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passed to ForEachScenePresence checks for !IsChildAgent first. It consolidates child and root handling for coming refactors.
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only receive the very first collision.
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about synchronicity for PhysicsActor.OnCollisionUpdate event doc
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CollisionEventsThisFrame every time we need to send some new ones, reuse the existing one instead.
This assumes that the listener is using the data synchronously, which is currently the case.
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of the other way around.
This is necessary so that code in HttpServer can use framework facilities such as the thread watchdog for monitoring purposes.
Doing this shuffle meant that MainServer was moved into OpenSim/Framework/Servers
Also had to make OpenSim.Framework.Console rely on OpenSim.Framework rather than the other way around since it in turn relies on HttpServer
MainConsole and some new interfaces had to be moved into OpenSim/Framework to allow this. This can be reverted if parts of OpenSim.Framework stop relying on console presence (cheifly RegionInfo)
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registers an http poll
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This is to support npc baked texture saving in oars and iars.
May address http://opensimulator.org/mantis/view.php?id=5743
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However, I still don't recommend changing MinFrameTime from 0.089, high values do not work well and lower values don't seem to make much difference
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Math.Max(SinceLastFrame.TotalSeconds, MinFrameTime)
SinceLastFrame was calculating the interval between any sleep that had occurred to pad out the frame time and the start of the next frame.
This would usually be below MinFrameTime but occasionally if the sleep was long it would be above, often due to the time required to update the watchdog.
This doesn't appear to play much practical role right now.
ODE was actually ignoring it entirely. Bullet might be helped slightly by receiving a non-varying value.
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IsInTransit=false does the same thing and NotInTransit was not used anywhere.
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endings from previous commit.
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scene presence by client ID.
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without a getter
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GetAvatarOnSitTarget() which returned exactly the same thing
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Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE)
e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE);
At the moment, sit only succeeds if the part has a sit target set.
NPC immediately sits on the target even if miles away - they do not walk up to it.
This method is in development - it may change so please don't trust it yet.
Standing will follow shortly since that's kind of important once you're sitting :)
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this is really just to trigger panda.
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the others
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done for most other scene config params
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to physics
This had stopped working. However, at the moment it still allows the physics flag to be set even though this has no effect. This needs to be fixed.
Default for this flag is true as previously.
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done immediately afterwards in DoPhysicsPropertyUpdate()
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sends entity updates (including presence ones), not just prims.
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Settings are at bottom of [Startup] in OpenSimDefaults.ini, override in OpenSim.ini to change
Defaults are the same as previously.
More information to come on opensim-dev shortly.
Feel free to tweak but if you do please don't expect any support unless feedback on certain tweaks is explicitly requested.
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in a field, like all the other update periods
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setting separately.
This makes reported FPS scale as required if min frame time changes
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updates per secod) and expose via monitoring module as ObjectUpdatePerSecondMonitor
A useful diagnostic to find out how object updates are burdening a scene
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missing from MonitorModule
Unlike the other 3 stats mechanisms, monitor data can be queried per individual region, which makes this useful.
This doesn't affect an of the existing monitored stats.
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idiomatic LastReportedSimFPS and LastReportedSimStats on SimStatsReporter
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than going through scene
I know this goes against the law of demeter but I don't think it's that useful here and I'd rather get rid of nasty little wrapper methods
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of 11.
We're been lying since 2008 so I'm sure another few years can't hurt.
To know the real fps, either divide sim fps by 5 and/or look at the frame time.
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As per earlier discussions with dslake
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ways to access the list/dictionary of child regions and locking was
inconsistent. There are now public properties which enforce locks.
Callers are no longer required to create new copies of lists.
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retrieval mechanisms.
Original request URLs that end with / will still work, but this will allow one to type /simstatus as well as /simstatus/
Can't do this with webstats yet since it does insane things to the path.
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which called IsInTransit=true which called m_inTransit=true. Also removed NotInTransit().
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private sets when needed. Removed redundant code when methods replicated what the set already does
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in the main Scene.Update() loop, like the other stats
Some of the places where agentMS was added were in separate threads launched by the update loop. I don't believe this is correct, since such threads are no longer contributing to frame time.
Some of the places were also driven by client input rather than the scene loop. I don't believe it's appropriate to add this kind of stuff to scene loop stats.
These changes hopefully have the nice affect of making the broken out frame stats actually add up to the total frame time
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Also remove some unused fields and improve naming on others.
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converted back and forth between ScenePresence and IClientAPI. More to be done still.
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http://opensimulator.org/mantis/view.php?id=3036
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This appears to be code clutter since the code that uses this has long gone.
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SP still has an implementation but this is now just a public method on SP rather than an abstract one in EntityBase.
No point making the code more complex until it actually needs to be,
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any issues with float serialization with machines set to non en_US locales.
Doing this to see if addresses inventory object deserialization problems in http://opensimulator.org/mantis/view.php?id=5708, though if it does I'm really surprised not to have seen it before now.
Really need to go through and systematically set the culture for every timer and change all BeginInvoke calls to FireAndForget instead.
But don't want to do something like that this close to a release.
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