| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
| |
This is always done later on in SceneGraph.AddSceneObject() if the call hasn't failed due to sanity checks.
There's no other purpose for this method to exist and it's dangerous/pointless to call in other conditions.
|
|
|
|
| |
the scene graph
|
|
|
|
|
|
| |
consistency instead of IClientAPI.Close() directly.
This no longer double counts child agent removals
|
|
|
|
| |
This is already done in Scene.RemoveClient() which IncomingCloseAgent() always ends up calling.
|
|
|
|
|
|
|
|
|
|
|
| |
agents
From sl docs such as http://community.secondlife.com/t5/English-Knowledge-Base/Managing-Private-Regions/ta-p/700115
agent should apply to avatars only.
This makes sense from a user perspective, and also from a code perspective since child agents with no physics or actions take up a fraction of root agent resources.
As such, the check is now only performed in Scene.QueryAccess() - cross and teleport check this before allowing an agent to translocate.
This also removes an off-by-one error that could occur in certain circumstances on teleport when a new child agent was double counted when a pre-teleport agent update was performed.
This does not affect an existing bug where limits or other QueryAccess() checks are not applied to avatars logging directly into a region.
|
|
|
|
|
|
|
| |
used for link and delinking, in order to avoid race conditions.
DuplicateObject() relies on source object having correct link numbers for the duration of the dupe.
Both link and delink can change link numbers such that they are not consistent for short periods of time.
|
|
|
|
| |
methods directly rather than through Scene may allow race conditions.
|
|
|
|
|
|
|
|
| |
null then assume it was still not null in later code.
Another thread could come and turn off physics for a part (null PhysicsActor) at any point.
Had to turn off localCopy on warp3D CoreModules section in prebuild.xml since on current nant this copies all DLLs in bin/ which can be a very large number with compiled DLLs
No obvious reason for doing that copy - nothing else does it.
|
|
|
|
| |
the 'root' part.
|
|
|
|
|
|
| |
ContainsPart method and remove method duplication.
HasChildPrim is also misleading since the 'root' prim can also be returned.
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
This is rather than checking whether the avatar is sitting and doing its own calculation.
|
|
|
|
|
|
|
| |
(saving extra null checks, etc.)
However, it looks like we should retain SP.ParentID since it's much easier to use that in places where another thread could change ParentPart to null.
Otherwise one has to clumsily put ParentPart in a reference, etc. to avoid a race.
|
|
|
|
|
|
| |
not persist.
Resolves http://opensimulator.org/mantis/view.php?id=5819
|
|
|
|
|
|
|
|
|
|
|
| |
update when scene objects have been deleted.
At least on mono 2.6.4, running GC.Collect() is not guaranteed to force gc of all objects when run in the same method where those objects had references.
Therefore, GC.Collect() is now being done in the per-script teardown of ObjectTortureTests.
In addition, scene loop update is being run after garbage collection in order to clean out the viewer update list of scene objects in the SceneGraph.
These measures mean that scene objects/parts are now garbage collected after a test run if deleted from the scene, resulting in a much better memory usage report (though probably still not very accurate).
However, deletion takes a very long time - what's really needed is to find out now why the entire scene isn't being GC'd by this measure.
This change hasn't yet been applied to the other stress tests.
|
|
|
|
|
|
| |
exception and constant complaints in v3 viewers).
Aims to address http://opensimulator.org/mantis/view.php?id=5878
|
| |
|
|\ |
|
| |
| |
| |
| |
| |
| | |
explicitly if there's an attempt to add any object with a zero UUID.
Callers themselves need to check that they're not attempting to add a null scene object.
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
scene objects.
These can be run using the "nant torture" target. They are not part of "nant test" due to their long-run future nature.
Such tests are designed to do some testing of extreme situations and give some feedback on memory usage, etc.
However, data can be inconsistent due to different machine circumstances and virtual machine actions.
This area is under development.
|
| |
| |
| |
| | |
SceneObjectGroupsByFullID is updated elsewhere at the same time.
|
| |
| |
| |
| | |
ObjectCreateDelegate, ObjectDeleteDelegate
|
| |
| |
| |
| | |
OnObjectDuplicate
|
|/ |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
created in that client session, or if no other action has been performed on the object.
There were two problems here:
1) On object group update, we looked for the group is the IClientAPI group cache rather than in the groups service. This fails to groups created newly in that session
2) On object group update, we weren't setting the HasGroupChanged flag. This meant that the change was not persisted unless some other action set this flag.
This commit fixes these issues and hopefully addresses http://opensimulator.org/mantis/view.php?id=5588
This commit also moves HandleObjectGroupUpdate() to the GroupsModule from the Scene.PacketHandlers.cs file
|
| |
|
|
|
|
|
| |
set LastOwnerID properly so the parts cannot be transferred, circumventing
no trans perms
|
|
|
|
| |
numbered properly even when sets are linked to sets.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are
using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on
SOP consistently now. Also started working toward eliminating those
calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule
from outside SOP in favor of just setting properties on SOP and let SOP
decide if an update should be scheduled. This consolidates the update
policy within SOP and the client rather than everywhere that makes
changes to SOP. Some places forget to call update while others call it
multiple times, "just to be sure".
UpdateFlag and Schedule*Update will both be made private shortly.
UpdateFlag is intended to be transient and internal to SOP so it has
been removed from XML serializer for SOPs.
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
| |
Viewer 2/3 will sometimes attempt to rewear attachments, even though they have already been attached during the main login process.
This change ignores those attempts.
This stops script failures during login, as the rewearing was racing with the script startup code.
It might also help with attachments being abnormally put into deleted state.
Hopefully resolves some more of http://opensimulator.org/mantis/view.php?id=5644
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
part indexes in SG.DeleteSceneObject()
this is unnecessary because the parts array iterated through contains the root part as well as the non-root parts
|
|
|
|
|
|
| |
indexes sepearately from the other parts.
The SOG.Parts property contains the root part as well as the non-root parts
|
|
|
|
| |
is always passed in at the same time.
|
|
|
|
| |
out that prim's local id in the error message.
|
|
|
|
| |
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.
|
| |
|
|
|
|
| |
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
|
|
|
|
|
|
| |
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
|
|
|
|
| |
consistency
|
|
|
|
| |
it actually does and is more consistent with other method names.
|
|
|
|
|
|
| |
whole linkset.
However, what happens now is that undo just doesn't do anything when the root prim is selected on its own. This requires more code than just fiddling with undo states.
|
|
|
|
| |
undo resize, rotation and position still needs fixing when only editing root prim of a linkset
|