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* | Properly show per frame millisecond statistics per frame, not as amount of ↵Justin Clark-Casey (justincc)2012-06-041-22/+41
|/ | | | | | | 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)
* Fix build break whree accidentally did inv.Folders rather than ↵Justin Clark-Casey (justincc)2012-06-021-1/+1
| | | | inv.Folders.Count in a minor change.
* minor: tidy up some commentsJustin Clark-Casey (justincc)2012-06-021-4/+2
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* Fix various issues with http inventoryJustin Clark-Casey (justincc)2012-06-024-78/+85
| | | | | | | | 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).
* Instead of updating sim stats root agent, child, objects and scripts ↵Justin Clark-Casey (justincc)2012-06-012-33/+14
| | | | accounts every single scene frame, update in the once every 3 seconds SimStatsReporter run
* Add optional total avatars, total prims and active prims stats to ODE plugin.Justin Clark-Casey (justincc)2012-06-011-0/+21
| | | | | 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
* If OdeScene.Near() returns no collision contacts, then exit as early as ↵Justin Clark-Casey (justincc)2012-06-011-0/+4
| | | | possible. All subsequent code is only relevant if there are contacts.
* Add optional stat for the other collision time per frame not spent in ODE ↵Justin Clark-Casey (justincc)2012-06-011-1/+16
| | | | native spaces or geom collision code
* Add avatar forces calculation, prim force and raycasting per frame ↵Justin Clark-Casey (justincc)2012-06-011-7/+46
| | | | millisecond optional stats
* Collection optional avatar and prim taint frame millisecond timesJustin Clark-Casey (justincc)2012-06-011-7/+36
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* Remove recent optional native collision frame milliseconds statJustin Clark-Casey (justincc)2012-06-011-13/+1
| | | | Unnecessary since this has now been broken down into space collisions and geom collisions
* Add optional stat that records milliseconds spent notifying collision ↵Justin Clark-Casey (justincc)2012-06-011-0/+14
| | | | listeners in physics frames
* Add avatar and prim update milliseconds per frame optional statsJustin Clark-Casey (justincc)2012-06-011-7/+31
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* Add option native step frame ms statJustin Clark-Casey (justincc)2012-06-011-9/+21
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* Add total ODE frame time optional stat, as a sanity check on the main scene ↵Justin Clark-Casey (justincc)2012-06-011-7/+21
| | | | physics stat
* Break down native ODE collision frame time stat into native space collision ↵Justin Clark-Casey (justincc)2012-06-011-4/+22
| | | | and geom collision stats
* Rename new collision stats to 'contacts' - there are/can be multiple ↵Justin Clark-Casey (justincc)2012-06-011-6/+6
| | | | contacts per collision and this is what is actually being measured.
* Stop adding an unnecessary duplicate _perloopcontact if the avatar is ↵Justin Clark-Casey (justincc)2012-06-011-9/+4
| | | | | | standing on a prim. This has already been added earlier on in the method.
* minor: comment out currently unused OdeScene.sCollisionDataJustin Clark-Casey (justincc)2012-06-011-9/+9
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* Add ODE avatar and prim collision numbers if extra stats collection is enabled.Justin Clark-Casey (justincc)2012-06-011-5/+34
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* Fix OdeScene.GetTopColliders() to return the top 25 colliders rather than ↵Justin Clark-Casey (justincc)2012-06-011-19/+13
| | | | | | | | 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.
* Add an optional mechanism for physics modules to collect and return ↵Justin Clark-Casey (justincc)2012-05-316-71/+271
| | | | | | | | | | | 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.
* Add console command "teleport user" to allow teleport from the region consoleJustin Clark-Casey (justincc)2012-05-291-0/+189
| | | | See "help teleport user" on the console for more details
* Fix collision filtering. The filter should be checked on the receiving part!Melanie2012-05-291-9/+9
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* refactor: factor out entity transfer state machine into a separate class to ↵Justin Clark-Casey (justincc)2012-05-283-239/+330
| | | | make code more analyzable
* If handling the failure of teleport, move agent state to CleaningUp when we ↵Justin Clark-Casey (justincc)2012-05-281-3/+6
| | | | | | 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
* minor: code formatting from 0b72f773Justin Clark-Casey (justincc)2012-05-261-12/+11
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* Mantis 6025 llRequestPermissions auto grant for NPCs.Talun2012-05-261-1/+23
| | | | | | If the script requesting permissions is owned by either the NPC or the NPCs owner (if the NPC is created as owned) then grant any permissions automatically.
* If restating a region, clean up the physics scene after the main scene has ↵Justin Clark-Casey (justincc)2012-05-261-4/+4
| | | | | | | | been closed not before. If this is done before then on ODE agent update calls still incoming can fail as they try to use a raycastmanager that has been disposed. Bullet plugin does nothing on Dispose() However, I wouldn't be at all surprised if individual region restarting was buggy in lots of other areas.
* Add Blake/Techplex to CONTRIBUTORS. Thanks!Justin Clark-Casey (justincc)2012-05-261-0/+1
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* One can now get hyoergrid region co-ordinates with llRequestSimulatorDataBlake.Bourque2012-05-261-5/+21
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* Use GetInventoryItem() in LSL_Api.InventoryKey(string name, int type).Justin Clark-Casey (justincc)2012-05-261-17/+7
| | | | Also removes small bug where calling this method would add 1 to LPS, evne though all callers already did this.
* Use SceneObjectPartInventory.GetInventoryItem() in OSSL.AvatarStopAnimation ↵Justin Clark-Casey (justincc)2012-05-261-14/+12
| | | | instead of searching the task inventory manually.
* refactor: replace LSL_Api.InventoryKey(string) largely with ↵Justin Clark-Casey (justincc)2012-05-263-45/+42
| | | | | | SceneObjectPartInventory.GetInventoryItem(string) Also gets llStopAnimation() to call KeyOrName rather than duplicating logic.
* Mantis 6028 osAvatarStopAnimation not stopping animations via UUIDTalun2012-05-251-7/+11
| | | | | Corrected to stop animations using the animation UUID similar to llStopAnimation. See http://opensimulator.org/wiki/OsAvatarStopAnimation
* Resolve some mono compiler warnings.Justin Clark-Casey (justincc)2012-05-259-26/+33
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* on agent cross, remove from physics scene after its been placed in transit, ↵Justin Clark-Casey (justincc)2012-05-251-3/+7
| | | | not before.
* refactor: make ETM.CrossAgentToNewRegionAsync neighbourRegion == null check ↵Justin Clark-Casey (justincc)2012-05-251-90/+92
| | | | return earlier to simplify method
* Remove a call stack debugging line accidentally left in from a few days ago ↵Justin Clark-Casey (justincc)2012-05-251-2/+0
| | | | at SceneObjectPartInventory.ApplyNextOwnerPermissions().
* Fix bug where a failed QueryAccess to a remove region would always have the ↵Justin Clark-Casey (justincc)2012-05-252-15/+21
| | | | reason "Communications failure" no matter what the destination region actually returned
* Stop it being possible for an agent to teleport back to its source region ↵Justin Clark-Casey (justincc)2012-05-253-28/+169
| | | | | | | | | before the source region has finished cleaning up old agent data and structures. If this is allowed, then the client usually gets forcibly logged out and data structures might be put into bad states. To prevent this, the binary state machine of EMT.m_agentsInTransit is replaced with a 4 state machine (Preparing, Transferring, ReceivedAtDestination, CleaningUp). This is necessary because the source region needs to know when the destination region has received the user but a teleport back cannot happen until the source region has cleaned up. Tested on standalone, grid and with v1 and v3 clients.
* In remote QueryAccess, also receive the actual status (true|false) instead ↵Justin Clark-Casey (justincc)2012-05-252-2/+9
| | | | | | | | | | of always true no matter what the callee actually returned. This was due to two things 1) SimulationServiceConnector.QueryAccess was always looking to the outer result["success"]. But if a "_Result" map is returned (which is certainly the case right now), then the true success is _Result["success"], result["success"] is always true no matter what 2) If QueryAccess was false at the destination, then AgentHandlers.DoQueryAccess() was never putting this in the result. The default action of SerializeJsonString() is not to put false booleans in the JSON!!!, so this has to be explicitly set.
* Don't actually proceed on a within-region teleport if another is already ↵Justin Clark-Casey (justincc)2012-05-241-0/+2
| | | | | | taking place, rather than just (falsely) logging that we're not going to proceed. An oversight from recent commit 9ab0c81
* On inter-region teleport, only stand the avatar up if the QueryAccess call ↵Justin Clark-Casey (justincc)2012-05-241-7/+7
| | | | to the destination scene actually succeeds.
* Now that the EntityTransferModule is per-region, fetch the event queue ↵Justin Clark-Casey (justincc)2012-05-241-18/+22
| | | | module once rather than repeatedly via scene presences
* Fix issue where a dns resolution failure on the final destination might ↵Justin Clark-Casey (justincc)2012-05-241-192/+200
| | | | | | leave the user unable to teleport since the transit flag was not being reset. This moves the 'already in transit' check further up and resets the flag if dns resolution fails and in the new required places.
* adding status codes from rfc 6585SignpostMarv2012-05-241-2/+22
| | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* porting IDE tooltip-friendly documentation tweaks from Aurora-SimSignpostMarv2012-05-241-134/+223
| | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* Comment out accidentally left in log line that was printing out the control ↵Justin Clark-Casey (justincc)2012-05-241-3/+3
| | | | file on OAR save
* Make ISimulationScene.GetScene() used the more efficient region id for ↵Justin Clark-Casey (justincc)2012-05-246-13/+31
| | | | lookup rather than the region handle.