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* Added AssemblyInfo.cs to OpenSim.exeDiva Canto2014-12-291-0/+32
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* Allow for richer semantics of object derez. Specifically, allow the ↵Diva Canto2014-12-252-13/+54
| | | | existence of region modules that do other kinds of garbage collection. Instead of placing deleted objects in the user's Trash folder, or deleting them immediately (UseTrashOnDelete = false), a module may decide to take garbage collection under its control. For example, it may place derezzed objects in a certain area inworld and delete them later.
* If a moap entry has EnableWhiteList but WhiteList == null, then properly ↵Justin Clark-Casey (justincc)2014-12-231-0/+3
| | | | | | | | block the request instead of throwing an exception. Normally, WhiteList is an empty list but from Mantis 7389 it looks like it might sometimes be possible for it to be null (haven't seen this up till now) It looks like failing with an exception instead of properly replying to the request (which comes in via a cap) might be enough, surprisingly, to freeze a viewer until timeout. Part of http://opensimulator.org/mantis/view.php?id=7389 but probably unrelated to the actual issue of that mantis.
* In XBakesModule.Get() use using() to always dispose of RestClient which ↵Justin Clark-Casey (justincc)2014-12-201-31/+35
| | | | disposes the stream rather than disposing the stream directly
* Use using() semantics in XBakesModule to ensure disposable objects are alway ↵Justin Clark-Casey (justincc)2014-12-201-39/+42
| | | | disposed no matter what
* Fix recent regression where a race condition meant SP.MakeRootAgent() would ↵Justin Clark-Casey (justincc)2014-12-172-37/+40
| | | | | | sometimes look to start attachment scripts before ETM.HandleIncomingSceneObject() had added them. Probably a regression since ghosts branch merge on Nov 26 2014
* Add command to reset region's user cacheBlueWall2014-12-161-0/+15
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* Remove XEngine.m_uniqueScriptsJustin Clark-Casey (justincc)2014-12-151-8/+0
| | | | This provides no obvious benefit as far as I can tell but has a definite cost in keep script strings in memory for the entire simulator session.
* Fix a regression where objects crossing regions in the same simulator (on ↵Justin Clark-Casey (justincc)2014-12-106-61/+264
| | | | | | | | | | their own or as attachments) with AppDomainLoading = false would create the new state in the source region area rather than the dest. This was beause the code was finding the script DLL compiled for the source region as everything is in the same appdomain and using this as the location for the destination script state, etc. This resolves the regression by passing the proper destination separately from the DLL retrieved. Probably a regression since commit d7b92604 (11 July 2014). Added regression test for this case. At least partly addresses http://opensimulator.org/mantis/view.php?id=7278
* Avoid a possible race condition where the XEngine script compile thread ↵Justin Clark-Casey (justincc)2014-12-101-0/+8
| | | | | | could complete but see OnRezScript() insert a new job and complete before it set m_CurrentCompile = null If the above happened, it would mean the new script would not compile until some script was added for compilation.
* In XEngine, enqueue a script rez to the compile queue after setting ↵Justin Clark-Casey (justincc)2014-12-091-3/+4
| | | | m_CompileDict to avoid a rare but not impossible race condition.
* refactor: rename IteratingUuidGather.AddAssetUuidToInspect() and ↵Justin Clark-Casey (justincc)2014-12-052-115/+120
| | | | RecordAssetUuids() to AddForInspection() as this properly describes what both of these methods do.
* Make "fache assets" console command more efficient by only updating access ↵Justin Clark-Casey (justincc)2014-12-051-17/+24
| | | | times on each cached asset once, not for every reference.
* refactor: Make IteratingUUIDGatherer take a dictionary in its constructor ↵Justin Clark-Casey (justincc)2014-12-042-12/+26
| | | | like UUIDGatherer, so we can deal with future cases where the dictionary may already be pre-populated.
* Allow scripts in attachments on an owned NPC to call NPC functions on that NPCJustin Clark-Casey (justincc)2014-12-042-1/+19
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* If "fcache assets" is executed, don't stop with an exception if there's an ↵Justin Clark-Casey (justincc)2014-12-041-2/+1
| | | | | | access violation if another thread is operating on the file at the same time. Resolves one issue from http://opensimulator.org/mantis/view.php?id=7271
* refactor: breakout flotasm cache last file access time to separate ↵Justin Clark-Casey (justincc)2014-12-041-7/+19
| | | | UpdateFileLastAccessTime() method for imminent reuse.
* Don't worry about checking FlotsamAssetCache.m_CurrentlyWriting when ↵Justin Clark-Casey (justincc)2014-12-041-8/+1
| | | | | | updating access time. The majority of updates won't be for anything currently writing and any sharing exception from an actual clash can be caught and ignored anyway.
* Remove long unused region parameters from SceneBase. Some of these weren't ↵Justin Clark-Casey (justincc)2014-12-032-5/+0
| | | | even being set. Region parameters come from Scene.RegionInfo instead.
* minor: Just have one message that displays successful registration of a ↵Justin Clark-Casey (justincc)2014-12-031-5/+5
| | | | region with its parameters rather than 2
* minor: If we are recompiling scripts in response to a ScriptStopStrategy ↵Justin Clark-Casey (justincc)2014-12-031-0/+8
| | | | config change (a rare situation), then explicitly log this for debug purposes.
* Reintroduce general xengine extra debugging log level. This can be ↵Justin Clark-Casey (justincc)2014-12-031-31/+32
| | | | | | | controlled at runtime with the command "debug xengine log <level>", as with similar commands. If log level is 1 then every script load is logged. This means the <logger name="OpenSim.Region.ScriptEngine.XEngine"> section in OpenSim.exe.config is no longer needed to avoid log spam on regions with many scripts and can be removed.
* minor: improve logged error in XEngine.SetXmlState if there was a problem ↵Justin Clark-Casey (justincc)2014-12-031-1/+2
| | | | | | writing the linemap. The previous error report of already exists is inaccurate since existing files do get overwritten.
* Always close script linemap file after reading and always dispose of other ↵Justin Clark-Casey (justincc)2014-12-032-29/+29
| | | | streams in the script engine even if exceptions are thrown.
* BulletSim: move detail log of InternalScheduleRebuild to reduce log file spamRobert Adams2014-11-301-5/+5
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* BulletSim: Remove linkset 'Incomplete' flag as its meaning couldn't be made ↵Robert Adams2014-11-303-23/+26
| | | | clear. Add 'InternalScheduleRebuild() CHange rebuild code to call InternalScheduleRebuild() rather than ForceRebuild() to limit the scope of the changes made by the linkset.
* BulletSim: add BSLinkset.AllPartsComplete that checks of all linkset members ↵Robert Adams2014-11-302-21/+18
| | | | are not Incomplete and not waiting for assets. Change BSPrimLinkable to use AllPartsComplete.
* BulletSim: Make BSPrimLinkable 'incomplete' if any of its children are ↵Robert Adams2014-11-301-1/+23
| | | | waiting for assets to load.
* BulletSim: add shape and linkset rebuild scheduled flags. Add ↵Robert Adams2014-11-307-19/+101
| | | | BSPrim.Incomplete flag based on rebuild flags to say when an object is being rebuilt.
* Correct 690fe0c to actually log the exception reported in ↵Justin Clark-Casey (justincc)2014-11-291-1/+2
| | | | DoOnRezScriptQueue()(and now the scene name).
* If there are any exceptions in XEngine.DoOnRezScriptQueue() then log the ↵Justin Clark-Casey (justincc)2014-11-291-31/+43
| | | | | | | error and always set m_CurrentCompile = null Setting m_CurrentCompile = null in the finally block reduces the risk that an exception could permanently stop any future scripts compiling until the simulator is restarted. If an exception is seen from this then please report and further changes to fix the bug or improve compiling reliability can be made.
* Remove minor race condition where two threads could race on fields such as ↵Justin Clark-Casey (justincc)2014-11-291-6/+6
| | | | m_ScriptFailCount as set in XEngine.DoOnRezScriptQueue()
* Restore zero'ing RawVelocity in BSCharacter.ZeroMotion() in favour of not ↵Justin Clark-Casey (justincc)2014-11-291-1/+1
| | | | | | calling ZeroMotion in SetPhysicalProperties() at all SetPhysicalProperties is only called when adding a new character so it looks like there is no existing data to reset anyway.
* minor: Remove a few indenting problems introduced to recent 265fe349 and ↵Justin Clark-Casey (justincc)2014-11-291-3/+3
| | | | convert the m_log.DebugFormat() call back to the original DetailLog call
* Halve the prediction lag for region crossing to improve most flying region ↵Justin Clark-Casey (justincc)2014-11-291-2/+2
| | | | crossings without degrading the walk cross experience (neither of which have been that great anyway).
* When performing region cross, don't add the velocity to the new position in ↵Justin Clark-Casey (justincc)2014-11-291-1/+2
| | | | ETM.CrossAgentIntoNewRegionMain() since this has already been performed by SP.CheckForBorderCrossing()
* Somewhat improve avatar region crossings by properly preserving velocity ↵Justin Clark-Casey (justincc)2014-11-2912-54/+94
| | | | | | | | | when avatar enters the new region. This commit addresses the following issues were causing velocity to be set to 0 on the new region, disrupting flight in particular * Full avatar updates contained no velocity information, which does appear to have some effect in testing. * BulletSim was always setting the velocity to 0 for the new BSCharacter. Now, physics engines take a velocity parameter when setting up characters so we can avoid this. This patch applies to both Bullet and ODE.
* Avoid repeated lag-generating continuous attempts to retrieve HG service ↵Justin Clark-Casey (justincc)2014-11-281-7/+11
| | | | | | | | Urls in UMM if the initial request fails, possibly due to the home URL not being present Instead, the failure information is effectively added to the memory cache (so no persistence over simualtor sessions). A future improvement may be to invalidate negative cache results after some time has passed in case the failure was transient. Looks to resolve http://opensimulator.org/mantis/view.php?id=7382
* Be more explicit again in UMM bad HomeURL message by logging the original ↵Justin Clark-Casey (justincc)2014-11-271-2/+2
| | | | creator data
* Make UMM.AddUser(UUID, string) log message when bad creatorData is given to ↵Justin Clark-Casey (justincc)2014-11-271-4/+8
| | | | reflect its location (UMM not Scene) and add the user name and ID.
* refactor: Move methods to start a monitored thread, start work in its own ↵Justin Clark-Casey (justincc)2014-11-2522-42/+42
| | | | | | | | thread and run work in the jobengine from Watchdog to a WorkManager class. This is to achieve a clean separation of concerns - the watchdog is an inappropriate place for work management. Also adds a WorkManager.RunInThreadPool() class which feeds through to Util.FireAndForget. Also switches around the name and obj arguments to the new RunInThread() and RunJob() methods so that the callback obj comes after the callback as seen in the SDK and elsewhere
* Fix ghosts copy of SimulatorFeatureModule to enable logging.Justin Clark-Casey (justincc)2014-11-251-8/+13
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* Fix bug in HG attachment throttling code where attachments were never rezzed ↵Justin Clark-Casey (justincc)2014-11-251-55/+63
| | | | | | on any teleport within a foreign grid after the first. Bug was introduced in ghosts branch commit 69abade
* Make small adjustment to JobEngine default from previous commit to enable it ↵Justin Clark-Casey (justincc)2014-11-251-1/+1
| | | | when [Startup] section is not present (though this is extremely unlikely).
* Add [Startup] JobEngineEnabled setting that allows the job engine to be ↵Justin Clark-Casey (justincc)2014-11-251-1/+3
| | | | disabled for testing purposes if necessary.
* Move conditionals which control whether a task is placed in the JobEngine ↵Justin Clark-Casey (justincc)2014-11-251-43/+25
| | | | inside Watchdog.RunJob() (renamed from RunWhenPossible) and generalize them.
* Add [BulletSim] option AvatarToAvatarCollisionsByDefault to control whether ↵Justin Clark-Casey (justincc)2014-11-253-3/+16
| | | | | | | | | avatars collide. This is true by default. This is implemented with a new collision type (PhantomToOthersAvatar) to potentially allow colliding and non-colliding avatars to be present in the same scene. So there is no provision yet for giving avatars different collision types. This commit replaces the temporary change in commit f3eaa6d8 where avatars would never collide when using BulletSim This is equivalent to the av_av_collisions_off option in ODE.
* Fix compile error from previous 1d56029848e96016b5809f596619e32d0ebcc995Justin Clark-Casey (justincc)2014-11-251-1/+1
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* Fix issue where llRemoteLoadScriptPin() would treat 0 (the default) as a ↵Justin Clark-Casey (justincc)2014-11-251-0/+47
| | | | | | valid set pin in a destination prim rather than the unset no pin state Adds regression test for this case.
* When processing incoming attachments via HG, if a request for uuid gathering ↵Justin Clark-Casey (justincc)2014-11-253-28/+120
| | | | | | | or final asset import takes too long remove remaining requests from same user to prevent hold up of other user's incoming attachments. This improves upon the earlier naive simply queueing immplementation. Threshold is 30 seconds. If this happens to a user they can relog and fetch will be reattempted.