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* Merge branch 'master' of ssh://justincc@opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2009-11-0911-43/+64
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| * Patch from Snoopy2. Fixes Mantis #4342Melanie2009-11-082-8/+43
| | | | | | | | | | | | fixes problems when group owned land was abandoned by the land owner or reclaimed by the estate manager or by god. Beside that this new patch makes it possible, that users can buy land directly for a group, if the buyer has the required permissions.
| * Fixing the build breakJohn Hurliman2009-11-061-2/+1
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| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJohn Hurliman2009-11-053-11/+119
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| * | Changing the AssetBase constructors to avoid initializing assets with an ↵John Hurliman2009-11-059-33/+20
| | | | | | | | | | | | unknown asset type, and log an error if it ever does happen
* | | refactor out iar escapingJustin Clark-Casey (justincc)2009-11-093-17/+26
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* | | minor: correct slightly over-enthusiastic load iar logging messageJustin Clark-Casey (justincc)2009-11-091-2/+1
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* | | fix load iar regression accidentally introduced in last commitJustin Clark-Casey (justincc)2009-11-091-1/+1
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* | | minor: tweak load iar messages to be slightly less verboseJustin Clark-Casey (justincc)2009-11-091-4/+5
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* | | minor: provide updates on number of assets loaded while executing "load iar"Justin Clark-Casey (justincc)2009-11-091-2/+9
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* | | refactor: break actual item load in iar into separate methodJustin Clark-Casey (justincc)2009-11-091-28/+46
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* | | minor: remove some old commented out load iar codeJustin Clark-Casey (justincc)2009-11-091-30/+0
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* | | Tell the user when a 'save iar' has failed because the inventory path could ↵Justin Clark-Casey (justincc)2009-11-091-53/+21
| | | | | | | | | | | | not be found
* | | Implement human / escaping for inventory folders as well as itemsJustin Clark-Casey (justincc)2009-11-091-1/+5
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* | | refactor path delimiter in iar utilsJustin Clark-Casey (justincc)2009-11-091-5/+7
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* | | minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2009-11-095-7/+7
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* | | refactor: make human iar escape char a constant rather than a magic charJustin Clark-Casey (justincc)2009-11-091-3/+5
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* | | * for iars, allow item names/folders including "/" to be escaped using "\/"Justin Clark-Casey (justincc)2009-11-092-4/+87
| |/ |/| | | | | | | * also, "\" has to be escaped as "\\" * add item name unit test for escaped characters
* | add unit test for iar & escapingJustin Clark-Casey (justincc)2009-11-051-2/+94
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* | minor test var name tweakJustin Clark-Casey (justincc)2009-11-051-7/+7
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* | Merge branch 'master' of ssh://justincc@opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2009-11-052-22/+29
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| * Change the permissions module to use the friend list cache already in theMelanie2009-11-052-2/+27
| | | | | | | | | | friends module instead of requesting the entire friends list over the network each time a prim is touched.
| * Remove a spammy debug message from friends list check in the perms module.Melanie2009-11-051-20/+2
| | | | | | | | | | Replace the integer compares with proper bitflags checking from libOMV. Friends rights are now functional.
* | * Escape / character when saving items and folders in an iar so that the ↵Justin Clark-Casey (justincc)2009-11-052-2/+18
|/ | | | loader doesn't barf
* Patch by revolution, thank you. Mantis #1789 . Implement friends permissions.Melanie2009-11-052-2/+41
| | | | | Applied with major changes. Core functionality commented pending review for possible rights escalation. No user functionality yet.
* Fixed a couple of NREs in corner cases.Diva Canto2009-11-031-0/+6
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* * Committing missing file from last commit.Adam Frisby2009-11-021-0/+13
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* * Implemented some tweaks to monitoring module.Adam Frisby2009-11-023-1/+95
| | | | | * Output is prettier & more useful. * Added 'Alerts' to allow rules to be constructed using Monitors to detect for events such as deadlocks. This will be translated to SNMP Traps when I get SNMP implemented.
* * Implements new 'Monitoring' system for reporting performance.Adam Frisby2009-11-0113-0/+420
| | | | | | * Mostly the same set as the StatsMonitor used for Viewer notification, but exposes some new frametimes - including EventMS, PhysicsUpdateMS, LandUpdateMS; new memory monitoring - both GC.TotalMemory and Process.PrivateWorkingMemory64; also exposes ThreadCount (using System.Diagnostics.Process) * Type 'monitor report' on the console to see output. * SNMP Implementation forthcoming.
* * Log progress messages when loading OAR files with a lot of assetsJohn Hurliman2009-10-291-0/+3
| | | | | * Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars * Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
* * Standalone logins will now go through the sequence of "requested region, ↵John Hurliman2009-10-281-1/+5
| | | | | | | default region, any region" before giving up * Hip offset should have been added not subtracted (it's a negative offset). This puts avatar feet closer to the ground * Improved duplicate checking for terse updates. This should reduce bandwidth and walking through walls
* Make map search work also for hyperlinked regions.Diva Canto2009-10-271-4/+6
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* Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman2009-10-261-4/+2
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* * Switched all operations on the list of clients that could be either sync ↵John Hurliman2009-10-261-1/+1
| | | | | | | | or async to use Scene.ForEachClient() instead of referencing ClientManager directly * Added a new [Startup] config option called use_async_when_possible to signal how to run operations that could be either sync or async * Changed Scene.ForEachClient to respect use_async_when_possible * Fixing a potential deadlock in Parallel.ForEach by locking on a temporary object instead of the enumerator (which may be shared across multiple invocations on ForEach). Thank you diva
* Thank you, RemedyTomm, for an update to your previous patch. Garbage-collectMelanie2009-10-261-2/+21
| | | | the transfers that never happen.
* Thank you, RemedyTomm, for a patch to handle Xfer requests being droppedMelanie2009-10-261-2/+24
| | | | before the file data to be transfered is ready.
* * Changed various modules to not initialize timers unless the module is ↵John Hurliman2009-10-231-17/+19
| | | | | | initialized. Ideally, the timers would not initialize unless the module was actually enabled, but Melanie's work on configuring module loading from a config file should make that unnecessary * Wrapped the Bitmap class used to generate the world map tile in a using statement to dispose of it after the JPEG2000 data is created
* Experimental change to use an immutable array for iterating ScenePresences, ↵John Hurliman2009-10-233-11/+21
| | | | avoiding locking and copying the list each time it is accessed
* * Send out m_bodyRot everywhere instead of m_rotation. Still have no clue ↵John Hurliman2009-10-221-15/+16
| | | | | | which is right * Fix WorldMapModule.process() to not trip the watchdog timer
* Implemented a Watchdog class. Do not manually create Thread objects anymore, ↵John Hurliman2009-10-223-17/+19
| | | | use Watchdog.StartThread(). While your thread is running call Watchdog.UpdateThread(). When it is shutting down call Watchdog.RemoveThread(). Most of the threads in OpenSim have been updated
* A synchronous call to the messaging server was blocking the process of ↵John Hurliman2009-10-221-1/+7
| | | | promoting an agent to a root agent (logins and teleports). Changed to an async method
* * Changed the misc. methods calling ThreadPool.UnsafeQueueUserWorkItem() to ↵John Hurliman2009-10-212-7/+3
| | | | | | Util.FireAndForget() * Changed Util.FireAndForget() to use any of five different methods set with async_call_method in the [Startup] section of OpenSim.ini. Look at the example config for possible values
* Reverting the deletion of files related to texture sending until we figure ↵John Hurliman2009-10-204-0/+866
| | | | out exactly what is and isn't needed
* * Removing cruft left over from the conversion to the new texture sending ↵John Hurliman2009-10-209-1112/+45
| | | | | | and UDP code * Changing the cache modules to only initialize the caches if they are actually enabled. Should save a bit of resources from unused cache systems
* * Removed OpenSim.Data.NHibernateJohn Hurliman2009-10-192-3/+3
| | | | * Replaced calls to ThreadPool.QueueUserWorkItem() with ThreadPool.UnsafeQueueUserWorkItem() since OpenSim does not use Code Access Security sandboxing
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵John Hurliman2009-10-191-2/+2
|\ | | | | | | prioritization
| * Formatting cleanup.Jeff Ames2009-10-191-2/+2
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* | * Change Util.FireAndForget to use ThreadPool.UnsafeQueueUserWorkItem(). ↵John Hurliman2009-10-192-6/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | This avoids .NET remoting and a managed->unmanaged->managed jump. Overall, a night and day performance difference * Initialize the LLClientView prim full update queue to the number of prims in the scene for a big performance boost * Reordered some comparisons on hot code paths for a minor speed boost * Removed an unnecessary call to the expensive DateTime.Now function (if you *have* to get the current time as opposed to Environment.TickCount, always use DateTime.UtcNow) * Don't fire the queue empty callback for the Resend category * Run the outgoing packet handler thread loop for each client synchronously. It seems like more time was being spent doing the execution asynchronously, and it made deadlocks very difficult to track down * Rewrote some expensive math in LandObject.cs * Optimized EntityManager to only lock on operations that need locking, and use TryGetValue() where possible * Only update the attachment database when an object is attached or detached * Other small misc. performance improvements
* | More debugging of RegionCombinerModule.RegionLoaded() by making ↵John Hurliman2009-10-161-2/+6
| | | | | | | | RegionLoaded() a two line function
* | * Removed some of the redundant broadcast functions in Scene and SceneGraph ↵John Hurliman2009-10-153-9/+10
|/ | | | | | | | so it is clear who/what the broadcast is going to each time * Removed two redundant parameters from SceneObjectPart * Changed some code in terse update sending that was meant to work with references to work with value types (since Vector3 and Quaternion are structs) * Committing a preview of a new method for sending object updates efficiently (all commented out for now)