| Commit message (Collapse) | Author | Age | Files | Lines |
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<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.
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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.
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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.)
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status" command.
This is for diagnostic purposes.
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This is another step necessary for the scene to be garbage collected between performance tests
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Scene.PipeEventsForScript()
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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!
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parameters. They were only used by the get/set and make code harder to refactor.
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This is how it was originally. This stops a very long running alarm callback from causing a problem.
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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.
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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
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constructor and never subsequent set to null.
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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.
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This is a valid check because the caller could supply an invalid uuid.
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This fixes the problem by fixing the permissions module to look at root part permissions rather than having to do this for every caller.
Resolves http://opensimulator.org/mantis/view.php?id=5569
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http://opensimulator.org/mantis/view.php?id=5569"
This reverts commit 15ce73caca9ea6448e34b95d344cbbf5c9507f6d.
As per the COMMENTS in http://opensimulator.org/mantis/view.php?id=5569, I was going to fix this in a more general way.
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http://opensimulator.org/mantis/view.php?id=5569
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that had come up after the NPC was created.
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blacklist them for 2 min, so that we don't keep doing remote calls that fail.
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http://opensimulator.org/mantis/view.php?id=5893
Signed-off-by: nebadon <michael@osgrid.org>
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concurrent uses of the same TCP connection, and even of the connections to the same server. So let's stop doing it. This patch makes movement much smoother when there are lots of neighbours.
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not persist.
Resolves http://opensimulator.org/mantis/view.php?id=5819
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http://opensimulator.org/mantis/view.php?id=5404
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points) print out one short message listing the failing node names rather than lots of exceptions.
Adds skeleton bad float values deserialization test
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update when scene objects have been deleted.
At least on mono 2.6.4, running GC.Collect() is not guaranteed to force gc of all objects when run in the same method where those objects had references.
Therefore, GC.Collect() is now being done in the per-script teardown of ObjectTortureTests.
In addition, scene loop update is being run after garbage collection in order to clean out the viewer update list of scene objects in the SceneGraph.
These measures mean that scene objects/parts are now garbage collected after a test run if deleted from the scene, resulting in a much better memory usage report (though probably still not very accurate).
However, deletion takes a very long time - what's really needed is to find out now why the entire scene isn't being GC'd by this measure.
This change hasn't yet been applied to the other stress tests.
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AvatarFactoryModule after an avatar's appearance has been succesfully changed and persisted (if the persist option is set).
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complexity of code analysis
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rezzed before the region was restarted would wrongly place the copy in the object owner's inventory.
Addresses http://opensimulator.org/mantis/view.php?id=5825
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than ERROR. Restore extra log message if shape processing fails.
Logging level was DEBUG before 312e145 (Fri Feb 3 2012).
312e145 also accidentally removed the 'general error' log message if any shape deserialization failed.
This commit restores it, though this has no functional impact.
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permissions, not PermissionMask.All
Setting PermissionMask.All will cause next permissions to replace current permissions when the object is rezzed, since bit 4 will be set.
This is not correct behaviour for a freshly uploaded mesh. Freshly rezzed in-world prims also do not have bit 4 set (don't yet know exactly what this is).
Should resolve http://opensimulator.org/mantis/view.php?id=5651
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should in theory never happen), don't add the NPC to the npc list but return UUID.Zero instead.
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