| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
been deleted or has no spawn points.
|
|
|
|
|
|
| |
it clear that all non-clientstack callers should be using this rather than RemoveClient() in order to step through the ScenePresence state machine properly.
Adds IScene.CloseAgent() to replace RemoveClient()
|
|\ |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
an line from A->B->C would not close region A when reaching C
The root cause was that v2 was only closing neighbour agents if the root connection also needed a close.
However, fixing this requires the neighbour regions also detect when they should not close due to re-teleports re-establishing the child connection.
This involves restructuring the code to introduce a scene presence state machine that can serialize the different add and remove client calls that are now possible with the late close of the
This commit appears to fix these issues and improve teleport, but still has holes on at least quick reteleporting (and possibly occasionally on ordinary teleports).
Also, has not been completely tested yet in scenarios where regions are running on different simulators
|
|/
|
|
| |
set terrain heights console command as an example.
|
|
|
|
|
|
|
|
|
| |
to print various counts of capability invocation by user and by cap
This currently prints caps requests received and handled, so that overload of received compared to handled or deadlock can be detected.
This involves making BaseStreamHandler and BaseOutputStream record the ints, which means inheritors should subclass ProcessRequest() instead of Handle()
However, existing inheriting classes overriding Handle() will still work, albeit without stats recording.
"show caps" becomes "show caps list" to disambiguate between show caps commands
|
|
|
|
| |
This reverts commit ca380ec0397b28a3d7a3f2c60aeb6eaf1153be31.
|
| |
|
|
|
|
| |
Warning - contains a small migration.
|
| |
|
|
|
|
| |
This adds estate-wide Teleport Home and Teleport All User Home as well
|
|
|
|
| |
(complete module) as changes are too extensive to apply manually
|
|
|
|
|
|
| |
viewers that textures had updated (hence they did not display the changes).
Addresses http://opensimulator.org/mantis/view.php?id=6513
|
|
|
|
| |
scene <key> <value>" to "debug scene set <key> <value>" to accomodate future settings
|
|
|
|
| |
inconsistently used. - The sun position is always calculated by combining the sun settings in the Region and Estate. This fixes the problem that 'UseEstateSun' didn't work. - To remove ambiguity, the EstateToolsSunUpdate event no longer accepts the sun's position as parameters. That's because the position is always calculated from the Region and Estate settings. - Use only the 'FixedSun' flag to determine whether the sun is fixed; not the 'UseGlobalTime' flag. - Don't change the region's 'SunPosition' field according to the sun's position: this field is used only to set the position when using a FixedSun. (The 'SunVector' field does get updated according to the sun's position in the sky)
|
|
|
|
|
|
|
|
|
| |
OpenSim.ini.
Setting this to false will block all restart requests from the viewer even if they are otherwise legitimate.
One use is to block region restarts if necessary whilst restart functionality remains buggy or triggers bugs in modules,
though these should be fixed as soon as practicable.
Default is true, as has been the case historically.
|
|
|
|
| |
This is repeated in the PermissionsModule and checking it earlier does not allow a force override of the bypass value
|
|
|
|
| |
region restart if done from the viewer.
|
|
|
|
| |
grepping for remaining uses
|
|
|
|
| |
easier for other code to use (e.g. LSL_Api) without having to reference OpenSim.Data just for this.
|
| |
|
|
|
|
|
|
|
| |
EstateSettings.IsEstateManagerOrOwner() to reflect what it actually does.
This makes it consistent with other parts of OpenSimulator that are treating ESTATE_MANAGER and ESTATE_OWNER as different entities.
As per opensim-dev mailing list.
|
|
|
|
| |
originally proposed in SL Jira (https://jira.secondlife.com/browse/SVC-244).
|
|
|
|
|
|
| |
scripting true" or other parameters as appropriate.
This is to allow individual switching of scene debug settings and to provide flexibiltiy for additional settings.
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
of execution time.
This is to make the report clearer and less confusing.
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
measurement period and an idealised frame time.
The previous lines-per-second measurement used for top scripts report was inaccurate, since lines executed does not reflect time taken to execute.
Also, every fetch of the report would reset all the numbers limiting its usefulness and we weren't even guaranteed to see the top 100.
The actual measurement value should be script execution time per frame but XEngine does not work this way.
Therefore, we use actual script execution time scaled by the measurement period and an idealised frame time.
This is still not ideal but gives reasonable results and allows scripts to be compared.
This commit moves script execution time calculations from SceneGraph into IScriptModule implementations.
|
| |
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
|
|
|
|
| |
<category/module>" to display commands in a category.
This is to deal with the hundred lines of command splurge when one previously typed "help"
Modelled somewhat on the mysql console
One can still type help <command> to get per command help at any point.
Categories capitalized to avoid conflict with the all-lowercase commands (except for commander system, as of yet).
Does not affect command parsing or any other aspects of the console apart from the help system.
Backwards compatible with existing modules.
|
|
|
|
|
|
| |
http://opensimulator.org/mantis/view.php?id=5869
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
|
|
|
| |
spwan point positioning on rotated telehubs.
|
| |
|
| |
|
|
|
|
| |
additional redundant information.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
This is damage control es EstateSettings is not the place this can be put.
EstateSettings is nt unique to a region and therefore would introduce
a hard limit of one telehub per estate, completely shutting off the
option of having SL style telehubs, e.g. one per region. Whole
estate teleport routing can still be implemented id desiresd, this
way all options are open while the other way most options get closed
off.
|
|
|
|
| |
Telehub settings now persist to the database and are saved across sim restarts. So-far this only works on MySQL. this is a work in progress, teleport routing is not yet implemented.
|
|
|
|
| |
Support for viewer side of telehub management. Can manupulate Telehubs and SpawnPoints from the viewer estate managemnt tools. This is a work in progress and does not yet persist or affect teleport routing.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
the 3 iteration functions so more of them are using the correct
iteration for the action they are performing. The 3 iterators that seem
to fit all actions within OpenSim at this time are:
ForEachAvatar: Perform an action on all avatars (root presences)
ForEachClient: Perform an action on all clients (root or child clients)
ForEachRootClient: Perform an action on all clients that have an avatar
There are still a dozen places or so calling the old
ForEachScenePresence that will take a little more refactoring to
eliminate.
|
|
|
|
| |
passed to ForEachScenePresence checks for !IsChildAgent first. It consolidates child and root handling for coming refactors.
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
them as UUID.Zero.
Leaving them at UUID.Zero meant that when a viewer 2 logged into a region that had been freshly created, it received UUID.Zero for these textures, and hence display the land as plain white.
On a simulator restart, the problem would go away since when the database adapators loaded the new region settings, RegionSettings itself has code to use default textures instead of UUID.Zero.
This commit resolves the problem by saving the default texture UUIDs instead of Zero.
However, we currently have to do this in a roundabout way by resaving once the RegionSettings have been created by the database for the first time. This needless complexity should be addressed.
This change will also have the effect of replacing any existing UUID.Zero terrain textures with the default ones.
However, this shouldn't have any effect since the UUID.Zeros were already being replaced in memory with those same UUIDs.
|
|
|
|
|
| |
The only times when ParentGroup might be null is during regression tests (which might not be a valid thing) and when scene objects are being constructed from the database.
At all other times it's not possible for a SOP not to have a SOG parent.
|
|
|
|
| |
hosters to setup regions maintaining more control over system resources.
|