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* In ScenePresence, when removing from the physical scene, unsubscribeRobert Adams2015-08-231-1/+1
| | | | | from collisions before removing the collision callbacks. Should not make operational differences.
* Add Culture.FormatProvider to String.Format, like it is done for LSLFloatlillith xue2015-08-241-3/+3
| | | | Signed-off-by: Melanie Thielker <melanie@t-data.com>
* Just replace all m_data accesses with accesses to Data, which isMelanie Thielker2015-08-241-62/+62
| | | | protected against nullrefs
* Revert "Revert "Fix a possible nullref caused by accessing m_data rather ↵Melanie Thielker2015-08-231-4/+4
| | | | | | | | than Data"" Needed after all This reverts commit 26094c21feb8f63d7e6ed46ec2668f213d9dc623.
* Fix the nullref in scripts - the right wayMelanie Thielker2015-08-231-3/+3
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* Revert "Fix a possible nullref caused by accessing m_data rather than Data"Melanie Thielker2015-08-231-4/+4
| | | | | | My bad! This reverts commit 20326e1947f56c6c39a9e701859c286ebee062e0.
* Fix multiple moving_end and add moving_start to llSetKeyframedMotionJeff Kelley2015-08-201-10/+15
| | | | Signed-off-by: Melanie Thielker <melanie@t-data.com>
* Partial plumbing for the agent stateful module features negotiationMelanie Thielker2015-08-205-9/+17
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* Merge branch 'master' of opensimulator.org:/var/git/opensimMelanie Thielker2015-08-192-2/+2
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| * Add explicit initialization because mono 3 doesn't like what mono 2 allowsMelanie2015-08-192-2/+2
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* | Fix a possible nullref caused by accessing m_data rather than DataMelanie Thielker2015-08-191-4/+4
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* Convert the lsl list type into a struct. EXPERIMENTAL! This may affectMelanie Thielker2015-08-194-172/+172
| | | | the llSetPrimitiveParams family of functions adversely. Please test!
* Some unit tests are simply broken and create an API with a null m_item.Melanie Thielker2015-08-191-0/+6
| | | | | This isn't supposed to be done and should be changed in the tests. For now, add a protective check.
* Try to address Mantis #7689. When adding a scalar to a list, make a copyMelanie Thielker2015-08-191-2/+5
| | | | as is done when adding another list.
* Change the IScriptApi back to it's original form, removing XEngineMelanie Thielker2015-08-1721-69/+97
| | | | | specific additions that should not have been there in the first place. Sleeping and time measurement are now completely internal to XEngine
* Revert "When scripts are sleeping, don't count that as execution time"Melanie Thielker2015-08-1718-95/+49
| | | | | | | The approach is good but the way it is written breaks the architecture. Rewrite follows. This reverts commit a568f06b7faea807149205d0e47454e4883e4836.
* Merge branch 'master' of opensimulator.org:/var/git/opensimMelanie Thielker2015-08-171-15/+15
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| * Minor improvement of previous patch.Diva Canto2015-08-161-6/+10
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| * MANTIS-7684 - Use the user management module to get username for script dialogsCinder2015-08-161-13/+9
| | | | | | | | Signed-off-by: Diva Canto <diva@metaverseink.com>
* | Prevent the spammy "many event" message from appearing in normal use.Melanie Thielker2015-08-171-2/+4
|/ | | | | | 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.
* Create want and need lists for agent data interchange formats.Melanie Thielker2015-08-161-0/+44
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2015-08-151-0/+61
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| * Adding the IAgentStatefulModule interface. It is used in addtion toMelanie Thielker2015-08-151-0/+61
| | | | | | | | | | one of the existing module interfaces to denote a module that holds agent specific state that should be transferred to other regions
* | Removed ignoreCase=true from the call to Type.GetInterface, because, well, ↵Diva Canto2015-08-152-3/+3
|/ | | | we don't want to ignore case. And this seems to be causing problems in mono 4.3.
* Only send the requested ObjectPropertiesFamily in the ↵Drake Arconis2015-08-151-1/+1
| | | | | | RequestObjectPropertiesFamily reply and not the actual ObjectProperties packet Signed-off-by: Melanie Thielker <melanie@t-data.com>
* Send a proper ownerid for Object messages to conform with what viewer expectsDrake Arconis2015-08-151-2/+5
| | | | Signed-off-by: Melanie Thielker <melanie@t-data.com>
* Remove DOS line endings from LSL_API.csMelanie Thielker2015-08-131-15278/+15278
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* Whitespace borkness?Diva Canto2015-08-121-15277/+15277
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* Send correct uuids in the FromID and ID packet fields for llInstantMessageDrake Arconis2015-08-121-5/+2
| | | | Signed-off-by: Diva Canto <diva@metaverseink.com>
* When the user stops a script, have it remain stoppedOren Hurvitz2015-08-113-3/+28
| | | | | | 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.
* When scripts are sleeping, don't count that as execution timeOren Hurvitz2015-08-1118-49/+95
| | | | Sleeping doesn't use the CPU.
* Show Script Time in the statistics panelOren Hurvitz2015-08-113-38/+69
| | | | The value shown is the number of milliseconds per frame that were spent executing scripts in this region.
* Changed "Script Execution Time" to be the gross time, i.e. including ↵Oren Hurvitz2015-08-111-164/+176
| | | | | | 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.
* Report "Script Execution Time" as the time spent executing the script in the ↵Oren Hurvitz2015-08-113-51/+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.
* Improved calculation of Script Execution TimeStartedOren Hurvitz2015-08-112-7/+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
* Fixed mistakes related to confusion between Environment.TickCount ↵Oren Hurvitz2015-08-112-3/+3
| | | | (milliseconds) and TimeSpan.TicksPerXXX (10000 x milliseconds)
* Log scripts that have processed many events: this is probably an indication ↵Oren Hurvitz2015-08-111-0/+8
| | | | of a problem
* Fixed calling "debug xengine log" without the 'level' parameter: this should ↵Oren Hurvitz2015-08-111-1/+1
| | | | show the current log level; not crash
* Better handling of invalid XML: a) prevent infinite loop on EOF; b) better ↵Oren Hurvitz2015-08-113-61/+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.
* Fixed mistakes in string format specifiers (e.g., "{0)" instead of {0}")Oren Hurvitz2015-08-112-2/+2
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* BulletSim: rearrange code and add different locking to eliminate chancesRobert Adams2015-08-093-43/+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.
* BulletSim: update the motion actors so they completely clean themselvesRobert Adams2015-08-097-29/+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.
* WARNING: massive refactor to follow libomv's latest changes regarding ↵Diva Canto2015-08-0817-53/+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!
* Have osAvatarName2Key check the cache first, even for foreign usersOren Hurvitz2015-08-071-22/+23
| | | | Another change: removed the second call to userManager.AddUser(). UserManagementModule won't modify an existing record.
* BulletSim: clean up some code for axis locking. No functional change.Robert Adams2015-08-061-74/+13
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* BulletSim: rearrange code and add some tests to try and resolve theRobert Adams2015-08-062-6/+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.
* create osGetAvatarHomeURIChristopher2015-08-043-0/+40
| | | | Signed-off-by: Melanie Thielker <melanie@t-data.com>
* Make osAvatarName2Key() able to get names from unknown HG usersChristopher2015-08-041-4/+40
| | | | Signed-off-by: Melanie Thielker <melanie@t-data.com>
* Removed unused variableOren Hurvitz2015-08-031-2/+0
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* Add an option to processes physics collisions using FireAndForget.Robert Adams2015-08-022-3/+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.