The only times when ParentGroup might be null is during regression tests (which might not be a valid thing) and when scene objects are being constructed from the database.
At all other times it's not possible for a SOP not to have a SOG parent.
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.
pass script state and assembly again properly. Reintroduce respecting tht
TrustBinaries flag. Changes the interregion protocol! No version bump
because it was broken anyway, so with a version mismatch it will simply
stay broken, but not crash. Region corssing still doesn't work because
there is still monkey business with both rezzed prims being pushed across
a border and attached prims when walking across a border. Teleport is
untested by may work.
- Faster prim inventory actions. Multiple threads can read at once.
- Fixes the known prim inventory thread locks
- In the event of a thread lock occurring, it will usually self heal after sixty seconds with an error message in the console
debug pane. This will still use DEBUG_CHANNEL currently, since it is not
fully implemented. This also removes the "Compiled successfully" message
that pops up in the viewer.
This needs to be looked into. This commit, unfortunately, reinstates
a memory leak in regions that see significant script fluctuation,
e.g. lots of scripted attachments, or script development.
|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>