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* Fix bug where the uuid gatherer was not inspecting UUIDs for items in an ↵Justin Clark-Casey (justincc)2015-02-252-27/+32
| | | | | | | | 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.
* Reduce coupling in regression test task inventory creation methods to make ↵Justin Clark-Casey (justincc)2015-02-252-5/+42
| | | | them usable in tests with no scene present
* Add NaN and Infinity tests for SOP Velocity and Acceleration setters.dahlia2015-02-161-5/+13
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* Use a boolean flag to signal lookat is running instead of ↵dahlia2015-02-161-4/+10
| | | | Quaternion.Identity so it can be a valid target orientation
* Filter NaN and Infinity values at SOP AngularVelocity setterdahlia2015-02-161-1/+6
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* If serialized scene object XML has a SavedScriptState with no UUID, then ↵Justin Clark-Casey (justincc)2015-02-111-1/+5
| | | | | | read past the innerXML instead of wrongly continously looping on the same element. Addresses http://opensimulator.org/mantis/view.php?id=7437
* llLookAt() strength parameter should slow rotation as it is increased. ↵dahlia2015-02-071-2/+2
| | | | Thanks Vegaslan for pointing this out.
* llLookAt(): reduce and clamp strengh to reduce probability of overshootdahlia2015-02-071-2/+5
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* llLookAt() and llRotLookAt(): all orientation updates now done via angular ↵dahlia2015-02-061-17/+28
| | | | velocity manipulation. Also correct some orientation glitches during interpolation.
* Manage Angular Velocity during llLookAt() rotation of physical objectsdahlia2015-02-051-1/+11
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* Set angular velocity in physics actor in SceneObjectPart.AngularVelocity ↵dahlia2015-02-051-1/+7
| | | | setter. Enables llSetAngularVelocity()
* If the owner of an object is taking a copy from the scene (e.g. via the ↵Justin Clark-Casey (justincc)2015-02-033-0/+353
| | | | | | | | | "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.
* Fix regression where the stored state of every second script in an object ↵Justin Clark-Casey (justincc)2015-01-232-14/+28
| | | | | | | 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
* If the SnedInventoryAync() method receives an exception log this but make ↵Justin Clark-Casey (justincc)2015-01-211-1/+10
| | | | | | sure it does not terminate the process. Relates to http://opensimulator.org/mantis/view.php?id=7421
* minor: Fix some CR line endings in Scene.Inventory.csJustin Clark-Casey (justincc)2015-01-211-8/+8
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* If [Permissions] serverside_object_permissions = false or the undocumented ↵Justin Clark-Casey (justincc)2015-01-211-1/+4
| | | | | | | 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
* minor: correct SceneCommunicationService.LogHeader spellingJustin Clark-Casey (justincc)2015-01-201-1/+1
| | | | Relates to http://opensimulator.org/mantis/view.php?id=7337
* Stop simulators attempting to contact registered but offline regions ↵Justin Clark-Casey (justincc)2015-01-141-1/+26
| | | | | | | | (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.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2015-01-092-675/+81
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| * When inspecting a script or notecard, also try to look up any assets ↵Justin Clark-Casey (justincc)2015-01-082-5/+11
| | | | | | | | | | | | | | 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
| * Make the IteratingUuidGatherer the only UuidGatherer.Justin Clark-Casey (justincc)2015-01-082-676/+76
| | | | | | | | | | 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.
* | Added GetDisplayNames capability. For now, we don't actually use display ↵Diva Canto2015-01-092-1/+3
|/ | | | 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.
* Allow for richer semantics of object derez. Specifically, allow the ↵Diva Canto2014-12-252-13/+54
| | | | 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.
* Fix recent regression where a race condition meant SP.MakeRootAgent() would ↵Justin Clark-Casey (justincc)2014-12-171-32/+29
| | | | | | sometimes look to start attachment scripts before ETM.HandleIncomingSceneObject() had added them. Probably a regression since ghosts branch merge on Nov 26 2014
* refactor: rename IteratingUuidGather.AddAssetUuidToInspect() and ↵Justin Clark-Casey (justincc)2014-12-051-114/+119
| | | | RecordAssetUuids() to AddForInspection() as this properly describes what both of these methods do.
* refactor: Make IteratingUUIDGatherer take a dictionary in its constructor ↵Justin Clark-Casey (justincc)2014-12-041-9/+23
| | | | like UUIDGatherer, so we can deal with future cases where the dictionary may already be pre-populated.
* Remove long unused region parameters from SceneBase. Some of these weren't ↵Justin Clark-Casey (justincc)2014-12-032-5/+0
| | | | even being set. Region parameters come from Scene.RegionInfo instead.
* minor: Just have one message that displays successful registration of a ↵Justin Clark-Casey (justincc)2014-12-031-5/+5
| | | | region with its parameters rather than 2
* Halve the prediction lag for region crossing to improve most flying region ↵Justin Clark-Casey (justincc)2014-11-291-2/+2
| | | | crossings without degrading the walk cross experience (neither of which have been that great anyway).
* Somewhat improve avatar region crossings by properly preserving velocity ↵Justin Clark-Casey (justincc)2014-11-291-20/+24
| | | | | | | | | 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.
* refactor: Move methods to start a monitored thread, start work in its own ↵Justin Clark-Casey (justincc)2014-11-252-17/+17
| | | | | | | | 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
* Move conditionals which control whether a task is placed in the JobEngine ↵Justin Clark-Casey (justincc)2014-11-251-43/+25
| | | | inside Watchdog.RunJob() (renamed from RunWhenPossible) and generalize them.
* When processing incoming attachments via HG, if a request for uuid gathering ↵Justin Clark-Casey (justincc)2014-11-251-3/+18
| | | | | | | 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.
* Introduce an IteratingUuidGatherer where each fetch from the asset service ↵Justin Clark-Casey (justincc)2014-11-251-44/+563
| | | | | | | (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.
* Add naive implementation of controlled incoming HG attachments to manage load.Justin Clark-Casey (justincc)2014-11-251-52/+2
| | | | | | | 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.
* Label all threadpool calls being made in core OpenSimulator. This is to add ↵Justin Clark-Casey (justincc)2014-11-252-5/+10
| | | | | | problem diagnosis. "show threadpool calls" now also returns named (labelled), anonymous (unlabelled) and total call stats.
* Add "wearables check" console commandJustin Clark-Casey (justincc)2014-11-251-64/+158
| | | | This checks that all the wearable assets and any assets for a given logged in avatar exist in the asset service
* minor: Correct letter accidentally added to copyright notice on top of ↵Justin Clark-Casey (justincc)2014-11-251-1/+1
| | | | Scene.cs (almost five years ago!)
* In Scene.AddNewAgent(), avoid a situation where an exception can result in a ↵Justin Clark-Casey (justincc)2014-11-251-11/+23
| | | | | | | 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.
* If JobEngine is active, then use it to copy/rez attachments for an avatar ↵Justin Clark-Casey (justincc)2014-11-251-22/+62
| | | | | | | | | 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.
* refactor: consistently put all test classes in the OpenSim.Tests.Common ↵Justin Clark-Casey (justincc)2014-11-2525-25/+0
| | | | | | 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
* Eliminate a few unnecessary calculations in the maintenance loop.Justin Clark-Casey (justincc)2014-11-251-7/+17
| | | | Also uses wait event instead of sleep for periodicity control.
* Fix recent minor regression where the default frame time wasn't being set if ↵Justin Clark-Casey (justincc)2014-11-251-2/+1
| | | | | | there was no startup config section. Caused some regression tests to fail.
* Improve frame time stability by taking a few unnecessary repeated ↵Justin Clark-Casey (justincc)2014-11-252-21/+42
| | | | | | 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.
* Set ThreadPriority on main scene thread to highest.Justin Clark-Casey (justincc)2014-11-251-0/+1
| | | | 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
* Temporarily add root agent rez attachments work to job engine if it is ↵Justin Clark-Casey (justincc)2014-11-251-4/+8
| | | | | | 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.
* Add experimental job engine to see if queueing some existing async work ↵Justin Clark-Casey (justincc)2014-11-251-1/+1
| | | | | | | | 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.
* refactor: capitalize SOP.moveToTarget() and stopMoveToTarget() in accordance ↵Justin Clark-Casey2014-11-192-4/+4
| | | | with code guidelines and the rest of the methods.
* If calling llStopMoveToTarget() on an in-world prim, don't send an ↵Justin Clark-Casey2014-11-191-2/+1
| | | | | | | 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.
* Remove SOP.StopMoveToTarget scheduled update which is now being done in ↵Justin Clark-Casey2014-11-191-3/+0
| | | | SOG.stopMoveToTarget() as of last commit 67e568