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* Make change to fix Windows buildsBlueWall2012-06-071-1/+1
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* Log warning if we try to remove a UDP client that has already been removed.Justin Clark-Casey (justincc)2012-06-071-0/+6
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* Allow the thread watchdog to accept an alarm method that is invoked if the ↵Justin Clark-Casey (justincc)2012-06-074-25/+96
| | | | | | | timeout is breached. This alarm can then invoke this to log extra information. This is used in LLUDPServer to show which client was being processed when incoming and outgoing udp watchdog alarms are triggered.
* minor: Change log messages on Warp3DImageModule to show they are from this ↵Justin Clark-Casey (justincc)2012-06-061-7/+9
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* Rename MapImageModule for Warp3D to Warp3DImageModule to match its class ↵Justin Clark-Casey (justincc)2012-06-061-0/+0
| | | | name and make it easier to distinguish between map image modules.
* Actively dispose of Bitmaps in Warp3D image module and world map module once ↵Justin Clark-Casey (justincc)2012-06-063-215/+248
| | | | | | we've finished with them. This might help with memory leakage issues though I suspect it won't.
* enabling all corners of a sim to be set in one callSignpostMarv2012-06-061-1/+11
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* Ensure closure of bitmap and memory stream with using() statements in ↵Justin Clark-Casey (justincc)2012-06-061-7/+8
| | | | | | WorldViewModule. If this has any effect then it will only be to the map images returned via requests to the /worldview simulator HTTP path (not enabled by default)
* Stop accidentally reading 4 Int16s instead of 2 in SIZE section of Terragen ↵Justin Clark-Casey (justincc)2012-06-051-2/+0
| | | | | | | file when loaded from a stream. Fixes a bug introduced 2 weeks ago in 67ebe80 Thanks to Plugh for pointing this out.
* minor: Add user feedback when executing fix-phantomsJustin Clark-Casey (justincc)2012-06-051-0/+2
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* Allow fix-phantoms command to appear even if CombineContiguousRegions = ↵Justin Clark-Casey (justincc)2012-06-051-13/+11
| | | | | | | | false, since this allows one to go back from a megaregion to normal regions. Adapted from a patch by Garmin Kawaguichi in http://opensimulator.org/mantis/view.php?id=6027 Garmin says that fix-phantoms allows one to reset objects when going back from megaregion to normal regions as well as the othe rway around. Thanks!
* Mantis 4597 AgentPaused packet is ignored.Talun2012-06-052-3/+28
| | | | | | The packet was actually being handled but not acted on. This change extends the default timeout for paused clients to 5 minutes and makes both the paused and non-paused timeout periods configurable.
* Remove unused ScenePresence list structure in llGetAgentList()Justin Clark-Casey (justincc)2012-06-051-1/+0
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* Scale down per frame MS stats to match scaled simulator FPS stat.Justin Clark-Casey (justincc)2012-06-051-1/+1
| | | | | This makes frame time stats properly tally with fps, which saves confusion and makes it easier to interpret numbers. In some ways this is not so artifical - physics FPS runs at the higher rate.
* Start sending spare frame time MS viewer stat. Make frame time correctly ↵Justin Clark-Casey (justincc)2012-06-052-78/+124
| | | | | | | display total frame time, not just non-spare time. This makes it easier to see when components of frame time exceed normal permitted frame time. Currently reflect scene frame times.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-06-055-44/+50
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| * Add replaceable region modules to the "show modules" commandBlueWall2012-06-041-29/+49
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| * Remove profile from basic configurationMelanie2012-06-042-6/+0
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| * Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2012-06-041-1/+1
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| | * Correct the delegate specification in EventManager.TriggerTerrainTainted. ↵Robert Adams2012-06-041-1/+1
| | | | | | | | | | | | Looks like the wrong one was cut and pasted.
| * | Remove the "Profile" config as it's covered by the replaceable interfaceMelanie2012-06-041-8/+0
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* | Properly show per frame millisecond statistics per frame, not as amount of ↵Justin Clark-Casey (justincc)2012-06-041-22/+41
|/ | | | | | | time taken per second. This is to make these statistics actually match their names (and also be more accurate as number of frames can vary under heavy load) Currently using scene frames (11.23 every second) instead of physics frames (56.18 per second)
* Fix build break whree accidentally did inv.Folders rather than ↵Justin Clark-Casey (justincc)2012-06-021-1/+1
| | | | inv.Folders.Count in a minor change.
* minor: tidy up some commentsJustin Clark-Casey (justincc)2012-06-021-4/+2
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* Fix various issues with http inventoryJustin Clark-Casey (justincc)2012-06-024-78/+85
| | | | | | | | 1) The return messages were being wrongly populated with the names of asset, inventory and sale types when their corresponding integers should have been used instead. 2) Folders with links were including the linked items in the descendents figure, when only the links should be included. 3) Links and linked items in link folders were not being included in the return data, and not in the correct order. Now that these issues have been addressed, outfits and attachments appear to work consistently when HTTP inventory is enabled (as is now the default).
* Instead of updating sim stats root agent, child, objects and scripts ↵Justin Clark-Casey (justincc)2012-06-012-33/+14
| | | | accounts every single scene frame, update in the once every 3 seconds SimStatsReporter run
* Add optional total avatars, total prims and active prims stats to ODE plugin.Justin Clark-Casey (justincc)2012-06-011-0/+21
| | | | | These will act as a sanity check with the main scene stats, to show that physics scene entities are being managed properly. Total prims will not match scene total prims since physics total does not include phantom prims
* If OdeScene.Near() returns no collision contacts, then exit as early as ↵Justin Clark-Casey (justincc)2012-06-011-0/+4
| | | | possible. All subsequent code is only relevant if there are contacts.
* Add optional stat for the other collision time per frame not spent in ODE ↵Justin Clark-Casey (justincc)2012-06-011-1/+16
| | | | native spaces or geom collision code
* Add avatar forces calculation, prim force and raycasting per frame ↵Justin Clark-Casey (justincc)2012-06-011-7/+46
| | | | millisecond optional stats
* Collection optional avatar and prim taint frame millisecond timesJustin Clark-Casey (justincc)2012-06-011-7/+36
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* Remove recent optional native collision frame milliseconds statJustin Clark-Casey (justincc)2012-06-011-13/+1
| | | | Unnecessary since this has now been broken down into space collisions and geom collisions
* Add optional stat that records milliseconds spent notifying collision ↵Justin Clark-Casey (justincc)2012-06-011-0/+14
| | | | listeners in physics frames
* Add avatar and prim update milliseconds per frame optional statsJustin Clark-Casey (justincc)2012-06-011-7/+31
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* Add option native step frame ms statJustin Clark-Casey (justincc)2012-06-011-9/+21
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* Add total ODE frame time optional stat, as a sanity check on the main scene ↵Justin Clark-Casey (justincc)2012-06-011-7/+21
| | | | physics stat
* Break down native ODE collision frame time stat into native space collision ↵Justin Clark-Casey (justincc)2012-06-011-4/+22
| | | | and geom collision stats
* Rename new collision stats to 'contacts' - there are/can be multiple ↵Justin Clark-Casey (justincc)2012-06-011-6/+6
| | | | contacts per collision and this is what is actually being measured.
* Stop adding an unnecessary duplicate _perloopcontact if the avatar is ↵Justin Clark-Casey (justincc)2012-06-011-9/+4
| | | | | | standing on a prim. This has already been added earlier on in the method.
* minor: comment out currently unused OdeScene.sCollisionDataJustin Clark-Casey (justincc)2012-06-011-9/+9
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* Add ODE avatar and prim collision numbers if extra stats collection is enabled.Justin Clark-Casey (justincc)2012-06-011-5/+34
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* Fix OdeScene.GetTopColliders() to return the top 25 colliders rather than ↵Justin Clark-Casey (justincc)2012-06-011-19/+13
| | | | | | | | the first 25 that had non-zero collision scores. Also zeros collisions scores on all prims after report collection, not just the top 25. As before, this collision scores are only reset after a report is requested, which may give unrealistic numbers on the first request. So to see more realistic scores, ignore the first report and then refresh the request after a couple of seconds or so.
* Add an optional mechanism for physics modules to collect and return ↵Justin Clark-Casey (justincc)2012-05-316-71/+271
| | | | | | | | | | | arbitrary stats. If active, the physics module can return arbitrary stat counters that can be seen via the MonitoringModule (http://opensimulator.org/wiki/Monitoring_Module) This is only active in OdeScene if collect_stats = true in [ODEPhysicsSettings]. This patch allows OdeScene to collect elapsed time information for calls to the ODE native collision methods to assess what proportion of time this takes compared to total physics processing. This data is returned as ODENativeCollisionFrameMS in the monitoring module, updated every 3 seconds. The performance effect of collecting stats is probably extremely minor, dwarfed by the rest of the physics code.
* Add console command "teleport user" to allow teleport from the region consoleJustin Clark-Casey (justincc)2012-05-291-0/+189
| | | | See "help teleport user" on the console for more details
* Fix collision filtering. The filter should be checked on the receiving part!Melanie2012-05-291-9/+9
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* refactor: factor out entity transfer state machine into a separate class to ↵Justin Clark-Casey (justincc)2012-05-283-239/+330
| | | | make code more analyzable
* If handling the failure of teleport, move agent state to CleaningUp when we ↵Justin Clark-Casey (justincc)2012-05-281-3/+6
| | | | | | start the handling. Also fixes the log warning from ResetInTransit() if the state is cleared direct from Transferring or ReceiveAtDestination, as pointed out in mantis 5426
* minor: code formatting from 0b72f773Justin Clark-Casey (justincc)2012-05-261-12/+11
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* Mantis 6025 llRequestPermissions auto grant for NPCs.Talun2012-05-261-1/+23
| | | | | | If the script requesting permissions is owned by either the NPC or the NPCs owner (if the NPC is created as owned) then grant any permissions automatically.
* If restating a region, clean up the physics scene after the main scene has ↵Justin Clark-Casey (justincc)2012-05-261-4/+4
| | | | | | | | been closed not before. If this is done before then on ODE agent update calls still incoming can fail as they try to use a raycastmanager that has been disposed. Bullet plugin does nothing on Dispose() However, I wouldn't be at all surprised if individual region restarting was buggy in lots of other areas.