* Added a base inventory connector that does common processing of inventory among all reference connector implementations. E.g. AddItem requires additional processing before being forwarded to service.
* Added if (m_Enabled) upon RemoveRegion
|Date: Wed, 5 Aug 2009 09:51:52 -0700
|Subject: [PATCH] Closed two major memory leaks for scripted objects
|
|Two major memory leaks for the scripted objects were fixed
|- One leak had to do with remoting acrossing app domains. When a script and
| its controlling agent communicate across an application boundary, it calls
| functions on a stub proxy object that then invokes the remote method on
| the object in the other app domain. These stub objects (two for each script)
| were setup to have infinate lifetimes and were never being garbage collected.
|- The second leak was the result of adding a scene object part instance method
| to a scene event and never removing it. This cause the event's delegate list
| to maintain a link to that object which is then never freed as the scene event
| object is never destroyed.
Patch applied, please direct feedback to me. Possible issue: Longtime idle
scripts like vendors may fail.
[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>
* Test for prim obstructions between the avatar and camera. If there are obstructions, inform the client to move the camera closer. This makes it so that walls and objects don't obstruct your view while you're moving around. Try walking inside a hollowed tori. You'll see how much easier it is now because your camera automatically moves closer so you can still see.
* Created a way to know if the user's camera is alt + cammed or just following the avatar.
* Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)
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.]
* Remove the draconic locking around adding an avatar to the Scene
* Handle an extreme error case when border crossing fails and user uses map to teleport to a different region on the same instance causing control commands to go to a child agent.
* Make the Set Appearance method use the proper 'remove from physics scene' method.
* It *may* help border crossings.
* It *may* help the 'on avatar rez' lag, that people have been seeing the past week.
* It may also cause physics to crash more often on failed teleports (though.. I think I got the cases covered).
The patch included updates the root and child prims' AttchedAvatar
with the right UUID. It also cleans the AttachedAvatar properties
for the root and child prims on Drop and Detach