| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
| |
|
|
|
|
| |
more lobe ?
|
|
|
|
| |
forces phantom ON. UI phantom off turns off VD. Other transitions should only change specific parameter. This is not as current SL. - Fixed volumedetect prims being wrongly removed from physics.
|
|\
| |
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| |
| |
| |
| |
| |
| |
| |
| | |
null then assume it was still not null in later code.
Another thread could come and turn off physics for a part (null PhysicsActor) at any point.
Had to turn off localCopy on warp3D CoreModules section in prebuild.xml since on current nant this copies all DLLs in bin/ which can be a very large number with compiled DLLs
No obvious reason for doing that copy - nothing else does it.
|
|\ \
| |/
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Tests/Common/Mock/TestClient.cs
|
| |
| |
| |
| | |
the 'root' part.
|
| |
| |
| |
| |
| |
| | |
ContainsPart method and remove method duplication.
HasChildPrim is also misleading since the 'root' prim can also be returned.
|
| |
| |
| |
| | |
incomple and there should be a better away )
|
|\ \
| |/
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
OpenSim/Region/Framework/Scenes/Scene.cs
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
measurement period and an idealised frame time.
The previous lines-per-second measurement used for top scripts report was inaccurate, since lines executed does not reflect time taken to execute.
Also, every fetch of the report would reset all the numbers limiting its usefulness and we weren't even guaranteed to see the top 100.
The actual measurement value should be script execution time per frame but XEngine does not work this way.
Therefore, we use actual script execution time scaled by the measurement period and an idealised frame time.
This is still not ideal but gives reasonable results and allows scripts to be compared.
This commit moves script execution time calculations from SceneGraph into IScriptModule implementations.
|
| |
| |
| |
| | |
For now on caps/EventQueue, and still only used on a material change...
|
| |
| |
| |
| | |
to SOP including SOPserialization (not to databases). No action on physics still. No send to viewer, etc
|
| |
| |
| |
| |
| | |
ObjectChnageWhat what into ObjectChangeType change. What is
no name for a variable or type!
|
| |
| |
| |
| | |
scene about position scale or rotation change by client (others can be added). Its served at SceneGraph that does permition checks, undostore and sends down to SOG. changed values are stored in a class (ObjectChangeData) and what is changed as a enum (ObjectChangeWhat) with bit fields and 'macros' of this for better readability (at top of scenegraph.cs lasy to find better place for now) this can be extended for other things clients changes and need undo/redo. SOG process acording to what is changed. Changed UNDO/redo to use this also (warning is only storing what is changed, previus stored all, this must be checked for side efects. to save all PRS change commented line in scenegraph). Still have excessive calls to ScheduleGroupForTerseUpdate. **** UNTESTED ****
|
|\ \
| |/
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| |
| |
| |
| | |
This is rather than checking whether the avatar is sitting and doing its own calculation.
|
| |
| |
| |
| |
| |
| |
| | |
(saving extra null checks, etc.)
However, it looks like we should retain SP.ParentID since it's much easier to use that in places where another thread could change ParentPart to null.
Otherwise one has to clumsily put ParentPart in a reference, etc. to avoid a race.
|
| |
| |
| |
| | |
other way because SOG doesn't technically exist in the DB
|
|\ \
| |/
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
|
| |
| |
| |
| |
| |
| | |
not persist.
Resolves http://opensimulator.org/mantis/view.php?id=5819
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
update when scene objects have been deleted.
At least on mono 2.6.4, running GC.Collect() is not guaranteed to force gc of all objects when run in the same method where those objects had references.
Therefore, GC.Collect() is now being done in the per-script teardown of ObjectTortureTests.
In addition, scene loop update is being run after garbage collection in order to clean out the viewer update list of scene objects in the SceneGraph.
These measures mean that scene objects/parts are now garbage collected after a test run if deleted from the scene, resulting in a much better memory usage report (though probably still not very accurate).
However, deletion takes a very long time - what's really needed is to find out now why the entire scene isn't being GC'd by this measure.
This change hasn't yet been applied to the other stress tests.
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneGraph.cs
|
| |
| |
| |
| |
| |
| | |
exception and constant complaints in v3 viewers).
Aims to address http://opensimulator.org/mantis/view.php?id=5878
|
|\ \
| |/ |
|
| | |
|
| |\ |
|
| | | |
|
|\ \ \
| | |/
| |/|
| | |
| | | |
Conflicts:
OpenSim/Region/Application/OpenSimBase.cs
|
| | |
| | |
| | |
| | |
| | |
| | | |
explicitly if there's an attempt to add any object with a zero UUID.
Callers themselves need to check that they're not attempting to add a null scene object.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
scene objects.
These can be run using the "nant torture" target. They are not part of "nant test" due to their long-run future nature.
Such tests are designed to do some testing of extreme situations and give some feedback on memory usage, etc.
However, data can be inconsistent due to different machine circumstances and virtual machine actions.
This area is under development.
|
|\ \ \
| |/ / |
|
| | |
| | |
| | |
| | | |
SceneObjectGroupsByFullID is updated elsewhere at the same time.
|
|\ \ \
| |/ /
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneGraph.cs
|
| | |
| | |
| | |
| | | |
ObjectCreateDelegate, ObjectDeleteDelegate
|
|\ \ \
| |/ /
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneGraph.cs
|
| |/
| |
| |
| | |
OnObjectDuplicate
|
|\ \
| |/ |
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
created in that client session, or if no other action has been performed on the object.
There were two problems here:
1) On object group update, we looked for the group is the IClientAPI group cache rather than in the groups service. This fails to groups created newly in that session
2) On object group update, we weren't setting the HasGroupChanged flag. This meant that the change was not persisted unless some other action set this flag.
This commit fixes these issues and hopefully addresses http://opensimulator.org/mantis/view.php?id=5588
This commit also moves HandleObjectGroupUpdate() to the GroupsModule from the Scene.PacketHandlers.cs file
|
| | |
|
| |
| |
| |
| |
| | |
set LastOwnerID properly so the parts cannot be transferred, circumventing
no trans perms
|
| |
| |
| |
| | |
numbered properly even when sets are linked to sets.
|
| |
| |
| |
| |
| | |
set LastOwnerID properly so the parts cannot be transferred, circumventing
no trans perms
|
|\ \
| |/
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
the 3 iteration functions so more of them are using the correct
iteration for the action they are performing. The 3 iterators that seem
to fit all actions within OpenSim at this time are:
ForEachAvatar: Perform an action on all avatars (root presences)
ForEachClient: Perform an action on all clients (root or child clients)
ForEachRootClient: Perform an action on all clients that have an avatar
There are still a dozen places or so calling the old
ForEachScenePresence that will take a little more refactoring to
eliminate.
|
|\ \ |
|