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2009-10-30Fixed a regression in SendAvatarGroupsReply()John Hurliman1-2/+2
2009-10-30* Disables automatic packet splitting on AvatarGroupsReply packets. This ↵John Hurliman2-14/+16
packet is a mess and shouldn't be used at all (in favor of the event queue message) * Clean up the way we send AvatarGroupsReply packets, including clamping the group name and group title
2009-10-30Squelch an error message on sim shutdown when not using MXPMelanie1-2/+5
2009-10-30* Fix for a potential race condition in ScenePresence.AbsolutePositionJohn Hurliman3-42/+42
* Unified the way region handles are stored and used in ScenePresence * Fixed camera position for child agents * CheckForSignificantMovement now checks avatar and camera position (both are important for scene prioritization) * Removing debug code from the previous commit
2009-10-30* Moving parcel media and avatar update packets from the unthrottled ↵John Hurliman4-22/+25
category to task * Fixing a bug where the max burst rate for the state category was being set as unlimited, causing connections to child agents to saturate bandwidth * Upped the example default drip rates to 1000 bytes/sec, the minimum granularity for the token buckets
2009-10-30* Fixes issue #4329 "llDialog fails silently" by updating OpenMetaverse.dllJohn Hurliman4-26/+32
* Prints a warning for any future packet splitting failures
2009-10-29* Fixed a NullReferenceException in GetMovementAnimation() and added more ↵John Hurliman1-29/+35
protection against NREs in AddNewMovement() * Removed the three second limit on ImprovedTerseObjectUpdate. With the latest fixes I don't think this is necessary, and it generates a lot of unnecessary updates in a crowded sim
2009-10-29* Commented out two noisy debug lines in the LLUDP serverJohn Hurliman3-159/+144
* Misc. cleanup in ScenePresence.HandleAgentUpdate()
2009-10-29More performance improvements to XEngine script loadingJohn Hurliman2-54/+37
2009-10-29* Misc. formatting cleanup for the previous patchJohn Hurliman3-37/+40
* Added the new AppDomainLoading variable to the [XEngine] section in the example config
2009-10-29OptimizationsDan Lake5-118/+123
2009-10-29* Implemented foot collision plane for avatarsJohn Hurliman1-215/+44
* Fixed a NullReferenceException regression
2009-10-29Ported the Simian avatar animation system to OpenSim. Landing is currently ↵John Hurliman1-36/+203
not working
2009-10-29Fixing NullReferenceException regression in the previous commitJohn Hurliman1-1/+1
2009-10-29* Log progress messages when loading OAR files with a lot of assetsJohn Hurliman7-81/+108
* Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars * Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
2009-10-28Small performance tweaks to code called by the heartbeat loopJohn Hurliman4-117/+53
2009-10-28Always send a time dilation of 1.0 while we debug rubberbanding issuesJohn Hurliman4-107/+6
2009-10-28Limit physics time dilation to 1.0John Hurliman2-2/+2
2009-10-28* Standalone logins will now go through the sequence of "requested region, ↵John Hurliman5-32/+40
default region, any region" before giving up * Hip offset should have been added not subtracted (it's a negative offset). This puts avatar feet closer to the ground * Improved duplicate checking for terse updates. This should reduce bandwidth and walking through walls
2009-10-28* Reduce the velocity tolerance on sending terse updates to avoid slowly ↵John Hurliman3-5/+12
drifting prims/avatars * Added contacts_per_collision to the ODE config section. This allows you to reduce the maximum number of contact points ODE will generate per collision and reduce the size of the array that stores contact structures
2009-10-28Fixed a bad check on velocity in the ODE near() callback (it was only ↵John Hurliman1-3/+3
checking for velocity in certain directions, and was calling the get_Velocity() function three times)
2009-10-28Adding changes to previous patch to make it fit into core betterMelanie1-19/+17
2009-10-28patch kill by UUIDFredo Chaplin1-0/+58
Signed-off-by: Melanie <melanie@t-data.com>
2009-10-28Track timestamps when terse updates were last sent for a prim or avatar to ↵John Hurliman2-2/+10
avoid floating away forever until a key is pressed (deviates from SL behavior in a hopefully good way)
2009-10-28Marking ImprovedTerseObjectUpdate packets for avatars as unthrottled to testJohn Hurliman1-1/+1
2009-10-28Switching sculpty from CSJ2K back to OpenJPEG for now until more kinks are ↵John Hurliman1-2/+6
ironed out
2009-10-28Print the exception message when CSJ2K decoding fails for sculpty texturesJohn Hurliman1-3/+3
2009-10-28Modified visibilities of properties and methods. This is so that SL client ↵Mikko Pallari2-12/+12
based clients can use UDP server that is inherited from LLUDPServer.
2009-10-27Make map search work also for hyperlinked regions.Diva Canto1-4/+6
2009-10-27Move the calculation of time dilation from the scene to the physics engine. ↵John Hurliman4-17/+21
The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking
2009-10-27Experimental test to rate limit the incoming packet handler and try to ↵John Hurliman2-0/+29
always leave a worker thread available for other tasks
2009-10-27Remove the SECS loaderMelanie5-443/+0
2009-10-27Removed the DotNetEngine scripting engine. You will need to create a fresh ↵John Hurliman36-5780/+0
checkout or clean out all *DotNet*.dll assemblies from the bin/ directory to run OpenSim moving forward
2009-10-27Remove the rest of SECS. It was never used, except by an experimental versionMelanie18-1059/+0
of the DotNetEngine that was never runnable.
2009-10-27Lowering the position tolerance of terse updates for ScenePresences to ↵John Hurliman1-1/+1
mitigate some of the rubberbanding issues while we are sending incorrect time dilation values
2009-10-27Making the defaults for interest management variables match whether you have ↵John Hurliman1-3/+3
the [InterestManagement] section in your config or not
2009-10-27Forgot a line in the previous commitJohn Hurliman1-0/+2
2009-10-27Finally hunted down the Parallel deadlock. Packets were being handled ↵John Hurliman1-6/+9
asynchronously (filling up the threadpool with handlers), which would turn around and try to do parallel operations on the starved threadpool. The solution for now is to disable Parallel.cs operations until we can gracefully handle parallel operations with a potentially starved threadpool
2009-10-27* Tweak to region module loading to check for a matching constructor first ↵John Hurliman3-23/+29
instead of throwing and catching exceptions * Commenting out the MySQL startup sequence that cleans out dropped attachments under the advice that it is no longer relevant. If anything, it could be brought back as a database cleanup console command * Updated to the latest libomv 0.8.0-pre. UUID.TryParse() will no longer throw and catch exceptions for most failed UUID parses
2009-10-27* Converts ClientManager.ForEach() (and as a result, Scene.ForEachClient()) ↵John Hurliman4-8/+12
to use a non-blocking parallel method when operating in async mode * Minor code readability cleanup
2009-10-26* Switched from OpenJPEG to CSJ2K in MeshmerizerJohn Hurliman1-3/+1
* Tested the previous patch and found no regressions
2009-10-26Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman32-878/+866
2009-10-26* Double the priority on avatar bake texture requests to get avatars rezzing ↵John Hurliman3-62/+69
in faster than the surrounding scene * Adds duplicate tracking for SceneObjectParts and ScenePresences to avoid sending out duplicate ImprovedTerseObjectUpdate packets
2009-10-26Removing the ClientManager reference from IScene and hiding it entirely ↵John Hurliman5-21/+30
inside Scene as an implementation detail. This will reduce programming error and make it easier to refactor the avatar vs client vs presence mess later on
2009-10-26* Switched all operations on the list of clients that could be either sync ↵John Hurliman6-28/+37
or async to use Scene.ForEachClient() instead of referencing ClientManager directly * Added a new [Startup] config option called use_async_when_possible to signal how to run operations that could be either sync or async * Changed Scene.ForEachClient to respect use_async_when_possible * Fixing a potential deadlock in Parallel.ForEach by locking on a temporary object instead of the enumerator (which may be shared across multiple invocations on ForEach). Thank you diva
2009-10-26Added calls to GC.AddMemoryPressure() when unmanaged memory is allocated for ↵John Hurliman2-0/+11
ODE (helps the GC make better scheduling choices), and a call to GC.Collect() right before logins are enabled for a region. Although this doesn't change actual memory usage, it improves the reported usage from OpenSim and the operating system
2009-10-26No need to create dupe TriMeshData for ODE. A previous patch created a ↵Dan Lake1-6/+14
dictionary to store unique meshes in Meshmerizer based on creation params. This patch contains a dictionary to map each of those unique meshes to its ODE TriMeshData. This eliminated hundreds of megabytes of memory consumption in the unmanaged heap when there are lots of the same prim (roof tiles, bricks, siding, decks, chairs, etc). The objects do not need to be physical to benefit from this patch.
2009-10-26ParcelObjectOwnersReplyPacket has null DataBlock when a client requests a ↵Dan Lake1-0/+4
list of their prims in the region and none exist. Instead of leaving pack.Data null, this patch sets a new DataBlock[0];
2009-10-26Do case-insensitive comparisons on region names in LLStandaloneLoginModuleJohn Hurliman2-3/+3
2009-10-26* Changed the watchdog timer to improve the speed of UpdateThread(), only ↵John Hurliman3-32/+38
track threads once the first call to UpdateThread() has been made, and allow re-tracking of threads that timed out but revived later * Added a commented out call to Watchdog.UpdateThread() in OdeScene. If it turns out that loading a large OAR file or some other operation is timing out the heartbeat thread, we'll need to uncomment it