| Commit message (Collapse) | Author | Age | Files | Lines |
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This helpfully lists version information, startup location and console log level
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loaded then halt with informative message rather than a later NRE.
Halt already occurs if the relevant config sections are not present.
So it also makes sense to halt if the implementations themselves cannot be loaded.
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This was because we were removing by circuitcode where NPCs have no code.
Now removing by agent ID instead.
This commit also fixes the "show circuits" console command to work properly where the circuit has no associated IP address.
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to set estate owner to a user that doesn't exist a little more obvious.
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This allows the scene update and maintenance loops to be started and stopped for debug purposes.
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This allows different categories of stats to be shown, with options to list categories or show all stats.
Currently categories are scene and simulator and only a very few stats are currently registered via this mechanism.
This commit also adds percentage stats for packets and blocks reused from the packet pool.
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Merged ArchiveWriteRequestPreparation.cs and ArchiveWriteRequestExecution.cs. This simplifies the code, and it's faster to write each scene to the archive as it's found rather than all at once at the end.
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the simulator executable.
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race condition checks.
This is to allow a second attempt to remove an avatar even if "show connections" shows them as already inactive (i.e. close has already been attempted once).
You should only attempt --force if a normal kick fails.
This is partly for diagnostics as we have seen some connections occasionally remain on lbsa plaza even if they are registered as inactive.
This is not a permanent solution and may not work anyway - the ultimate solution is to stop this problem from happening in the first place.
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This is to avoid false positives when the machine is under heavy load whilst starting up.
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command
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themselves. For that, the physics module simply calls RequestAssetMethod, which
in turn points to Scene.PhysicsRequestAsset. This gives physics access to
the asset system without introducing unwanted knowledge of the scene class.
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This better reflects the long-term purpose of that project and matches Monitoring modules.
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region console "show stats" command
This aims to capture the amount of memory that OpenSim turns over whilst operating a region.
This memory is not lost - apart from leaks it is reclaimed by the garbage collector.
However, the more memory that gets turned over the more work the GC has to do to reclaim it.
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connections" region console command
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Also change to use standard table formatting
"show circuits" and "show connections" console commands are very similar but access different data structures.
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Also moves into own method.
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uuid", which was present in the last opensim release.
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scattering them over other categories
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This allows one to see incoming requests as they happen.
This required making everything use the common MainServer class for registering and retrieving http servers, rather than duplicate structures.
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command is executed without a level parameter
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the main instance.
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warn to be logged if we receive invalid xml for xmlrpc.
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Added "timer_Interval" to the OpenSimDefaults.ini, leaving the default value set to 1200, as the previous default setting. The value represents seconds. To change the default, copy the entry to OpenSim.ini and multiply the number of minutes for the interval by 60.
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json stats from working
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consistency instead of IClientAPI.Close() directly.
This no longer double counts child agent removals
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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()
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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.
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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.
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completely rewritten every time a region starts up. This
makes the data write only when the data was not already
read from the database.
There is a still a major race condition whenever two regions
share the same estate data, but at least it won't be triggered
on startup.
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can relate a slow request to what the handler actually does and the agent it serves, if applicable.
This is most useful for capabilities where the url is not self-describing.
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rather than "Regions"
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Forcing uppercase (e.g. help Assets) is too annoying.
Thanks to WhiteStar for pointing this out.
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Comment out more effectively unused old heartbeat code.
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true|false" command
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scripting true" or other parameters as appropriate.
This is to allow individual switching of scene debug settings and to provide flexibiltiy for additional settings.
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These can start with ; # or //
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This is configured in the new [Estates] section of OpenSim.ini.
If a default estate is configured then all new regions are automatically joined to it instead of asking the user.
If the default estate does not already exist then it is created.
Current default behaviour remains the same - the user is asked for estate details when necessary.
Thanks to Frenando Oliveira for the patch which I adapated further.
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are still lowercase.
Also convert the estate commands to simply AddCommand() calls so that commands from two different modules can be placed in the same category
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