| Commit message (Collapse) | Author | Age | Files | Lines |
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Port from Avination
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functional change.
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FromFolderID, FromItemID and to reflect that it's a SOP ID rather than a SOG ID.
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is already its default value as it's a struct.
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Signed-off-by: Melanie <melanie@t-data.com>
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SOG and SOP. Should have no functionality changes.
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This prevents a stack overflow where a get position on the avatar will refer to the attachment which will in turn refer back to the avatar.
This required recording of all sitting avatars on a prim which is done separately from recording the sit target avatar.
Recording HashSet is null if there are no sitting avatars in order to save memory.
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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.
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GroupForFull/PartUpdate() to indicate when region modules need to invoke them
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moved.
This was because we were not setting AttachedPos in SOG.UpdateGroupPositionPR, unlike UpdateGroupPosition
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instead of magic numbers
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point. HUDs attachment points are private.
Change SOP.SendFullUpdateToClient() and SoundModule.PlayAttachedSound() to use this rather than different magic number formulations.
This also corrects a bug in PlayAttachedSound() where the code assumed that all attachment points over 30 were HUDs.
It appears this is no longer true with Neck and Root (Avatar Center)
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scripts work. Fixes Mantis #5990
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would make the non-physical prim phantom rather than part of the physics object.
On region restart, the whole object would become physical as expected.
Observed behaviour from elsewhere is that all prims in a new linkset should take on the status of the root prim.
Add regression test for this behaviour.
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methods directly rather than through Scene may allow race conditions.
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Signed-off-by: nebadon <michael@osgrid.org>
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Signed-off-by: Melanie <melanie@t-data.com>
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ever using the root prim one, store on SOG instead.
This reduces pointless memory usage.
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only ever using the root part entry.
This eliminates some pointless memory use.
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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.
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the 'root' part.
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ContainsPart method and remove method duplication.
HasChildPrim is also misleading since the 'root' prim can also be returned.
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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.
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http://opensimulator.org/mantis/view.php?id=5404
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exception and constant complaints in v3 viewers).
Aims to address http://opensimulator.org/mantis/view.php?id=5878
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This illustrates that references to Scene, SOG, etc. are not currently being released when a stress test ends (or at regression test end in general).
This means even the current stress tests take much more memory than they need, a problem that will have to be addressed.
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Pickup the max physical prim size in Scene to make it uniform since adding code to get default size from the OpenSim*.ini.
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This will show details about a part with the given uuid if it's found.
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same grid don't have the publisher as owner.
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rotating physical objects. This does not use physics. Currently the rate
of change is determined as 1 / (PI * Strength).
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temponrez flag
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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
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GetGroupByPrim() rather than retrieving GetEntities() and inspecting the entire list
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These were entirely unused.
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prim update to only triple queuing. Existing method was:
1. Schedule prim for update, adding to scene update list
2. Update on SOGs during heartbeat queues update onto each SceneViewer
3. Update on SPs during heartbeat queues update onto each IClientAPI
4. ProcessEntityUpdates queues updates into UDP send stack
Now the SceneViewer has been eliminated so updates are scheduled at any
time and then put onto the IClientAPI priority queues immediately during
SceneGraph.UpdateObjectGroups.
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properties packet sends and so one part is not telling a different part what to do. That should be up to the SOG to manage permissions on its parts and notify clients when one of them changes.
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terse update
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packet per prim. More to come as we change to make use of this.
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numbered properly even when sets are linked to sets.
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from previous commit which sort out which iterator is used are left
intact. A discussion is needed as to what constitutes an avatar vs a
ScenePresence.
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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.
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