| Commit message (Collapse) | Author | Age | Files | Lines |
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embedded object's inventory.
Added regression test for this case.
Likely a regression since 08606ae4 (Thu Jan 8 2015)
Relates to Mantises 7439, 7450 and possibly others.
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them usable in tests with no scene present
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Quaternion.Identity so it can be a valid target orientation
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read past the innerXML instead of wrongly continously looping on the same element.
Addresses http://opensimulator.org/mantis/view.php?id=7437
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Thanks Vegaslan for pointing this out.
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velocity manipulation. Also correct some orientation glitches during interpolation.
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setter. Enables llSetAngularVelocity()
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"take copy" option on a viewer) then only require owner copy perms, not copy and transfer.
This matches Linden Lab behaviour and what was already possible via shift-copy.
Transfer would not apply here as the owner and copier are the same.
This is the only functional change, all other current take copy logic remains the same.
Adds regression tests around relevant take copy cases.
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rezzed from inventory (e.g. attachments) was no longer loaded.
Likely a regression since f132f642 (2014-08-28)
Relates to http://opensimulator.org/mantis/view.php?id=7278
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sure it does not terminate the process.
Relates to http://opensimulator.org/mantis/view.php?id=7421
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propogate_permissions = false, don't propogate permissions of prim inventory items.
This was a regression from 13f31fd (4 Nov 2013)
Relates to http://opensimulator.org/mantis/view.php?id=7399
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Relates to http://opensimulator.org/mantis/view.php?id=7337
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(RegionFlags.Persistent but not RegioNFlags.RegionOnline) on startup and when an avatar completes a teleport.
This eliminates spurious network calls and failure reporting.
This is done by adding RegionFlags to the GridRegion returned data in a backward compatible way as an alternative to multiple IGridService.GetRegionFlags() calls
Using a simulator or a grid service older than this commit will just see previous behaviour.
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embedded therein.
This is primarily to fix an issue where inventory items for NPC attachments would not be saved in archives as the assets referenced in the appearance notecard were not checked in this manner.
Relates to http://opensimulator.org/mantis/view.php?id=7376
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This UUID gatherer provides a superset of the previous gatherer's functionality
as it also allows the caller to control gathering iterations for load purposes.
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names, and this cap returns the regular name. But this moves the server side into the newer, preferred, protocol used by the viewer for fetching the names of agents in the scene given their UUIDs. (the old protocol is via UDP). This works fine in my limited tests, but could use further testing by others.
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existence of region modules that do other kinds of garbage collection. Instead of placing deleted objects in the user's Trash folder, or deleting them immediately (UseTrashOnDelete = false), a module may decide to take garbage collection under its control. For example, it may place derezzed objects in a certain area inworld and delete them later.
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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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RecordAssetUuids() to AddForInspection() as this properly describes what both of these methods do.
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like UUIDGatherer, so we can deal with future cases where the dictionary may already be pre-populated.
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even being set. Region parameters come from Scene.RegionInfo instead.
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region with its parameters rather than 2
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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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or final asset import takes too long remove remaining requests from same user to prevent hold up of other user's incoming attachments.
This improves upon the earlier naive simply queueing immplementation.
Threshold is 30 seconds. If this happens to a user they can relog and fetch will be reattempted.
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(iteration) can be controlled by the caller.
This is to enable an imminent change where incoming HG scene object fetching can assess the time taken by each request rather than being forced to perform all requests in one call.
Soon, this will replace the existing UuidGatherer since it is both simpler and more flexible.
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Instead of processing all incoming attachment scene object concurrently, process them consecutively to eliminate potential overload from this source.
This is a naive implementation because it does not currently account for slow foreign asset services.
Although it may take longer, this approach may also improve attachment visibility for HG avatars
since the scene object is now always added to the scene after receiving assets from the foreign service and not before.
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problem diagnosis.
"show threadpool calls" now also returns named (labelled), anonymous (unlabelled) and total call stats.
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This checks that all the wearable assets and any assets for a given logged in avatar exist in the asset service
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Scene.cs (almost five years ago!)
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client being added to the manager without IClientAPI.SceneAgent being set.
This is done by adjusting the order of code so that SceneAgent will always be set before adding the client.
Various parts of the code (rightly) assume that a a client registered to the manager will always have a SceneAgent set no matter what.
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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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package rather than some in OpenSim.Tests.Common.Mock
the separate mock package was not useful and was just another using line to always add
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Also uses wait event instead of sleep for periodicity control.
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there was no startup config section.
Caused some regression tests to fail.
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calculations out of the main scene loop.
Also uses a wait event to sleep rather than a Thread.Sleep to allow the loop to be interrupted in a more controlled manner when necessary.
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This will only have an effect on Windows systems or mono with the (not recommended) mono-3.2.8 debug patch https://gist.github.com/justincc/31e52218d098529b4696 applied
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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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with code guidelines and the rest of the methods.
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unnecessary object update if the prim was not moving to target.
This involves making PhysicsActor.PIDActive get as well as set.
On physics components that don't implement this (all characters and some phys engines) we return false.
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SOG.stopMoveToTarget() as of last commit 67e568
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