| Commit message (Collapse) | Author | Age | Files | Lines |
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possible. All subsequent code is only relevant if there are contacts.
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native spaces or geom collision code
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millisecond optional stats
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Unnecessary since this has now been broken down into space collisions and geom collisions
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listeners in physics frames
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physics stat
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and geom collision stats
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contacts per collision and this is what is actually being measured.
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standing on a prim.
This has already been added earlier on in the method.
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the first 25 that had non-zero collision scores.
Also zeros collisions scores on all prims after report collection, not just the top 25.
As before, this collision scores are only reset after a report is requested, which may give unrealistic numbers on the first request.
So to see more realistic scores, ignore the first report and then refresh the request after a couple of seconds or so.
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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destrution so there are no 'leaks'.
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arbitrary stats.
If active, the physics module can return arbitrary stat counters that can be seen via the MonitoringModule
(http://opensimulator.org/wiki/Monitoring_Module)
This is only active in OdeScene if collect_stats = true in [ODEPhysicsSettings].
This patch allows OdeScene to collect elapsed time information for calls to the ODE native collision methods to assess what proportion of time this takes compared to total physics processing.
This data is returned as ODENativeCollisionFrameMS in the monitoring module, updated every 3 seconds.
The performance effect of collecting stats is probably extremely minor, dwarfed by the rest of the physics code.
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See "help teleport user" on the console for more details
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
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make code more analyzable
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start the handling.
Also fixes the log warning from ResetInTransit() if the state is cleared direct from Transferring or ReceiveAtDestination, as pointed out in mantis 5426
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freemove() is called
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Conflicts:
OpenSim/Region/Framework/Scenes/CollisionSounds.cs
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0 to indicate it's still starting rather than an error. There are other
methods that can discover the presence of a region and slow starting regions
may cause the watchdog to kill them while they start,
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Changes to the scenes dictionary are exceedingly rare and using atomic
operations makes the chance of collisions nearly nil in any case.
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bad effects, so needs some more testing
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