Commit Graph

159 Commits (e2e8a33a1c52f0cffae4c2c2041a614859540d2c)

Author SHA1 Message Date
Melanie 13d6e05d5a Implement agent limits 2011-04-21 23:03:38 +01:00
Justin Clark-Casey (justincc) 58efd761d1 Add coalesced scene objects class and serializer. This is currently only used by the TestRezCoalescedObject() regression test.
This structure matches the existing one for SceneObjects and will allow code to be reused by the uuid gatherer, other tests, etc.
Test is not yet fully implemented due to a bug in rezzing coalesced objects where they all get the same name as the item.
Only one object should get the same name as the item, which appears to be the one selected last when the the objects were coalesced in the first place.
This bug will be addressed shortly.
2011-04-13 21:17:43 +01:00
Justin Clark-Casey (justincc) 9bc2705f37 Fix bug where on duplication, the root part local id was continually used in populating the local id scene object index instead of each part's local id 2011-04-06 20:52:36 +01:00
Justin Clark-Casey (justincc) f2d2470c25 When an object is duplicated, add it to the full/local id SOG indexes as well as Entities 2011-03-26 02:24:32 +00:00
Justin Clark-Casey (justincc) 26d16567e1 Make SceneGraph.ForEachSOG() execute once for each SOG, not once for each prim (e.g. a SOG with 3 prims would have the action executed three times).
To do this, a new SceneObjectGroupsByFullID index in SceneGraph which just index's prims by their root part UUID, in order to avoid the inefficiency of filtering existing lists.
Existing callers to SceneGraph.ForEachSOG() did not fail due to the multiple per SOG action executions - they were probably just much less efficient.
Code suggests that no callers expected ForEachSOG() to execute actions on sog multiple times
2011-03-26 00:53:19 +00:00
Justin Clark-Casey (justincc) f30bf429c2 refactor: rename SOG collections in SceneGraph to make it clearer that they are indexing each part's UUID, not just the root part. 2011-03-26 00:42:48 +00:00
Justin Clark-Casey (justincc) b34743e5fe Add an initial confidence-building TestAddObject() for prim counts. 2011-03-22 23:47:36 +00:00
Justin Clark-Casey (justincc) 2f5394e70d Fix bug where avatars in other regions would not always show up on the mini-map 2011-02-24 22:33:54 +00:00
Mic Bowman 240c0eaf1d Remove the RestorePresences functions (which don't seem to be doing
anything) and clean up the code in AddNewClient (so Appearance only
gets assigned once, not three times).
2011-01-26 13:33:34 -08:00
Justin Clark-Casey (justincc) e62b3dba8a reinstate IAttachmentsModule.UpdateAttachmentPosition() since this is being used by a 3rd party region module and contains non-obvious attachment specific code
There are no functional changes.  UpdateAttachmentPosition() is adapted to the new approach of only saving attachment state on logout
2010-12-14 00:11:41 +00:00
Justin Clark-Casey (justincc) a918c8df97 fix the minimap sitting avatar location bug
a sitting avatar should have it's offset position added to the scene object, not its absolute position
2010-12-10 03:46:16 +00:00
Melanie 7bb005b0d1 Change the way attachments are persisted. Editing a worn attachment will now
save properly, as will the results of a resizer script working. Attachment
positions are no longer saved on each move, but instead are saved once on
logout. Attachment script states are saved as part of the attachment now
when detaching.
2010-11-16 21:01:56 +00:00
Melanie 1fcac7203d Prevent nullrefs in scene object deletion. Mantis #5156 2010-10-27 20:47:27 +01:00
Melanie 511751a733 I really have to say it again and again: e.Message is NOT enough data for
troubleshooting. It MUST be combined with e.StackTrace, or e.ToString() must
be used.
Fix one more instance of that cr.p
2010-10-03 22:36:27 +01:00
Melanie 8e547d3491 Prevent setting arbitrary groups on your objects. 2010-09-27 02:11:55 +01:00
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) 7ae9266186 Remove SceneGraph.DetachObject() which was accidentally left around after being migrated to AttachmentsModule 2010-09-13 21:20:31 +01:00
Jeff Ames f1f0bc23f4 Formatting cleanup. 2010-09-12 13:43:49 -04:00
John Hurliman b597a295c4 Second pass at cleaning up thread safety in EntityManager and SceneGraph 2010-09-10 12:41:36 -07:00
John Hurliman dd277a0d02 First pass at cleaning up thread safety in EntityManager and SceneGraph 2010-09-10 12:04:12 -07:00
Melanie 8fda08d858 Make sure unlinked child prims get persisted 2010-09-07 11:48:28 +01:00
Melanie Thielker c47de94263 Adjust the "Magic numbers" we use because we can't reference the actual
script state enum to reflect recent changes.
2010-08-31 22:36:46 +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) f3f4428700 refactor: break out attachment position change code in Scene.UpdatePrimPosition() and move into AttachmentsModule
This allows region modules to change attachment positions.
2010-08-26 21:50:19 +01:00
Justin Clark-Casey (justincc) df702417dc Remove mono compiler warnings 2010-08-26 16:27:41 +01:00
Justin Clark-Casey (justincc) 87a6554d4b Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Resolve merge conflicts

Conflicts:
	OpenSim/Region/Framework/Scenes/SceneGraph.cs
2010-08-26 00:35:03 +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
Melanie Thielker 604423d52b Make scene object directories more robust and prevent deleted SOP's from
sticking around
2010-08-25 23:19:30 +01:00
Justin Clark-Casey (justincc) d69e992665 Split out actual scene object insertion code from Scene.Inventory.RezObject and move into SceneGraph.AddNewSceneObject()
The new SceneGraph method is more consumable by region modules that want to extract objects from inventory and add them to the scene in separate stages.
This change also reduces the number of redundant client updates scheduled when an object is rezzed directly by a script or region module
This code does not touch direct rez by a user
2010-08-24 23:25:19 +01:00
Justin Clark-Casey (justincc) 4e2caab756 Add new SceneGraphTests class. Add simple TestDuplicateObject() 2010-08-07 01:06:47 +01:00
Justin Clark-Casey (justincc) 6c8c8d669b minor: a few miscellaneous comments 2010-08-07 00:45:04 +01:00
Justin Clark-Casey (justincc) 4d83b2d8a6 remove unused BasicQuadTreeNode 2010-07-30 21:06:45 +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
Melanie Thielker 660a560d3b Make drag copy and copy-on-ray handle friends list perms properly 2010-06-27 20:59:51 +01:00
Justin Clark-Casey (justincc) 52b711af82 stop KeyNotFoundException() being thrown in RemoveScenePresence if the agent isn't present in the presence dictionary
the code to do this was there but was being circumvented by newmap[agentID] before the check actually took place
2010-06-25 18:55:20 +01:00
Dan Lake ca2abc43ad Refactor SendCoarseLocations for better performance. Instead of computing list of all locations fresh for every scene presence on every frame, we will instead compute the list once every 50 frames and send to all connected presences at that time. Also, we only add 60 items to the list when there are more than 60 presences in the scene. For 1000 users, this change yields a 99.8% reduction in list processing and a 98% reduction in network bandwidth for coarse locations. 2010-06-08 16:44:18 -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 e515467c5e Fix create selection getting overwritten by multiple updates for the same prim. 2010-05-31 17:55:56 +01:00
Justin Clark-Casey (justincc) 5287c5f7fb rearrange SceneGraph.AddSceneObject() to return earlier if an object with that uuid is already in the scene
this means that we don't perform pointless work
2010-05-21 21:57:56 +01:00
Justin Clark-Casey (justincc) f83acf533b Fix a problem where SceneGraph.AddSceneObject() would return false on successfully adding an object rather than true, in defiance of its method documentation
This meant that the returns were inconsistent - false would be returned both for various scene object failure conditions (e.g. root part was null) and if the object was successfully added.
2010-05-21 21:22:53 +01:00
Dan Lake 36bcab5f07 Refactor scene presence list for lockless iteration. Lock contention will now only be for simultaneous add/removes of scene presences from the scene. 2010-05-15 02:20:23 -07:00
Melanie 22b3217113 Fix link security issue 2010-04-30 11:46:50 +01:00
Melanie 21cad5d3ac All scripts are now created suspended and are only unsuspended when the object
is fully rezzed and all scripts in it are instantiated. This ensures that link
messages will not be lost on rez/region crossing and makes heavily scripted
objects reliable.
2010-04-19 06:29:26 +01:00
Justin Clark-Casey (justincc) 57c293d604 refactor: crudely move DetachSingleAttachmentToGround() over to the AttachmentsModule 2010-04-16 23:15:13 +01:00
Dan Lake 62e0b53ca4 Renamed TryGetAvatar to TryGetScenePresence on SceneManager, SceneBase, Scene and SceneGraph. This was the only change in this patch to keep it isolated from other recent changes to the same set of files. 2010-03-19 15:16:44 -07:00
Dan Lake 859bc717a4 Cleaned up access to scenepresences in scenegraph. GetScenePresences and GetAvatars have been removed to consolidate locking and iteration within SceneGraph. All callers which used these to then iterate over presences have been refactored to instead pass their delegates to Scene.ForEachScenePresence(Action<ScenePresence>). 2010-03-19 15:16:35 -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
Justin Clark-Casey (justincc) 582375509c refactor: move RezSingleAttachmentFromInventory() from SceneGraph to AttachmentsModule 2010-03-12 22:48:49 +00:00
Justin Clark-Casey (justincc) b9f5cd75bc refactor: move client invoked AttachObject from SceneGraph to AttachmentsModule 2010-03-12 22:39:15 +00:00
Justin Clark-Casey (justincc) 395f343498 refactor: Move DetachSingleAttachmentToInv to region module
need to rationalize method names later
2010-03-06 00:07:47 +00:00
Justin Clark-Casey (justincc) 60553e62a3 refactor: begin to move attachments code into a region module 2010-03-05 23:18:47 +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
Justin Clark-Casey (justincc) 660ebe52cf Actually make EventManager.OnAttach() fire when an object is attached. Previously, only detach was firing! 2010-03-03 18:40:33 +00:00
Melanie 1f45e6c649 Merge branch 'master' into presence-refactor
This brings presence-refactor up to master again
2010-02-22 03:00:59 +00:00
Jeff Ames af265e001d Formatting cleanup. 2010-02-15 19:21:56 +09:00
Melanie c033223c63 Merge branch 'master' into presence-refactor 2010-02-15 00:20:48 +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
Melanie baaf660511 Merge branch 'master' into presence-refactor
This was a large, heavily conflicted merge and things MAY have got broken.
Please check!
2010-02-08 15:53:38 +00:00
Melanie 2953bee1f4 Revert "change position of OnAttach event firing so that this also happens when a user teleports into a region"
The behavior introduced here is not compatible with SL

This reverts commit b6bee4999c.
2010-02-04 17:11:06 +00:00
Justin Clark-Casey (justincc) b6bee4999c change position of OnAttach event firing so that this also happens when a user teleports into a region 2010-02-03 15:35:41 +00:00
Justin Clark-Casey (justincc) 4c1740f7d8 Actually make EventManager.OnAttach() fire when an object is attached. Previously, only detach was firing! 2010-02-01 20:15:36 +00:00
Justin Clark-Casey (justincc) 53a01dc422 Don't try to start attachment scripts or send updates if the attachment itself has been unsuccessful 2010-02-01 20:06:43 +00:00
Diva Canto 42f978a478 * HGScene is no more.
* Moved a few key inventory access methods from Scene.Inventory to an IInventoryAccessModule module
2010-01-30 09:23:07 -08:00
Melanie 9453c42631 Experimental: Remove explicit property sends 2009-12-06 02:54:19 +00:00
Melanie 1a695875a7 Skip single prims in unlink selections 2009-12-06 02:54:09 +00:00
Melanie f71025aeed Change locking to not mix explicit Monitor.* calls with lock() 2009-12-06 02:54:00 +00:00
Melanie 46d5add175 Lock updates out while linking and unlinking 2009-12-06 02:53:42 +00:00
Melanie e3a22ff37d Eliminate multiple updates on link/unlink 2009-12-06 02:53:34 +00:00
John Hurliman 59eb378d16 Small performance tweaks to code called by the heartbeat loop 2009-10-28 23:10:16 -07:00
John Hurliman 588361e2a2 Experimental change to use an immutable array for iterating ScenePresences, avoiding locking and copying the list each time it is accessed 2009-10-23 01:02:36 -07:00
Melanie c4969d47d9 Merge branch 'master' into vehicles 2009-10-22 07:12:10 +01:00
John Hurliman 142008121e * Change Util.FireAndForget to use ThreadPool.UnsafeQueueUserWorkItem(). This avoids .NET remoting and a managed->unmanaged->managed jump. Overall, a night and day performance difference
* Initialize the LLClientView prim full update queue to the number of prims in the scene for a big performance boost
* Reordered some comparisons on hot code paths for a minor speed boost
* Removed an unnecessary call to the expensive DateTime.Now function (if you *have* to get the current time as opposed to Environment.TickCount, always use DateTime.UtcNow)
* Don't fire the queue empty callback for the Resend category
* Run the outgoing packet handler thread loop for each client synchronously. It seems like more time was being spent doing the execution asynchronously, and it made deadlocks very difficult to track down
* Rewrote some expensive math in LandObject.cs
* Optimized EntityManager to only lock on operations that need locking, and use TryGetValue() where possible
* Only update the attachment database when an object is attached or detached
* Other small misc. performance improvements
2009-10-19 15:19:09 -07:00
John Hurliman fdb2a75ad3 Committing the second part of Jim Greensky @ Intel Lab's patch, re-prioritizing updates 2009-10-17 18:01:22 -07:00
John Hurliman 4b75353cbf Object update prioritization by Jim Greensky of Intel Labs, part one. This implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon 2009-10-15 16:35:27 -07:00
John Hurliman d44b50ee46 * Removed some of the redundant broadcast functions in Scene and SceneGraph so it is clear who/what the broadcast is going to each time
* Removed two redundant parameters from SceneObjectPart
* Changed some code in terse update sending that was meant to work with references to work with value types (since Vector3 and Quaternion are structs)
* Committing a preview of a new method for sending object updates efficiently (all commented out for now)
2009-10-15 15:25:02 -07:00
Melanie 6deef7d0f3 Merge branch 'master' into vehicles 2009-10-15 21:14:13 +01:00
Dan Lake 5976ac16b0 Optimized heartbeat by calling Update() only on updated objects.
During the heartbeat loop, Update() is called on every SceneObjectGroup which in turn checks if any SceneObjectPart has changed. For large regions (> 100k prims) this work consumes 20-30% of a CPU even though there are only a few objects updating each frame.

There is only one other reason to check every object on every frame, and that is the case where a script has registered the object with an "at target" listener. We can easily track when an object is registered or unregistered with an AtTarget, so this is not a reason to check every object every heartbeat.

In the attached patch, I have added a dictionary to the scene which tracks the objects which have At Targets. Each heartbeat, the AtTarget() function will be called on every object registered with a listener for that event. Also, I added a dictionary to SceneGraph which stores references to objects which have been queued for updates during the heartbeat. At each heartbeat, Update() is called only on the objects which have generated updates during that beat.
2009-10-13 19:32:59 -07:00
Melanie 89d23a1fa2 Revert "Rewrote parts of the code that were double-locking different objects. This is about half of the code base reviewed."
This reverts commit e992ca0255.
2009-10-07 01:45:49 +01:00
Diva Canto e992ca0255 Rewrote parts of the code that were double-locking different objects. This is about half of the code base reviewed. 2009-10-06 15:39:53 -07:00
Melanie 41ff39414b Merge branch 'master' into vehicles 2009-10-01 14:08:15 +01:00
opensim 827b0fb199 Commit initial version of KittoFlora's vehicle changes 2009-09-30 18:51:02 +02:00
Jeff Ames ee205e7e81 Formatting cleanup. 2009-10-01 01:17:47 +09:00
Diva Canto bc892c1d4c A little hack to see if this fixes the problems with ~20% of SOG's becoming phantom after an import to megaregions. 2009-09-29 07:54:56 -07:00
Melanie f32de6fe88 Thank you, dslake, for a set of patches to improve OpenSim startup
and idle performance.
2009-09-02 03:33:31 +01:00
Diva Canto 5d47e08dad Removed some debug messages 2009-08-16 17:11:20 -07:00
Diva Canto e02062051d Making attachments work again. Tons of debug more. This needs more testing and a lot of cleaning. 2009-08-16 16:17:19 -07:00
Diva Canto 6808b9109e Merge branch 'master' of ssh://diva@opensimulator.org/var/git/opensim into inventory-connector 2009-08-16 08:59:58 -07:00
Jeff Ames 9d9fcac038 Misc cleanup. 2009-08-16 17:14:21 +09:00
Diva Canto 19e45466f2 Changed one word in a comment 2009-08-15 14:57:24 -07:00
Diva Canto 1bbf06405c Changed FromAssetID to FromItemID 2009-08-15 09:36:45 -07:00
Diva Canto 7aa54593e0 Redirected all calls to CachedUserProfile methods to the inventory service. Redirection of the RootFolder property is still todo. This compiles but probably inventory will be inconsistent. 2009-08-12 20:39:48 -07:00
Alan Webb 068f54725b Slight change to state management for attach scheduling.
Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
2009-08-04 11:44:22 +02:00
Alan Webb 9ffe4d850e This change adds support for the attach event in scripts.
[1] Added a new OnAttach event to Scene/EventManager
  [2] Hooked up existing attach event handler in XEngine.
  [3] Modified SceneGraph and Scene.Inventory to trigger
      attach events at the appropriate places. I was forced
      to distribut the changes across two files because of
      the way attach processing is distributed across the
      two files.
  [4] In the case of RezSingleAttachmentFromInventory it is
      necessary to handle event scheduling in a special way.
      There is no synchronous path available, so the fact
      that this object is attached, and who it is attached to,
      is cached when the ScriptInstance is created. When
      the script is started, the attached handler is driven
      after on_rez (but before changed, this should be reviewed).

Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
2009-08-04 11:41:06 +02:00
MW acea31518b fixed the bug where changing the rotation of a selection of prims in a linkset, made each of those prims rotate around its own centre rather than around the geometric centre of the selection like they should do (and like the client expects).
This involved adding a new OnUpdatePrimSingleRotationPosition event to IClientAPI so that we can get the changed position from the client. 
Btw adding new events to IClientAPI is really tedious where you have to copy the change across to at least 5 or 6 other files. 
[Note this doesn't fix the bug where any rotation changes to the root prim (but not the whole linkset) cause rotation errors on the child prims.]
2009-07-17 14:58:54 +00:00
Melanie Thielker aec5dc677d Explicitly set the changed status of the prim groups affected in a delink
Mantis #2484
2009-06-02 08:19:32 +00:00
Jeff Ames 840de6c036 Minor: Change OpenSim to OpenSimulator in older copyright headers and LICENSE.txt. 2009-06-01 06:37:14 +00:00
Melanie Thielker 0f721da5f1 Add a tweakable for the prim queue preload 2009-05-01 19:33:18 +00:00
Melanie Thielker d604cd284e Again, completely revamp the unlink code to finally allow unlinking
arbitrary combinations of root and child prims from one or multiple
link sets. Please test throughly and consider things UNSTABLE until
this is proven out.
2009-04-29 15:54:16 +00:00
Jeff Ames cad0aab793 Formatting cleanup. 2009-04-14 11:38:33 +00:00