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* Revert "Add experimental stubs for an extension function interface on both"Robert Adams2013-07-222-15/+0
| | | | | | The changes don't seem to be ready for prime time. This reverts commit 13a4a80b3893af13ab748c177b731fed813974ca.
* Revert "BulletSim: move collision processing for linksets from BSPrimLinkable"Robert Adams2013-07-225-121/+18
| | | | | | The changes don't seem to be ready for prime time. This reverts commit b4c3a791aa55390bff071b3fe4bbe70c1d252703.
* Revert "BulletSim: only create vehicle prim actor when vehicles are enabled."Robert Adams2013-07-222-33/+12
| | | | | | The changes don't seem to be ready for prime time. This reverts commit acb7b4a09ad564d1dfae3ad12adbb593ca3942c9.
* Revert "BulletSim: change BSDynamics to expect to be passed a BSPrimLinkable"Robert Adams2013-07-221-15/+2
| | | | | | The changes don't seem to be ready for prime time. This reverts commit d0d654e2186c8b81c1150da89a549e4f7162a2b4.
* Revert "BulletSim: Add logic to linksets to change physical properties for"Robert Adams2013-07-223-59/+7
| | | | | | The changes don't seem to be ready for prime time. This reverts commit b44f0e1a00eba7f76401692322e48a3b23a81164.
* BulletSim: Add logic to linksets to change physical properties forRobert Adams2013-07-223-7/+59
| | | | | | whole linkset. Override physical property setting for BSLinksetCompound as there are not children to the compound spape.
* BulletSim: change BSDynamics to expect to be passed a BSPrimLinkableRobert Adams2013-07-221-2/+15
| | | | | and start changing the logic to handle the base prim as a complex object (ie, a linkset).
* BulletSim: only create vehicle prim actor when vehicles are enabled.Robert Adams2013-07-222-12/+33
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* BulletSim: move collision processing for linksets from BSPrimLinkableRobert Adams2013-07-225-18/+121
| | | | | | | | | | into the linkset implementation classes. Add HasSomeCollision attribute that remembers of any component of a linkset has a collision. Update vehicle code (BSDynamic) to use the HasSomeCollision in place of IsColliding to make constraint based linksets properly notice the ground. Add linkset functions to change physical attributes of all the members of a linkset.
* Add experimental stubs for an extension function interface on bothRobert Adams2013-07-222-0/+15
| | | | PhysicsScene and PhysicsActor.
* BulletSim: freshen up the code for constraint based linksets.Robert Adams2013-07-223-23/+64
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* Better version of previous commitDiva Canto2013-07-211-2/+6
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* Add the Current Outfit folder as an available folder in the SuitcaseInventory.Diva Canto2013-07-211-0/+16
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* Minor cosmetic changes.Diva Canto2013-07-211-27/+23
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* Minor aesthetic change to make things more clear.Diva Canto2013-07-211-1/+2
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* The quaternion delta was a bit to high, now that the head rotation is out of ↵Diva Canto2013-07-211-1/+1
| | | | the equation. (head rotation was the problematic one)
* EDIT BEAMS!!! They had been missing from OpenSim since ever. Thanks to ↵Diva Canto2013-07-216-28/+12
| | | | lkalif for telling me how to route the information. The viewer effect is under the distance filter, so only avatars with cameras < 10m away see the beams.
* Filter certain viewer effects depending on distance between the avatar that ↵Diva Canto2013-07-211-7/+25
| | | | is generating the effect and the cameras of the observers. In particular, this applies to LookAt (which is really verbose and occurs every time users move the mouse) and Beam (which doesn't occur that often, but that can be extremely noisy (10.sec) when it happens)
* A couple of small optimizations over the previous commitDiva Canto2013-07-212-9/+11
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* Manage AgentUpdates more sanely:Diva Canto2013-07-216-146/+183
| | | | | | - The existing event to scene has been split into 2: OnAgentUpdate and OnAgentCameraUpdate, to better reflect the two types of updates that the viewer sends. We can run one without the other, which is what happens when the avie is still but the user is camming around - Added thresholds (as opposed to equality) to determine whether the update is significant or not. I thin these thresholds are ok, but we can play with them later - Ignore updates of HeadRotation, which were problematic and aren't being used up stream
* Fixed the stats in show client stats. Also left some comments with ↵Diva Canto2013-07-213-9/+19
| | | | observations about AgentUpdates.
* Removed verbose debug from previous commitDiva Canto2013-07-211-1/+0
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* PollServiceRequestManager: changed the long poll from a Queue to a List. No ↵Diva Canto2013-07-211-13/+17
| | | | need to dequeue and enqueue items every 1sec.
* furhter shorten CheckAgentUpdateSignificance(). No real perf impact.Justin Clark-Casey (justincc)2013-07-211-7/+5
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* Remove some pointless code in CheckAgentUpdateSignificance()Justin Clark-Casey (justincc)2013-07-211-30/+20
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* Make the check as to whether any particular inbound AgentUpdate packet is ↵Justin Clark-Casey (justincc)2013-07-213-60/+131
| | | | | | significant much earlier in UDP processing (i.e. before we pointlessly place such packets on internal queues, etc.) Appears to have some impact on cpu but needs testing.
* Add measure of number of inbound AgentUpdates that were seen as significant ↵Justin Clark-Casey (justincc)2013-07-212-3/+12
| | | | | | | | | to "show client stats" (i.e. sent on for further processing instead of being discarded) Added here since it was the most convenient place Number is in the last column, "Sig. AgentUpdates" along with percentage of all AgentUpdates Percentage largely falls over time, most cpu for processing AgentUpdates may be in UDP processing as turning this off even earlier (with "debug lludp toggle agentupdate" results in a big cpu fall Also tidies up display.
* Hack in console command "debug lludp toggle agentupdate" to allow ↵Justin Clark-Casey (justincc)2013-07-211-0/+24
| | | | | | | | AgentUpdate in packets to be discarded at a very early stage. Enabling this will stop anybody from moving on a sim, though all other updates should be unaffected. Appears to make some cpu difference on very basic testing with a static standing avatar (though not all that much). Need to see the results with much higher av numbers.
* minor: provide user feedback in the log for now when udp in/out bound ↵Justin Clark-Casey (justincc)2013-07-211-4/+8
| | | | threads are started/stopped
* Fix up a temporary debugging change from last commit which stopped "lludp ↵Justin Clark-Casey (justincc)2013-07-211-2/+1
| | | | stop out" from actually doing anything
* Delay the enqueueing of non-longpoll requests for 100ms. No need to have ↵Diva Canto2013-07-211-1/+11
| | | | these requests actively on the processing queue if it seems they're not ready.
* Do some simple queue empty checks in the main outgoing udp loop instead of ↵Justin Clark-Casey (justincc)2013-07-215-22/+92
| | | | | | | always performing these on a separate fired thread. This appears to improve cpu usage since launching a new thread is more expensive than performing a small amount of inline logic. However, needs testing at scale.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2013-07-192-5/+20
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| * BulletSim: add position resetting for stationary avatars so they don'tRobert Adams2013-07-182-5/+20
| | | | | | | | | | | | move around when standing on a stationary object. Create proper linkage between BSCharacter and its actor by generating a UpdatedProperties event the same way BSPrim does.
* | Fix HGTravelStore.migrations in SQLite (mantis #6709)Diva Canto2013-07-191-10/+10
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* Enable storing of environment settings in NullSimulationDataDan Lake2013-07-181-3/+17
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* Changed the timoeut of EQ 502s (no events) to 50 secs. The viewer post ↵Diva Canto2013-07-182-3/+10
| | | | | | requests timeout in 60 secs. There's plenty of room for improvement in handling the EQs. Some other time...
* try Hacking in an AutoResetEvent to control the outgoing UDP loop instead of ↵Justin Clark-Casey (justincc)2013-07-182-2/+28
| | | | | | a continuous loop with sleeps. Does appear to have a cpu impact but may need further tweaking
* Revert "Revert "I confuse myself. Let's try this variable name instead.""Diva Canto2013-07-181-3/+3
| | | | This reverts commit 52dc7b2a96a28798d55d07d79d003ce5e3d35216.
* Revert "Revert "Do the same trick that dahlia did for Dequeue(timeout)""Diva Canto2013-07-181-2/+3
| | | | This reverts commit 5495df74436d6c0039a1500d979a964b003abfdf.
* Revert "Revert "Putting the requests back in the queue while testing for ↵Diva Canto2013-07-181-3/+7
| | | | | | count >0 is not the smartest move..."" This reverts commit 71278919575b0e0222cdbe3c0cefa5919f9a75bc.
* Revert "Revert "Didn't mean to commit this change in BlockingQueue.cs""Diva Canto2013-07-181-1/+1
| | | | This reverts commit fda91d93dad1fa6f901e8db5829aa8b70477c97e.
* Reverting the reverts I did yesterday. cpu-branch has now beenDiva Canto2013-07-184-52/+41
| | | | | | | | successfully tested, and I'm merging back those changes, which proved to be good. Revert "Revert "Cleared up much confusion in PollServiceRequestManager. Here's the history:"" This reverts commit fa2370b32ee57a07f27501152c3c705a883b13d8.
* Merge branch 'master' of git://opensimulator.org/git/opensimDan Lake2013-07-181-1/+1
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| * Fix what apepars to be a bug in DoubleQueue<T>.Enqueue(Queue<T> q, T data) ↵Justin Clark-Casey (justincc)2013-07-181-1/+1
| | | | | | | | | | | | where the q parmater is ignored and everyghig is always placed on m_lowQueue. No actual impact presently since nothing ends up calling EnqueueHigh()
* | Added MinPoolThreads to ini [Startup] section to control SmartThreadPool.Dan Lake2013-07-182-4/+8
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2013-07-171-2/+3
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| * Merge branch 'master' of git://opensimulator.org/git/opensimDan Lake2013-07-1711-114/+192
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| * | command line kick user now uses exact name match instead of substring search ↵Dan Lake2013-07-171-2/+3
| | | | | | | | | | | | to avoid kicking the wrong user or multiple wrong users.
* | | Revert "Cleared up much confusion in PollServiceRequestManager. Here's the ↵Diva Canto2013-07-174-41/+52
| | | | | | | | | | | | | | | | | | history:" This reverts commit e46459ef21e1ee5ceaeca70365a7c881d33b09ce.