| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
| |
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)
|
|
|
|
|
|
|
| |
rather than scanning all scene for the presence with the right id
Stop checking IsLoggingOut on these listeners, if called with a root agent then we always want to perform these actions.
This covers cases where the client is closed due to manual kick, simulator shutdown, etc.
|
|
|
|
| |
available on IClientAPI.SceneAgent rather than retrieving it again by scanning all scenes.
|
| |
|
|
|
|
|
|
|
| |
ETM.DoTeleport() if an agent needs closing.
This is always done as part of Scene.RemoveClient()
Also refactors try/catching in Scene.RemoveClient() to log NREs instead of silently discarding, since these are useful symptoms of problems.
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
This is done by making the kick user command call IClientAPI.Close() rather than routing through Scene.IncomingCloseAgent(), which also called IClientAPI.Close()
DisableSimulator for child agents is moved from IncomingCloseAgent() to RemoveClient(), this is not a functional change since IncomingCloseAgent() always ends up calling RemoveClient()
|
|
|
|
| |
Also change code to grab the agent asset transaction module once.
|
| |
|
|
|
|
|
| |
This makes frame time stats properly tally with fps, which saves confusion and makes it easier to interpret numbers.
In some ways this is not so artifical - physics FPS runs at the higher rate.
|
|
|
|
|
|
|
| |
display total frame time, not just non-spare time.
This makes it easier to see when components of frame time exceed normal permitted frame time.
Currently reflect scene frame times.
|
|\ |
|
| |
| |
| |
| | |
Looks like the wrong one was cut and pasted.
|
|/
|
|
|
|
|
| |
time taken per second.
This is to make these statistics actually match their names (and also be more accurate as number of frames can vary under heavy load)
Currently using scene frames (11.23 every second) instead of physics frames (56.18 per second)
|
|
|
|
| |
accounts every single scene frame, update in the once every 3 seconds SimStatsReporter run
|
|
|
|
|
|
|
|
|
|
|
| |
arbitrary stats.
If active, the physics module can return arbitrary stat counters that can be seen via the MonitoringModule
(http://opensimulator.org/wiki/Monitoring_Module)
This is only active in OdeScene if collect_stats = true in [ODEPhysicsSettings].
This patch allows OdeScene to collect elapsed time information for calls to the ODE native collision methods to assess what proportion of time this takes compared to total physics processing.
This data is returned as ODENativeCollisionFrameMS in the monitoring module, updated every 3 seconds.
The performance effect of collecting stats is probably extremely minor, dwarfed by the rest of the physics code.
|
| |
|
|
|
|
|
|
|
|
| |
been closed not before.
If this is done before then on ODE agent update calls still incoming can fail as they try to use a raycastmanager that has been disposed.
Bullet plugin does nothing on Dispose()
However, I wouldn't be at all surprised if individual region restarting was buggy in lots of other areas.
|
|
|
|
|
|
| |
SceneObjectPartInventory.GetInventoryItem(string)
Also gets llStopAnimation() to call KeyOrName rather than duplicating logic.
|
|
|
|
| |
at SceneObjectPartInventory.ApplyNextOwnerPermissions().
|
|
|
|
|
|
|
|
|
| |
before the source region has finished cleaning up old agent data and structures.
If this is allowed, then the client usually gets forcibly logged out and data structures might be put into bad states.
To prevent this, the binary state machine of EMT.m_agentsInTransit is replaced with a 4 state machine (Preparing, Transferring, ReceivedAtDestination, CleaningUp).
This is necessary because the source region needs to know when the destination region has received the user but a teleport back cannot happen until the source region has cleaned up.
Tested on standalone, grid and with v1 and v3 clients.
|
|
|
|
|
|
|
|
|
|
|
|
| |
allow an immediate teleport back.
This is to help relieve a race condition when an agent teleports then immediately attempts to teleport back before the source region has properly cleaned up/demoted the old ScenePresence.
This is rare in viewers but much more possible via scripting or region module.
However, more needs to be done since virtually all clean up happens after the transit flag is cleared .
Possibly need to add a 'cleaning up' state to in transit.
This change required making the EntityTransferModule and HGEntityTransferModule per-region rather than shared, in order to allow separate transit lists.
Changes were also required in LocalSimulationConnector.
Tested in standalone, grid and with local and remote region crossings with attachments.
|
|
|
|
|
|
|
|
|
|
| |
console scene(s)
This includes prim count, script count, avatar count, etc.
Information is currently the same as "show stats", though show stats can only show one scene at a time because it listens for the latest outgoing stats packet (a bad approach that needs to change).
Might be better to tie this module into the other stats module to display arbitrary stats rather than fetching directly from scene.SimStatsReporter.
Console command is "show scene" because "show region" already exists for the grid service, which is unfortunate.
Might need to make a distinction between "scene" relating to a live scene and "region" relating to more static region data (url, coords, etc.)
|
|
|
|
|
|
|
| |
llAttachToAvatar() or osForceAttachToAvatar() would wrongly have next permissions come into play when they detached that object and rezzed it in scene.
This is because the attachments module code was setting the 'object slam' bit by using PermissionMask.All
Solution here is to route the attachment item creation call through the existing inventory code in BasicInventoryAccessModule rather than copy/pasted code in AttachmentsModule itself.
|
| |
|
| |
|
|
|
|
| |
for the tip.
|
|
|
|
| |
Setting to allow use of landmarks to override telehub routing. Default is off.
|
|\ |
|
| |\ |
|
| | | |
|
|/ /
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|
| |
| |
| |
| | |
TestSameSimulatorSeparatedRegionsCreateAgentFails()
|
|/ |
|
|
|
|
| |
test logging accidentally left in
|
| |
|
|
|
|
|
|
| |
SceneObjectSerializer.FromXml2Format() rather than the functionally identical but buggy Xml2ToSOG().
Remove buggy Xml2ToSOG().
|
|\ |
|
| |
| |
| |
| | |
loads roots before children like MySQL does.
|
| | |
|
| | |
|
|/
|
|
|
|
|
|
|
|
| |
reordered.
This was because the parts in scene objects were sometimes not serialized in link order.
This is perfectly fine since the parts still have the right link numbers, but an extra fix to adjust for this
had not been done in the SerialiserModule methods that OAR loading used.
Add regression test for same.
Addresses http://opensimulator.org/mantis/view.php?id=5948, http://opensimulator.org/mantis/view.php?id=5749
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Will use one of three selected methods to route avatar landing
points when using Telehubs. The setting is in [Startup] using
SpawnPointRouting = closest/random/sequence
closest: The default setting. Routes avatar to the nearest SpawnPoint
to the location.
random: Picks random SpawnPoints to land the avatar.
sequence: Follows a sequence to place the avatar on the next available
SpawnPoint location
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
|
|\ |
|
| |
| |
| |
| | |
This adds name and description of the request handler to http request logging when DebugLevel >= 1
|
| |
| |
| |
| |
| |
| | |
SetPhysicsAxisRotation()
sop.PhysActor can currently become null at any time.
|
|/
|
|
| |
scene before physics simulation step rather than after
|
|\ |
|