| Commit message (Collapse) | Author | Age | Files | Lines |
|\
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
|
| |
| |
| |
| |
| |
| |
| |
| | |
Scene.m_clientManager still retains a reference to a dead client.
Instead, "show client stats" now prints "Off!" so that exception is not thrown and we know which entries in ClientManager are in this state.
There's a race condition which could trigger this, but the window is extremely short and exceptions would not be thrown consistently (which is the behaviour observed).
It should otherwise be impossible for this condition to occur, so there may be a weakness in client manager IClientAPI removal.
|
|\ \
| |/
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/Physics/Manager/PhysicsActor.cs
OpenSim/Region/Physics/Manager/PhysicsScene.cs
|
| |
| |
| |
| | |
lkalif for telling me how to route the information. The viewer effect is under the distance filter, so only avatars with cameras < 10m away see the beams.
|
| |
| |
| |
| |
| |
| | |
- The existing event to scene has been split into 2: OnAgentUpdate and OnAgentCameraUpdate, to better reflect the two types of updates that the viewer sends. We can run one without the other, which is what happens when the avie is still but the user is camming around
- Added thresholds (as opposed to equality) to determine whether the update is significant or not. I thin these thresholds are ok, but we can play with them later
- Ignore updates of HeadRotation, which were problematic and aren't being used up stream
|
| |
| |
| |
| | |
observations about AgentUpdates.
|
| |
| |
| |
| |
| |
| | |
significant much earlier in UDP processing (i.e. before we pointlessly place such packets on internal queues, etc.)
Appears to have some impact on cpu but needs testing.
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
to "show client stats" (i.e. sent on for further processing instead of being discarded)
Added here since it was the most convenient place
Number is in the last column, "Sig. AgentUpdates" along with percentage of all AgentUpdates
Percentage largely falls over time, most cpu for processing AgentUpdates may be in UDP processing as turning this off even earlier (with "debug lludp toggle agentupdate" results in a big cpu fall
Also tidies up display.
|
|\ \
| |/
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/ClientStack/Linden/Caps/UploadBakedTextureModule.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
OpenSim/Services/HypergridService/UserAgentService.cs
|
| |
| |
| |
| | |
command, not without the dash.
|
| |
| |
| |
| | |
requesting.
|
|\ \
| |/
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
|
| |
| |
| |
| |
| |
| | |
is now viewerside" messages regarding currency
This will require all money modules to be refactored!
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
hashes for the purpose of accurately responding to AgentTextureCached
packets. There is a change to IClientAPI to report the wearbles hashes
that come in through the SetAppearance packet. Added storage of the
texture hashes in the appearance. While these are added to the
Pack/Unpack (with support for missing values) routines (which means
Simian will store them properly), they are not currently persisted in
Robust.
|
|\ \
| |/
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Services/LLLoginService/LLLoginResponse.cs
OpenSim/Services/LLLoginService/LLLoginService.cs
OpenSim/Tests/Common/Mock/TestClient.cs
|
| | |
|
|\ \
| |/
| |
| |
| |
| | |
Conflicts:
OpenSim/Framework/IClientAPI.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
packet can be pulled out of LLClientView and moved to
AvatarFactory. The first pass at reusing textures (turned off by
default) is included. When reusing textures, if the baked textures
from a previous login are still in the asset service (which generally
means that they are in the simulator's cache) then the avatar will not
need to rebake. This is both a performance improvement (specifically
that an avatars baked textures do not need to be sent to other users
who have the old textures cached) and a resource improvement (don't
have to deal with duplicate bakes in the asset service cache).
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| | |
Cached Bakes.
|
| |
| |
| |
| | |
since at least for now seems good enought
|
|\ \ |
|
| | |
| | |
| | |
| | | |
* Last step is to flip the throttle distribution.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
master.
This reverts commit dfac269032300872c4d0dc507f4f9062d102b0f4, reversing
changes made to 619c39e5144f15aca129d6d999bcc5c34133ee64.
|
| |\ \ |
|
|\ \ \ \
| |/ / / |
|
| | | |
| | | |
| | | |
| | | | |
EventManager, so that modules can know when throttles are updated. The event contains no client specific data to preserve the possibility of 'multiple clients' and you must still call ControllingClient.GetThrottlesPacked(f) to see what the throttles actually are once the event fires. Hook EventManager.OnUpdateThrottle to GetTextureModule.
|
|\ \ \ \
| | |_|/
| |/| | |
|
| | | | |
|
|\ \ \ \
| |/ / /
| | | /
| |_|/
|/| |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
|
| | | |
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Viewer 3 will discard such a message if the chat message owner does not match the avatar.
We were filling the ownerID with the primID, so this never matched, hence viewer 3 did not see any script error messages.
This commit fills the ownerID in with the prim ownerID so the script owner will receive script error messages.
This does not affect viewer 1 and associated viewers which continue to process script errors as normal.
|
|\ \ \
| | |/
| |/|
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs
OpenSim/Region/Framework/Scenes/Scene.cs
|
| | |
| | |
| | |
| | |
| | | |
of it on inventoryAccessModule, etc. Most likelly it's needs where there
is a transactionID not zero
|
|\ \ \
| |/ /
|/| /
| |/
| |
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Framework/IClientAPI.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
race condition checks.
This is to allow a second attempt to remove an avatar even if "show connections" shows them as already inactive (i.e. close has already been attempted once).
You should only attempt --force if a normal kick fails.
This is partly for diagnostics as we have seen some connections occasionally remain on lbsa plaza even if they are registered as inactive.
This is not a permanent solution and may not work anyway - the ultimate solution is to stop this problem from happening in the first place.
|
|\ \
| |/
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Framework/Monitoring/BaseStatsCollector.cs
OpenSim/Region/Application/OpenSim.cs
OpenSim/Region/Application/OpenSimBase.cs
OpenSim/Region/Framework/Scenes/SceneManager.cs
bin/OpenMetaverse.Rendering.Meshmerizer.dll
bin/OpenMetaverse.StructuredData.dll
bin/OpenMetaverse.dll
bin/OpenMetaverseTypes.dll
prebuild.xml
|
| |
| |
| |
| | |
with other monitoring code from OpenSim.Framework
|
| |
| |
| |
| | |
This better reflects the long-term purpose of that project and matches Monitoring modules.
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
|
| |
| |
| |
| |
| | |
There is less justification for this word arrangement (verb after noun) now that command help is categorized.
Also removes "image queues show" in favour of existing alias "show image queues".
|
| | |
|
| |
| |
| |
| | |
since last packeted received by the simulator from a viewer.
|
| | |
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
|
| |
| |
| |
| |
| | |
This may well come back in the future when this subinterface is actually used but it currently isn't and I feel the name was poor.
Everything uses IClientAPI.RemoveEndPoint which also returned the full endpoint rather than just the ip address.
|
| |
| |
| |
| | |
IClientAPI.RemoteEndpoint.
|