Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Start sending spare frame time MS viewer stat. Make frame time correctly ↵ | Justin Clark-Casey (justincc) | 2012-06-05 | 2 | -78/+124 |
| | | | | | | | display total frame time, not just non-spare time. This makes it easier to see when components of frame time exceed normal permitted frame time. Currently reflect scene frame times. | ||||
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2012-06-05 | 3 | -38/+50 |
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| * | Add replaceable region modules to the "show modules" command | BlueWall | 2012-06-04 | 1 | -29/+49 |
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| * | Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim | Melanie | 2012-06-04 | 1 | -1/+1 |
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| | * | Correct the delegate specification in EventManager.TriggerTerrainTainted. ↵ | Robert Adams | 2012-06-04 | 1 | -1/+1 |
| | | | | | | | | | | | | Looks like the wrong one was cut and pasted. | ||||
| * | | Remove the "Profile" config as it's covered by the replaceable interface | Melanie | 2012-06-04 | 1 | -8/+0 |
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* | | Properly show per frame millisecond statistics per frame, not as amount of ↵ | Justin Clark-Casey (justincc) | 2012-06-04 | 1 | -22/+41 |
|/ | | | | | | | time taken per second. This is to make these statistics actually match their names (and also be more accurate as number of frames can vary under heavy load) Currently using scene frames (11.23 every second) instead of physics frames (56.18 per second) | ||||
* | Instead of updating sim stats root agent, child, objects and scripts ↵ | Justin Clark-Casey (justincc) | 2012-06-01 | 2 | -33/+14 |
| | | | | accounts every single scene frame, update in the once every 3 seconds SimStatsReporter run | ||||
* | Add optional total avatars, total prims and active prims stats to ODE plugin. | Justin Clark-Casey (justincc) | 2012-06-01 | 1 | -0/+21 |
| | | | | | These will act as a sanity check with the main scene stats, to show that physics scene entities are being managed properly. Total prims will not match scene total prims since physics total does not include phantom prims | ||||
* | If OdeScene.Near() returns no collision contacts, then exit as early as ↵ | Justin Clark-Casey (justincc) | 2012-06-01 | 1 | -0/+4 |
| | | | | possible. All subsequent code is only relevant if there are contacts. | ||||
* | Add optional stat for the other collision time per frame not spent in ODE ↵ | Justin Clark-Casey (justincc) | 2012-06-01 | 1 | -1/+16 |
| | | | | native spaces or geom collision code | ||||
* | Add avatar forces calculation, prim force and raycasting per frame ↵ | Justin Clark-Casey (justincc) | 2012-06-01 | 1 | -7/+46 |
| | | | | millisecond optional stats | ||||
* | Collection optional avatar and prim taint frame millisecond times | Justin Clark-Casey (justincc) | 2012-06-01 | 1 | -7/+36 |
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* | Remove recent optional native collision frame milliseconds stat | Justin Clark-Casey (justincc) | 2012-06-01 | 1 | -13/+1 |
| | | | | Unnecessary since this has now been broken down into space collisions and geom collisions | ||||
* | Add optional stat that records milliseconds spent notifying collision ↵ | Justin Clark-Casey (justincc) | 2012-06-01 | 1 | -0/+14 |
| | | | | listeners in physics frames | ||||
* | Add avatar and prim update milliseconds per frame optional stats | Justin Clark-Casey (justincc) | 2012-06-01 | 1 | -7/+31 |
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* | Add option native step frame ms stat | Justin Clark-Casey (justincc) | 2012-06-01 | 1 | -9/+21 |
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* | Add total ODE frame time optional stat, as a sanity check on the main scene ↵ | Justin Clark-Casey (justincc) | 2012-06-01 | 1 | -7/+21 |
| | | | | physics stat | ||||
* | Break down native ODE collision frame time stat into native space collision ↵ | Justin Clark-Casey (justincc) | 2012-06-01 | 1 | -4/+22 |
| | | | | and geom collision stats | ||||
* | Rename new collision stats to 'contacts' - there are/can be multiple ↵ | Justin Clark-Casey (justincc) | 2012-06-01 | 1 | -6/+6 |
| | | | | contacts per collision and this is what is actually being measured. | ||||
* | Stop adding an unnecessary duplicate _perloopcontact if the avatar is ↵ | Justin Clark-Casey (justincc) | 2012-06-01 | 1 | -9/+4 |
| | | | | | | standing on a prim. This has already been added earlier on in the method. | ||||
* | minor: comment out currently unused OdeScene.sCollisionData | Justin Clark-Casey (justincc) | 2012-06-01 | 1 | -9/+9 |
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* | Add ODE avatar and prim collision numbers if extra stats collection is enabled. | Justin Clark-Casey (justincc) | 2012-06-01 | 1 | -5/+34 |
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* | Fix OdeScene.GetTopColliders() to return the top 25 colliders rather than ↵ | Justin Clark-Casey (justincc) | 2012-06-01 | 1 | -19/+13 |
| | | | | | | | | the first 25 that had non-zero collision scores. Also zeros collisions scores on all prims after report collection, not just the top 25. As before, this collision scores are only reset after a report is requested, which may give unrealistic numbers on the first request. So to see more realistic scores, ignore the first report and then refresh the request after a couple of seconds or so. | ||||
* | Add an optional mechanism for physics modules to collect and return ↵ | Justin Clark-Casey (justincc) | 2012-05-31 | 5 | -60/+252 |
| | | | | | | | | | | | arbitrary stats. If active, the physics module can return arbitrary stat counters that can be seen via the MonitoringModule (http://opensimulator.org/wiki/Monitoring_Module) This is only active in OdeScene if collect_stats = true in [ODEPhysicsSettings]. This patch allows OdeScene to collect elapsed time information for calls to the ODE native collision methods to assess what proportion of time this takes compared to total physics processing. This data is returned as ODENativeCollisionFrameMS in the monitoring module, updated every 3 seconds. The performance effect of collecting stats is probably extremely minor, dwarfed by the rest of the physics code. | ||||
* | Add console command "teleport user" to allow teleport from the region console | Justin Clark-Casey (justincc) | 2012-05-29 | 1 | -0/+189 |
| | | | | See "help teleport user" on the console for more details | ||||
* | Fix collision filtering. The filter should be checked on the receiving part! | Melanie | 2012-05-29 | 1 | -9/+9 |
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* | refactor: factor out entity transfer state machine into a separate class to ↵ | Justin Clark-Casey (justincc) | 2012-05-28 | 3 | -239/+330 |
| | | | | make code more analyzable | ||||
* | If handling the failure of teleport, move agent state to CleaningUp when we ↵ | Justin Clark-Casey (justincc) | 2012-05-28 | 1 | -3/+6 |
| | | | | | | start the handling. Also fixes the log warning from ResetInTransit() if the state is cleared direct from Transferring or ReceiveAtDestination, as pointed out in mantis 5426 | ||||
* | minor: code formatting from 0b72f773 | Justin Clark-Casey (justincc) | 2012-05-26 | 1 | -12/+11 |
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* | Mantis 6025 llRequestPermissions auto grant for NPCs. | Talun | 2012-05-26 | 1 | -1/+23 |
| | | | | | | If the script requesting permissions is owned by either the NPC or the NPCs owner (if the NPC is created as owned) then grant any permissions automatically. | ||||
* | If restating a region, clean up the physics scene after the main scene has ↵ | Justin Clark-Casey (justincc) | 2012-05-26 | 1 | -4/+4 |
| | | | | | | | | been closed not before. If this is done before then on ODE agent update calls still incoming can fail as they try to use a raycastmanager that has been disposed. Bullet plugin does nothing on Dispose() However, I wouldn't be at all surprised if individual region restarting was buggy in lots of other areas. | ||||
* | One can now get hyoergrid region co-ordinates with llRequestSimulatorData | Blake.Bourque | 2012-05-26 | 1 | -5/+21 |
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* | Use GetInventoryItem() in LSL_Api.InventoryKey(string name, int type). | Justin Clark-Casey (justincc) | 2012-05-26 | 1 | -17/+7 |
| | | | | Also removes small bug where calling this method would add 1 to LPS, evne though all callers already did this. | ||||
* | Use SceneObjectPartInventory.GetInventoryItem() in OSSL.AvatarStopAnimation ↵ | Justin Clark-Casey (justincc) | 2012-05-26 | 1 | -14/+12 |
| | | | | instead of searching the task inventory manually. | ||||
* | refactor: replace LSL_Api.InventoryKey(string) largely with ↵ | Justin Clark-Casey (justincc) | 2012-05-26 | 3 | -45/+42 |
| | | | | | | SceneObjectPartInventory.GetInventoryItem(string) Also gets llStopAnimation() to call KeyOrName rather than duplicating logic. | ||||
* | Mantis 6028 osAvatarStopAnimation not stopping animations via UUID | Talun | 2012-05-25 | 1 | -7/+11 |
| | | | | | Corrected to stop animations using the animation UUID similar to llStopAnimation. See http://opensimulator.org/wiki/OsAvatarStopAnimation | ||||
* | Resolve some mono compiler warnings. | Justin Clark-Casey (justincc) | 2012-05-25 | 9 | -26/+33 |
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* | on agent cross, remove from physics scene after its been placed in transit, ↵ | Justin Clark-Casey (justincc) | 2012-05-25 | 1 | -3/+7 |
| | | | | not before. | ||||
* | refactor: make ETM.CrossAgentToNewRegionAsync neighbourRegion == null check ↵ | Justin Clark-Casey (justincc) | 2012-05-25 | 1 | -90/+92 |
| | | | | return earlier to simplify method | ||||
* | Remove a call stack debugging line accidentally left in from a few days ago ↵ | Justin Clark-Casey (justincc) | 2012-05-25 | 1 | -2/+0 |
| | | | | at SceneObjectPartInventory.ApplyNextOwnerPermissions(). | ||||
* | Fix bug where a failed QueryAccess to a remove region would always have the ↵ | Justin Clark-Casey (justincc) | 2012-05-25 | 1 | -2/+1 |
| | | | | reason "Communications failure" no matter what the destination region actually returned | ||||
* | Stop it being possible for an agent to teleport back to its source region ↵ | Justin Clark-Casey (justincc) | 2012-05-25 | 3 | -28/+169 |
| | | | | | | | | | before the source region has finished cleaning up old agent data and structures. If this is allowed, then the client usually gets forcibly logged out and data structures might be put into bad states. To prevent this, the binary state machine of EMT.m_agentsInTransit is replaced with a 4 state machine (Preparing, Transferring, ReceivedAtDestination, CleaningUp). This is necessary because the source region needs to know when the destination region has received the user but a teleport back cannot happen until the source region has cleaned up. Tested on standalone, grid and with v1 and v3 clients. | ||||
* | Don't actually proceed on a within-region teleport if another is already ↵ | Justin Clark-Casey (justincc) | 2012-05-24 | 1 | -0/+2 |
| | | | | | | taking place, rather than just (falsely) logging that we're not going to proceed. An oversight from recent commit 9ab0c81 | ||||
* | On inter-region teleport, only stand the avatar up if the QueryAccess call ↵ | Justin Clark-Casey (justincc) | 2012-05-24 | 1 | -7/+7 |
| | | | | to the destination scene actually succeeds. | ||||
* | Now that the EntityTransferModule is per-region, fetch the event queue ↵ | Justin Clark-Casey (justincc) | 2012-05-24 | 1 | -18/+22 |
| | | | | module once rather than repeatedly via scene presences | ||||
* | Fix issue where a dns resolution failure on the final destination might ↵ | Justin Clark-Casey (justincc) | 2012-05-24 | 1 | -192/+200 |
| | | | | | | leave the user unable to teleport since the transit flag was not being reset. This moves the 'already in transit' check further up and resets the flag if dns resolution fails and in the new required places. | ||||
* | Comment out accidentally left in log line that was printing out the control ↵ | Justin Clark-Casey (justincc) | 2012-05-24 | 1 | -3/+3 |
| | | | | file on OAR save | ||||
* | Make ISimulationScene.GetScene() used the more efficient region id for ↵ | Justin Clark-Casey (justincc) | 2012-05-24 | 2 | -8/+16 |
| | | | | lookup rather than the region handle. | ||||
* | If an agent is still registered as 'in transit' by the source region, don't ↵ | Justin Clark-Casey (justincc) | 2012-05-24 | 6 | -193/+233 |
| | | | | | | | | | | | | allow an immediate teleport back. This is to help relieve a race condition when an agent teleports then immediately attempts to teleport back before the source region has properly cleaned up/demoted the old ScenePresence. This is rare in viewers but much more possible via scripting or region module. However, more needs to be done since virtually all clean up happens after the transit flag is cleared . Possibly need to add a 'cleaning up' state to in transit. This change required making the EntityTransferModule and HGEntityTransferModule per-region rather than shared, in order to allow separate transit lists. Changes were also required in LocalSimulationConnector. Tested in standalone, grid and with local and remote region crossings with attachments. |