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2009-10-17Add support for display of the script compilation errors in the script editor'sMelanie2-20/+38
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.
2009-10-17Adds SendAvatarInterestsUpdate to IClientAPIMelanie1-0/+7
Thank you, Fly-Man
2009-10-16* One more tweak to inform the user that they may not be able to move until ↵Teravus Ovares (Dan Olivares)2-4/+6
relogging.
2009-10-16* After seeing it repeat over and over again.. again, We won't inform the ↵Teravus Ovares (Dan Olivares)1-1/+1
scenepresence that there was an issue so it doesn't try to make the capsule again. I have a feeling that this is some kind of object leak. We'll know for sure.. soon.
2009-10-16* fix previous commitTeravus Ovares (Dan Olivares)1-1/+1
2009-10-16* Ensure that at least 20 frames run before letting avatar in.Teravus Ovares (Dan Olivares)1-0/+11
2009-10-16* One more attempt at the NullRef In The OdePlugin. This might fix it, but ↵Teravus Ovares (Dan Olivares)2-1/+22
it will definitely get us closer to the root cause.
2009-10-16Thank you, Fly man, for plumbing the AvatarInterestsUpdate packetMelanie1-5/+22
2009-10-16* Make sure to unregister the OutOfBounds Physics event in ↵Teravus Ovares (Dan Olivares)1-0/+1
RemoveFromPhysicalScene or we'll be leaking
2009-10-16* Added a message for when the null reference exception occurs to make ↵Teravus Ovares (Dan Olivares)1-3/+4
debugging easier. Without this, from the user's perspective.. they cannot move, fly or otherwise do anything physical and without a message on the console, it would be hard to tell that this is what is occurring.
2009-10-16* A hacky attempt at resolving mantis #4260. I think ODE was unable to ↵Teravus Ovares (Dan Olivares)2-2/+31
allocate memory, and therefore the unmanaged wrapper call fails or worse.. there's some unmanaged resource accounting in the ODEPlugin for ODECharacter that isn't being done properly now. * The broken avatar may not be able to move, but it won't stop simulate from pressing on now. And, the simulator will try to destroy the avatar's physics proxy and recreate it again... but if this is what I think it is, it may not help.
2009-10-15* Request from lkalif to have the Sim send a coarselocationupdate for each ↵Teravus Ovares (Dan Olivares)2-5/+9
avatar in the sim, including yourself. * Apparently the LLClientView should have been doing this previously.. Also fixed the 'You' on the index block.. so the client doesn't display an extra green dot. * Thanks lkalif for bringing it to our attention.
2009-10-14* Replaced (possibly broken?) math for calculating the unix timestamp in ↵John Hurliman3-6/+7
MySQLAssetData with Utils.DateTimeToUnixTime() * Disabled UpdateAccessTime() function since it was only writing zeros anyways. This gave me a significant performance improvement for startup times and avatar logins in standalone mode * Load attachments asynchronously so avatars with lots of attachments don't have to race the timeout clock to login
2009-10-14Moved some code up to AddRegion, so that other modules that depend on it ↵Diva Canto1-6/+6
don't crash. This code needs to be removed as soon as user services is refactored.
2009-10-14Allow the LLUDP server to run in either synchronous or asynchronous mode ↵John Hurliman2-6/+29
with a config setting, defaulting to synchronous mode
2009-10-14* Clean up the SetThrottle() code and add a maxBurstRate parameter to allow ↵John Hurliman3-97/+155
more tweaking in the future
2009-10-14* Switched to a plain lock for the ClientManager collections and protected ↵John Hurliman2-2/+4
the TryGetValues with try/catch instead of a lock * Added ClientManager.ForEachSync() for operations that need to run synchronously, such as "show connections"
2009-10-14* Added the "show connections" command to print out all of the currently ↵John Hurliman1-1/+23
tracked IClientAPIs
2009-10-14* Read scene_throttle_bps from the config file and use itJohn Hurliman2-10/+5
* Minor formatting cleanup
2009-10-14* Minimized the number of times textures are pulled off the priority queueJohn Hurliman7-67/+141
* OnQueueEmpty is still called async, but will not be called for a given category if the previous callback for that category is still running. This is the most balanced behavior I could find, and seems to work well * Added support for the old [ClientStack.LindenUDP] settings (including setting the receive buffer size) and added the new token bucket and global throttle settings * Added the AssetLoaderEnabled config variable to optionally disable loading assets from XML every startup. This gives a dramatic improvement in startup times for those who don't need the functionality every startup
2009-10-14Setting changeY in border crossing.Diva Canto1-0/+1
2009-10-14Enable LSL dialogs to display group names properlyMelanie1-0/+10
2009-10-13* Split Task category into Task and StateJohn Hurliman2-30/+45
* Crude prioritization hack
2009-10-13Optimized heartbeat by calling Update() only on updated objects.Dan Lake3-73/+52
During the heartbeat loop, Update() is called on every SceneObjectGroup which in turn checks if any SceneObjectPart has changed. For large regions (> 100k prims) this work consumes 20-30% of a CPU even though there are only a few objects updating each frame. There is only one other reason to check every object on every frame, and that is the case where a script has registered the object with an "at target" listener. We can easily track when an object is registered or unregistered with an AtTarget, so this is not a reason to check every object every heartbeat. In the attached patch, I have added a dictionary to the scene which tracks the objects which have At Targets. Each heartbeat, the AtTarget() function will be called on every object registered with a listener for that event. Also, I added a dictionary to SceneGraph which stores references to objects which have been queued for updates during the heartbeat. At each heartbeat, Update() is called only on the objects which have generated updates during that beat.
2009-10-13* Fixes some prim crossings on megaregions with regions beyond the 512m markTeravus Ovares (Dan Olivares)2-25/+99
* There's a slight chance that this could cause a problem with regular prim crossings.. but hopefully not. Revert if it does.
2009-10-13* Copied LocklessQueue.cs into OpenSim.Framework and added the .Count ↵John Hurliman5-80/+103
property and .Clear() method * Changed the way the QueueEmpty callback is fired. It will be fired asynchronously as soon as an empty queue is detected (this can happen immediately following a dequeue), and will not be fired again until at least one packet is dequeued from that queue. This will give callbacks advanced notice of an empty queue and prevent callbacks from stacking up while the queue is empty * Added LLUDPClient.IsConnected checks in several places to prevent unwanted network activity after a client disconnects * Prevent LLClientView.Close() from being called twice every disconnect * Removed the packet resend limit and improved the client timeout check
2009-10-13* Consolidated adding / removing ClientManager IClientAPIs to two places in ↵John Hurliman6-71/+14
Scene * Added some missing implementations of IClientAPI.RemoteEndPoint * Added a ClientManager.Remove(UUID) overload * Removed a reference to a missing project from prebuild.xml
2009-10-13* Fixed a bug where clients were being added to ClientManager twiceJohn Hurliman3-48/+41
* Changed the ClientManager interface to reduce potential errors with duplicate or mismatched keys * Added IClientAPI.RemoteEndPoint, which can (hopefully) eventually replace IClientAPI.CircuitCode * Changed the order of operations during client shutdown
2009-10-13* Rewrote ClientManager to remove Lindenisms from OpenSim core, improve ↵John Hurliman14-293/+151
performance by removing locks, and replace LLUDPClientCollection * Removed the confusing (and LL-specific) shutdowncircuit parameter from IClientAPI.Close() * Updated the LLUDP code to only use ClientManager instead of trying to synchronize ClientManager and m_clients * Remove clients asynchronously since it is a very slow operation (including a 2000ms sleep)
2009-10-13* Unregister event handlers in LLUDPServer when a client logs out and ↵John Hurliman6-259/+249
disconnects * Move ViewerEffect handling to Scene.PacketHandlers * Removing the unused CloseAllAgents function * Trimming ClientManager down. This class needs to be reworked to keep LLUDP circuit codes from intruding into the abstract OpenSim core code
2009-10-13Avoid checking m_clients collection twice when a UseCircuitCode packet is ↵John Hurliman2-28/+30
received
2009-10-13* Broke the circular reference between LLClientView and LLUDPClient. This ↵John Hurliman2-59/+77
should speed up garbage collection on the large LLClientView objects, and also prevents handling packets for disconnected clients * Renamed local LLUDPClient variables to udpClient to avoid naming confusion between LLUDPClient and LLClientView
2009-10-13* Eliminated unnecessary parameters from LLUDPServer.SendPacketData()John Hurliman2-6/+9
* Changed PrimMesher's Quat.Identity to return <0,0,0,1> instead of <0,0,0,1.1>
2009-10-13Better handling of missing assets.Diva Canto1-9/+16
2009-10-12Better handling of missing assets.Diva Canto1-9/+23
2009-10-12Stop the recurring texture requests for textures that truly don't exist.Diva Canto1-2/+2
2009-10-12Added this one file for the previous commit to work.Diva Canto1-0/+37
2009-10-12* Fixes http://opensimulator.org/mantis/view.php?id=4225Diva Canto10-62/+161
* Fixes http://opensimulator.org/mantis/view.php?id=3959 * Allows for viewing inventory textures outside home grid
2009-10-120004246: [Patch] FlotsamAssetCache deep scan & cacheMelanie1-37/+270
Thank you, mcortez.
2009-10-12Optimize ODE mesh by removing sleep. On a region with 100,000 prims and ODE ↵unknown1-1/+1
enabled, the first Heartbeat loop call to UpdatePhysics takes 20 minutes. 75% of that time is spent in this sleep. (100k prims * 10ms)
2009-10-11Fixed tree crossing. This will alleviateDiva Canto1-56/+54
http://opensimulator.org/mantis/view.php?id=4163
2009-10-11* Changed logic of enabling LLProxyLoginModule to follow the new style -- ↵Diva Canto1-2/+4
true/false on the name, rather than gridmode=true. * Better error messages on Add/Remove clients.
2009-10-11sync PrimMesher with r46dahlia2-19/+782
2009-10-11disambiguate System.Path (preparation for new PrimMesher)dahlia1-1/+1
2009-10-10Fix selling objectsMelanie1-4/+3
2009-10-10* comment out the velocity test, using updates every 500 ms as set in ↵Teravus Ovares (Dan Olivares)2-2/+7
ScenePresence.AddToPhysicalScene. * This causes time to be counted in ODECharacter and, when a collision occurs, the physics scene will report the collisions only if the the difference of last time it reported the collisions from now was more then the set ms. * This is cool because the time accrues while collisions are not taking place and when they do take place again, you get an immediate update.
2009-10-10* Make ODECharacter respect the scene's requested collision update timeTeravus Ovares (Dan Olivares)3-3/+15
* Set the Scene collision update time to 500 ms
2009-10-10Adjust velocity threshold for triggering flailing. Thanks to KittoFlora for ↵dahlia1-1/+1
researching this.
2009-10-10* Fix incorrect math on the Velocity check in PhysicsCollisionUpdate. This ↵Teravus Ovares (Dan Olivares)1-1/+1
may reduce avatar flailing.
2009-10-10* Move the 'On Collision Update Movement Animation' routine to above the ↵Teravus Ovares (Dan Olivares)1-3/+8
'm_invulnerable' test. It doesn't fix anything but it should really be there anyway.