| Commit message (Collapse) | Author | Age | Files | Lines |
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conference code use a generic JobEngine class rather than 4 slightly different copy/pasted versions.
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that (plus GridURL, in case viewers want to use it too) to the GridService that gives out that info to simulators.
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with an exception. To aid debugging.
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embedded therein.
This is primarily to fix an issue where inventory items for NPC attachments would not be saved in archives as the assets referenced in the appearance notecard were not checked in this manner.
Relates to http://opensimulator.org/mantis/view.php?id=7376
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This UUID gatherer provides a superset of the previous gatherer's functionality
as it also allows the caller to control gathering iterations for load purposes.
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names, and this cap returns the regular name. But this moves the server side into the newer, preferred, protocol used by the viewer for fetching the names of agents in the scene given their UUIDs. (the old protocol is via UDP). This works fine in my limited tests, but could use further testing by others.
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math showing the odd PrimitiveBaseShape value rather than a constant.
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closer to SL. This change should address small floor edges acting like
walls, approaching a step at any angle (other than walking backwards)
will allow walking up, and reducing the avatar pop-up when going up
stairs.
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using DATA_SRV_ keys, one per service. This allows 3rd party modules to add data services automatically.
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which seems to cause the tests to fail when compiled on the OpenSim
build system. It compiles and runs everywhere else. More research is needed.
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Whoever defined that structure was really into esoteric coding.
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a88bc50a168ae729307740fa84540e9571258b13. It's not needed.
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compiling doesn't like it
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Change how physics engine is created in unit tests to resolve a lib reference problem.
Add ShapeInfoInfo class to collect info about the created physical shape
for debugging and unit test testing.
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Allows locking of prim/linkset relative moving in each of the linear
and angular axis. Limits on movement or rotation can be set.
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Merge in the new throttle code.
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them in the code for later use rather than just reverting them.
Fixed the throttle tests for the new algorithm used when packets
are marked as expired.
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coming later
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rather
than drop exponentially to 0 (and then adjust up for the minimum flow), drop on
the delta between current rate and the minimum rate. This should smooth the fallback
to minimum.
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compute the expected values without depending on the token bucket code.
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adaptive throttle by a full MTU. This is consistent with some implementations
of congestion control algorithms and certainly has the effect of opening
the throttle window more quickly after errors. This is especially important
after initial scene load when the number and size of packets is small.
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throttles. Setting adaptive_throttle_min_bps will change the
minimum rate that the adapative throttles will drop to in case
of network packet loss. The current rate default rate is 256kbps.
The viewer can throttle rates under that amount, but the dynamic
adaptation will not.
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algorithm for dropping packets is a modified two state algorithm for creating
bursts of dropped packets. As configured there is about a 1.5% drop rate.
Invocation of the packet loss code is commented out by default.
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Add loading of 3rd-party addin inis automatically.
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- It establishes 4 digits for opensim versions
- It uses the same number between opensim releases and mono addins versions
It also eliminates the last addin.xml files that were still there, for consistency.
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This cleans up Opensim's use of mono addins. In particular, the extension points /OpenSim/RegionModules and /OpenSim/WindModule moved from OpenSim.exe to OpenSim.Region.Framework.dll. From here on, developers of region modules should declare their dlls to be dependent on OpenSim.Region.Framework, starting with version 0.8.1
Additional changes:
- Addins version uniformly updated to 0.8.1. These numbers should be compatible with the release numbers or else it becomes very confusing.
- Mono addins directives moved from files addins.xml to embedded directives in the class and assembly declarations, to make it all consistent
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doesn't need to match the release version number, but I think it's a very good idea that they do.
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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.
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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.
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disposes the stream rather than disposing the stream directly
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disposed no matter what
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sometimes look to start attachment scripts before ETM.HandleIncomingSceneObject() had added them.
Probably a regression since ghosts branch merge on Nov 26 2014
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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.
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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
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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.
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m_CompileDict to avoid a rare but not impossible race condition.
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RecordAssetUuids() to AddForInspection() as this properly describes what both of these methods do.
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times on each cached asset once, not for every reference.
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like UUIDGatherer, so we can deal with future cases where the dictionary may already be pre-populated.
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