| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
| |
SceneGraph property.
|
| |
|
|
|
|
| |
modules command in OpenSim.cs now shows both shared modules and region modules.
|
| |
|
|
|
|
| |
updates to clients prior to sleep. Existing behavior was to sleep BEFORE sending updates. We found this patch reduced latency to clients by 1-2 heartbeat periods.
|
|
|
|
|
|
| |
main physics loop and ScenePresence position and velocity setting
This is no longer necessary with ODECharacter taints (ODEPrim was already not taking part in this). BSCharacter was already tainting.
|
|
|
|
| |
passed to ForEachScenePresence checks for !IsChildAgent first. It consolidates child and root handling for coming refactors.
|
|
|
|
| |
registers an http poll
|
|
|
|
| |
However, I still don't recommend changing MinFrameTime from 0.089, high values do not work well and lower values don't seem to make much difference
|
|
|
|
|
|
|
|
|
| |
Math.Max(SinceLastFrame.TotalSeconds, MinFrameTime)
SinceLastFrame was calculating the interval between any sleep that had occurred to pad out the frame time and the start of the next frame.
This would usually be below MinFrameTime but occasionally if the sleep was long it would be above, often due to the time required to update the watchdog.
This doesn't appear to play much practical role right now.
ODE was actually ignoring it entirely. Bullet might be helped slightly by receiving a non-varying value.
|
|
|
|
| |
endings from previous commit.
|
|
|
|
| |
scene presence by client ID.
|
|
|
|
| |
this is really just to trigger panda.
|
|
|
|
| |
the others
|
|
|
|
| |
done for most other scene config params
|
| |
|
|
|
|
|
|
|
| |
Settings are at bottom of [Startup] in OpenSimDefaults.ini, override in OpenSim.ini to change
Defaults are the same as previously.
More information to come on opensim-dev shortly.
Feel free to tweak but if you do please don't expect any support unless feedback on certain tweaks is explicitly requested.
|
|
|
|
| |
in a field, like all the other update periods
|
| |
|
|
|
|
|
|
| |
setting separately.
This makes reported FPS scale as required if min frame time changes
|
| |
|
|
|
|
|
|
| |
than going through scene
I know this goes against the law of demeter but I don't think it's that useful here and I'd rather get rid of nasty little wrapper methods
|
| |
|
|
|
|
|
|
| |
ways to access the list/dictionary of child regions and locking was
inconsistent. There are now public properties which enforce locks.
Callers are no longer required to create new copies of lists.
|
|
|
|
|
|
|
|
| |
in the main Scene.Update() loop, like the other stats
Some of the places where agentMS was added were in separate threads launched by the update loop. I don't believe this is correct, since such threads are no longer contributing to frame time.
Some of the places were also driven by client input rather than the scene loop. I don't believe it's appropriate to add this kind of stuff to scene loop stats.
These changes hopefully have the nice affect of making the broken out frame stats actually add up to the total frame time
|
|
|
|
| |
Also remove some unused fields and improve naming on others.
|
|\ |
|
| |
| |
| |
| | |
This appears to be code clutter since the code that uses this has long gone.
|
|/
|
|
| |
converted back and forth between ScenePresence and IClientAPI. More to be done still.
|
|
|
|
| |
This is moved into ScenePresence for now as a general facility
|
|
|
|
|
|
|
|
| |
used by Autopilot coming from the client side.
I thought that I had implemented this but must have accidentally removed it.
Adds a regression test to detect if this happens again.
Temporarily disables automatic landing of NPC at a target. Will be fixed presently.
|
|
|
|
| |
entries on standalone if applicable.
|
|
|
|
|
|
|
|
|
|
|
|
| |
entries to make a newly created user appear as a non-cloud on viewer 2
Viewer 2 no longer contains the default avatar assets (i.e. "Ruth") that would appear if the user had insufficient body part/clothing entries.
Instead, avatars always appear as a cloud, which is a very bad experience for out-of-the-box OpenSim.
Default is currently off. My intention is to switch it on for standalone shortly.
This is not particularly flexible as "Ruth" is hardcoded, but this can change in the future, in co-ordination with the existing RemoteAdmin capabilities.
Need to fix creation of suitable entries for users created as estate owners on standalone.
Avatars still appear with spooky empty eyes, need to see if we can address this.
This commit adds a "Default Iris" to the library (thanks to Eirynne Sieyes from http://opensimulator.org/mantis/view.php?id=1461) which can be used.
|
|
|
|
|
|
|
|
|
| |
itemID) for now
As far as I can see, this is only invoked by a PUT request to ObjectHandlers, which is not being used anyway.
Invoking attachments code at this point is probably inappropriate since it would still be invoked when the client entered the scene.
Being commented to simplify analysis of attachments issues. Can be uncommented when in use.
Also, small tweak to lock and log removal of a SOG from the SceneObjectGroupsByLocalPartID collection in SceneGraph.GetGroupByPrim() if an inconsistency is found.
|
|
|
|
|
|
|
|
|
| |
bucket to prevent a viewer 3 crash.
This is the message sent to the client when the object is returned.
We were sending byte[0] in the binary bucket. This didn't kill viewer 1 but did terminate viewer 3 (don't know about viewer 2).
So sending "\0" instead.
This is to address http://opensimulator.org/mantis/view.php?id=5683
|
|
|
|
| |
is always passed in at the same time.
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
This method wasn't actually doing anything since dropped attachments retain a PCode of 9.
Also, behaviour of dropped attachments in other places appears to be that they persist after avatar logout rather than get deleted.
|
|
|
|
| |
It's never possible for SOG to have no RootPart, except in the first few picosends of the big bang when it's pulled from region persistence or deserialized
|
|
|
|
|
| |
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.
|
|
|
|
| |
remove some now duplicated method doc
|
| |
|
|
|
|
| |
This adds an incomplete IScenePresence to match ISceneEntity
|
| |
|
|
|
|
| |
pointless duplication of identical values
|
|
|
|
|
| |
This meant punching in another AddUser() method in IUserManagement to do a direct name to UUID associated without the account check (since NPCs don't have accounts).
May address http://opensimulator.org/mantis/view.php?id=5645
|
|
|
|
|
|
|
| |
removed from the scene.
This is done by introducing a PresenceType enum into ScenePresence which currently has two values, User and Npc.
This seems better than a SaveAttachments flag in terms of code comprehension, though I'm still slightly uneasy about introducing these semantics to core objects
|
|
|
|
| |
region boundaries. This is especiyll useful in cases where physical objects outside regions boundaries cause much physics engine lag.
|
| |
|