| Commit message (Collapse) | Author | Age | Files | Lines |
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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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notifying client of no build permission
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caching.
This adds ScenePresence to IClientAPI.SceneAgent earlier on in the add client process so that its information is available to EventManager.OnNewClient() and OnClientLogin()
Also add a code comment as to why we're caching friend information for child agents.
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functions require caching for child agents."
We need to cache child agents so that friends object edit/delete permissions will work across boarders on regions hosted by different simulators.
This reverts commit d9f7b8549b3cb9699eb8bd54242d31aac0f8241a.
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This reverts commit 964cae4f37120db34d0d3e2f08ab998215237dfd.
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require caching for child agents.
This allows us to avoid unnecessary multiple calls to the friends service.
All friends functions originate from the root agent and only go to other root agents in existing code.
This also allows us to eliminate complex ref counting.
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hack away from ScenePresence. This is better but it still doesn't restore the inventory upon arrival.
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guarded by an obscure config that no one but me should be using at this point.
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Experimental: we'll try switching the root folder from under the viewer.
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[Startup] in OpenSim.ini
On osgrid and other places, I have observed that manually sending appearance updates from the console often relieves grey avatar syndrome.
Despite hunting high and low, I haven't been able to find where this packet is sometimes being lost - it might be a persistent viewer bug for all I know.
Therefore, this experimental setting resends appearance data for everybody in the scene every 60 seconds. These packets are small and the viewer only fetches texture
data if it doesn't already have it.
Default is false.
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maintenance thread will end up running regular jobs that don't need to be in the main scene loop.
The idea is to make the critical main scene loop as skinny as possible - it doesn't need to run things that aren't time critical and don't depend on update ordering.
This will be done gradually over time to try and uncover any issues. Many non-criticial scene loop activities are being launched on separate threadpool threads anyway.
This may also allow modules to register their own maintenance jobs without having to maintain their own timers and threads.
Currently the maintenance loop runs once a second, as opposed to the 89ms scene loop.
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method doc. Rename HeartbeatThread, shuttingdown to conform to code standards.
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Comment out more effectively unused old heartbeat code.
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Forgot to uppercase the animation name for default animations, since for some reason we store and use them in upper rather than lowercase.
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This has actually been unused since at least 0.7.2 due to earlier changes.
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m_lastUpdate is no longer properly updated and is redundant anyway.
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This was not implemented before the recent changes but should be at some point.
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MoveTaskInventoryItem()
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AllowInventoryDrop, not the source.
This allows llAllowInventoryDrop() to work.
Regression test added for this case.
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owned by the same user.
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DEFAULT. Turns out that this can't be expressed by cascading Permission modules, so I did it as per this patch."
This reverts commit 6146e7ef258b10888ad7464b72b75cca701e02c9.
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Turns out that this can't be expressed by cascading Permission modules, so I did it as per this patch.
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clarity since non-default animations are handled completely separately from this class
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AvatarAnimations, load just in AvatarAnimations instead.
This lets us remove the dependency of OpenSim.Framework.dll on data/avataranimations.xml, which is not necessary for ROBUST.
This commit also takes care of the odd situation where animations are stored and used internally with uppercase names (e.g. "STAND")
but scripts refer to them with lowercase names (e.g. "sit").
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collection occurs.
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when a frame updates takes longer than twice the desired time
This is controlled via "debug scene updates true|false" on the region console.
Also fix an oversight with "debug scene teleport true|false"
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true|false" command
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scripting true" or other parameters as appropriate.
This is to allow individual switching of scene debug settings and to provide flexibiltiy for additional settings.
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time. Currently commented out.
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analysis and stat accuracy.
Update() now accepts a frames parameter which can control the number of frames updated.
-1 will update until shutdown.
The watchdog updating moves above the maintc recalculation for any required sleep since it should be accounted for within the frame.
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absurd 3m vertical jump to better match what you would see in Second
Life and be more in line with what users would expect.
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UserManagementModule where it belongs. No functional changes.
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DisallowForeigners (means what it says) and DisallowResidents (means that only admins and managers can get into the region). This puts the never-completed AuthorizationService to good use. Note that I didn't implement a grid-wide Authorization service; this service implementation is done entirely locally on the simulator. This can be changed as usual by pluging in a different AuthorizationServicesConnector.
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terrain. Default is still pinhead island. I much rather have a flat land in the beginning.
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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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multiple scripts in the same linkset can cause unnecessary thread aborts.
The first llDie() could lock Scene.m_deleting_scene_object.
The second llDie() would then wait at this lock.
The first llDie() would go on to remove the second script but always abort it since the second script's WorkItem would not go away.
Easiest solution here is to remove the m_deleting_scene_object since it's no longer justified - we no longer lock m_parts but take a copy instead.
This also requires an adjustment in XEngine.OnRemoveScript not to use instance.ObjectID instead when firing the OnObjectRemoved event.
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