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- It establishes 4 digits for opensim versions
- It uses the same number between opensim releases and mono addins versions
It also eliminates the last addin.xml files that were still there, for consistency.
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This cleans up Opensim's use of mono addins. In particular, the extension points /OpenSim/RegionModules and /OpenSim/WindModule moved from OpenSim.exe to OpenSim.Region.Framework.dll. From here on, developers of region modules should declare their dlls to be dependent on OpenSim.Region.Framework, starting with version 0.8.1
Additional changes:
- Addins version uniformly updated to 0.8.1. These numbers should be compatible with the release numbers or else it becomes very confusing.
- Mono addins directives moved from files addins.xml to embedded directives in the class and assembly declarations, to make it all consistent
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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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it was moving to target.
Same behaviour as on Linden Lab grid.
Will probably also address http://opensimulator.org/mantis/view.php?id=7369 by not generating spurious object updates when llStopMoveToTarget() is called in attachments where the avatar is not moving.
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valid set pin in a destination prim rather than the unset no pin state
Adds regression test for this case.
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This is cinderblocks' transaction_result.diff from http://opensimulator.org/mantis/view.php?id=7329 but I have used lsl.parser.cs and lsl.lexer.cs files generated directly from opensim-libs rather than those supplied in the patch.
I also added scriptEvents.transaction_reuslt.
The required parser/lexer generation file changes were made in commit d564f28 in the opensim-libs repo.
Thanks!
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Attachment persistence is not handled in this way and this just results in a load of busy work until a check in each SOG terminates a backup check for attachments anyway.
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This setting was originally added some time ago to deal with issues where appearance was not received properly by all users.
However, it does not scale well with large numbers of agents.
Disabling to see if the original problem has abated or whether this will have to be tackled in another way.
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rather than it's main scene loop.
[Startup] default setting UpdateTempCleaningEveryNFrames becomes UpdateTempCleaningEveryNSeconds.
Default becomes 180s instead of effective 182s (which would also vary with any changes in frame time or extra long frames)
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as asset generation without performing tile generation twice.
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At this point sp != null so no check required.
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existing OpenSim code conventions. Also include new IAR save switch in console help print out.
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already existed but not for loading. This is of interest for use by region modules. Also includes reporting numbers of items saved and items filtered to the completed log printout.
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Guid. This is for uniformity as discussed on IRC.
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threads. Needs Mono 3.6+ to see thread names in utilities like top -H . Some formatting of the thread name to fin in the 16 byte limit on Linux. Please test on Windows to see if the work has any adverse effects.""
Fix for break in next commit
This reverts commit 376fab140227e92dbd841436509a97b87c9e7792.
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OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs modified: OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs This solves mantis bug# 5005: llRegionSay script does not trigger ChatFromWorld event. This was solved by adding World.SimChat() command to the llRegionSay() function (per suggestion of DrCuriosity). Additionally this fixes llRegionSayTo() which was also not functioning by adding a World.SimChat() command and adding a new SimChatToAgent() overrided function to Scene.PacketHandlers.cs This is the second patch revision. Corrections made to the position of World.SimChat() and removal of tabs per suggestion by justincc.
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threads. Needs Mono 3.6+ to see thread names in utilities like top -H . Some formatting of the thread name to fin in the 16 byte limit on Linux. Please test on Windows to see if the work has any adverse effects."
This reverts commit af286d5fcb688e8b64202b6deca4f249e9a2b6b8.
Issue with Jenkins builds
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Mono 3.6+ to see thread names in utilities like top -H . Some formatting of the thread name to fin in the 16 byte limit on Linux. Please test on Windows to see if the work has any adverse effects.
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I ended up amalgamating patches from http://opensimulator.org/mantis/view.php?id=7313 and http://opensimulator.org/mantis/view.php?id=7318
Thanks a lot to both bobshaffer2 and cinderblocks.
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