Hi Justin,
Usually I write Shared modules if they do generic things that don't
depend on the state of the individual scenes.
Why do you want to make it NonShared? Any state in particular you are
looking at?
Diva / Crista
On 5/21/2012 3:22 PM, Justin Clark-Casey wrote:
Hi Diva (primarily). Is there any strong reason for having
EntityTransferModule as a shared module rather than per region? I
need to keep eliminating possible teleport-related race conditions and
this gets simpler if scenes aren't sharing the ETM module. Teleports
between regions on the same simulator then better resemble teleports
between regions on different simulators, eliminating the need for
special-case logic.
In particular, doing this allows me to extend the in-transit checking
to prevent problems such as teleporting back to the same region before
the old ScenePresence has been properly cleaned up.
There are a couple of shared member variables on ETM (and HGETM) but
these are either unused (m_Scenes) or I don't think the share has no
practical effect (e.g. m_bannedRegions, since this is only used on
region cross). If these shared structures are important then I could
be move them somewhere else.
In my early regression and manual tests there are no obvious issues
with making this change, though I intend to test more.
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