Commit Graph

23 Commits

Author SHA1 Message Date
Tom
5484c9b585 Bring us up to date. 2011-09-14 19:11:32 -07:00
Justin Clark-Casey (justincc)
e6cd4defdb Lock m_pendingObjects when calling GetPendingObjectsCount().
This is only called by a region console command.
We should also be locking m_partsUpdateQueue when dequeueing the next part, or locking m_pendingObjects in QueuePartForUpdate().
However, I won't do this now since I don't have time to analyze how this would affect liveness.
2011-09-06 22:48:05 +01:00
Justin Clark-Casey (justincc)
3d4d3427cd Comment out SceneViewer.Reset() and stop calling from Close() since this is useless work as a closed scene object is never reset.
Strictly speaking, we could also stop bothering to clear the m_updateTimes and m_partsUpdateQueue if we are sure that the whole SceneViewer is shortly to be garbage collected anyway, but we'll leave them around for now.
2011-09-06 22:44:34 +01:00
Justin Clark-Casey (justincc)
4bf3adffb8 In SceneViewer, introduce an IsEnabled flag and perform Close() under an m_pendingObjects lock in order to avoid the race condition seen by danbanner in http://opensimulator.org/mantis/view.php?id=5669 2011-09-06 22:26:28 +01:00
Tom
66dec3b874 Resolve merge commits, stage 1 2011-09-04 07:06:36 -07:00
Justin Clark-Casey (justincc)
095b3e5756 Remove pointless cluttering SOP.ParentGroup != null checks.
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.
2011-09-01 01:22:28 +01:00
Justin Clark-Casey (justincc)
33a894f3d2 refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid pointless duplication of identical values 2011-08-27 00:15:21 +01:00
Melanie
6ab5ca2bda Guard another nullref 2011-08-09 22:11:27 +02:00
Melanie
076f2ac8db Merge branch 'master' into careminster-presence-refactor 2011-02-07 23:07:36 +00:00
Diva Canto
98ea78fc77 New command: show pending-objects 2011-02-06 19:39:29 -08:00
Melanie
cf37b3b943 Prevent a null ref when an avatar login doesn't go as planned 2010-12-22 03:25:30 +01:00
Melanie
4a0911bdbd Guard against locking a nullref to avoid build break 2010-10-08 19:19:07 +01:00
Melanie
5dcbbb726a Change the order of actions to address a possible nullref 2010-10-08 18:40:13 +01:00
Jeff Ames
f1f0bc23f4 Formatting cleanup. 2010-09-12 13:43:49 -04:00
John Hurliman
dd277a0d02 First pass at cleaning up thread safety in EntityManager and SceneGraph 2010-09-10 12:04:12 -07:00
Melanie Thielker
a863eb9da3 One should not lock null objects. 2010-06-01 19:01:57 +01:00
Melanie
9c3c020697 Lock the object queue when dequeueing 2010-06-01 15:08:45 +01:00
Melanie Thielker
8fb706716b Prevent a null ref 2010-05-27 19:09:06 +01:00
Diva Canto
c5ea783526 OpenSim/Framework/Communications/Cache deleted. LibraryRootFolder deleted. 2010-01-11 07:51:33 -08:00
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
Jeff Ames
2d173d7556 Update svn properties. 2009-06-27 04:31:49 +00:00
MW
9e4d077d70 Fixed null bug, which was making unit tests fail 2009-06-26 12:30:54 +00:00
MW
7a2c41dea0 Extracted the code that handles the sending of prim updates to the client, from ScenePresence into ISceneViewer/SceneViewer. Currently ScenePresence "has" a ISceneViewer, although if we had a proper Node based scenegraph then it would most likely be attached directly to the nodes.
By extracting this code, it should make it easier to experiment with different ways of managing the update process. [Next step to make this module based, could be to create a SceneViewerFactoryModule]
2009-06-26 12:09:43 +00:00