| Commit message (Collapse) | Author | Files | Lines |
|
|
|
to avoid kicking the wrong user or multiple wrong users.
|
|
to print various counts of capability invocation by user and by cap
This currently prints caps requests received and handled, so that overload of received compared to handled or deadlock can be detected.
This involves making BaseStreamHandler and BaseOutputStream record the ints, which means inheritors should subclass ProcessRequest() instead of Handle()
However, existing inheriting classes overriding Handle() will still work, albeit without stats recording.
"show caps" becomes "show caps list" to disambiguate between show caps commands
|
|
like other handlers instead of implementing the IStreamedRequestHandler interface directly
|
|
"debug lludp" options
also moves the implementing code into LLUDPServer.cs along with other debug commands from OpenSim.cs
gets all debug lludp commands to only activate for the set scene if not root
|
|
simulator console
This means the "show stats" command is now active on the robust console.
|
|
starting scenes before others have been created.
This aims to avoid a race condition where scenes could look to inform neighbours that they were up before those neighbours had been created.
http://opensimulator.org/mantis/view.php?id=6618
|
|
Stop().
This was an undocumented interface which I think was for long defunct region load balancing experiments.
Also adds method doc for some IClientNetworkServer methods.
|
|
simulator logs, for debug purposes
|
|
Useful information for system debugging, especially if logging and ini files locations have been changed from defaults.
|
|
|
|
and group shared and non-shared modules together
This is to make it easier to tell if a region has a certain module active or not
|
|
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
|
|
|
additional client network servers at the same time. Use comma separated values in clientstack_plugin in your config. Additional plugins lying around shouldn't be picked up because the loader only loads configured dll assemblies and breaks at the first IClientNetworkServer found in the assembly. (the only new functionality is the ability to specify more in config). Note: The existing functionality also passes in a nini config.. and has a boolean to determine if the client network server should be initialized for a specific scene.
|
|
additional client stacks. Use comma separated values in clientstack_plugin in your config.
|
|
scene <key> <value>" to "debug scene set <key> <value>" to accomodate future settings
|
|
|
|
|
|
disable periodic scene backup. For debug purposes.
If false, scene is still saved on shutdown.
|
|
various console commands (e.g. "show users") from working.
This was because the "currently selected" scene reference was being left as the dead scene instead of the restarted Scene object.
|
|
This also allows comments in command scripts (lines starting with ;, # or //) to be used across all servers
|
|
|
|
This helpfully lists version information, startup location and console log level
|
|
|
|
loaded then halt with informative message rather than a later NRE.
Halt already occurs if the relevant config sections are not present.
So it also makes sense to halt if the implementations themselves cannot be loaded.
|
|
|
|
This was because we were removing by circuitcode where NPCs have no code.
Now removing by agent ID instead.
This commit also fixes the "show circuits" console command to work properly where the circuit has no associated IP address.
|
|
to set estate owner to a user that doesn't exist a little more obvious.
|
|
This allows the scene update and maintenance loops to be started and stopped for debug purposes.
|
|
This allows different categories of stats to be shown, with options to list categories or show all stats.
Currently categories are scene and simulator and only a very few stats are currently registered via this mechanism.
This commit also adds percentage stats for packets and blocks reused from the packet pool.
|
|
|
|
|
|
Merged ArchiveWriteRequestPreparation.cs and ArchiveWriteRequestExecution.cs. This simplifies the code, and it's faster to write each scene to the archive as it's found rather than all at once at the end.
|
|
the simulator executable.
|
|
|
|
race condition checks.
This is to allow a second attempt to remove an avatar even if "show connections" shows them as already inactive (i.e. close has already been attempted once).
You should only attempt --force if a normal kick fails.
This is partly for diagnostics as we have seen some connections occasionally remain on lbsa plaza even if they are registered as inactive.
This is not a permanent solution and may not work anyway - the ultimate solution is to stop this problem from happening in the first place.
|
|
This is to avoid false positives when the machine is under heavy load whilst starting up.
|
|
command
|
|
themselves. For that, the physics module simply calls RequestAssetMethod, which
in turn points to Scene.PhysicsRequestAsset. This gives physics access to
the asset system without introducing unwanted knowledge of the scene class.
|
|
This better reflects the long-term purpose of that project and matches Monitoring modules.
|
|
region console "show stats" command
This aims to capture the amount of memory that OpenSim turns over whilst operating a region.
This memory is not lost - apart from leaks it is reclaimed by the garbage collector.
However, the more memory that gets turned over the more work the GC has to do to reclaim it.
|
|
connections" region console command
|
|
Also change to use standard table formatting
"show circuits" and "show connections" console commands are very similar but access different data structures.
|
|
|
|
Also moves into own method.
|
|
|
|
uuid", which was present in the last opensim release.
|
|
scattering them over other categories
|
|
This allows one to see incoming requests as they happen.
This required making everything use the common MainServer class for registering and retrieving http servers, rather than duplicate structures.
|