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* Add persistent command history in consoleJak Daniels2014-09-231-1/+1
| | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* Modifications to previous IAR commits to bring them more inline with ↵AliciaRaven2014-09-234-21/+24
| | | | existing OpenSim code conventions. Also include new IAR save switch in console help print out.
* Add an event callback for loading IAR files. The callback for creating them ↵AliciaRaven2014-09-239-50/+159
| | | | already existed but not for loading. This is of interest for use by region modules. Also includes reporting numbers of items saved and items filtered to the completed log printout.
* Change existing IAR save to use UUID for its callback reference instead of ↵AliciaRaven2014-09-236-20/+21
| | | | Guid. This is for uniformity as discussed on IRC.
* Include same content filters for IAR file exports that already exist for OAR ↵AliciaRaven2014-09-232-0/+54
| | | | files. Adds new console switch --perm=CTM to save iar command.
* Merge branch 'master' into bullet-2.82Robert Adams2014-09-216-15/+48
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| * This fixes the Scene thread renaming issueBlueWall2014-09-171-1/+0
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| * Undo "Revert "Small changes to threading to send thread names to unmanaged ↵BlueWall2014-09-171-1/+3
| | | | | | | | | | | | | | | | threads. Needs Mono 3.6+ to see thread names in utilities like top -H . Some formatting of the thread name to fin in the 16 byte limit on Linux. Please test on Windows to see if the work has any adverse effects."" Fix for break in next commit This reverts commit 376fab140227e92dbd841436509a97b87c9e7792.
| * Changes to be committed: modified: ↵Edward2014-09-172-0/+21
| | | | | | | | OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs modified: OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs This solves mantis bug# 5005: llRegionSay script does not trigger ChatFromWorld event. This was solved by adding World.SimChat() command to the llRegionSay() function (per suggestion of DrCuriosity). Additionally this fixes llRegionSayTo() which was also not functioning by adding a World.SimChat() command and adding a new SimChatToAgent() overrided function to Scene.PacketHandlers.cs This is the second patch revision. Corrections made to the position of World.SimChat() and removal of tabs per suggestion by justincc.
| * Revert "Small changes to threading to send thread names to unmanaged ↵BlueWall2014-09-171-3/+1
| | | | | | | | | | | | | | threads. Needs Mono 3.6+ to see thread names in utilities like top -H . Some formatting of the thread name to fin in the 16 byte limit on Linux. Please test on Windows to see if the work has any adverse effects." This reverts commit af286d5fcb688e8b64202b6deca4f249e9a2b6b8. Issue with Jenkins builds
| * Small changes to threading to send thread names to unmanaged threads. Needs ↵BlueWall2014-09-171-1/+3
| | | | | | | | Mono 3.6+ to see thread names in utilities like top -H . Some formatting of the thread name to fin in the 16 byte limit on Linux. Please test on Windows to see if the work has any adverse effects.
| * When osNpcMoveToTarget() is called for a sitting avatar then silently do ↵Justin Clark-Casey (justincc)2014-09-121-0/+3
| | | | | | | | | | | | nothing rather than throwing an error. Resolves http://opensimulator.org/mantis/view.php?id=7311
| * Fix issues where setting llSetTextureAnim(FALSE... did not work properly).Justin Clark-Casey (justincc)2014-09-121-11/+20
| | | | | | | | | | I ended up amalgamating patches from http://opensimulator.org/mantis/view.php?id=7313 and http://opensimulator.org/mantis/view.php?id=7318 Thanks a lot to both bobshaffer2 and cinderblocks.
| * Fix regression from recent a02dae5 where stand positions are no longer ↵Justin Clark-Casey (justincc)2014-09-111-3/+2
| | | | | | | | | | | | | | correct when a sit target is specified. Adjusts stand position using just avatar position relative to the root prim instead. Fixes http://opensimulator.org/mantis/view.php?id=7315 and preserves previous fix for http://opensimulator.org/mantis/view.php?id=7299
* | Merge branch 'master' into bullet-2.82Robert Adams2014-09-0510-23/+29
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| * For monitoring purposes, start non-timeout tasks (which do not currently use ↵Justin Clark-Casey (justincc)2014-09-058-22/+26
| | | | | | | | | | | | | | a threadpool) via Watchdog.RunInThread() rather than Util.RunThreadNoTimeout() The functionality is the same but this allow us to monitor such tasks via "show threads" and abort them for test purposes, etc. Also extends thread names to provide more info (e.g. SendInitialDataToClient says what client the task is for).
| * Make LLUDP output queue refill thread active by default, since load tests ↵Justin Clark-Casey (justincc)2014-09-042-1/+3
| | | | | | | | | | | | have shown that this has better scalability. For testing, previous behaviour can be restored with the console command "debug lludp oqre stop" at runtime.
* | Merge branch 'master' into bullet-2.82Robert Adams2014-09-037-46/+68
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| * For processing outbound http requests in the XMLRPCModule, start the thread ↵Justin Clark-Casey (justincc)2014-09-041-5/+4
| | | | | | | | through Watchdog for monitoring and stat purposes.
| * Start long-lived thread in IRCConnector via watchdog rather than ↵Justin Clark-Casey (justincc)2014-09-041-13/+5
| | | | | | | | indepedently, so that it can be seen in "show threads" and stats
| * Don't need to check separate physics status in bulletsim update since that ↵Justin Clark-Casey (justincc)2014-09-031-2/+3
| | | | | | | | | | | | method is only run for an indepndent thread anyway. Also remove bulletsim monitored thread from watchdog on shutdown.
| * Make bulletsim thread alarm if no update for 5 seconds.Justin Clark-Casey (justincc)2014-09-031-1/+4
| | | | | | | | The cost is minimal (also done for scene loop) at the benefit of telling us if this thread simply stops for some reason.
| * minor: fix indenting from previous commit b08ab1eJustin Clark-Casey (justincc)2014-09-031-7/+7
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| * If BulletSim is running on its own threads, start this thread via the thread ↵Justin Clark-Casey (justincc)2014-09-031-3/+8
| | | | | | | | | | | | | | watchdog. This allows us to see the presence of the permanent thread via the "show threads" console comand. Also adds the region name to the thread name.
| * Don't show the ScrLPS data twice in the WebStats based statistics page.Kevin Cozens2014-09-031-6/+0
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| * Add [EntityTransfer] AllowAvatarCrossing setting to determine whether ↵Justin Clark-Casey (justincc)2014-09-032-1/+19
| | | | | | | | | | | | avatars are allowed to cross regions at all. Defaults to true. For test purposes.
| * Fix recent regression from 473c5594 where camera started to judder on moving ↵Justin Clark-Casey (justincc)2014-09-022-18/+28
| | | | | | | | | | | | | | vehicles. Other parts of OpenSimulator are relying on SP.Velocity == 0 for vehicles. So add and use SP.GetWorldVelocity() instead when we need vehicle velocity, along the same lines as existing SP.GetWorldRotation()
* | Merge branch 'master' into bullet-2.82Robert Adams2014-08-3016-481/+885
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| * As per the LL grid, if an avatar is sitting then return it's velocity ↵Justin Clark-Casey (justincc)2014-08-301-0/+5
| | | | | | | | | | | | relative to the region rather than relative to its seat. Resolves http://opensimulator.org/mantis/view.php?id=7175
| * As per the LL grid, for attachments make llGetObjectDetails() ↵Justin Clark-Casey (justincc)2014-08-301-1/+15
| | | | | | | | | | | | OBJECT_VELOCITY return the avatar's velocity and not always Vector3.Zero. This completes http://opensimulator.org/mantis/view.php?id=7177
| * minor: fix wrong indentation in previous commit 0cc3cdJustin Clark-Casey (justincc)2014-08-301-1/+1
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| * As per the LL grid, for attachments make llGetObjectDetails() OBJECT_ROT ↵Justin Clark-Casey (justincc)2014-08-301-4/+13
| | | | | | | | | | | | | | return the avatar's rotation. This is already the behaviour of OBJECT_POS. Partially satisfies http://opensimulator.org/mantis/view.php?id=7177
| * Fix issue where moving a seated avatar would not adjust their subsequent ↵Justin Clark-Casey (justincc)2014-08-301-1/+1
| | | | | | | | | | | | stand position. Addresses http://opensimulator.org/mantis/view.php?id=7299
| * Implement STATUS_BLOCK_GRAB_OBJECT in llSetStatus()/llGetStatus() and ↵Justin Clark-Casey (justincc)2014-08-295-30/+26
| | | | | | | | | | | | | | | | | | correct effect of STATUS_BLOCK_GRAB As per http://wiki.secondlife.com/wiki/LlSetStatus Setting STATUS_BLOCK_GRAB_OBJECT prevents or allows move of a physical linkset by grab on any prim. Setting STATUS_BLOCK_GRAB prevents or allows move of a physical linkset by grab on a particular prim. Previously, setting STATUS_BLOCK_GRAB would prevent drag via all prims of the linkset.
| * Ignore whitespace when reading serialized XML objects.Justin Clark-Casey (justincc)2014-08-295-205/+193
| | | | | | | | | | | | This was previously effectively being done by XmlDocument in the multiple passes through the XML. This change tells XmlReader to ignore whitespace. This also means changing arguments to use XmlReader instead of XmlTextReader (a descendent of XmlReader) directly. XmlReader.Create() has been the recommend way to create XML readers since .NET 2.0 as per MS SDK and is the only way to specific ignore whitespace settings.
| * Fix recent regression test TestDeserializeXmlObjectWithOtherParts() which ↵Justin Clark-Casey (justincc)2014-08-291-1/+1
| | | | | | | | was not meant to indent the input xml
| * Add regression test for deserializing xml objects with more than one ↵Justin Clark-Casey (justincc)2014-08-291-127/+406
| | | | | | | | non-root part.
| * minor: Eliminate more unnecessary code copying individual parameters for ↵Justin Clark-Casey (justincc)2014-08-281-17/+19
| | | | | | | | Vector3 copying in Scene - this is not necessary as Vector3 is a value type
| * On code section that rezzes single objects and attachments, reduce CPU use ↵Justin Clark-Casey (justincc)2014-08-285-71/+128
| | | | | | | | | | | | | | | | by reading asset XML a single time with a stream reader rather than multiple times. Reading large XML documents (e.g. complex attachments) is CPU expensive - this must be done as few times as possible (preferably just once). Reading these documents into XmlDocument is also more resource intensive than using XmlTextReader, as per Microsoft's own publication "Improve .NET Application Performance and Scalability" Optimization of other cases will follow if this change is successful.
| * Don't allow update timer to invoke another scene update if the previous is ↵Justin Clark-Casey (justincc)2014-08-261-1/+10
| | | | | | | | still active.
| * Remove race conditions from where SP.AbsolutePosition could change between ↵Justin Clark-Casey (justincc)2014-08-261-7/+4
| | | | | | | | the various property checks.
| * Fix frame times when updating scene on timer.Justin Clark-Casey (justincc)2014-08-261-15/+17
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| * Implement experimental non-default mechanism to update scene via a timer ↵Justin Clark-Casey (justincc)2014-08-264-67/+113
| | | | | | | | | | | | | | | | rather than a persistent thread with sleep. This is to see if an inaccuracy in sleep times under load is responsible for increase in frame times even when there is spare time still available. Can currently only be activated by setting "debug scene set update-on-timer true". Can be switched between timer and thread with sleep updates whilst the scene is running.
* | Merge branch 'master' into bullet-2.82Robert Adams2014-08-214-52/+472
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| * Extend drop command to "debug lludp drop <in|out>..." to allow drop of ↵Justin Clark-Casey (justincc)2014-08-192-8/+44
| | | | | | | | | | | | inbound packets. For test/debug purposes.
| * Add "debug lludp drop out <add|remove> <packet-name>" console command for ↵Justin Clark-Casey (justincc)2014-08-192-0/+76
| | | | | | | | | | | | | | debug/test purposes. This drops all outbound packets that match a given packet name. Can currently only be applied to all connections in a scene.
| * Add clientstack.<scene>.OQRERequestsWaiting statJustin Clark-Casey (justincc)2014-08-191-0/+19
| | | | | | | | Only present if OQRE is enabled
| * Add experimental OutgoingQueueRefillEngine to handle queue refill processing ↵Justin Clark-Casey (justincc)2014-08-193-5/+288
| | | | | | | | | | | | | | | | | | | | | | on a controlled number of threads rather than the threadpool. Disabled by default. Currently can only be enabled with console "debug lludp oqre start" command, though this can be started and stopped whilst simulator is running. When a connection requires packet queue refill processing (used to populate queues with entity updates, entity prop updates and image queue updates), this is done via Threadpool requests. However, with a very high number of connections (e.g. 100 root + 300 child) a very large number of simultaneous requests may be causing performance issues. This commit adds an experimental engine for processing these requests from a queue with a persistent thread instead. Unlike inbound processing, there are no network requests in this processing that might hold the thread up for a long time. Early implementation - currently only one thread which may (or may not) get overloaded with requests. Added for testing purposes.
| * Make LLUDPServer.Scene publicly gettable/privately settable instead of ↵Justin Clark-Casey (justincc)2014-08-193-49/+55
| | | | | | | | | | | | | | protected so that other logging code in the clientstack can record more useful information Adds some commented out logging for use again in the future. No functional change.
* | BulletSim: add new Bullet 2.82 constraint type codes and rename theRobert Adams2014-08-212-7/+9
|/ | | | BulletSim fixed constraint to not be confused with the native version.