| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
| |
and OnNewScript in the event manager
OnNewScript fires when a script is added to a scene
OnRezScript fires when the script actually runs (i.e. after permission checks, state retrieval, etc.)
|
| |
|
|
|
|
|
|
| |
status" command.
This is for diagnostic purposes.
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
| |
terrain. Default is still pinhead island. I much rather have a flat land in the beginning.
Conflicts:
bin/OpenSim.ini.example
|
|\ |
|
| |
| |
| |
| | |
This is how it was originally. This stops a very long running alarm callback from causing a problem.
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| | |
On the first frame, all startup scene objects are added to the physics scene.
This can cause a considerable delay, so we don't start raising the alarm on scene loop timeouts until the second frame.
This commit also slightly changes the behaviour of timeout reporting.
Previously, a report was made for the very first timed out thread, ignoring all others until the next watchdog check.
Instead, we now report every timed out thread, though we still only do this once no matter how long the timeout.
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
banlines or freezing on the banline.
This involves
1) On forcible teleport, call m_scene.RequestTeleportLocation() rather than ScenePresence.Teleport() - only EntityTransferModule now should call SP.Teleport()
2) When avatar is being forcibly moved due to banlines, use a 'stop movement' tolerance of 0.2 to requested position rather than 1
This prevents the avatar sometimes being stuck to banlines until they teleport somewhere else.
This aims to fix some problems in http://opensimulator.org/mantis/view.php?id=5822
|
| |\ |
|
| | |
| | |
| | |
| | | |
constructor and never subsequent set to null.
|
| |/
| |
| |
| |
| |
| | |
potential bad update that places an object at the opposite side of the
origin sim for a moment before actually crossing it. Especially important in
grids like OSG where lag between sims is high.
|
| |
| |
| |
| | |
This is a valid check because the caller could supply an invalid uuid.
|
| |
| |
| |
| |
| | |
This fixes the problem by fixing the permissions module to look at root part permissions rather than having to do this for every caller.
Resolves http://opensimulator.org/mantis/view.php?id=5569
|
| |
| |
| |
| |
| |
| |
| |
| | |
http://opensimulator.org/mantis/view.php?id=5569"
This reverts commit 15ce73caca9ea6448e34b95d344cbbf5c9507f6d.
As per the COMMENTS in http://opensimulator.org/mantis/view.php?id=5569, I was going to fix this in a more general way.
|
| |
| |
| |
| | |
http://opensimulator.org/mantis/view.php?id=5569
|
| |
| |
| |
| | |
that had come up after the NPC was created.
|
| |
| |
| |
| | |
blacklist them for 2 min, so that we don't keep doing remote calls that fail.
|
| | |
|
| |\ |
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | | |
http://opensimulator.org/mantis/view.php?id=5893
Signed-off-by: nebadon <michael@osgrid.org>
|
| |/
| |
| |
| | |
concurrent uses of the same TCP connection, and even of the connections to the same server. So let's stop doing it. This patch makes movement much smoother when there are lots of neighbours.
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| | |
not persist.
Resolves http://opensimulator.org/mantis/view.php?id=5819
|
| |\ |
|
| | | |
|
| | |\ |
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
AvatarFactoryModule after an avatar's appearance has been succesfully changed and persisted (if the persist option is set).
|
| | | |
| | | |
| | | |
| | | | |
blacklist them for 2 min, so that we don't keep doing remote calls that fail.
|
|\ \ \ \
| | | | |
| | | | |
| | | | | |
into 0.7.3-post-fixes
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
http://opensimulator.org/mantis/view.php?id=5893
Signed-off-by: nebadon <michael@osgrid.org>
|
| | | | | |
|
| | | | | |
|
| | | | | |
|
| | |/ /
| |/| | |
|
| | | | |
|
|/ / /
| | |
| | |
| | | |
concurrent uses of the same TCP connection, and even of the connections to the same server. So let's stop doing it. This patch makes movement much smoother when there are lots of neighbours.
|
| | |
| | |
| | |
| | | |
http://opensimulator.org/mantis/view.php?id=5404
|
| |/
|/|
| |
| |
| |
| | |
points) print out one short message listing the failing node names rather than lots of exceptions.
Adds skeleton bad float values deserialization test
|
|\ \
| |/ |
|
| | |
|
|/
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|\ |
|