| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
back)
|
|\ |
|
| |\
| | |
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/Scene.cs
|
| |\ \
| | | |
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| | | |
| | | |
| | | |
| | | | |
sliced linear prims. Addresses Mantis #6085
|
| |\ \ \
| | | | |
| | | | |
| | | | |
| | | | | |
Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
|
| |\ \ \ \
| | | |/ /
| | |/| |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Conflicts:
OpenSim/Framework/Watchdog.cs
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
the simulator in batches.
More comments.
|
| |\ \ \ \
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceEventArgs.cs
OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| |\ \ \ \ \
| | | |/ / /
| | |/| | | |
|
| | | | | | |
|
| |\ \ \ \ \
| | |/ / / /
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
rather than outside to avoid a very occasional race condition with the stat collection thread
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
_collisionEventPrimChanges to m_collisionEventActorsChanges to reflect their actual contents.
These dictionaries handle all actor types, not just physical prims.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
reporting on logout, rather than stopping clearing their collision events.
This occurred in b18c8c8 (Thu May 17 2012).
This was a cause of very occasional race conditions and likely memory leakage as clients came and went from the region.
|
| |\ \ \ \ \
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| |\ \ \ \ \ \
| | | |/ / / /
| | |/| | | |
| | | | | | |
| | | | | | | |
Conflicts:
OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
These will act as a sanity check with the main scene stats, to show that physics scene entities are being managed properly.
Total prims will not match scene total prims since physics total does not include phantom prims
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
possible. All subsequent code is only relevant if there are contacts.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
native spaces or geom collision code
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
millisecond optional stats
|
| | | | | | | |
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Unnecessary since this has now been broken down into space collisions and geom collisions
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
listeners in physics frames
|
| | | | | | | |
|
| | | | | | | |
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
physics stat
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
and geom collision stats
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
contacts per collision and this is what is actually being measured.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
standing on a prim.
This has already been added earlier on in the method.
|
| | | | | | | |
|
| | | | | | | |
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
the first 25 that had non-zero collision scores.
Also zeros collisions scores on all prims after report collection, not just the top 25.
As before, this collision scores are only reset after a report is requested, which may give unrealistic numbers on the first request.
So to see more realistic scores, ignore the first report and then refresh the request after a couple of seconds or so.
|
| |\ \ \ \ \ \
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| |\ \ \ \ \ \ \
| | | |/ / / / /
| | |/| | | | | |
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
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.
|
| |\ \ \ \ \ \ \ |
|
| |\ \ \ \ \ \ \ \ |
|
| |\ \ \ \ \ \ \ \ \
| | | |_|/ / / / / /
| | |/| | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
some local variables in line with code conventions. Add commented out EQG log lines for future use.
|
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
unsubscribe from collisions, in order to avoid a race condition.
Since this is done directly from ScenePresence, it can lead to a race condition with the simulator loop.
There's no real point doing it anyway since the clear will be done very shortly afterwards by the simulate loop and either there are no events (for a new avatar) or events don't matter (for a departing avatar).
This matches existing behaviour in OdePrim
|
| |\ \ \ \ \ \ \ \ \
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | | |
Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| |\ \ \ \ \ \ \ \ \ \ |
|
| |\ \ \ \ \ \ \ \ \ \ \ |
|
| |\ \ \ \ \ \ \ \ \ \ \ \ |
|
| |\ \ \ \ \ \ \ \ \ \ \ \ \ |
|
| |\ \ \ \ \ \ \ \ \ \ \ \ \ \ |
|
| |\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ |
|
| |\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ |
|
| |\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ |
|