OpenSimMirror/OpenSim/Region
Justin Clark-Casey (justincc) d99c60164d Reinstate kill record check that prevents an entity update being sent to a client after it has been told that the entity has been deleted.
On Linden Lab clients and some derivatives, receiving an entity update after an entity deletion notice results in an undeleteable prim that disappears upon client relog.
This check was dropped in 0.7 for unknown reasons but renewed testing demonstrates that queued updates can still be present after a scene object has been deleted.
2010-08-26 16:06:34 +01:00
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Application Some code cleanup for console command "create region". 2010-08-20 19:35:52 +01:00
ClientStack Reinstate kill record check that prevents an entity update being sent to a client after it has been told that the entity has been deleted. 2010-08-26 16:06:34 +01:00
CoreModules 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
DataSnapshot refactor: Use SOP.Flags rather than SOP.ObjectFlags 2010-08-13 20:23:53 +01:00
Examples/SimpleModule Added SendTeleportProgress to IClientAPI. Ya know what that means... 8 files affected. 2010-08-16 11:39:46 -07:00
Framework Use SOP.ParentGroup in Prioritizer instead of Scene.GetGroupByPrim() 2010-08-26 15:33:42 +01:00
OptionalModules 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
Physics minor: remove some mono compiler warnings 2010-06-25 21:09:15 +01:00
RegionCombinerModule remove gods event subscription to gods module from scene 2010-07-30 21:58:24 +01:00
ReplaceableModules Some module reshuffling, no user functionality yet 2009-07-10 20:46:16 +00:00
ScriptEngine 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
UserStatistics 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