From b9baab55216a112df039480f9b6914c0078ab3fa Mon Sep 17 00:00:00 2001
From: Mic Bowman
Date: Wed, 3 Oct 2012 10:45:57 -0700
Subject: Fix the use of the wrong index when locating the assets associated
with wearables. The fact that this hasn't caused problems earlier suggests
either that no one is using multiple layers of wearables or that this code is
useless because the assets are coming in with the wearables request.
---
OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs | 3 ++-
1 file changed, 2 insertions(+), 1 deletion(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index 1d6e522..b5b0082 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -525,7 +525,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
{
for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
{
- for (int j = 0; j < appearance.Wearables[j].Count; j++)
+ for (int j = 0; j < appearance.Wearables[i].Count; j++)
{
if (appearance.Wearables[i][j].ItemID == UUID.Zero)
continue;
@@ -533,6 +533,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// Ignore ruth's assets
if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID)
continue;
+
InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID);
baseItem = invService.GetItem(baseItem);
--
cgit v1.1
From a2ab3b88de764112996b1e37d74c1e7b7355b1d8 Mon Sep 17 00:00:00 2001
From: teravus
Date: Wed, 3 Oct 2012 18:30:44 -0400
Subject: Soliciting for comments on smoothness of physics objects for this
build. This introduces expected contact point hints to the ODE Collider to
better determine when to throttle updates as excessive. This /should/
smooth physics objects out again, however, I cannot know every configuration
of OpenSimulator, so I'm requesting that testers please examine this change
on their build. Thanks!
---
OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 13 +++++++--
OpenSim/Region/Physics/OdePlugin/OdeScene.cs | 41 ++++++++++++++++++++++++----
2 files changed, 46 insertions(+), 8 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 1b47754..e7b3b2b 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -63,6 +63,9 @@ namespace OpenSim.Region.Physics.OdePlugin
private bool m_isphysical;
+ public int ExpectedCollisionContacts { get { return m_expectedCollisionContacts; } }
+ private int m_expectedCollisionContacts = 0;
+
///
/// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
///
@@ -150,7 +153,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private PrimitiveBaseShape _pbs;
private OdeScene _parent_scene;
-
+
///
/// The physics space which contains prim geometries
///
@@ -840,7 +843,7 @@ namespace OpenSim.Region.Physics.OdePlugin
int vertexStride, triStride;
mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
-
+ m_expectedCollisionContacts = indexCount;
mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
// We must lock here since m_MeshToTriMeshMap is static and multiple scene threads may call this method at
@@ -1377,6 +1380,7 @@ Console.WriteLine("CreateGeom:");
{
//Console.WriteLine(" CreateGeom 1");
SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
+ m_expectedCollisionContacts = 3;
}
catch (AccessViolationException)
{
@@ -1391,6 +1395,7 @@ Console.WriteLine("CreateGeom:");
{
//Console.WriteLine(" CreateGeom 2");
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
+ m_expectedCollisionContacts = 4;
}
catch (AccessViolationException)
{
@@ -1406,6 +1411,7 @@ Console.WriteLine("CreateGeom:");
{
//Console.WriteLine(" CreateGeom 3");
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
+ m_expectedCollisionContacts = 4;
}
catch (AccessViolationException)
{
@@ -1421,6 +1427,7 @@ Console.WriteLine("CreateGeom:");
{
//Console.WriteLine(" CreateGeom 4");
SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
+ m_expectedCollisionContacts = 4;
}
catch (AccessViolationException)
{
@@ -1446,11 +1453,13 @@ Console.WriteLine("CreateGeom:");
_parent_scene.geom_name_map.Remove(prim_geom);
_parent_scene.actor_name_map.Remove(prim_geom);
d.GeomDestroy(prim_geom);
+ m_expectedCollisionContacts = 0;
prim_geom = IntPtr.Zero;
}
catch (System.AccessViolationException)
{
prim_geom = IntPtr.Zero;
+ m_expectedCollisionContacts = 0;
m_log.ErrorFormat("[PHYSICS]: PrimGeom dead for {0}", Name);
return false;
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
index 929b019..7a50c4c 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
@@ -336,6 +336,7 @@ namespace OpenSim.Region.Physics.OdePlugin
public int geomContactPointsStartthrottle = 3;
public int geomUpdatesPerThrottledUpdate = 15;
+ private const int avatarExpectedContacts = 3;
public float bodyPIDD = 35f;
public float bodyPIDG = 25;
@@ -474,6 +475,8 @@ namespace OpenSim.Region.Physics.OdePlugin
private OdePrim cp1;
private OdeCharacter cc2;
private OdePrim cp2;
+ private int p1ExpectedPoints = 0;
+ private int p2ExpectedPoints = 0;
//private int cStartStop = 0;
//private string cDictKey = "";
@@ -498,6 +501,7 @@ namespace OpenSim.Region.Physics.OdePlugin
public int physics_logging_interval = 0;
public bool physics_logging_append_existing_logfile = false;
+
public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
@@ -644,7 +648,7 @@ namespace OpenSim.Region.Physics.OdePlugin
contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
- geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
+ geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 5);
geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
@@ -1064,7 +1068,10 @@ namespace OpenSim.Region.Physics.OdePlugin
PhysicsActor p1;
PhysicsActor p2;
-
+
+ p1ExpectedPoints = 0;
+ p2ExpectedPoints = 0;
+
if (!actor_name_map.TryGetValue(g1, out p1))
{
p1 = PANull;
@@ -1121,9 +1128,13 @@ namespace OpenSim.Region.Physics.OdePlugin
switch (p1.PhysicsActorType)
{
case (int)ActorTypes.Agent:
+ p1ExpectedPoints = avatarExpectedContacts;
p2.CollidingObj = true;
break;
case (int)ActorTypes.Prim:
+ if (p1 != null && p1 is OdePrim)
+ p1ExpectedPoints = ((OdePrim) p1).ExpectedCollisionContacts;
+
if (p2.Velocity.LengthSquared() > 0.0f)
p2.CollidingObj = true;
break;
@@ -1319,6 +1330,7 @@ namespace OpenSim.Region.Physics.OdePlugin
if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
(Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
{
+ p2ExpectedPoints = avatarExpectedContacts;
// Avatar is moving on terrain, use the movement terrain contact
AvatarMovementTerrainContact.geom = curContact;
@@ -1332,6 +1344,7 @@ namespace OpenSim.Region.Physics.OdePlugin
{
if (p2.PhysicsActorType == (int)ActorTypes.Agent)
{
+ p2ExpectedPoints = avatarExpectedContacts;
// Avatar is standing on terrain, use the non moving terrain contact
TerrainContact.geom = curContact;
@@ -1356,9 +1369,18 @@ namespace OpenSim.Region.Physics.OdePlugin
}
if (p2 is OdePrim)
- material = ((OdePrim)p2).m_material;
-
+ {
+ material = ((OdePrim) p2).m_material;
+ p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts;
+ }
+
+ // Unnessesary because p1 is defined above
+ //if (p1 is OdePrim)
+ // {
+ // p1ExpectedPoints = ((OdePrim)p1).ExpectedCollisionContacts;
+ // }
//m_log.DebugFormat("Material: {0}", material);
+
m_materialContacts[material, movintYN].geom = curContact;
if (m_global_contactcount < maxContactsbeforedeath)
@@ -1379,7 +1401,10 @@ namespace OpenSim.Region.Physics.OdePlugin
int material = (int)Material.Wood;
if (p2 is OdePrim)
+ {
material = ((OdePrim)p2).m_material;
+ p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts;
+ }
//m_log.DebugFormat("Material: {0}", material);
m_materialContacts[material, movintYN].geom = curContact;
@@ -1429,6 +1454,7 @@ namespace OpenSim.Region.Physics.OdePlugin
{
if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
{
+ p2ExpectedPoints = avatarExpectedContacts;
if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
{
// Avatar is moving on a prim, use the Movement prim contact
@@ -1458,7 +1484,10 @@ namespace OpenSim.Region.Physics.OdePlugin
int material = (int)Material.Wood;
if (p2 is OdePrim)
+ {
material = ((OdePrim)p2).m_material;
+ p2ExpectedPoints = ((OdePrim)p2).ExpectedCollisionContacts;
+ }
//m_log.DebugFormat("Material: {0}", material);
m_materialContacts[material, 0].geom = curContact;
@@ -1479,8 +1508,8 @@ namespace OpenSim.Region.Physics.OdePlugin
}
collision_accounting_events(p1, p2, maxDepthContact);
-
- if (count > geomContactPointsStartthrottle)
+
+ if (count > ((p1ExpectedPoints + p2ExpectedPoints) * 0.25) + (geomContactPointsStartthrottle))
{
// If there are more then 3 contact points, it's likely
// that we've got a pile of objects, so ...
--
cgit v1.1
From e717398f6c72bdb30e59468462f3a5f589c1bb35 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 4 Oct 2012 00:32:42 +0100
Subject: Add experimental "slow frames" stat, available in "show stats" and
via the monitoring module.
This increments a SlowFrames counter if a frame takes over 120% of maximum time.
This commit also introduces a generic OpenSim.Framework.Monitoring.Stat which is available to any code that wants to register a statistic.
This is more granualar than asking objects to create their own reports.
At some point this will supersede earlier IMonitor and IAlert facilities in MonitoringModule which are only available to scene code.
---
.../Region/Framework/Scenes/SimStatsReporter.cs | 33 ++++++++++++++++++++++
1 file changed, 33 insertions(+)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index 96317c3..b7b5ea2 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -47,6 +47,7 @@ namespace OpenSim.Region.Framework.Scenes
= log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
public const string LastReportedObjectUpdateStatName = "LastReportedObjectUpdates";
+ public const string SlowFramesStatName = "SlowFrames";
public delegate void SendStatResult(SimStats stats);
@@ -129,6 +130,16 @@ namespace OpenSim.Region.Framework.Scenes
}
///
+ /// Number of frames that have taken longer to process than Scene.MIN_FRAME_TIME
+ ///
+ public Stat SlowFramesStat { get; private set; }
+
+ ///
+ /// The threshold at which we log a slow frame.
+ ///
+ public int SlowFramesStatReportThreshold { get; private set; }
+
+ ///
/// Extra sim statistics that are used by monitors but not sent to the client.
///
///
@@ -225,6 +236,22 @@ namespace OpenSim.Region.Framework.Scenes
if (StatsManager.SimExtraStats != null)
OnSendStatsResult += StatsManager.SimExtraStats.ReceiveClassicSimStatsPacket;
+
+ /// At the moment, we'll only report if a frame is over 120% of target, since commonly frames are a bit
+ /// longer than ideal (which in itself is a concern).
+ SlowFramesStatReportThreshold = (int)Math.Ceiling(m_scene.MinFrameTime * 1000 * 1.2);
+
+ SlowFramesStat
+ = new Stat(
+ "SlowFrames",
+ "Slow Frames",
+ "frames",
+ "scene",
+ m_scene.Name,
+ StatVerbosity.Info,
+ "Number of frames where frame time has been significantly longer than the desired frame time.");
+
+ StatsManager.RegisterStat(SlowFramesStat);
}
public void Close()
@@ -418,6 +445,7 @@ namespace OpenSim.Region.Framework.Scenes
lock (m_lastReportedExtraSimStats)
{
m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
+ m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
Dictionary physicsStats = m_scene.PhysicsScene.GetStats();
@@ -535,6 +563,11 @@ namespace OpenSim.Region.Framework.Scenes
public void addFrameMS(int ms)
{
m_frameMS += ms;
+
+ // At the moment, we'll only report if a frame is over 120% of target, since commonly frames are a bit
+ // longer than ideal due to the inaccuracy of the Sleep in Scene.Update() (which in itself is a concern).
+ if (ms > SlowFramesStatReportThreshold)
+ SlowFramesStat.Value++;
}
public void AddSpareMS(int ms)
--
cgit v1.1
From 3d36a6d55cb0bba408f5447d4596c12564366030 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 4 Oct 2012 01:27:40 +0100
Subject: Add generic PercentageStat.
Not yet used.
---
OpenSim/Region/Framework/Scenes/SimStatsReporter.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index b7b5ea2..2addb5b 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -245,7 +245,7 @@ namespace OpenSim.Region.Framework.Scenes
= new Stat(
"SlowFrames",
"Slow Frames",
- "frames",
+ " frames",
"scene",
m_scene.Name,
StatVerbosity.Info,
--
cgit v1.1
From aa52c8b20fc041ee505301301a14192ecb8776de Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 4 Oct 2012 02:17:57 +0100
Subject: Output monitor data in response to console command on
MainConsole.Instance rather than m_log
This should really be happening for all console commands (though many don't).
However, things might get difficult if both a console command and other code invoke the same paths.
---
OpenSim/Region/CoreModules/Framework/Monitoring/MonitorModule.cs | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Framework/Monitoring/MonitorModule.cs b/OpenSim/Region/CoreModules/Framework/Monitoring/MonitorModule.cs
index e135c21..e411585 100644
--- a/OpenSim/Region/CoreModules/Framework/Monitoring/MonitorModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/Monitoring/MonitorModule.cs
@@ -95,14 +95,14 @@ namespace OpenSim.Region.CoreModules.Framework.Monitoring
{
foreach (IMonitor monitor in m_staticMonitors)
{
- m_log.InfoFormat(
+ MainConsole.Instance.OutputFormat(
"[MONITOR MODULE]: {0} reports {1} = {2}",
m_scene.RegionInfo.RegionName, monitor.GetFriendlyName(), monitor.GetFriendlyValue());
}
foreach (KeyValuePair tuple in m_scene.StatsReporter.GetExtraSimStats())
{
- m_log.InfoFormat(
+ MainConsole.Instance.OutputFormat(
"[MONITOR MODULE]: {0} reports {1} = {2}",
m_scene.RegionInfo.RegionName, tuple.Key, tuple.Value);
}
--
cgit v1.1
From b977f962fab9be0c823b0b3ae9b4777241c9f22c Mon Sep 17 00:00:00 2001
From: Melanie
Date: Thu, 4 Oct 2012 15:20:04 +0200
Subject: Allow default animation to be stopped to be replaced with another
one. Fixes Mantis #6327
---
.../Framework/Scenes/Animation/AnimationSet.cs | 27 ++++++++++++++--------
.../Scenes/Animation/ScenePresenceAnimator.cs | 18 ++++++++++-----
2 files changed, 29 insertions(+), 16 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs
index 33041e9..ad421ee 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs
@@ -87,7 +87,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
{
if (m_defaultAnimation.AnimID == animID)
{
- ResetDefaultAnimation();
+ m_defaultAnimation = new OpenSim.Framework.Animation(UUID.Zero, 1, UUID.Zero);
}
else if (HasAnimation(animID))
{
@@ -149,19 +149,26 @@ namespace OpenSim.Region.Framework.Scenes.Animation
{
lock (m_animations)
{
- animIDs = new UUID[m_animations.Count + 1];
- sequenceNums = new int[m_animations.Count + 1];
- objectIDs = new UUID[m_animations.Count + 1];
+ int defaultSize = 0;
+ if (m_defaultAnimation.AnimID != UUID.Zero)
+ defaultSize++;
- animIDs[0] = m_defaultAnimation.AnimID;
- sequenceNums[0] = m_defaultAnimation.SequenceNum;
- objectIDs[0] = m_defaultAnimation.ObjectID;
+ animIDs = new UUID[m_animations.Count + defaultSize];
+ sequenceNums = new int[m_animations.Count + defaultSize];
+ objectIDs = new UUID[m_animations.Count + defaultSize];
+
+ if (m_defaultAnimation.AnimID != UUID.Zero)
+ {
+ animIDs[0] = m_defaultAnimation.AnimID;
+ sequenceNums[0] = m_defaultAnimation.SequenceNum;
+ objectIDs[0] = m_defaultAnimation.ObjectID;
+ }
for (int i = 0; i < m_animations.Count; ++i)
{
- animIDs[i + 1] = m_animations[i].AnimID;
- sequenceNums[i + 1] = m_animations[i].SequenceNum;
- objectIDs[i + 1] = m_animations[i].ObjectID;
+ animIDs[i + defaultSize] = m_animations[i].AnimID;
+ sequenceNums[i + defaultSize] = m_animations[i].SequenceNum;
+ objectIDs[i + defaultSize] = m_animations[i].ObjectID;
}
}
}
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index ff53f45..bb33f07 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -408,13 +408,19 @@ namespace OpenSim.Region.Framework.Scenes.Animation
{
lock (m_animations)
{
- CurrentMovementAnimation = DetermineMovementAnimation();
+ string newMovementAnimation = DetermineMovementAnimation();
+ if (CurrentMovementAnimation != newMovementAnimation)
+ {
+ CurrentMovementAnimation = DetermineMovementAnimation();
-// m_log.DebugFormat(
-// "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()",
-// CurrentMovementAnimation, m_scenePresence.Name);
+// m_log.DebugFormat(
+// "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()",
+// CurrentMovementAnimation, m_scenePresence.Name);
- TrySetMovementAnimation(CurrentMovementAnimation);
+ // Only set it if it's actually changed, give a script
+ // a chance to stop a default animation
+ TrySetMovementAnimation(CurrentMovementAnimation);
+ }
}
}
@@ -536,4 +542,4 @@ namespace OpenSim.Region.Framework.Scenes.Animation
SendAnimPack(animIDs, sequenceNums, objectIDs);
}
}
-}
\ No newline at end of file
+}
--
cgit v1.1