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2009-11-14Make GroupRootUpdate be a terse update. This method is not used by opensim ↵Diva Canto1-2/+2
(it should), but it's used by external modules.
2009-11-13undo previous changesdahlia4-16/+12
add a GetGroupByPrim() method to Scene.cs delete a redundant method
2009-11-13expose SceneGraph.GetGroupByPrim(UUID)dahlia1-1/+1
2009-11-12refactor: extract another test asset helper methodJustin Clark-Casey (justincc)1-4/+3
2009-11-12Rename test services to mock services, since this is a more accurate descriptionJustin Clark-Casey (justincc)1-1/+1
remove duplicate mock inventory service
2009-11-12Stop iar save failing on corrupt assetsJustin Clark-Casey (justincc)2-5/+30
Not ideal since one will still have to watch out for big 'corrupt asset' messages in the log, but better than an outright fail
2009-11-12minor: refactor common setup in uuid gatherer testJustin Clark-Casey (justincc)1-3/+10
2009-11-12minor: remove mono compiler warningJustin Clark-Casey (justincc)1-0/+1
2009-11-11Add basic new uuid gatherer tests to check behaviour when the gather seed is ↵Justin Clark-Casey (justincc)1-0/+58
a missing asset
2009-11-11* Thanks to a little help from jhurliman, jradford, diva, mono's brajkovic, ↵Teravus Ovares (Dan Olivares)1-2/+12
miguel, and the fabulous bug reports by our community members.. The workaround fix for the "ERROR:metadata.c:3211:mono_metadata_token_from_dor: code should not be reached" bug in the RegionCombinerModule.
2009-11-09* Removing the redundant SendPrimitiveTerseData.State field, it duplicates ↵John Hurliman1-3/+1
AttachPoint * LLClientView.CreateImprovedTerseBlock() now uses AttachPoint and does the proper high-low swap (this should fix disappearing attachment pieces)
2009-11-09* for iars, allow item names/folders including "/" to be escaped using "\/"Justin Clark-Casey (justincc)1-1/+0
* also, "\" has to be escaped as "\\" * add item name unit test for escaped characters
2009-11-05Changing the AssetBase constructors to avoid initializing assets with an ↵John Hurliman3-10/+3
unknown asset type, and log an error if it ever does happen
2009-11-05Applying #4332, optional packet statistics loggingJohn Hurliman1-0/+100
2009-11-04Initialize SceneObjectPart.RotationOffset to Quaternion.IdentityJohn Hurliman1-1/+1
2009-11-04Removing EntityBase.RotationJohn Hurliman3-15/+15
2009-11-04minor: remove some mono compiler warningsJustin Clark-Casey (justincc)3-13/+13
2009-11-04Backport the fixes to WebFetchInventoryDescendents to the UDPMelanie2-2/+8
InventoryDescendents packet. Testing has shown that UDP inventory now works flawlessly and, unlike CAPS inventory, doesn't download the entire agent inventory on start. Neither does it incessantly re-request folder NULL_KEY. Therefore, I have disabled CAPS inventory.
2009-11-02Another race condition fix in SceneObjectGroupJohn Hurliman1-7/+11
2009-11-02Fixing race conditions in the SceneObjectPart propertiesJohn Hurliman1-56/+53
2009-11-02Removing duplicate SceneObjectPart.RotationalVelocity propertyJohn Hurliman2-14/+8
2009-11-02* Implemented some tweaks to monitoring module.Adam Frisby1-0/+3
* 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.
2009-11-01* Implements new 'Monitoring' system for reporting performance.Adam Frisby1-8/+51
* 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.
2009-10-30* Fix for a potential race condition in ScenePresence.AbsolutePositionJohn Hurliman2-40/+42
* Unified the way region handles are stored and used in ScenePresence * Fixed camera position for child agents * CheckForSignificantMovement now checks avatar and camera position (both are important for scene prioritization) * Removing debug code from the previous commit
2009-10-29* Fixed a NullReferenceException in GetMovementAnimation() and added more ↵John Hurliman1-29/+35
protection against NREs in AddNewMovement() * Removed the three second limit on ImprovedTerseObjectUpdate. With the latest fixes I don't think this is necessary, and it generates a lot of unnecessary updates in a crowded sim
2009-10-29* Commented out two noisy debug lines in the LLUDP serverJohn Hurliman2-157/+142
* Misc. cleanup in ScenePresence.HandleAgentUpdate()
2009-10-29* Implemented foot collision plane for avatarsJohn Hurliman1-215/+44
* Fixed a NullReferenceException regression
2009-10-29Ported the Simian avatar animation system to OpenSim. Landing is currently ↵John Hurliman1-36/+203
not working
2009-10-29Fixing NullReferenceException regression in the previous commitJohn Hurliman1-1/+1
2009-10-29* Log progress messages when loading OAR files with a lot of assetsJohn Hurliman2-9/+13
* 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
2009-10-28Small performance tweaks to code called by the heartbeat loopJohn Hurliman4-117/+53
2009-10-28Always send a time dilation of 1.0 while we debug rubberbanding issuesJohn Hurliman2-5/+4
2009-10-28Limit physics time dilation to 1.0John Hurliman1-1/+1
2009-10-28* Standalone logins will now go through the sequence of "requested region, ↵John Hurliman2-16/+20
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
2009-10-28* Reduce the velocity tolerance on sending terse updates to avoid slowly ↵John Hurliman2-2/+2
drifting prims/avatars * Added contacts_per_collision to the ODE config section. This allows you to reduce the maximum number of contact points ODE will generate per collision and reduce the size of the array that stores contact structures
2009-10-28Track timestamps when terse updates were last sent for a prim or avatar to ↵John Hurliman2-2/+10
avoid floating away forever until a key is pressed (deviates from SL behavior in a hopefully good way)
2009-10-27Move the calculation of time dilation from the scene to the physics engine. ↵John Hurliman2-15/+7
The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking
2009-10-27Lowering the position tolerance of terse updates for ScenePresences to ↵John Hurliman1-1/+1
mitigate some of the rubberbanding issues while we are sending incorrect time dilation values
2009-10-27Making the defaults for interest management variables match whether you have ↵John Hurliman1-3/+3
the [InterestManagement] section in your config or not
2009-10-27Forgot a line in the previous commitJohn Hurliman1-0/+2
2009-10-27Finally hunted down the Parallel deadlock. Packets were being handled ↵John Hurliman1-6/+9
asynchronously (filling up the threadpool with handlers), which would turn around and try to do parallel operations on the starved threadpool. The solution for now is to disable Parallel.cs operations until we can gracefully handle parallel operations with a potentially starved threadpool
2009-10-27* Converts ClientManager.ForEach() (and as a result, Scene.ForEachClient()) ↵John Hurliman1-3/+2
to use a non-blocking parallel method when operating in async mode * Minor code readability cleanup
2009-10-26Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman4-49/+45
2009-10-26* Double the priority on avatar bake texture requests to get avatars rezzing ↵John Hurliman2-58/+55
in faster than the surrounding scene * Adds duplicate tracking for SceneObjectParts and ScenePresences to avoid sending out duplicate ImprovedTerseObjectUpdate packets
2009-10-26Removing the ClientManager reference from IScene and hiding it entirely ↵John Hurliman2-11/+21
inside Scene as an implementation detail. This will reduce programming error and make it easier to refactor the avatar vs client vs presence mess later on
2009-10-26* Switched all operations on the list of clients that could be either sync ↵John Hurliman2-22/+28
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
2009-10-26Added calls to GC.AddMemoryPressure() when unmanaged memory is allocated for ↵John Hurliman1-0/+5
ODE (helps the GC make better scheduling choices), and a call to GC.Collect() right before logins are enabled for a region. Although this doesn't change actual memory usage, it improves the reported usage from OpenSim and the operating system
2009-10-26* Changed the watchdog timer to improve the speed of UpdateThread(), only ↵John Hurliman1-0/+2
track threads once the first call to UpdateThread() has been made, and allow re-tracking of threads that timed out but revived later * Added a commented out call to Watchdog.UpdateThread() in OdeScene. If it turns out that loading a large OAR file or some other operation is timing out the heartbeat thread, we'll need to uncomment it
2009-10-25Minor tweaks to get OpenSim compiling against both the current libomv and ↵John Hurliman2-1/+3
the upcoming 0.8.0
2009-10-25Minor tweaks to get OpenSim compiling against both the current libomv and ↵John Hurliman2-1/+3
the upcoming 0.8.0