| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
| |
* Fixes http://opensimulator.org/mantis/view.php?id=3959
* Allows for viewing inventory textures outside home grid
|
|
|
|
| |
Thank you, mcortez.
|
|
|
|
| |
enabled, the first Heartbeat loop call to UpdatePhysics takes 20 minutes. 75% of that time is spent in this sleep. (100k prims * 10ms)
|
|
|
|
| |
http://opensimulator.org/mantis/view.php?id=4163
|
|
|
|
|
|
| |
true/false on the name, rather than gridmode=true.
* Better error messages on Add/Remove clients.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
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.
|
|\ |
|
| |
| |
| |
| | |
researching this.
|
|/
|
|
| |
* Set the Scene collision update time to 500 ms
|
|
|
|
| |
may reduce avatar flailing.
|
|
|
|
| |
'm_invulnerable' test. It doesn't fix anything but it should really be there anyway.
|
|
|
|
| |
ForEach, which gets a copy of the Array. I think the ForEach was the big gorilla.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
#13:53:03 - [LLUDPSERVER]: Packet exceeded buffer size during zerocoding. Removing MSG_ZEROCODED flag
#13:53:03 - [Scene]: Failed with exception System.ArgumentException: Offset and length were out of bounds for the array or count is greater than the number of elements from index to the end of the source collection.
# at System.Buffer.BlockCopy (System.Array src, Int32 srcOffset, System.Array dst, Int32 dstOffset, Int32 count) [0x000b7] in /home/grid/install/mono24/mono-2.4.2.3/mcs/class/corlib/System/Buffer.cs:116
# at OpenSim.Region.ClientStack.LindenUDP.LLUDPServer.SendPacketData (OpenSim.Region.ClientStack.LindenUDP.LLUDPClient client, System.Byte[] data, Int32 dataLength, PacketType type, Boolean doZerocode, ThrottleOutPacketType category) [0x00060] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs:290
# at OpenSim.Region.ClientStack.LindenUDP.LLUDPServer.SendPacket (OpenSim.Region.ClientStack.LindenUDP.LLUDPClient client, OpenMetaverse.Packets.Packet packet, ThrottleOutPacketType category, Boolean allowSplitting) [0x00077] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs:265
# at OpenSim.Region.ClientStack.LindenUDP.LLClientView.OutPacket (OpenMetaverse.Packets.Packet packet, ThrottleOutPacketType throttlePacketType) [0x00000] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs:5244
# at OpenSim.Region.ClientStack.LindenUDP.LLClientView.SendCoarseLocationUpdate (System.Collections.Generic.List`1 users, System.Collections.Generic.List`1 CoarseLocations) [0x0012a] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs:3424
# at OpenSim.Region.Framework.Scenes.ScenePresence.SendCoarseLocationsDefault (UUID sceneId, OpenSim.Region.Framework.Scenes.ScenePresence p) [0x000fa] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/ScenePresence.cs:2536
# at OpenSim.Region.Framework.Scenes.ScenePresence.SendCoarseLocations () [0x0000d] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/ScenePresence.cs:2491
# at OpenSim.Region.Framework.Scenes.ScenePresence.Update () [0x00011] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/ScenePresence.cs:2404
# at OpenSim.Region.Framework.Scenes.SceneGraph.UpdateEntities () [0x0001b] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/SceneGraph.cs:164
# at OpenSim.Region.Framework.Scenes.Scene.Update () [0x000dc] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/Scene.cs:1031 On Region: Wright Plaza
|
|
|
|
| |
the 100-ppl load test in WP. We need to carefully play with this code in order to understand all the problems.
|
|
|
|
|
| |
If XEngine compile fails, show script name in error message in-world as well as the exception itself
Thanks Luca Peck
|
|
|
|
|
| |
* Remove client servers when regions are closed or removed
* Thanks randomhuman!
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
#2009-10-08 12:58:34,462 ERROR - OpenSim.Application [APPLICATION]:
#APPLICATION EXCEPTION DETECTED: System.UnhandledExceptionEventArgs
#
#Exception: System.Exception: Object reference not set to an instance of an object. ---> System.NullReferenceException: Object reference not set to an instance of an object.
# at OpenSim.Region.ClientStack.LindenUDP.J2KImage.SendFirstPacket(LLClientView client) in c:\Opensim\OpenSim\Region\ClientStack\LindenUDP\J2KImage.cs:line 230
# at OpenSim.Region.ClientStack.LindenUDP.J2KImage.SendPackets(LLClientView client, Int32 maxpack) in c:\Opensim\OpenSim\Region\ClientStack\LindenUDP\J2KImage.cs:line 84
|
|
|
|
| |
one was too lax and made the important login packets fail.
|
|
|
|
| |
exceptions.
|
|
|
|
| |
to occur.
|
|\ |
|
| | |
|
| | |
|
| | |
|
| | |
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| | |
* More streams close on finally
|
| |
| |
| |
| |
| |
| | |
objects. This is about half of the code base reviewed."
This reverts commit e992ca025571a891333a57012c2cd4419b6581e5.
|
| |
| |
| |
| | |
This reverts commit 832cc685138b2244529f10b54b373c34adb4a633.
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| | |
is about half of the code base reviewed.
|
| |
| |
| |
| | |
numbers to .NET defaults of 500/1000 if need be
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| | |
SortedDictionary
* Changed the order of a log line from DotNetEngine so you can tell whether or not it is actually loading
|
|\ \
| |/
| |
| | |
htb-throttle
|
| |
| |
| |
| |
| | |
* Restored HG inventory access which had been lost upon adding a 3rd argument to inventory and asset server handlers
* Fixed a stupid bug in the InventoryConnector which was making move items do things twice
|
| | |
|
| |\ |
|
| | |
| | |
| | |
| | |
| | |
| | | |
to fail with
https://bugzilla.novell.com/show_bug.cgi?id=538854
|
| |/
| |
| |
| | |
runaway thread use
|