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2015-08-11Report "Script Execution Time" as the time spent executing the script in the ↵Oren Hurvitz3-51/+18
last 30 seconds. Use a sliding window to calculate this. Notes: - This metric provides a better indication of which scripts are taking up a lot of CPU (and therefore should be optimized). - Previously the execution time was reset to 0 in every new measurement period, causing the reported time to fluctuate for no reason. This has been fixed by using a sliding window.
2015-08-11Improved calculation of Script Execution TimeStartedOren Hurvitz2-7/+13
1. Use a Stopwatch (a high-resolution timer) 2. Whenever we start a new measurement period, zero out the total execution time (previously it just kept accumulating) 3. Changed the measurement period from 30 minutes to 30 seconds. This is much more useful in the "Top Scripts" dialog, as it shows currently active scripts
2015-08-11Fixed mistakes related to confusion between Environment.TickCount ↵Oren Hurvitz2-3/+3
(milliseconds) and TimeSpan.TicksPerXXX (10000 x milliseconds)
2015-08-11Log scripts that have processed many events: this is probably an indication ↵Oren Hurvitz1-0/+8
of a problem
2015-08-11Fixed calling "debug xengine log" without the 'level' parameter: this should ↵Oren Hurvitz1-1/+1
show the current log level; not crash
2015-08-11Better handling of invalid XML: a) prevent infinite loop on EOF; b) better ↵Oren Hurvitz3-61/+73
logging If the XML was truncated for some reason then ExecuteReadProcessors() would get into an infinite loop, using high CPU. Now it detects EOF (and several other error cases) and aborts. The rest of the changes just improve logging of XML in case of errors, so that we can see what the bad XML is.
2015-08-11Fixed mistakes in string format specifiers (e.g., "{0)" instead of {0}")Oren Hurvitz2-2/+2
2015-08-09BulletSim: rearrange code and add different locking to eliminate chancesRobert Adams3-43/+40
of race conditions and, especially, race conditions when an object is removed and quickly re-added to a scene. This hopefully reduces the occurance of problems when avatars TP within a region -- the main problem being the loss of collisions.
2015-08-09BulletSim: update the motion actors so they completely clean themselvesRobert Adams7-29/+41
when Dispose() is called. This reduces chance of object leakage when destroying objects. Rearrange initialization and shut down of BSActorLockAxis so it is consistant with other actors.
2015-08-08WARNING: massive refactor to follow libomv's latest changes regarding ↵Diva Canto17-53/+56
inventory folders. The newest version of libomv itself is committed here. Basically, everything that was using the AssetType enum has been combed through; many of those uses were changed to the new FolderType enum. This means that from now on, [new] root folders have code 8 (FolderType.Root), as the viewers expect, as opposed to 9, which was what we had been doing. Normal folders are as they were, -1. Also now sending folder code 100 for Suitcase folders to viewers, with no filter. All tests pass, but fingers crossed!
2015-08-07Have osAvatarName2Key check the cache first, even for foreign usersOren Hurvitz1-22/+23
Another change: removed the second call to userManager.AddUser(). UserManagementModule won't modify an existing record.
2015-08-06BulletSim: clean up some code for axis locking. No functional change.Robert Adams1-74/+13
2015-08-06BulletSim: rearrange code and add some tests to try and resolve theRobert Adams2-6/+7
initialization race conditions reported in Mantis 6792. When a region is initializing it seems that the prim initialization code can be interrupted part way through then taints are processed for prims that are not completely there.
2015-08-04create osGetAvatarHomeURIChristopher3-0/+40
Signed-off-by: Melanie Thielker <melanie@t-data.com>
2015-08-04Make osAvatarName2Key() able to get names from unknown HG usersChristopher1-4/+40
Signed-off-by: Melanie Thielker <melanie@t-data.com>
2015-08-03Removed unused variableOren Hurvitz1-2/+0
2015-08-02Add an option to processes physics collisions using FireAndForget.Robert Adams2-3/+48
Off by default but set with [Startup]ShouldUseFireAndForgetForCollsions=true There is a problem with physics colliions sometimes stopping. One suspicion is that the long callback path from the physics engine into the script engine is causing problems. Enabling this feature passes the collision into the script engine on a separate thread and not the main simulation thread. Tester can enable this and see if the collsions stay around. If they still fail, this commit should be reverted and another solution looked for.
2015-08-02osKey2Name returns now correct values for HG users who are not on the region.Christopher1-10/+18
Signed-off-by: Oren Hurvitz <orenh@kitely.com>
2015-08-01Mantis #7657 and #7514. This should alleviate the problem of bad object ↵Diva Canto2-4/+6
assets being passed around via HG and archives. No guarantees that all the leaks have been found, but at least it detects and fixes these bad assets upon: (1) storing and getting assets over HG -- assuming the core HG asset service is being used (not the case with OSGrid!) (2) importing assets via OAR and IAR Instantiation of bad assets now should also work, instead of producing an exception, but the bad assets themselves aren't being fixed in the DB. That should be done with a cleaning tool -- see Perl script in Mantis #7657. Virus!
2015-07-31Eliminated several warningsOren Hurvitz4-1/+6
2015-07-31XMLRPCModule now actually aborts the worker thread when requestedOren Hurvitz1-2/+6
2015-07-31Fixed bad log messageOren Hurvitz1-1/+1
This fixes http://opensimulator.org/mantis/view.php?id=7661
2015-07-26Fixed bug introduced in 4735514. The project didn't compile.Oren Hurvitz1-1/+1
2015-07-26Fixed not being charged to create classifeids on money enabled regionsQuill Littlefeather1-2/+14
Signed-off-by: Melanie Thielker <melanie@t-data.com>
2015-07-23Removed unused code related to DNS lookupsOren Hurvitz1-2/+0
2015-07-22Added logging in places where regions are searched for by their locationOren Hurvitz3-11/+39
This commit also fixes the log message "Region already exists in coordinates <{0},{1}>": it was actually showing the *requested* coordinates, instead of the coordinates of the previously-existing link.
2015-07-21BulletSim: fix cut-and-paste typo in constraint frame setting.Robert Adams1-1/+1
This code is in the XNA module so it does not affect the normal Bullet configuration .
2015-07-21Prevent two maptiles being generated at startup, one for v1 and another for ↵AliciaRaven2-1/+9
v2-3 service. * v1 Service (WorldMapModule) is called directly by scene on startup. This patch moves the initial map registration of the v2-3 service (MapImageServiceModule) to that point so they can share the bitmap instead of doubling the work of Warp3D and exasperate its memory leak issues. Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
2015-07-13Fixed the whitespace in Scene.csOren Hurvitz1-515/+515
The whitespace in this file was fubared recently
2015-06-25BulletSim: fix two compiler warnings.Robert Adams2-5/+0
Mostly code left over from things that are not done that way anymore.
2015-06-21Guard against null AgentPrefs service in llGetAgentLanguage()Cinder1-3/+10
Signed-off-by: Diva Canto <diva@metaverseink.com>
2015-06-19Add MaxMaterialsPerTransaction to SimFeaturesCinder1-0/+14
Signed-off-by: Diva Canto <diva@metaverseink.com>
2015-06-19Warp3DImageModule. Reduce workload by not calling to render the root prim ↵AliciaRaven1-1/+0
twice. When loading prims to draw the map, the Warp3D system first calls to load the root prim, followed by all the prims in the SOG. The initial call to load the root prim is not required because it is also in the parts list. The result of this was that all root prims were being loaded twice. Signed-off-by: Diva Canto <diva@metaverseink.com>
2015-06-17Bug fix in inventory fetching: sometimes the caps request comes before there ↵Diva Canto1-5/+0
is a scene presence, and that's ok.
2015-06-14Squooshed a warning that could result in a runtime null pointer exception. ↵Diva Canto1-1/+1
It says that code is for debugging, but it was buggy.
2015-06-14Squoosh one more warningDiva Canto1-1/+1
2015-06-14Quell three new warnings I introduced with AgentPrefsData, return an empty ↵Cinder1-2/+2
llsd map instead of an empty llsd block when no AgentPrefs service is available to try and appease Firestorm Signed-off-by: Diva Canto <diva@metaverseink.com>
2015-06-13Added ':' to debug messagesDiva Canto1-4/+4
2015-06-13Add optional GodNames region moduleCinder1-0/+144
Signed-off-by: Diva Canto <diva@metaverseink.com>
2015-06-13Guard against scenes without an agent prefs service and a copy and paste fixCinder2-1/+8
Signed-off-by: Diva Canto <diva@metaverseink.com>
2015-06-13Fixed indentationDiva Canto1-4/+4
2015-06-13A few bug fixes for Agent Preferences to actually work. Also added missing ↵Diva Canto1-1/+1
config for standalone.
2015-06-13Refactor AgentPreferences so that database operations happen centrally. the ↵Cinder6-110/+300
opensim way. Signed-off-by: Diva Canto <diva@metaverseink.com>
2015-06-13Relicense AgentPreferences files to BSD and OpenSimulatorCinder2-48/+48
Signed-off-by: Diva Canto <diva@metaverseink.com>
2015-06-13Support for Linden AgentPreferences capability and friends ↵Cinder3-5/+272
(UpdateAgentLanguage and UpdateAgentInformation) and Mantis #7157 Signed-off-by: Diva Canto <diva@metaverseink.com>
2015-06-10SceneObjectPart.UpdateLookAt() now uses corrected libomv quaternion functions.dahlia1-16/+6
2015-06-06Address Mantis 7592 (http://opensimulator.org/mantis/view.php?id=7592) byRobert Adams1-25/+49
disabling terrain patch sending by view distance for legacy sized regions. The problem seems to be that people expect adjacent legacy sized regions to just display like they always have. Limiting displayed terrain is complicated by the camera position not being updated in child regions.
2015-06-05Typo FixH-H-H1-1/+1
Signed-off-by: Diva Canto <diva@metaverseink.com>
2015-06-05More on mantis #7567. Two things:Diva Canto1-0/+8
- Increase the inventory cache timeout to 20 secs, so that the items will still be there when they are needed by the sim for rezzing - Before rezzing attachs, make a call to GetMultipleItems so to fetch them all at the same time
2015-06-05The only purpose of this commit is to remove an erroneous comment. It turns ↵Diva Canto1-4/+2
out that rezzing the attachments is necessary in modern viewers too. Proof: commenting the lines below the comment results in no attachments seen in the avatar.