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IDProjectCategoryView StatusDate SubmittedLast Update
0005469opensim[REGION] OpenSim Corepublic2011-05-07 02:552011-05-17 16:56
Assigned To 
Statuspatch feedbackResolutionopen 
PlatformOSOS Version
Product Versionmaster (dev code) 
Target VersionFixed in Version 
Summary0005469: primcount-glitch
DescriptionThe display of the amount of used prims has a small glitch. For example if a parcel have 2 prims on it an move one out of this parcel, then the prim count stays with 2 prims. The problem is here: The trigger-call for counting prims are on the wrong place actually.
Second, the calculating of primussage for script-functions is wrong.

I put in a patch here, that solves this problems.
TagsNo tags attached.
Git Revision or version numberd4fcba08af080bcc60da490155cc88d3f20e7dda
Run Mode Grid (1 Region per Sim)
Physics EngineODE
Script Engine
EnvironmentMono / Linux64
Mono Version2.4.2
Attached Filespatch file icon freePrimCount2.patch [^] (3,341 bytes) 2011-05-07 02:55 [Show Content]

- Relationships

-  Notes
justincc (administrator)
2011-05-13 19:02

Thanks tglion. The calculating code certainly needed fixing so I implemented this.

However, I couldn't reproduce the parcel count failure. Using a viewer, I created two parcels next to each other. Then I placed two prims in the first parcel before moving one over to the second parcel. The prim numbers in both parcels were both 1, as expected.

Could you elaborate on how to repro?
goetz (reporter)
2011-05-14 00:39

Hi, ok sorry, i can't reproduce this issue by myself too anymore
with a fresh install of the last git revision. Seem to be a old issue this was already fixed by somebody else.

the script issue is still there and reproduceable:
Try this little script to see the problem:

    touch_start(integer n)
        vector pos = llGetPos();
        integer prims = llGetParcelMaxPrims(pos, FALSE);
        llOwnerSay("Prims supported: "+(string)prims);

This is showing the wrong number of supported prims for the parcel where the script is in.
goetz (reporter)
2011-05-14 00:49

OK, the
last revision e3b8d42bbc8fe0e85ece55c0a293ecd7a2b55295 does fix this script issue too now. :-)
tglion (reporter)
2011-05-17 01:17

I think this issue is already resolved in the one of last revisions; the patch is not needed anymore.

However: I am not absolutly sure, but I think the Trigger ... m_scene.EventManager.TriggerParcelPrimCountUpdate();
is obsolete and not needed anymore in the LandObject, so we can remove it?
Tell me if I am wrong in this case ;-)

justincc (administrator)
2011-05-17 16:56

I think this trigger is still needed to manage the region-wide prim count but this is something that should probably disappear at some point.

- Issue History
Date Modified Username Field Change
2011-05-07 02:55 tglion New Issue
2011-05-07 02:55 tglion File Added: freePrimCount2.patch
2011-05-07 02:55 tglion Git Revision => d4fcba08af080bcc60da490155cc88d3f20e7dda
2011-05-07 02:55 tglion SVN Revision => 0
2011-05-07 02:55 tglion Run Mode => Grid (1 Region per Sim)
2011-05-07 02:55 tglion Physics Engine => ODE
2011-05-07 02:55 tglion Environment => Mono / Linux64
2011-05-07 02:55 tglion Mono Version => 2.4.2
2011-05-07 02:55 tglion Viewer => Imprudence
2011-05-07 02:55 tglion Status new => patch included
2011-05-13 19:02 justincc Note Added: 0018417
2011-05-13 19:02 justincc Status patch included => patch feedback
2011-05-14 00:39 goetz Note Added: 0018420
2011-05-14 00:49 goetz Note Added: 0018421
2011-05-17 01:17 tglion Note Added: 0018443
2011-05-17 16:56 justincc Note Added: 0018444

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