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* Commitig the Avination implementation of llTeleportAgent andMelanie2012-06-113-0/+106
| | | | | | llTeleportAgentGlobalCoords. These do NOT use PERMISSION_TELEPORT like their SL counterparts because that permission is not yet understood by TPVs based on v1.x.
* Create avatar entries necessary to stop new v3 avatars being clouds (pants, ↵Justin Clark-Casey (justincc)2012-06-091-1/+1
| | | | | | | shape, etc.) by default in grid mode. This only affects avatars created through the "create user" console command or createuser XMLRPC. This matches the default setting for standalone
* Add documentation to AllowGodFunctions setting in [LL-Functions]Justin Clark-Casey (justincc)2012-06-091-0/+2
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* Fix regression in 5f4f9f0 (Fri Jun 8 2012) which stopped "show stats" and ↵Justin Clark-Casey (justincc)2012-06-081-0/+2
| | | | json stats from working
* Stop sending a DisableSimulator packet in LLClientView.Close(), which is a ↵Justin Clark-Casey (justincc)2012-06-081-4/+0
| | | | | | duplicate for child agents and unnecessary for root agents. Close() already calls Scene.RemoveClient() which sends the right eq or udp DisableSimulator message to child agents.
* Instead of retrieving the known client again in LLUDPServer.RemoveClient(), ↵Justin Clark-Casey (justincc)2012-06-081-21/+10
| | | | | | check the IsLoggingOut flag instead. This is slightly better thread-race wise
* If logging a client out due to ack timeout, do this asynchronously rather ↵Justin Clark-Casey (justincc)2012-06-083-10/+23
| | | | | | | than synchronously on the outgoing packet loop. This is the same async behaviour as normal logouts. This is necessary because the event queue will sleep the thread for 5 seconds on an ack timeout logout as the client isn't around to pick up the final event queue messages.
* Add regression test for client logout due to ack timeout.Justin Clark-Casey (justincc)2012-06-085-108/+105
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* Remove null checks at top of LLUDPServer.ProcessInPacket(). Neither packet ↵Justin Clark-Casey (justincc)2012-06-081-8/+1
| | | | nor client are ever null.
* Store already retrieve IClientAPI in IncomingPacket structure for later use ↵Justin Clark-Casey (justincc)2012-06-082-15/+16
| | | | | | rather than doing another retrieve on dequeue. Instead of checking whether the client still exists by trying to retrieve again from the client manager, this patch gets it back from IncomingPacket and checks the IClientAPI.IsActive state.
* Don't make duplicate call to ScenePresence.Close() separately in ↵Justin Clark-Casey (justincc)2012-06-084-82/+74
| | | | | | | ETM.DoTeleport() if an agent needs closing. This is always done as part of Scene.RemoveClient() Also refactors try/catching in Scene.RemoveClient() to log NREs instead of silently discarding, since these are useful symptoms of problems.
* Go back to calling IncomingCloseAgent() in the "kick user" command for ↵Justin Clark-Casey (justincc)2012-06-082-7/+1
| | | | | | consistency instead of IClientAPI.Close() directly. This no longer double counts child agent removals
* Remove duplicate update of user count in Scene.IncomingCloseAgent()Justin Clark-Casey (justincc)2012-06-083-14/+27
| | | | This is already done in Scene.RemoveClient() which IncomingCloseAgent() always ends up calling.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-06-0859-0/+355
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| * Add collision sounds to the asset setMelanie2012-06-0759-0/+355
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* | Fix bug with "kick user" reducing agent counts by 2 instead of 1.Justin Clark-Casey (justincc)2012-06-083-22/+24
|/ | | | | This is done by making the kick user command call IClientAPI.Close() rather than routing through Scene.IncomingCloseAgent(), which also called IClientAPI.Close() DisableSimulator for child agents is moved from IncomingCloseAgent() to RemoveClient(), this is not a functional change since IncomingCloseAgent() always ends up calling RemoveClient()
* Record the fact that child agents can have asset transactions.Justin Clark-Casey (justincc)2012-06-074-32/+26
| | | | Also change code to grab the agent asset transaction module once.
* Don't send kill object messages to clients when a child agent is closed.Justin Clark-Casey (justincc)2012-06-071-18/+21
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* Mantis 6044 Building master currently fails.Talun2012-06-071-0/+1
| | | | | | Add missing reference to System.Core Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* 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
| | | | module
* 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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