| Commit message (Collapse) | Author | Age | Files | Lines |
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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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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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