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update when scene objects have been deleted.
At least on mono 2.6.4, running GC.Collect() is not guaranteed to force gc of all objects when run in the same method where those objects had references.
Therefore, GC.Collect() is now being done in the per-script teardown of ObjectTortureTests.
In addition, scene loop update is being run after garbage collection in order to clean out the viewer update list of scene objects in the SceneGraph.
These measures mean that scene objects/parts are now garbage collected after a test run if deleted from the scene, resulting in a much better memory usage report (though probably still not very accurate).
However, deletion takes a very long time - what's really needed is to find out now why the entire scene isn't being GC'd by this measure.
This change hasn't yet been applied to the other stress tests.
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FreeSwitchVoiceModul
http://opensimulator.org/mantis/view.php?id=2607
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if the current user is the owner of an object. none of the later
checks can reverse the outcome.
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than ERROR. Restore extra log message if shape processing fails.
Logging level was DEBUG before 312e145 (Fri Feb 3 2012).
312e145 also accidentally removed the 'general error' log message if any shape deserialization failed.
This commit restores it, though this has no functional impact.
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in whilst testing
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If velocity reaches 256 in any vector then bad things happen with ODE, so we now clamp this value.
In addition, a falling avatar is clamped by default at 54 m/s, which is the same as a falling skydiver.
This also appears to be the value used on the linden lab grid.
This should resolve http://opensimulator.org/mantis/view.php?id=5882
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complexity of code analysis
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check could succeed but then the npc removed before the subequent npc check.
The resulting null would cause an exception. We now check for null before looking at SenseAsAgent.
Hopefully fixes http://opensimulator.org/mantis/view.php?id=5872
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http://opensimulator.org/mantis/view.php?id=2879
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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rezzed before the region was restarted would wrongly place the copy in the object owner's inventory.
Addresses http://opensimulator.org/mantis/view.php?id=5825
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http://opensimulator.org/mantis/view.php?id=3731
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permissions, not PermissionMask.All
Setting PermissionMask.All will cause next permissions to replace current permissions when the object is rezzed, since bit 4 will be set.
This is not correct behaviour for a freshly uploaded mesh. Freshly rezzed in-world prims also do not have bit 4 set (don't yet know exactly what this is).
Should resolve http://opensimulator.org/mantis/view.php?id=5651
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should in theory never happen), don't add the NPC to the npc list but return UUID.Zero instead.
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exception and constant complaints in v3 viewers).
Aims to address http://opensimulator.org/mantis/view.php?id=5878
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VS and WEBSTATS
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This illustrates that references to Scene, SOG, etc. are not currently being released when a stress test ends (or at regression test end in general).
This means even the current stress tests take much more memory than they need, a problem that will have to be addressed.
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This is not valid in the case of BasicPhysics which can return a null PhysicsActor (though I think it should really return a do-nothing PhysicsActor).
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Path.GetDirectoryName when getting assembly loading path in Compiler.CompileFromDotNetText().
The Path.GetDirectoryName call in Compiler.CompileFromDotNetText is unnecessary since AppDomain.CurrentDomain.BaseDirectory is always a directory.
Later path concatenation is already done by Path.Combine() which handles any trailing slash.
Removing Path.GetDirectoryName() will not affect the runtime but allows NUnit to work since it doesn't add a trailing slash to AppDomain.CurrentDomain.BaseDirectory.
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is to only write to the database if data was changed. I was writing to the db
on every step of every avatar. Sure to give us lag, that.
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parcel"
This reverts commit 35f14a262dfa3d9199f554154a63f5f532460f56.
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into it."
This reverts commit 8923ad755d97d5ddb4a29cb6f543b53195f0b461.
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Pickup the max physical prim size in Scene to make it uniform since adding code to get default size from the OpenSim*.ini.
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This restores functionality remove in the last commit without reintroducing
the performance penalty.
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boundary crossing only as soon as I'm properly awake. This should fix
recent performance issues
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variable in OpenSim.ini and Regions.ini match
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eventually be used by llCastRay(), though OpenSim does not use these yet.
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Many thanks to WhiteStar for doing the research on this.
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if we have been passed a non-zero transaction ID.
This resolves the recent regression from deeb728 where notecards could not be saved in prim inventories.
This looks like a better solution than deeb728 since only non-caps updates pass in a transaction ID.
Hopefully resolves http://opensimulator.org/mantis/view.php?id=5873
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ExternalRepresentationUtils.ExecuteReadProcessors() methods.
Adds ability to submit a customized exception message to match logging.
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triggering events on a potentially null Scene
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presence and population of m_avatars.
This is required to stop a race where the SensorRepeat module can detect an NPC avatar before m_avatars is populated.
Extending the lock is the easiest to understand solution rather than getting complicated with null checks.
Hopefully resolves http://opensimulator.org/mantis/view.php?id=5872
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http://opensimulator.org/mantis/view.php?id=5869
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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corresponding RemoteAdmin parameter
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objects does not create a Scene or EventManager so triggering events crashes some tests
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events during tests must check for null EventManager
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accurately reflects the data sent by the viewer. Add times bans and the
expiration of timed bans.
Warning: Contains a Migration (and nuts)
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llGetLinkNumber().
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It already existed in LSL_Api but it also needs to exist in these two other places for a script to be able to see it.
Hopefully resolves http://opensimulator.org/mantis/view.php?id=5489
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and loading scenarios which resulted in loss of continuity on item ids
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with region heartbeats
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visitors at all. On Leaving a sim, save only the changed ones. Don't save
all scripted stuff when leaving a sim.
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