:14:06 +00:00
Jeff Ames 2dea162073 Formatting cleanup. 2010-02-22 12:25:59 +09:00
Justin Clark-Casey (justincc) 4c90ee2943 Merge branch 'master' of ssh://justincc@opensimulator.org/var/git/opensim 2010-02-16 19:08:06 +00:00
Justin Clark-Casey (justincc) 052f2b3e27 minor: Make SOG.DelinkFromGroup() return the newly delinked scene object instead of void 2010-02-16 14:36:08 +00:00
Revolution 9821c4f566 Revolution is on the roll again! :)
Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events).

Direct flames and kudos to Revolution, please

Signed-off-by: Melanie <melanie@t-data.com>
2010-02-14 22:18:46 +00:00
Justin Clark-Casey (justincc) 9f4883d146 refactor: Reuse SceneObjectGroup.IsAttachmentCheckFull() in Scene.AddSceneObject since this wraps a check that is much less clear 2010-02-08 19:10:54 +00:00
Justin Clark-Casey (justincc) 96d5c8196a minor: add reminder to lock SOG.Children before using it directly in order to avoid threading issues 2010-02-02 15:45:41 +00:00
Melanie 2320b17ca9 Whitespace cleanup 2010-01-11 02:04:05 +00:00
Revolution a0859754c0 Adds llRotTarget and the events at_rot_target and not_at_rot_target.
Signed-off-by: Melanie <melanie@t-data.com>
2010-01-11 02:00:40 +00:00
Revolution 3ec502f551 Readds llCollisionFilter and adds llPassCollision.
Applied with whitespace cleanup

Signed-off-by: Melanie <melanie@t-data.com>
2009-12-31 23:29:32 +00:00
Melanie e530180c1e Glue code for a couple of new LSL function implementations 2009-12-22 00:26:12 +00:00