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it's pending to be sat onto a vehicle that is in the process of crossing.
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This reverts commit 2d98d6354ce04b655e8d9062a209f5af1565c78c.
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ETM.DoTeleport() if an agent needs closing.
This is always done as part of Scene.RemoveClient()
Also refactors try/catching in Scene.RemoveClient() to log NREs instead of silently discarding, since these are useful symptoms of problems.
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consistency instead of IClientAPI.Close() directly.
This no longer double counts child agent removals
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This is already done in Scene.RemoveClient() which IncomingCloseAgent() always ends up calling.
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This is done by making the kick user command call IClientAPI.Close() rather than routing through Scene.IncomingCloseAgent(), which also called IClientAPI.Close()
DisableSimulator for child agents is moved from IncomingCloseAgent() to RemoveClient(), this is not a functional change since IncomingCloseAgent() always ends up calling RemoveClient()
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Also change code to grab the agent asset transaction module once.
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with walls and stairs silent. Falls from greater height and running into things
will still be heard. a CollisionSound defined for the object will override this
so one can still script a soccer ball with sounds.
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sounds. They are distracting.
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collisions to make them really soft because otherwise climbing stairs
makes an unbearable amount of noise.
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is not listening to at_target
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custom ones
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it altogether. Allow a maximum of three uses before the restart goes through.
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This makes frame time stats properly tally with fps, which saves confusion and makes it easier to interpret numbers.
In some ways this is not so artifical - physics FPS runs at the higher rate.
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display total frame time, not just non-spare time.
This makes it easier to see when components of frame time exceed normal permitted frame time.
Currently reflect scene frame times.
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time taken per second.
This is to make these statistics actually match their names (and also be more accurate as number of frames can vary under heavy load)
Currently using scene frames (11.23 every second) instead of physics frames (56.18 per second)
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positions.
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Looks like the wrong one was cut and pasted.
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accounts every single scene frame, update in the once every 3 seconds SimStatsReporter run
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arbitrary stats.
If active, the physics module can return arbitrary stat counters that can be seen via the MonitoringModule
(http://opensimulator.org/wiki/Monitoring_Module)
This is only active in OdeScene if collect_stats = true in [ODEPhysicsSettings].
This patch allows OdeScene to collect elapsed time information for calls to the ODE native collision methods to assess what proportion of time this takes compared to total physics processing.
This data is returned as ODENativeCollisionFrameMS in the monitoring module, updated every 3 seconds.
The performance effect of collecting stats is probably extremely minor, dwarfed by the rest of the physics code.
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Changes to the scenes dictionary are exceedingly rare and using atomic
operations makes the chance of collisions nearly nil in any case.
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been closed not before.
If this is done before then on ODE agent update calls still incoming can fail as they try to use a raycastmanager that has been disposed.
Bullet plugin does nothing on Dispose()
However, I wouldn't be at all surprised if individual region restarting was buggy in lots of other areas.
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SceneObjectPartInventory.GetInventoryItem(string)
Also gets llStopAnimation() to call KeyOrName rather than duplicating logic.
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at SceneObjectPartInventory.ApplyNextOwnerPermissions().
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before the source region has finished cleaning up old agent data and structures.
If this is allowed, then the client usually gets forcibly logged out and data structures might be put into bad states.
To prevent this, the binary state machine of EMT.m_agentsInTransit is replaced with a 4 state machine (Preparing, Transferring, ReceivedAtDestination, CleaningUp).
This is necessary because the source region needs to know when the destination region has received the user but a teleport back cannot happen until the source region has cleaned up.
Tested on standalone, grid and with v1 and v3 clients.
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allow an immediate teleport back.
This is to help relieve a race condition when an agent teleports then immediately attempts to teleport back before the source region has properly cleaned up/demoted the old ScenePresence.
This is rare in viewers but much more possible via scripting or region module.
However, more needs to be done since virtually all clean up happens after the transit flag is cleared .
Possibly need to add a 'cleaning up' state to in transit.
This change required making the EntityTransferModule and HGEntityTransferModule per-region rather than shared, in order to allow separate transit lists.
Changes were also required in LocalSimulationConnector.
Tested in standalone, grid and with local and remote region crossings with attachments.
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includes database region store migrations for mssql, mysql, sqlite
enable/disable this module:
Cap_EnvironmentSettings = "localhost" (for enable)
Cap_EnvironmentSettings = "" (for disable) at ClientStack.LindenCaps section (OpenSimDefaults.ini file)
or owerwrite in OpenSim.ini
mantis: http://opensimulator.org/mantis/view.php?id=5860
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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console scene(s)
This includes prim count, script count, avatar count, etc.
Information is currently the same as "show stats", though show stats can only show one scene at a time because it listens for the latest outgoing stats packet (a bad approach that needs to change).
Might be better to tie this module into the other stats module to display arbitrary stats rather than fetching directly from scene.SimStatsReporter.
Console command is "show scene" because "show region" already exists for the grid service, which is unfortunate.
Might need to make a distinction between "scene" relating to a live scene and "region" relating to more static region data (url, coords, etc.)
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llAttachToAvatar() or osForceAttachToAvatar() would wrongly have next permissions come into play when they detached that object and rezzed it in scene.
This is because the attachments module code was setting the 'object slam' bit by using PermissionMask.All
Solution here is to route the attachment item creation call through the existing inventory code in BasicInventoryAccessModule rather than copy/pasted code in AttachmentsModule itself.
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resonable value ( 1m);
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similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added)
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sound. Included in coment full assimetric ( since seems we have files for it now ) case with some uuids
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