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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.
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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
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constructor and never subsequent set to null.
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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.
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This is a valid check because the caller could supply an invalid uuid.
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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
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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.
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http://opensimulator.org/mantis/view.php?id=5569
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that had come up after the NPC was created.
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blacklist them for 2 min, so that we don't keep doing remote calls that fail.
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http://opensimulator.org/mantis/view.php?id=5893
Signed-off-by: nebadon <michael@osgrid.org>
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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.
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not persist.
Resolves http://opensimulator.org/mantis/view.php?id=5819
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http://opensimulator.org/mantis/view.php?id=5404
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points) print out one short message listing the failing node names rather than lots of exceptions.
Adds skeleton bad float values deserialization test
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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.
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AvatarFactoryModule after an avatar's appearance has been succesfully changed and persisted (if the persist option is set).
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complexity of code analysis
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rezzed before the region was restarted would wrongly place the copy in the object owner's inventory.
Addresses http://opensimulator.org/mantis/view.php?id=5825
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than ERROR. Restore extra log message if shape processing fails.
Logging level was DEBUG before 312e145 (Fri Feb 3 2012).
312e145 also accidentally removed the 'general error' log message if any shape deserialization failed.
This commit restores it, though this has no functional impact.
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permissions, not PermissionMask.All
Setting PermissionMask.All will cause next permissions to replace current permissions when the object is rezzed, since bit 4 will be set.
This is not correct behaviour for a freshly uploaded mesh. Freshly rezzed in-world prims also do not have bit 4 set (don't yet know exactly what this is).
Should resolve http://opensimulator.org/mantis/view.php?id=5651
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should in theory never happen), don't add the NPC to the npc list but return UUID.Zero instead.
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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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This is not valid in the case of BasicPhysics which can return a null PhysicsActor (though I think it should really return a do-nothing PhysicsActor).
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Path.GetDirectoryName when getting assembly loading path in Compiler.CompileFromDotNetText().
The Path.GetDirectoryName call in Compiler.CompileFromDotNetText is unnecessary since AppDomain.CurrentDomain.BaseDirectory is always a directory.
Later path concatenation is already done by Path.Combine() which handles any trailing slash.
Removing Path.GetDirectoryName() will not affect the runtime but allows NUnit to work since it doesn't add a trailing slash to AppDomain.CurrentDomain.BaseDirectory.
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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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variable in OpenSim.ini and Regions.ini match
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if we have been passed a non-zero transaction ID.
This resolves the recent regression from deeb728 where notecards could not be saved in prim inventories.
This looks like a better solution than deeb728 since only non-caps updates pass in a transaction ID.
Hopefully resolves http://opensimulator.org/mantis/view.php?id=5873
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triggering events on a potentially null Scene
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ExternalRepresentationUtils.ExecuteReadProcessors() methods.
Adds ability to submit a customized exception message to match logging.
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objects does not create a Scene or EventManager so triggering events crashes some tests
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events during tests must check for null EventManager
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