| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
transfer protocol into v2.
This stops OpenSimulator still trying to teleport the user if they hit cancel on the teleport screen or closed the viewer whilst the protocol was trying to create an agent on the remote region.
Ideally, the code may also attempt to tell the destination simulator that the agent should be removed (accounting for issues where the destination was not responding in the first place, etc.)
|
|
|
|
| |
estate bans also, and delete the obsolete config var.
|
|
|
|
|
|
| |
forget conditions.
I generally prefer this approach for regression tests because of the complexity of accounting for different threading conditions.
|
|\ |
|
| |
| |
| |
| | |
If this is an issue, could change log4net config instead to allow re-enablement
|
| |
| |
| |
| |
| |
| |
| | |
as well as max.
Make it clear that we only try to adjust max, and log at warn level if this fails.
Other minor logging cleanup.
|
|/
|
|
| |
position. That was a complete overkill that is unnecessary at this point.
|
| |
|
|
|
|
| |
foreigners if OutboundPermission is false
|
|
|
|
| |
permissions by not allowing objects to be taken to inventory.
|
|
|
|
| |
of sim freeze? -- HandleRequestImage in LLClientView is now sync, which means that it cannot take too long to complete. However, its execution path may end up in J2KDecoderModule.Decode, which is heavy and could stop the packet processing thread while it's at it.
|
|
|
|
| |
section may not exist at all.
|
|\ |
|
| |
| |
| |
| | |
of linkset children while iterating through the list.
|
| |
| |
| |
| |
| | |
and processing routines in BulletSim.
Add linkset rebuild/conversion routine in BSLinkset.
|
| |
| |
| |
| |
| |
| | |
for each link in a linkset.
Extend BSLinksetConstraint to create and use BSLinkInfo with the default
static constraint.
|
| |
| |
| |
| |
| |
| | |
scripts as boxed integers rather than proper reference to a new LSLInteger.
This fixes an exception when using a registered integer constant in
a script.
|
| | |
|
|/
|
|
|
|
|
|
| |
manually forced in a new [SimulationService] config setting.
This is for testing and debugging purposes to help determine whether a particular issue may be teleport related or not
"SIMULATION/0.2" (the newer teleport protocol) remains the default. If the source simulator only implements "SIMULATION/0.1" this will correctly allow fallback to the older protocol.
Specifying "SIMULATION/0.1" will force the older, less efficient protocol to always be used.
|
|
|
|
| |
InventoryAccessModules.RezObject() - structs are passed by value
|
|
|
|
| |
multiple attachments changes (e.g. change outfit) are also throttled
|
| |
|
|
|
|
|
|
|
|
|
|
| |
and ThrottlePer100PrimsRezzed in [Attachments] in config
This is an experimental setting to control cpu spikes when an attachment heavy avatar logs in or avatars with medium attachments lgoin simultaneously.
It inserts a ms sleep specified in terms of attachments prims after each rez when an avatar logs in.
Default is 0 (no throttling).
"debug attachments <level>" changes to "debug attachments log <level>" which controls logging. A logging level of 1 will show the throttling performed if applicable.
Also adds "debug attachments status" command to show current throttle and debug logging levels.
|
|
|
|
|
|
|
|
| |
immediately if any data was sent, rather than waiting.
What I believe is happening is that on initial terrain send, this is done one packet at a time.
With WaitOne, the outbound loop has enough time to loop and wait again after the first packet before the second, leading to a slower send.
This approach instead does not wait if a packet was just sent but instead loops again, which appears to lead to a quicker send without losing the cpu benefit of not continually looping when there is no outbound data.
|
|
|
|
|
|
| |
d9d995914c5fba00d4ccaf66b899384c8ea3d5eb (r/23185) -- the WaitOne on the UDPServer. Putting it back to how it was done solves the issue. But this may impact CPU usage, so I'm pushing it to test if it does."
This reverts commit 59b461ac0eaae1cc34bb82431106fdf0476037f3.
|
|
|
|
| |
d9d995914c5fba00d4ccaf66b899384c8ea3d5eb (r/23185) -- the WaitOne on the UDPServer. Putting it back to how it was done solves the issue. But this may impact CPU usage, so I'm pushing it to test if it does.
|
|
|
|
|
|
|
| |
cap is something other than "localhost". A new interface for handling
external caps is supported with an example implemented for Simian. The
only linden cap supporting this interface right now is the GetTexture
cap.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
HGMapModule, hooking on to SimulatorFeatures.OnSimulatorFeaturesRequest event (similar to what the DynamicMenuModule does).
Only HG Visitors get this var, to avoid spamming local users.
The config var is now called MapTileURL, to be consistent with the login one, and its being picked up from either [LoginService], [HGWorldMap] or [SimulatorFeatures], just because I have a bad memory.
|
|\ |
|
| |
| |
| |
| |
| |
| | |
a linkset. Enables constraint based linksets.
Rename some internal variables to clarify whether values world or
vehicle relative.
|
| | |
|
| |
| |
| |
| | |
the simulator expects it (scaled to 100kg/m^3).
|
| |
| |
| |
| | |
reflect it is a timeout due to no data received rather than an ack issue.
|
| |
| |
| |
| | |
I accidentally left in a test line to force very quick client unack
|
| |
| |
| |
| |
| |
| |
| | |
add this to the StatsManager
This reflects the actual use of this stat - it hasn't recorded general exceptions for some time.
Make the sim extra stats collector draw the data from the stats manager rather than maintaing this data itself.
|
|/
|
|
|
|
| |
OSDMap GridServices to OpenSimExtras, normalized the url keys under it, and moved ExportEnabled to under it too. Melanie: change your viewer code accordingly.
Documentation at http://opensimulator.org/wiki/SimulatorFeatures_Extras
|
| |
|
|
|
|
| |
handler from both Groups modules in core, and replaced them with an operation on IGroupsModule.
|
| |
|
|
|
|
|
|
| |
join/drop appropriately, invitechatboxes.
The major departure from flotsam is to send only one message per destination region, as opposed to one message per group member. This reduces messaging considerably in large groups that have clusters of members in certain regions.
|
|
|
|
| |
aren't processing it in any meaningful way, and it seems to get invoked everytime someone types a message in group chat.
|
|
|
|
| |
copy of the LocalSimulationConnector but never initializes it (hence ServiceVersion was never set)
|
|
|
|
|
| |
This is a test setup failure since code paths when adding a duplicate root scene presence now require the EntityTransferModule to be present.
Test fixed by adding this module to test setup
|
|
|
|
| |
week's SIMULATOR/0.1 protocol for now.
|
|
|
|
|
| |
These were genuine failures caused by ScenePresence.CompleteMovement() waiting for an UpdateAgent from NPC introduction that would never come.
Instead, we do not wait if the agent is an NPC.
|
| |
|