| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
| |
DEFAULT. Turns out that this can't be expressed by cascading Permission modules, so I did it as per this patch."
This reverts commit 6146e7ef258b10888ad7464b72b75cca701e02c9.
|
|
|
|
| |
Turns out that this can't be expressed by cascading Permission modules, so I did it as per this patch.
|
|
|
|
| |
clarity since non-default animations are handled completely separately from this class
|
|
|
|
|
|
|
|
| |
AvatarAnimations, load just in AvatarAnimations instead.
This lets us remove the dependency of OpenSim.Framework.dll on data/avataranimations.xml, which is not necessary for ROBUST.
This commit also takes care of the odd situation where animations are stored and used internally with uppercase names (e.g. "STAND")
but scripts refer to them with lowercase names (e.g. "sit").
|
|
|
|
| |
collection occurs.
|
|
|
|
|
|
|
| |
when a frame updates takes longer than twice the desired time
This is controlled via "debug scene updates true|false" on the region console.
Also fix an oversight with "debug scene teleport true|false"
|
|
|
|
| |
true|false" command
|
|
|
|
|
|
| |
scripting true" or other parameters as appropriate.
This is to allow individual switching of scene debug settings and to provide flexibiltiy for additional settings.
|
|
|
|
| |
time. Currently commented out.
|
| |
|
|\ |
|
| | |
|
|/
|
|
|
|
|
|
| |
analysis and stat accuracy.
Update() now accepts a frames parameter which can control the number of frames updated.
-1 will update until shutdown.
The watchdog updating moves above the maintc recalculation for any required sleep since it should be accounted for within the frame.
|
|
|
|
|
| |
absurd 3m vertical jump to better match what you would see in Second
Life and be more in line with what users would expect.
|
| |
|
| |
|
| |
|
|
|
|
| |
UserManagementModule where it belongs. No functional changes.
|
|
|
|
| |
DisallowForeigners (means what it says) and DisallowResidents (means that only admins and managers can get into the region). This puts the never-completed AuthorizationService to good use. Note that I didn't implement a grid-wide Authorization service; this service implementation is done entirely locally on the simulator. This can be changed as usual by pluging in a different AuthorizationServicesConnector.
|
|
|
|
| |
terrain. Default is still pinhead island. I much rather have a flat land in the beginning.
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
| |
multiple scripts in the same linkset can cause unnecessary thread aborts.
The first llDie() could lock Scene.m_deleting_scene_object.
The second llDie() would then wait at this lock.
The first llDie() would go on to remove the second script but always abort it since the second script's WorkItem would not go away.
Easiest solution here is to remove the m_deleting_scene_object since it's no longer justified - we no longer lock m_parts but take a copy instead.
This also requires an adjustment in XEngine.OnRemoveScript not to use instance.ObjectID instead when firing the OnObjectRemoved event.
|
| |
|
|
|
|
| |
This is rather than checking whether the avatar is sitting and doing its own calculation.
|
|
|
|
| |
this is handled by the necessary ParentPart check
|
|
|
|
|
|
|
| |
(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.
|
|
|
|
| |
(part != null), rather than having unnecessary multiple checks
|
|
|
|
|
|
| |
ParentPart is still not null if the ParentID != 0
Another thread could come in and stand the avatar between those two instructions.
|
|
|
|
| |
the check for significant is carried out. Prevents a deadlock condition.
|
|
|
|
|
|
| |
are still lowercase.
Also convert the estate commands to simply AddCommand() calls so that commands from two different modules can be placed in the same category
|
|\ |
|
| | |
|
|/
|
|
|
|
|
|
|
|
|
| |
<category/module>" to display commands in a category.
This is to deal with the hundred lines of command splurge when one previously typed "help"
Modelled somewhat on the mysql console
One can still type help <command> to get per command help at any point.
Categories capitalized to avoid conflict with the all-lowercase commands (except for commander system, as of yet).
Does not affect command parsing or any other aspects of the console apart from the help system.
Backwards compatible with existing modules.
|
|
|
|
|
|
| |
We can now do this since the entire scene and all objects within it are now successfully gc'd at the end of these tests.
This greatly improves the time taken to run each test (by reducing teardown time, not the time to actually do the test work that we're interested in).
Slightly simplifies config read in Scene constructor to help facilitate this.
|
|
|
|
|
|
|
| |
and OnNewScript in the event manager
OnNewScript fires when a script is added to a scene
OnRezScript fires when the script actually runs (i.e. after permission checks, state retrieval, etc.)
|
| |
|
|
|
|
| |
This is another step necessary for the scene to be garbage collected between performance tests
|
|
|
|
| |
Scene.PipeEventsForScript()
|
|
|
|
|
|
|
|
| |
allowed to run rather than checking its own prim.
This allows scripts to run in child prims that are outside region boundaries.
This is an interim patch applied from http://opensimulator.org/mantis/view.php?id=5899 though it does not resolve that bug
Thanks tglion!
|
|\ |
|
| | |
|
|/ |
|
|
|
|
| |
parameters. They were only used by the get/set and make code harder to refactor.
|
|
|
|
| |
This is how it was originally. This stops a very long running alarm callback from causing a problem.
|
| |
|
|
|
|
|
|
|
|
| |
On the first frame, all startup scene objects are added to the physics scene.
This can cause a considerable delay, so we don't start raising the alarm on scene loop timeouts until the second frame.
This commit also slightly changes the behaviour of timeout reporting.
Previously, a report was made for the very first timed out thread, ignoring all others until the next watchdog check.
Instead, we now report every timed out thread, though we still only do this once no matter how long the timeout.
|
|
|
|
|
|
|
|
|
|
| |
banlines or freezing on the banline.
This involves
1) On forcible teleport, call m_scene.RequestTeleportLocation() rather than ScenePresence.Teleport() - only EntityTransferModule now should call SP.Teleport()
2) When avatar is being forcibly moved due to banlines, use a 'stop movement' tolerance of 0.2 to requested position rather than 1
This prevents the avatar sometimes being stuck to banlines until they teleport somewhere else.
This aims to fix some problems in http://opensimulator.org/mantis/view.php?id=5822
|
|\ |
|
| |
| |
| |
| | |
constructor and never subsequent set to null.
|
|/
|
|
|
|
| |
potential bad update that places an object at the opposite side of the
origin sim for a moment before actually crossing it. Especially important in
grids like OSG where lag between sims is high.
|