| Commit message (Collapse) | Author | Age | Files | Lines |
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* Tell the log whether the sim is started in standalone or grid mode
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"local" or "grid"
* See OpenSim.ini.example for more details
* The old sqlite/mssql settings were redundant and effectively ignored anyway. Hence, there's no need for you to change your current settings, which will still work
* In fact, asset_database should probably be moved to [Network] since it's meaningless for standalone installations
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date and consistent
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support for region move/split/merge. See ThirdParty/3Di/README.txt. Unless the new modules are used there should be no noticeable changes when running OpenSim.
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Removed verbose flag, since it doesn't do anything any more.
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Fixed bugs in new OOP commands.
Prim.Rotation.X += 45;
Prim.Position.X += 10;
Now how do I find the prim I asked to += 10 every 1 second???
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compiled in DEBUG mode)... Its ugly and even requires a separate thread to track the treads, but it will be very valuable in debugging.
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threads console command will list all threads. This + yesterdays naming threads patch will give a good overview of what threads we have running.
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makes it easier to pick out a restart of OpenSim in an appended log file
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threads so it will be easier to debug.
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ASCII!
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creator wants to see a starting region for a user
* This also resolves mantis 601
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If no scriptengine is specified then don't try to load any.
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every startup to avoid cache corruption problems
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taking me in the number of commits)
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OpenSim starts
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* Turned on see_into_this_sim_from_neighbor by default.
* Fix Race Condition with parts being added to a group while the simulator is starting up.
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Added experimental console command to:
* unload module (note: module probably doesn't support it)
* load module
Not visible in help (needs testing first).
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Add scene-debug command to Enable/Disable scripting,
collision, and physics from console.
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'show assets' shows the current state of the asset cache (number of cached assets, requests, et c)
'clear-assets' forcibly re-initializes the asset cache thereby freeing all cached items.
'clear-assets' is not to be used lightly, as it probably introduces mem inconsistencies and doubling up of textures.
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Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
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* Show stats, users, etc. should now work again on the region console.
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* The immediate upshot is that "show uptime" from the console will now show uptime on all server types (user, asset, grid, etc)
* DEV: This refactoring is far from complete - only just enough to makes the "show uptime" command common accross the servers. More is needed, but in this case it's somewhat like eating cabbage, which I prefer not to do all at once
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mode (with accounts_authenticate set to true), it also only currently has a mysql database connector. (sqlite one will follow soon). It also uses the tribalmedia database system, so this needs checking to see if the old problems with mono have been fixed.
To use, see the appearance section in opensim.ini.example, set "persist = true", then add the correct connection string for your database.(see mysql-AvatarAppearance.sql in share folder for a example of the table mysql table structure).
This could possible be used in a very small grid, but would mean each region server would need to connect to the same mysql database.
But the work to move the code to one of the grid servers shouldn't be too much.
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one second...
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CONFIG SET section key value value value
CONFIG GET section key
CONFIG SAVE (it saves, but does it save correctly?:)
ScriptEngine will react correctly to any config change made while it is running.
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of script engines, and support to load multiple script engines
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Refreshing config based on this.
Temporarily disabled feature to refresh config file while running.
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* You can type 'stats' at the REGION# prompt to get this information in grid or standalone mode
* Don't take these numbers as gospel yet, since for some reason textures displayed from inventory which require downloading from the server are being recorded as assets
rather than textures
* But I don't have any reason to believe they aren't broadly accurate.
* I've put these in so I can tell whether the high memory usage on regions is down to the asset/texture cache
* This will require a prebuild
* DEV: Only adds needed to be implemented since, as far as I can tell, assets cached are currently never released. For my part, seeing large cache memory numbers will
provoke me to think about doing something about this.
* DEV: Now switched to using a singleton to get the stats reporters rather than threading the object through various layers
* DEV: Will refactor the other server stats reporters to do this in one of the next commits
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* Allows the creation of a user via the RemoteAdminPlugin.
* Many thanks!
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* Passing the stats collector through object chains is not ideal - this will change when more stats come in
* This change will need a prebuild
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* Typing 'stats' on the command line will given total number of successful logins today and yesterday
* A little bit more to come, probably
* Refactoring will follow next
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* Persistence of things apart from scripts will be implemented later on - I at least want to do some work with asset server stats so loading can be monitored first.
* No MSSQL implementation as of yet
* Progress can be followed at http://opensimulator.org/wiki/OpenSim:Prim_Inventory_Persistence
* Please let me know if you see issues resulting from this change.
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** If the region fails 3 times, then ChildAgentDataUpdates no longer get sent to that region
* Enabled Child_Get_Tasks in grid mode.
* When Child_Get_Tasks is enabled on neighbor regions, the neighbor region uses the client's draw distance to send out prim. This is a lot less likely to flood the client now since the ChildAgentDataUpdate contains both the throttle settings and the draw distance. This means that with this enabled, you can see prim in other regions in grid mode. Very experimental.
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