| Commit message (Collapse) | Author | Age | Files | Lines |
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constructor. This was a left over from the original monolithic design of scene communications. The less the instantiators of scenes know about the scene's internals, the better.
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Remove these changes until the region crossing problems can be figured out.
This reverts commit 062ec0efbda0e4ca6df5541039569e023d0d0e79.
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until it is fully configured. Another addition to fixing the
collisions stopping problem.
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from collisions before removing the collision callbacks.
Should not make operational differences.
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Signed-off-by: Melanie Thielker <melanie@t-data.com>
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protected against nullrefs
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than Data""
Needed after all
This reverts commit 26094c21feb8f63d7e6ed46ec2668f213d9dc623.
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My bad!
This reverts commit 20326e1947f56c6c39a9e701859c286ebee062e0.
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Signed-off-by: Melanie Thielker <melanie@t-data.com>
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the llSetPrimitiveParams family of functions adversely. Please test!
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This isn't supposed to be done and should be changed in the tests.
For now, add a protective check.
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as is done when adding another list.
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specific additions that should not have been there in the first place.
Sleeping and time measurement are now completely internal to XEngine
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The approach is good but the way it is written breaks the architecture.
Rewrite follows.
This reverts commit a568f06b7faea807149205d0e47454e4883e4836.
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Signed-off-by: Diva Canto <diva@metaverseink.com>
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Console command debug xengine now turns that on.
Also, per orenh, remove the triggers at 1000 and 10000 as they are not
useful now that top scripts works.
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one of the existing module interfaces to denote a module that holds
agent specific state that should be transferred to other regions
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we don't want to ignore case. And this seems to be causing problems in mono 4.3.
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RequestObjectPropertiesFamily reply and not the actual ObjectProperties packet
Signed-off-by: Melanie Thielker <melanie@t-data.com>
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Signed-off-by: Melanie Thielker <melanie@t-data.com>
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Signed-off-by: Diva Canto <diva@metaverseink.com>
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Previously the script state was never saved for a !Running script, so upon region restart the script would be Running again.
The use of the 'StayStopped' flag is needed because all scripts are automatically stopped when the region shuts down, but in that case we shouldn't save in their state that they're !Running.
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Sleeping doesn't use the CPU.
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The value shown is the number of milliseconds per frame that were spent executing scripts in this region.
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handling it in XEngine
Previously the "Net Time" was reported: only the time actually spent in the script's code. This is not a correct indication of how much load the script places on the simulator, because scripts that change state often or have many events use up a lot of time just in the event handlers, and previously this time wasn't counted.
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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.
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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
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(milliseconds) and TimeSpan.TicksPerXXX (10000 x milliseconds)
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of a problem
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show the current log level; not crash
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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.
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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.
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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.
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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!
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Another change: removed the second call to userManager.AddUser(). UserManagementModule won't modify an existing record.
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