| Commit message (Collapse) | Author | Age | Files | Lines |
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Add missing reference to System.Core
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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timeout is breached.
This alarm can then invoke this to log extra information.
This is used in LLUDPServer to show which client was being processed when incoming and outgoing udp watchdog alarms are triggered.
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while the avatar is logging in or out.
Also remove some unlocking calls without matching locking call. Merge
artefact cleanup, again.
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to a non-programmer and insufficient for a programmer.
Add commented debug output and data collection to troubleshoot
future locking issues.
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up the sound pipeline in the viewer.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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World.RezObject, doing it only in itself, so its applyed after resuming scripts etc. It was giving twice the requested velocity.
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positions.
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all affected regions and disregard the region id parameter.
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Conflicts:
OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
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module
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name and make it easier to distinguish between map image modules.
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we've finished with them.
This might help with memory leakage issues though I suspect it won't.
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WorldViewModule.
If this has any effect then it will only be to the map images returned via requests to the /worldview simulator HTTP path (not enabled by default)
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file when loaded from a stream.
Fixes a bug introduced 2 weeks ago in 67ebe80
Thanks to Plugh for pointing this out.
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false, since this allows one to go back from a megaregion to normal regions.
Adapted from a patch by Garmin Kawaguichi in http://opensimulator.org/mantis/view.php?id=6027
Garmin says that fix-phantoms allows one to reset objects when going back from megaregion to normal regions as well as the othe rway around.
Thanks!
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The packet was actually being handled but not acted on.
This change extends the default timeout for paused clients to 5 minutes
and makes both the paused and non-paused timeout periods configurable.
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This makes frame time stats properly tally with fps, which saves confusion and makes it easier to interpret numbers.
In some ways this is not so artifical - physics FPS runs at the higher rate.
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display total frame time, not just non-spare time.
This makes it easier to see when components of frame time exceed normal permitted frame time.
Currently reflect scene frame times.
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Looks like the wrong one was cut and pasted.
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time taken per second.
This is to make these statistics actually match their names (and also be more accurate as number of frames can vary under heavy load)
Currently using scene frames (11.23 every second) instead of physics frames (56.18 per second)
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inv.Folders.Count in a minor change.
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1) The return messages were being wrongly populated with the names of asset, inventory and sale types when their corresponding integers should have been used instead.
2) Folders with links were including the linked items in the descendents figure, when only the links should be included.
3) Links and linked items in link folders were not being included in the return data, and not in the correct order.
Now that these issues have been addressed, outfits and attachments appear to work consistently when HTTP inventory is enabled (as is now the default).
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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harm than good these days
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Conflicts:
OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
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accounts every single scene frame, update in the once every 3 seconds SimStatsReporter run
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These will act as a sanity check with the main scene stats, to show that physics scene entities are being managed properly.
Total prims will not match scene total prims since physics total does not include phantom prims
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