Commit message (Collapse) | Author | Age | Files | Lines | ||
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* | Add variable timer configureation for the timer_Script | BlueWall | 2012-06-12 | 1 | -1/+6 | |
| | | | | Added "timer_Interval" to the OpenSimDefaults.ini, leaving the default value set to 1200, as the previous default setting. The value represents seconds. To change the default, copy the entry to OpenSim.ini and multiply the number of minutes for the interval by 60. | |||||
* | Remove accidental timeout left in during earlier debugging. Has been in ↵ | Justin Clark-Casey (justincc) | 2012-06-12 | 1 | -1/+1 | |
| | | | | since two commits ago (b099f26) | |||||
* | OnConnectionClosed listeners, retrieve data from IClientAPI.SceneAgent ↵ | Justin Clark-Casey (justincc) | 2012-06-12 | 4 | -49/+29 | |
| | | | | | | | rather than scanning all scene for the presence with the right id Stop checking IsLoggingOut on these listeners, if called with a root agent then we always want to perform these actions. This covers cases where the client is closed due to manual kick, simulator shutdown, etc. | |||||
* | Set IClientAPI.IsActive = false early on client removal due to ack timeout ↵ | Justin Clark-Casey (justincc) | 2012-06-12 | 1 | -29/+35 | |
| | | | | | | | | rather than using IsLoggingOut flag. IsActive is more appropriate since unack timeout is not due to voluntary logout. This is in line with operations such as manual kick that do not set the IsLoggingOut flag. It's also slightly better race-wise since it reduces the chance of this operation clashing with another reason for client deactivation (e.g. manual kick). | |||||
* | If the simulator closes a root agent due to ack timeout, then send the ↵ | Justin Clark-Casey (justincc) | 2012-06-12 | 1 | -2/+20 | |
| | | | | client a kick message with that reason, in case it is somehow still listening. | |||||
* | In PresenceDetector.OnConnectionClose(), use the IsChildAgent check already ↵ | Justin Clark-Casey (justincc) | 2012-06-12 | 3 | -18/+6 | |
| | | | | available on IClientAPI.SceneAgent rather than retrieving it again by scanning all scenes. | |||||
* | Comment out the scene presence sitting debug log messages for now | Justin Clark-Casey (justincc) | 2012-06-11 | 1 | -6/+6 | |
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* | Revert "Bind ~ and ! operators in LSL tighter in order to resolve issues in ↵ | Justin Clark-Casey (justincc) | 2012-06-11 | 1 | -3956/+3978 | |
| | | | | | | | | LSL where these aren't evaluated propertly." This reverts commit a8a9d13dc07bc9e23ebf439cbea5ece6ae002315. Accidentally committed, this patch might not be the correct approach. | |||||
* | Add last frame time monitor to MonitorModule now that this value is useful | Justin Clark-Casey (justincc) | 2012-06-11 | 1 | -0/+8 | |
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* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2012-06-11 | 3 | -0/+106 | |
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| * | Commitig the Avination implementation of llTeleportAgent and | Melanie | 2012-06-11 | 3 | -0/+106 | |
| | | | | | | | | | | | | llTeleportAgentGlobalCoords. These do NOT use PERMISSION_TELEPORT like their SL counterparts because that permission is not yet understood by TPVs based on v1.x. | |||||
* | | Bind ~ and ! operators in LSL tighter in order to resolve issues in LSL ↵ | Justin Clark-Casey (justincc) | 2012-06-09 | 1 | -3978/+3956 | |
|/ | | | | | | where these aren't evaluated propertly. Addresses http://opensimulator.org/mantis/view.php?id=3268 | |||||
* | Fix regression in 5f4f9f0 (Fri Jun 8 2012) which stopped "show stats" and ↵ | Justin Clark-Casey (justincc) | 2012-06-08 | 1 | -0/+2 | |
| | | | | json stats from working | |||||
* | Stop sending a DisableSimulator packet in LLClientView.Close(), which is a ↵ | Justin Clark-Casey (justincc) | 2012-06-08 | 1 | -4/+0 | |
| | | | | | | duplicate for child agents and unnecessary for root agents. Close() already calls Scene.RemoveClient() which sends the right eq or udp DisableSimulator message to child agents. | |||||
* | Instead of retrieving the known client again in LLUDPServer.RemoveClient(), ↵ | Justin Clark-Casey (justincc) | 2012-06-08 | 1 | -21/+10 | |
| | | | | | | check the IsLoggingOut flag instead. This is slightly better thread-race wise | |||||
* | If logging a client out due to ack timeout, do this asynchronously rather ↵ | Justin Clark-Casey (justincc) | 2012-06-08 | 2 | -10/+20 | |
| | | | | | | | than synchronously on the outgoing packet loop. This is the same async behaviour as normal logouts. This is necessary because the event queue will sleep the thread for 5 seconds on an ack timeout logout as the client isn't around to pick up the final event queue messages. | |||||
* | Add regression test for client logout due to ack timeout. | Justin Clark-Casey (justincc) | 2012-06-08 | 4 | -93/+103 | |
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* | Remove null checks at top of LLUDPServer.ProcessInPacket(). Neither packet ↵ | Justin Clark-Casey (justincc) | 2012-06-08 | 1 | -8/+1 | |
| | | | | nor client are ever null. | |||||
* | Store already retrieve IClientAPI in IncomingPacket structure for later use ↵ | Justin Clark-Casey (justincc) | 2012-06-08 | 2 | -15/+16 | |
| | | | | | | rather than doing another retrieve on dequeue. Instead of checking whether the client still exists by trying to retrieve again from the client manager, this patch gets it back from IncomingPacket and checks the IClientAPI.IsActive state. | |||||
* | Don't make duplicate call to ScenePresence.Close() separately in ↵ | Justin Clark-Casey (justincc) | 2012-06-08 | 4 | -82/+74 | |
| | | | | | | | ETM.DoTeleport() if an agent needs closing. This is always done as part of Scene.RemoveClient() Also refactors try/catching in Scene.RemoveClient() to log NREs instead of silently discarding, since these are useful symptoms of problems. | |||||
* | Go back to calling IncomingCloseAgent() in the "kick user" command for ↵ | Justin Clark-Casey (justincc) | 2012-06-08 | 2 | -7/+1 | |
| | | | | | | consistency instead of IClientAPI.Close() directly. This no longer double counts child agent removals | |||||
* | Remove duplicate update of user count in Scene.IncomingCloseAgent() | Justin Clark-Casey (justincc) | 2012-06-08 | 3 | -14/+27 | |
| | | | | This is already done in Scene.RemoveClient() which IncomingCloseAgent() always ends up calling. | |||||
* | Fix bug with "kick user" reducing agent counts by 2 instead of 1. | Justin Clark-Casey (justincc) | 2012-06-08 | 3 | -22/+24 | |
| | | | | | This is done by making the kick user command call IClientAPI.Close() rather than routing through Scene.IncomingCloseAgent(), which also called IClientAPI.Close() DisableSimulator for child agents is moved from IncomingCloseAgent() to RemoveClient(), this is not a functional change since IncomingCloseAgent() always ends up calling RemoveClient() | |||||
* | Record the fact that child agents can have asset transactions. | Justin Clark-Casey (justincc) | 2012-06-07 | 4 | -32/+26 | |
| | | | | Also change code to grab the agent asset transaction module once. | |||||
* | Don't send kill object messages to clients when a child agent is closed. | Justin Clark-Casey (justincc) | 2012-06-07 | 1 | -18/+21 | |
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* | Log warning if we try to remove a UDP client that has already been removed. | Justin Clark-Casey (justincc) | 2012-06-07 | 1 | -0/+6 | |
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* | Allow the thread watchdog to accept an alarm method that is invoked if the ↵ | Justin Clark-Casey (justincc) | 2012-06-07 | 2 | -8/+71 | |
| | | | | | | | timeout is breached. This alarm can then invoke this to log extra information. This is used in LLUDPServer to show which client was being processed when incoming and outgoing udp watchdog alarms are triggered. | |||||
* | minor: Change log messages on Warp3DImageModule to show they are from this ↵ | Justin Clark-Casey (justincc) | 2012-06-06 | 1 | -7/+9 | |
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* | Rename MapImageModule for Warp3D to Warp3DImageModule to match its class ↵ | Justin Clark-Casey (justincc) | 2012-06-06 | 1 | -0/+0 | |
| | | | | name and make it easier to distinguish between map image modules. | |||||
* | Actively dispose of Bitmaps in Warp3D image module and world map module once ↵ | Justin Clark-Casey (justincc) | 2012-06-06 | 3 | -215/+248 | |
| | | | | | | we've finished with them. This might help with memory leakage issues though I suspect it won't. | |||||
* | enabling all corners of a sim to be set in one call | SignpostMarv | 2012-06-06 | 1 | -1/+11 | |
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* | Ensure closure of bitmap and memory stream with using() statements in ↵ | Justin Clark-Casey (justincc) | 2012-06-06 | 1 | -7/+8 | |
| | | | | | | WorldViewModule. If this has any effect then it will only be to the map images returned via requests to the /worldview simulator HTTP path (not enabled by default) | |||||
* | Stop accidentally reading 4 Int16s instead of 2 in SIZE section of Terragen ↵ | Justin Clark-Casey (justincc) | 2012-06-05 | 1 | -2/+0 | |
| | | | | | | | file when loaded from a stream. Fixes a bug introduced 2 weeks ago in 67ebe80 Thanks to Plugh for pointing this out. | |||||
* | minor: Add user feedback when executing fix-phantoms | Justin Clark-Casey (justincc) | 2012-06-05 | 1 | -0/+2 | |
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* | Allow fix-phantoms command to appear even if CombineContiguousRegions = ↵ | Justin Clark-Casey (justincc) | 2012-06-05 | 1 | -13/+11 | |
| | | | | | | | | false, since this allows one to go back from a megaregion to normal regions. Adapted from a patch by Garmin Kawaguichi in http://opensimulator.org/mantis/view.php?id=6027 Garmin says that fix-phantoms allows one to reset objects when going back from megaregion to normal regions as well as the othe rway around. Thanks! | |||||
* | Mantis 4597 AgentPaused packet is ignored. | Talun | 2012-06-05 | 1 | -3/+15 | |
| | | | | | | The packet was actually being handled but not acted on. This change extends the default timeout for paused clients to 5 minutes and makes both the paused and non-paused timeout periods configurable. | |||||
* | Remove unused ScenePresence list structure in llGetAgentList() | Justin Clark-Casey (justincc) | 2012-06-05 | 1 | -1/+0 | |
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* | Scale down per frame MS stats to match scaled simulator FPS stat. | Justin Clark-Casey (justincc) | 2012-06-05 | 1 | -1/+1 | |
| | | | | | This makes frame time stats properly tally with fps, which saves confusion and makes it easier to interpret numbers. In some ways this is not so artifical - physics FPS runs at the higher rate. | |||||
* | 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 |