| Commit message (Collapse) | Author | Files | Lines |
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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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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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This shows summary wearables information (shape, hair, etc.) for all avatars in the scene or specific information about a given avatar's wearables.
Similar to the existing "attachments show" command.
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client throttles properly.
In "show throttles", also renames 'total' column to 'actual' to reflect that it is not necessarily the throttles requested for/by the client.
Also fills out 'target' in non-adapative mode to the actual throttle requested for/by the client.
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client has made no AgentUpdate requests (as is the case with agents that have only even been child) rather than throwing an exception
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throttles would cause client throttles to be lower than expected when total requests exceeded the scene limit.
This was because specifying a max client throttle would always request the max from the parent server throttle, no matter the actual total requests on the client throttle.
This would lead to a lower server multiplier than expected.
This change also adds a 'target' column to the "show throttles" output that shows the target rate (as set by client) if adaptive throttles is active.
This commit also re-adds the functionality lost in recent 5c1a1458 to set a max client throttle when adaptive is active.
This commit also adds TestClientThrottlePerClientAndRegionLimited and TestClientThrottleAdaptiveNoLimit regression tests
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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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throttles" command rather than "show throttles"
THis allows us to see the rates when no client is connected to the region.
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there was no startup config section.
Caused some regression tests to fail.
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Remove the detachment of attachments in camera-only, because it doesn't work for HG people, and it's too drastic of a move.
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their UI on the fly.
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Others think different about how limits work so another solution is needed.
This reverts commit ff62b90636e13e531b95bbb7699b130909fc70f2.
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nothing rather than throwing an error.
Resolves http://opensimulator.org/mantis/view.php?id=7311
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indepedently, so that it can be seen in "show threads" and stats
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rather than a persistent thread with sleep.
This is to see if an inaccuracy in sleep times under load is responsible for increase in frame times even when there is spare time still available.
Can currently only be activated by setting "debug scene set update-on-timer true".
Can be switched between timer and thread with sleep updates whilst the scene is running.
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neighbour) don't resend all the initial avatar and object data again.
This is unnecessary since it has been received (and data continues to be received) in the existing child connection.
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It's WIP in that a dialog builder is on it's way. For now, the XML needs to
be handmade.
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for better accuracy and consistency with other similar parameters
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updates except to originator
For experimental purposes.
Also corrects a previous bug where each terse update sent was counted rather than each set of terse updates to agents.
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Allows experiments in manually reducing updates under heavy load.
Activated by "debug scene set client-upd-per" console command.
In a simple test, can send as few as every 4th update before observed movement starts becoming disturbingly rubber-banded.
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appearance refresh is active.
Corresponds to ResendAppearnceUpdates setting in [Appearance] in OpenSim.ini
This was originally implemented to alleviate cloud appearance problems but could be too expensive with large numbers of avatars.
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tolerances on the fly.
This is done via "debug scene set client-pos-upd, client-rot-upd, client-vel-upd".
For testing purposes.
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f6f7585
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reprioritization distance to be changed on the fly.
This governs when child agent position changes are sent to neighbouring regions.
Corresponding config parameter is ChildReprioritizationDistance in [InterestManagement] in OpenSim.ini
For test purposes.
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queues")"
Fixes http://opensimulator.org/mantis/view.php?id=7280
It can't be done this way because the stats data needs to show up on the console at all log levels, not just debug.
But this means setting it to log at fatal, which is not appropriate for this stuff in the log.
I understand the desire but this has to be done some other way, perhaps by (yet another) config parameter.
Also, this was already being done with the ClientStatsReport but that also should be done in another way, I think.
This reverts commit 5d534127663899cd5592c865b1d00855fce25854.
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is being throttled due to past poor performance.
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thanks Ai Austin for pointing this out.
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New property created to specify how many days to keep files for. Off by default, also made sure only oar files will be removed.
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this with a warning.
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don't try to extract materials data rather than throw an exception
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Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
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messages instead of a warning message.
Same justification as earlier commit 996a6c2. These are not warnings but should still be visible to the user at any log level.
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when sending group messages, not just those after get group members and get presence status, as applicable
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that of the groups module.
This is to allow us to get useful information on messaging without being overwhelmed by the rest of groups debug.
Enabled with [Groups] DebugMessagingEnabled = true in config (default false)
Or "debug groups messaging verbose true|false on the console" (similar to existing groups setting).
Done for both xmlrpc and V2 groups.
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notice with XmlRpcGroups messaging did not appear in the user's inventory.
This was because the "session ID" when the message template was copied was always replaced with the group ID, whereas a notice requires this to be the notice ID.
Instead just copy the "session ID" as is - other callers already have this set properly so replacing with group ID was redundant anyway.
Relates to http://opensimulator.org/mantis/view.php?id=7037
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handle notices to offline users directly as known undeliverable messages rather than discarding or attempting delivery.
Offline notices can still be controlled with the [Messaging] ForwardOfflineGroupMessages setting.
Looks to address more of http://opensimulator.org/mantis/view.php?id=7037
Only for Flotsam now for testing, but if approach works should be possible with core offline notices as well.
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GroupsMessagingModule.ProcessMessageFromGroupSession()
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NPCs would be seen by other viewers.
It appears that at least Singularity 1.8.5 (but probably others) rely on attachment FromItemIDs being different to display more than one.
This commit resolves this by generating random IDs instead of always using UUID.Zero for NPCs.
Resolves http://opensimulator.org/mantis/view.php?id=7110
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Extends basic physics to allow av movement on a varregion (basic physics is only really useful for regression test purposes).
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Signed-off-by: Melanie <melanie@t-data.com>
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