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* revert the thread level change; remove unused dynamic texture timer from ↵UbitUmarov2017-06-245-97/+71
| | | | internal code; let blend alpha work if < 255; let blend work with the selected face; etc
* simplify vectorrender background drawUbitUmarov2017-06-241-17/+9
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* change thread level of osSetDynamicTextureDataBlendFace to VeryHighUbitUmarov2017-06-241-1/+1
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* remove a DynamicTexture leak, make it actually return the new texture ID to ↵UbitUmarov2017-06-241-9/+16
| | | | ossl, do delete previus texture from local cache if temporary,at least on same cases... but still very broken..
* add string osSetDynamicTextureDataFace(string dynamicID, string contentType, ↵UbitUmarov2017-06-243-1/+15
| | | | string data, string extraParams, int timer, int face) to easy only setting a prim face
* osDrawFilledEllipse or string comand FillEllipse identical do Ellipse oneUbitUmarov2017-06-244-0/+26
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* a few more changes to iar/oar assets save error/warning to show problems ↵UbitUmarov2017-06-243-24/+70
| | | | known to be asset errors
* code actually has no ideia if a id is a asset or not and does try to handle ↵UbitUmarov2017-06-234-15/+15
| | | | all as assets, it really can't report errors. Change messages to make more clear they are only warnings and may mean nothing at all
* do the same on OAR savesUbitUmarov2017-06-231-1/+16
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* coment out missing or damage assets messages in uuidgather that are not ↵UbitUmarov2017-06-232-12/+42
| | | | very usefull. In IAR save display information about items that contain references to broken assets. Note that as explained on mantis 8195 this can't will not detect all problems
* several changes to iar/oar assets error reportsUbitUmarov2017-06-235-26/+33
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* actually iar do it for iarUbitUmarov2017-06-222-1/+4
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* show the count of broken assets we now have from gather on iar/oar pre save ↵UbitUmarov2017-06-221-0/+3
| | | | information
* change uuidgather a bit moreUbitUmarov2017-06-221-16/+32
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* split some asset uuids gather i stages with dif possible errors, and dont ↵UbitUmarov2017-06-221-32/+45
| | | | let them be fatal
* avoid some broken object assets present in osgrid inventories due to past ↵UbitUmarov2017-06-213-2/+15
| | | | problems, etc
* do not try to store on oars temporary or in transit objects ( they may be ↵UbitUmarov2017-06-211-9/+8
| | | | deleted during the save)
* make oar/iar assets writer be done by caller thread like the rest of theUbitUmarov2017-06-213-176/+50
| | | | | | oar/iar save. This may look more painfull but should reduce errors and threads fights. Fill lucky i just don't stop the entire simulation during this
* changes to AutoBackModule. Store folder and number of days expire is now ↵UbitUmarov2017-06-212-133/+89
| | | | also only defined in OpenSim.ini and so same for all regions.
* changes to AutoBackModule. Add option ALL to dooarbackup to save all ↵UbitUmarov2017-06-211-2/+14
| | | | regions in instance
* changes to AutoBackModule. Time interval is now unique and only definable ↵UbitUmarov2017-06-212-556/+221
| | | | on OpenSim.ini. All enabled regions will be saved in sequence whne it expires. Interval is time since last region save end, so will not follow wall clock. This reduces the chance of overlapped saves. Console command renamed to dooarbackup to be more distint from db backup. Lost the region load checks, to put back later
* revert EnvironmentTick back to orignal clock, since change may cause issues ↵UbitUmarov2017-06-193-84/+49
| | | | on some code paths. Clean a bit get mesh and get texture throttle
* framework main thread pool is always active and in use ( even id hard to ↵UbitUmarov2017-06-162-24/+45
| | | | catch) so show in on show stats. Disable ServerStatsCollector by default, since most don't use it, Adicionally it uses shared framework performance counters system that may be affected if a region crashs
* change the clock source for EnvironmentTickCount so it does get a bit more ↵UbitUmarov2017-06-151-8/+10
| | | | resolution if avaiable (1ms) specially on windows. This until all calls to this are removed. Coment out some stats in workpool/threads creation path
* update inventory item permissions on deattachUbitUmarov2017-06-151-0/+25
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* fix llsd DeserialiseOSDMap cast from boolean to int, this seems to fix ↵UbitUmarov2017-06-141-0/+5
| | | | alchemy beta 5.0 scripts upload, but this viewer seems to be of no use for opensim, sice it does crash.. insists lbsa is at second life etc
* some cleanup.. remove some stats that only some do look at once on a lifetimeUbitUmarov2017-06-145-181/+13
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* main generic use JobEngine also does not need a permanent thread.. actually ↵UbitUmarov2017-06-141-1/+1
| | | | doesn't even seem to be in use
* guess HGEntityTransferModule jobengine does not need a permanet threadUbitUmarov2017-06-131-1/+1
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* coment out tests that now depend on active thread poolUbitUmarov2017-06-131-1/+2
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* change llclient async udp packets processing. Removed the shared Jobengine ↵UbitUmarov2017-06-132-11/+15
| | | | that made only one thread do some packets for all users, and removed the FireAndForget, so each user could issue a unlimited number of threads. Added a new JobEngine per client, so each gets at most one thread,and that thread can be released if iddle (for 5 seconds )
* make JobEngine be a workitem of mail pool (smartThread), with the option to ↵UbitUmarov2017-06-131-48/+41
| | | | release thread after a idle time, so is free to do other service elsewhere
* add option for Fireandforget not timeout (our access to main smartThreadPool)UbitUmarov2017-06-132-9/+9
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* hope gc does remove a little dic and contentsUbitUmarov2017-06-131-5/+3
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* dont let time go backUbitUmarov2017-06-131-7/+31
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* some cleanupUbitUmarov2017-06-134-36/+16
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* udp is not tcp. If mono versions have bronke udp sento, better update, also ↵UbitUmarov2017-06-133-5/+27
| | | | having 300 threads because object select is not funny
* remove excessive notion of paralelismUbitUmarov2017-06-132-23/+5
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* fix some issues on ubOde physics shape type changesUbitUmarov2017-06-122-15/+18
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* improve english on few messages (thx)UbitUmarov2017-06-122-3/+3
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* make some web request errors visible, so cause of later asset not found is clearUbitUmarov2017-06-121-7/+13
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* try to mk jenkins happyUbitUmarov2017-06-121-1/+1
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* stop doing UpdateMovementAnimations on avatar collisions, that may cause ↵UbitUmarov2017-06-121-2/+2
| | | | incorrect changes
* fix a error messageUbitUmarov2017-06-111-2/+5
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* add a adicional in transit flag to signal HG tps, and use it to ignore ↵UbitUmarov2017-06-096-6/+33
| | | | usernames requests sent to start region during tp; don't send unknows display names ( getdisplaynames cap )
* only silent remove threads from watch list if they stopped ( ie still ↵UbitUmarov2017-06-091-4/+2
| | | | consider aborted etc )
* make SendCoarseLocations async, since it is http. Make some actions use ↵UbitUmarov2017-06-092-13/+20
| | | | thread from pool and not a new one. Threading does need a deep cleanup one of this days. This stops mantis 8183 warnings, but as side effect only
* Fixed typo in log messageKevin Cozens2017-06-091-1/+1
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* still losing time with of halcyon incompatibile oars... cathch exceptions of ↵UbitUmarov2017-06-091-8/+6
| | | | the function that actually throws; Reduce log spam; don't let a broken MOAP stop all object deserialization. Fixing MOAP does not mean halcyon oars issues are fixed, just one. And really we should not even try to go against halcyon decison to be incompatible.(our MOAP encoding did not change since 2010)
* Another attempt at parsing MOAP <Media> elements in OAR files.Robert Adams2017-06-081-1/+22
| | | | | | | | | | Seems there are multiple interpretations of the format of the content of the <Media> element in OAR files. OpenSimulator (for reasons lost in the mist of time) escapes the XML in the element and then reparses it was a separate XmlReader. Other simulators fill the <Media> element with regular XML. This patch parses the <Media> escaped XML content as it always has and, if the parsing fails, falls back to trying to parse the pure XML.