| Commit message (Collapse) | Author | Age | Files | Lines |
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it altogether. Allow a maximum of three uses before the restart goes through.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
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Also change code to grab the agent asset transaction module once.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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positions.
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Conflicts:
OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
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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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Looks like the wrong one was cut and pasted.
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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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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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Conflicts:
OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
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accounts every single scene frame, update in the once every 3 seconds SimStatsReporter run
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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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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Conflicts:
OpenSim/Region/Framework/Scenes/CollisionSounds.cs
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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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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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parts also
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prim entry messed it up.
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Conflicts:
OpenSim/Region/Framework/Scenes/CollisionSounds.cs
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of funtions ).
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Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
OpenSim/Data/MySQL/Resources/RegionStore.migrations
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
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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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