| Commit message (Collapse) | Author | Age | Files | Lines |
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out that rezzing the attachments is necessary in modern viewers too. Proof: commenting the lines below the comment results in no attachments seen in the avatar.
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Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
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with lmb held down on avatar (in most viewers).
This had been disabled by 30b7863 (Fri Feb 27 2015).
Relates to http://opensimulator.org/mantis/view.php?id=6835
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with a comment on how probably to implement it properly if it is needed in the future
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lmb on an avatar and moving the mouse).
Does this by not applying unwanted direction components to the avatar self movement calculation (exception is flying in mouse look).
Matches behaviuor on linden lab grid
Addresses http://opensimulator.org/mantis/view.php?id=6835
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mouse button
This matches linden lab grid behaviour
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AgentUpdate received on the new root agent to update movement parameters.
This prevents the avatar from drifting in its last direction of travel if a movement key was released at certain moments in the cross.
Relates to http://opensimulator.org/mantis/view.php?id=7435
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sometimes look to start attachment scripts before ETM.HandleIncomingSceneObject() had added them.
Probably a regression since ghosts branch merge on Nov 26 2014
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crossings without degrading the walk cross experience (neither of which have been that great anyway).
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when avatar enters the new region.
This commit addresses the following issues were causing velocity to be set to 0 on the new region, disrupting flight in particular
* Full avatar updates contained no velocity information, which does appear to have some effect in testing.
* BulletSim was always setting the velocity to 0 for the new BSCharacter. Now, physics engines take a velocity parameter when setting up characters so we can avoid this.
This patch applies to both Bullet and ODE.
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thread and run work in the jobengine from Watchdog to a WorkManager class.
This is to achieve a clean separation of concerns - the watchdog is an inappropriate place for work management.
Also adds a WorkManager.RunInThreadPool() class which feeds through to Util.FireAndForget.
Also switches around the name and obj arguments to the new RunInThread() and RunJob() methods so that the callback obj comes after the callback as seen in the SDK and elsewhere
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inside Watchdog.RunJob() (renamed from RunWhenPossible) and generalize them.
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problem diagnosis.
"show threadpool calls" now also returns named (labelled), anonymous (unlabelled) and total call stats.
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entering the scene that isn't initially logging on. This will execute tasks consecutively rather than concurrently.
This has two aims
1) Reduce initial teleport failures when a foreign Hypergrid user enters a region by not holding up the teleport for attachment rez (this can be particularly costly when HG gets all assets in the object graph.
2) Reduce server load that may impact other simulator activities.
This complements existing JobEngine options that perform initial login attachment rez and appearance send in consecutive tasks.
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running rather than as a fire and forget.
Experiment to see if serializing attachment rez and send initial data jobs improves other parts of sim performance.
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during root agent entry to a region improves perf rather than always attempting to execute everything concurrently
Job engine is controlled via "debug jobengine start|stop|status".
Can only currently be enabled and disabled dynamically at runtime.
Currently only applies to code sending initial region data (objects, other avatar data) to a client.
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correct when a sit target is specified.
Adjusts stand position using just avatar position relative to the root prim instead.
Fixes http://opensimulator.org/mantis/view.php?id=7315 and preserves previous fix for http://opensimulator.org/mantis/view.php?id=7299
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a threadpool) via Watchdog.RunInThread() rather than Util.RunThreadNoTimeout()
The functionality is the same but this allow us to monitor such tasks via "show threads" and abort them for test purposes, etc.
Also extends thread names to provide more info (e.g. SendInitialDataToClient says what client the task is for).
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avatars are allowed to cross regions at all.
Defaults to true. For test purposes.
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vehicles.
Other parts of OpenSimulator are relying on SP.Velocity == 0 for vehicles.
So add and use SP.GetWorldVelocity() instead when we need vehicle velocity, along the same lines as existing SP.GetWorldRotation()
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relative to the region rather than relative to its seat.
Resolves http://opensimulator.org/mantis/view.php?id=7175
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stand position.
Addresses http://opensimulator.org/mantis/view.php?id=7299
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closed on teleport, don't unnecessarily resend all avatar and object data about that region.
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neighbour) don't resend all the initial avatar and object data again.
This is unnecessary since it has been received (and data continues to be received) in the existing child connection.
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SP.WaitForUpdateAgent() with a triggered event instead.
Rapid polls are more expensive than triggered events (several polls vs one trigger) and may be problematic on heavily loaded simulators where many threads are vying for processor time.
A triggered event is also slightly quicker as there is no maximum 200ms wait between polls.
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This is already going to be correctly set by WaitForUpdateAgent() earlier on in that method, which is always called where a callback to the originating region is required.
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for better accuracy and consistency with other similar parameters
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updates except to originator
For experimental purposes.
Also corrects a previous bug where each terse update sent was counted rather than each set of terse updates to agents.
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Allows experiments in manually reducing updates under heavy load.
Activated by "debug scene set client-upd-per" console command.
In a simple test, can send as few as every 4th update before observed movement starts becoming disturbingly rubber-banded.
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tolerances on the fly.
This is done via "debug scene set client-pos-upd, client-rot-upd, client-vel-upd".
For testing purposes.
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appear both on the avatar AND as in-world objects.
Another manifestation of this bug is that after a Hypergrid teleport, when you click on one of the avatar's attachments the object doesn't show its name. This means that the viewer knows the attachment is there, but the simulator does not.
The problem was caused by treating Hypergrid teleports as if they're Logins (because the teleport flag ViaLogin is enabled).
This may fix: http://opensimulator.org/mantis/view.php?id=7238
This may fix: http://opensimulator.org/mantis/view.php?id=7220
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hasn't completed yet
This caused the client to stop responding, and even the simulators to have problems. The solution is to disallow crossing before the previous cross has completed.
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was an inconsistency in the scope between opening and closing child agents in neighboring regions. For opening (in EnableChildAgents), the region's DrawDistance was being used; for closing (in IsOUtsideView) , the viewer's (SP) DrawDistance was being used. This fixes this inconsistency, therefore eliminating bugs observed in TPs between, at least, neighboring varregions.
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HG gods are not safe at this point. It's better to disallow this until
they can be made safe.
This reverts commit e86c765be3b0d94c94ff1c5f15a3949ecc857627.
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Still has problems with child avatars.
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ScenePresence.SendTerseUpdateToAllClients() which is extremely helpful when investigating presence update triggers.
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in a root prim, the focus should remain on the root prim.
Matches behaviour just tested on the Linden grid.
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camera-at value, rather than replace.
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child prim with camera-eye set
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prim does not, use the root prim offsets.
This matches behaviour just tested on the Linden Lab grid.
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prims moved camera/focus to wrong position.
For non-root prim, eye offsets now need to be made relative to root prim if either camera-at or camera-eye are set.
Probably a regression since November 2013 when all sits were made relative to root prim to match viewer expections (and fix other bugs).
Addresses http://opensimulator.org/mantis/view.php?id=7176
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anywhere in neighbouring regions.
This was due to a silent uint overflow in ScenePresence.UpdateChildAgent() corrupting child agent positions
when the child agent was in a region with a greater x or y map co-ord than the root agent region
Probably introduced in beeec1c.
This still will not function properly with very high region map co-ords (in the millions) but other parts of the code don't handle this properly anyway.
Looks to address http://opensimulator.org/mantis/view.php?id=7163
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currently being used as a flag to orchestrate destination simulator threads on teleport.
If not reset, it's possible that teleports back and forth between simulators may not restart scripts in attachments.
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to restart attachment scripts before the source simulator's SP.UpdateAgent() thread had added them.
This commit changes the order of code so that attachments are re-added before the CompleteMovement() thread is released.
Relates to http://opensimulator.org/mantis/view.php?id=7148
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recent patch bc969a6b
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