| Commit message (Collapse) | Author | Files | Lines |
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This is for the top scripts report.
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measurement period and an idealised frame time.
The previous lines-per-second measurement used for top scripts report was inaccurate, since lines executed does not reflect time taken to execute.
Also, every fetch of the report would reset all the numbers limiting its usefulness and we weren't even guaranteed to see the top 100.
The actual measurement value should be script execution time per frame but XEngine does not work this way.
Therefore, we use actual script execution time scaled by the measurement period and an idealised frame time.
This is still not ideal but gives reasonable results and allows scripts to be compared.
This commit moves script execution time calculations from SceneGraph into IScriptModule implementations.
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false in both if/else branches
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to release locks, resulting in a crippled simulator.
This seems to be a particular problem with ReaderWriterLockSlim, though other locks can be affected as well.
It has been seen to happen when llDie() is called in a linkset running more than one script.
Alleviation here means supplying a ScriptInstance.Stop() timeout of 1000ms rather than 0ms, to give events a chance to complete.
Also, we check the IsRunning status at the top of the ScriptInstance.EventProcessor() so that another event doesn't start in the mean time.
Ultimately, a better solution may have to be found since a long-running event would still exceed the timeout and be aborted.
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it more understandable as to what it is and what it does (hold a thread pool work item for a waiting of in-progress event)
Also add other various illustrative comments
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command
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in ScriptInstance.
Swallowing exceptions just leads to more mysterious failures later on.
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On resume, we need to place requeue the script for event processing if there are any events on the queue.
Also need to do this under m_Script lock in order to avoid a race
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These aim currently to suspend and resume all scripts.
However, resume isn't currently working due to what looks like a bug in resume functionality itself.
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user knows why they are waiting.
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The only times when ParentGroup might be null is during regression tests (which might not be a valid thing) and when scene objects are being constructed from the database.
At all other times it's not possible for a SOP not to have a SOG parent.
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This does a tiny bit to reduce code complexity, memory requirement and the cpu time of pointlessly setting this field to the same value in every SOP
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to another region.""
This reverts commit 6c01ebb87541ecf66d678606bb97d996bee51953.
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another region."
This reverts commit 2827deffe822378b6cb35dac6c90a21c3fbc0de7.
Pulling out a bad core commit that broke attachment teleporting for us
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and CHANGED_REGION work.
Fixes Mantix #5214.
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directory works
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which had the wrong values (checked using LSL in SL). This addresses mantis #217 and mantis #53.
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instead of forcing the issue.
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EXPERIMENTAL for OSG"
This reverts commit 241ed5734ee3c5b1417484dfa22af6cf6ae60b82.
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testing. DO NOT UPDATE TO THIS UNLESS YOU KNOW WHAT YOU'RE DOING!
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race condition.
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is fully rezzed and all scripts in it are instantiated. This ensures that link
messages will not be lost on rez/region crossing and makes heavily scripted
objects reliable.
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These patch should allow people using systems that do not have their locale set to En_US or similar to use OpenSim without suffering effects such as being a million miles up in the air on login.
The problem was caused by parsing strings without forcing that parse to be En_US (hence different decimal and digit group symbols were causing problems).
Thanks very much to VikingErik for doing the legwork on this fix and phacelia for spotting it in the first place.
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not in a funky debug window.
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pass script state and assembly again properly. Reintroduce respecting tht
TrustBinaries flag. Changes the interregion protocol! No version bump
because it was broken anyway, so with a version mismatch it will simply
stay broken, but not crash. Region corssing still doesn't work because
there is still monkey business with both rezzed prims being pushed across
a border and attached prims when walking across a border. Teleport is
untested by may work.
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lock handler. This gives us:
- Faster prim inventory actions. Multiple threads can read at once.
- Fixes the known prim inventory thread locks
- In the event of a thread lock occurring, it will usually self heal after sixty seconds with an error message in the console
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inventory operations
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EventAbortException() to ease debugging on Visual Studio
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* Added the new AppDomainLoading variable to the [XEngine] section in the example config
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debug pane. This will still use DEBUG_CHANNEL currently, since it is not
fully implemented. This also removes the "Compiled successfully" message
that pops up in the viewer.
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This needs to be looked into. This commit, unfortunately, reinstates
a memory leak in regions that see significant script fluctuation,
e.g. lots of scripted attachments, or script development.
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