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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
* 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.
* osKey2Name returns now correct values for HG users who are not on the region.Christopher2015-08-021-10/+18
| | | | Signed-off-by: Oren Hurvitz <orenh@kitely.com>
* Mantis #7657 and #7514. This should alleviate the problem of bad object ↵Diva Canto2015-08-012-4/+6
| | | | | | | | | | | assets being passed around via HG and archives. No guarantees that all the leaks have been found, but at least it detects and fixes these bad assets upon: (1) storing and getting assets over HG -- assuming the core HG asset service is being used (not the case with OSGrid!) (2) importing assets via OAR and IAR Instantiation of bad assets now should also work, instead of producing an exception, but the bad assets themselves aren't being fixed in the DB. That should be done with a cleaning tool -- see Perl script in Mantis #7657. Virus!
* Eliminated several warningsOren Hurvitz2015-07-314-1/+6
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* XMLRPCModule now actually aborts the worker thread when requestedOren Hurvitz2015-07-311-2/+6
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* Fixed bad log messageOren Hurvitz2015-07-311-1/+1
| | | | This fixes http://opensimulator.org/mantis/view.php?id=7661
* Fixed bug introduced in 4735514. The project didn't compile.Oren Hurvitz2015-07-261-1/+1
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* Fixed not being charged to create classifeids on money enabled regionsQuill Littlefeather2015-07-261-2/+14
| | | | Signed-off-by: Melanie Thielker <melanie@t-data.com>
* Removed unused code related to DNS lookupsOren Hurvitz2015-07-231-2/+0
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* Added logging in places where regions are searched for by their locationOren Hurvitz2015-07-223-11/+39
| | | | This commit also fixes the log message "Region already exists in coordinates <{0},{1}>": it was actually showing the *requested* coordinates, instead of the coordinates of the previously-existing link.
* BulletSim: fix cut-and-paste typo in constraint frame setting.Robert Adams2015-07-211-1/+1
| | | | | This code is in the XNA module so it does not affect the normal Bullet configuration .
* Prevent two maptiles being generated at startup, one for v1 and another for ↵AliciaRaven2015-07-212-1/+9
| | | | | | v2-3 service. * v1 Service (WorldMapModule) is called directly by scene on startup. This patch moves the initial map registration of the v2-3 service (MapImageServiceModule) to that point so they can share the bitmap instead of doubling the work of Warp3D and exasperate its memory leak issues. Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
* Fixed the whitespace in Scene.csOren Hurvitz2015-07-131-515/+515
| | | | The whitespace in this file was fubared recently
* BulletSim: fix two compiler warnings.Robert Adams2015-06-252-5/+0
| | | | Mostly code left over from things that are not done that way anymore.
* Guard against null AgentPrefs service in llGetAgentLanguage()Cinder2015-06-211-3/+10
| | | | Signed-off-by: Diva Canto <diva@metaverseink.com>
* Add MaxMaterialsPerTransaction to SimFeaturesCinder2015-06-191-0/+14
| | | | Signed-off-by: Diva Canto <diva@metaverseink.com>
* Warp3DImageModule. Reduce workload by not calling to render the root prim ↵AliciaRaven2015-06-191-1/+0
| | | | | | twice. When loading prims to draw the map, the Warp3D system first calls to load the root prim, followed by all the prims in the SOG. The initial call to load the root prim is not required because it is also in the parts list. The result of this was that all root prims were being loaded twice. Signed-off-by: Diva Canto <diva@metaverseink.com>
* Bug fix in inventory fetching: sometimes the caps request comes before there ↵Diva Canto2015-06-171-5/+0
| | | | is a scene presence, and that's ok.
* Squooshed a warning that could result in a runtime null pointer exception. ↵Diva Canto2015-06-141-1/+1
| | | | It says that code is for debugging, but it was buggy.
* Squoosh one more warningDiva Canto2015-06-141-1/+1
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* Quell three new warnings I introduced with AgentPrefsData, return an empty ↵Cinder2015-06-141-2/+2
| | | | | | llsd map instead of an empty llsd block when no AgentPrefs service is available to try and appease Firestorm Signed-off-by: Diva Canto <diva@metaverseink.com>
* Added ':' to debug messagesDiva Canto2015-06-131-4/+4
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* Add optional GodNames region moduleCinder2015-06-131-0/+144
| | | | Signed-off-by: Diva Canto <diva@metaverseink.com>
* Guard against scenes without an agent prefs service and a copy and paste fixCinder2015-06-132-1/+8
| | | | Signed-off-by: Diva Canto <diva@metaverseink.com>