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* * Added Support within the ODEPlugin for Selected. Which means that;Teravus Ovares2008-02-2310-40/+310
| | | | | | | | * When you select a physical prim, it stops while you've got it selected. * When you move or alter a prim in some manner, it doesn't become collidable until you de-select it * When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall)) * There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
* Fix for error message during startup (shared thread started processing ↵Tedd Hansen2008-02-222-1/+4
| | | | region queue before queue objects were fully operational)
* ScriptEngine works again (startup-nully-error gone)Tedd Hansen2008-02-224-19/+18
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* One more: Async LSL command thread is also shared now.Tedd Hansen2008-02-224-248/+275
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* * Converted the last of the events to the private delegate instance method ↵Teravus Ovares2008-02-224-37/+69
| | | | to avoid race conditions.
* * Downgrade texture exception to a warning.Justin Clarke Casey2008-02-221-4/+5
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* Bugfixes - Scripting works againTedd Hansen2008-02-222-2/+17
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* * Implement packet queue statisticsJustin Clarke Casey2008-02-222-3/+36
| | | | | | | | | * This will show the packets waiting in each queue for each client logged into a region server * These are displayed using 'show stats' on the region command line * This is in pursuit of a memory leak. * This will require a prebuild
* Some misplaced code made scripts never start :)Tedd Hansen2008-02-221-14/+13
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* Better timing of MaintenanceThread's tasks (uses less CPU)Tedd Hansen2008-02-221-20/+39
| | | | | | Updated OpenSim.ini.example
* * Moved all events except gridcomms and regioncomms over to Event Delegate ↵Teravus Ovares2008-02-225-9/+21
| | | | instances to prevent event race conditions
* * Moved the EventManager over to delegate instances to prevent race conditions.Teravus Ovares2008-02-221-49/+104
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* fixed it so that the different types of trees now work (show up in the ↵MW2008-02-221-1/+5
| | | | clients), problem is that we don't seem to be persisting PrimitiveBaseShape.State in the datastore, so after restart of server, they all turn back into pine trees.
* Bugfixes - wasn't counting threads right++Tedd Hansen2008-02-223-17/+17
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* Minor annoying Exception-bug fixedTedd Hansen2008-02-222-2/+3
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* Execution threads are now shared between regions too. Default thread count ↵Tedd Hansen2008-02-223-242/+229
| | | | | | | regardless of number of regions is now 3. This will save you around 33 threads for a normal 3x3 region server. But, this is totally completely untested. So it probably won't work for another patch or five.
* Maintenance thread in charge of loading/unloading of scripts. 1 thread less ↵Tedd Hansen2008-02-222-17/+28
| | | | | | | | per region. Total so far: 2 threads less per region Note: Currently causes delay in load/unload of scripts
* Now last commit will compile too... The features just keep on coming!Tedd Hansen2008-02-223-6/+12
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* From this commit and a few hours into the future ScriptEngine will be unstable:Tedd Hansen2008-02-225-79/+87
| | | | | | | | * Speeding up ScriptEngine shutdown * Sharing threads so that minimum total thread count for any amount of regions will be 2. (1 maintenance, 1 script execution) You can choose more script exec threads if you want of course. In this commit: Sharing maintenance thread between all regions.
* * Relative large ClientView refactoring of packet Events into .Net ↵Teravus Ovares2008-02-221-256/+686
| | | | recommended format.
* Fixes to ScriptEngine thread cleanup on destructorTedd Hansen2008-02-214-17/+14
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* * Fixed an issue where the client thread was aborted before the UDP server ↵Teravus Ovares2008-02-211-4/+11
| | | | | | | sends a message back to ClientView to close it a second time. (yes we call close twice because there are times when the client closes with a logout and disconnects immediately which causes the UDP server to send a close request to the client thread) * This update might make things better, it might expose another issue.
* * A few additional null checks in the Physics Scene and PhysicsActor so we ↵Teravus Ovares2008-02-212-11/+6
| | | | don't try to enumerate dead null ODECharacter objects when things get *really* slow.
* ScriptEngine changes in locking. Another step in direction of shared threads.Tedd Hansen2008-02-212-24/+22
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* "threads" command now works. I've added manual tracking of threads (only if ↵Tedd Hansen2008-02-2110-7/+38
| | | | compiled in DEBUG mode)... Its ugly and even requires a separate thread to track the treads, but it will be very valuable in debugging.
* Remove a couple compiler warnings.Jeff Ames2008-02-212-5/+5
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* * Properly guard against the possibility that CopyInventoryItem doesn't get ↵Justin Clarke Casey2008-02-201-5/+16
| | | | an asset back from the cache
* * Eliminate AssetCache.CopyAsset()Justin Clarke Casey2008-02-201-32/+26
| | | | | | | * Resolve a bad logic bug in AssetCache.GetAsset() * This may make some asset related things work better (possibly getting main map images will now be improved).
* Treads command lists threads, but not thread name (yet)Tedd Hansen2008-02-201-7/+9
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* * Only count download requests for assets which are not already waiting for ↵Justin Clarke Casey2008-02-204-15/+16
| | | | | | | | | data from the asset server * This should stop the constant increase in the download requests statistics * If you see stat numbers for download requests which are far from what you'd expect, please report
* div+Tedd Hansen2008-02-202-1/+14
| | | | | threads console command will list all threads. This + yesterdays naming threads patch will give a good overview of what threads we have running.
* * Found the land bug, yayTeravus Ovares2008-02-202-5/+17
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* Minor cleanup.Jeff Ames2008-02-20119-266/+188
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* * Fixed a long standing race condition in physics events. Could this be ↵Teravus Ovares2008-02-201-3/+3
| | | | the source of the null on multicast_void: error?
* llSetTimerEvent updated to use ticks instead of DateTime for internal timing.Tedd Hansen2008-02-203-24/+41
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* * Report 'asset not found' situations back to UserTextureDownloadServiceJustin Clarke Casey2008-02-203-7/+26
| | | | | | | * This fixes some of the 'runaway downloads' problem but not all of it * Also fix up logging messages so texture requests are reported as such rather than as assets
* llSetTimerEvent was setting seconds as milliseconds causing major problems ↵Tedd Hansen2008-02-202-2/+2
| | | | in timed scripts...
* * re-enabled AssetNotFound codelbsa712008-02-201-77/+80
| | | | | | * turned script asset fetching asynchronous
* Fixed big bug in AgentAssetTransactions, now don't seem to be getting any ↵MW2008-02-201-4/+4
| | | | AbortXfer packets. And the "saving data" message in the client on logout seems to have gone. (So that message was all my fault.)
* some changes to the initialising of AgentAssetTransactionModule to see if ↵MW2008-02-201-9/+23
| | | | they help with the xfer/grey avatar problems.
* small changeMW2008-02-201-0/+11
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* * Added a few more packets to ClientView. Added tendons to the Skeletal ↵Teravus Ovares2008-02-203-15/+297
| | | | Groups Module, made it shared to save on threads.
* * Fixed xml loading bug (the xml was scheduled for update before added to a ↵lbsa712008-02-203-5/+3
| | | | | | | | scene) * Fixed ClickAction situation on the same note (properties shouldn't cause big changes) * Added some more debug output to AssetCache
* * Cleanup of some memory consuming items on ScenePresence.Close().Teravus Ovares2008-02-205-10/+78
| | | | | | * Untangled a tangly shutdown loop for the ScenePresence. * Suggested to the Garbage Collector that this may be a good time to >.>, <.< *gasp* collect the memory.
* * Made a quickupdate method to run through only entities that have scheduled ↵Teravus Ovares2008-02-204-1/+55
| | | | | | | | | themselves for updates looking for changes. This runs 10 times a second. * Set the massively slow UpdateEntities method to run every 2 seconds instead of 10 times a second. This method runs through *all* of the entities can calls the virtual update(). * Documented some of the code in the scene.Update method.
* Doc correctionJustin Clarke Casey2008-02-191-1/+1
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* * Add documentationJustin Clarke Casey2008-02-193-16/+112
| | | | | | | | * The reason why pending downloads tick ever upwards is because missing assets are never signalled to the TextureSender * Rectifying this is not straightfoward, but this will constitute the next patch. * This does not explain the memory leak.
* Putting in eyecatcher lines on OpenSim start as we had previously. This ↵Justin Clarke Casey2008-02-191-1/+5
| | | | makes it easier to pick out a restart of OpenSim in an appended log file
* From: Michael Osias <mosias@us.ibm.com>Sean Dague2008-02-1910-197/+576
| | | | | | | | This patch implements the llSendRemoteData command and fixes mantis 552, and possibly 586.
* * Adds limited support for each hollow type for the supported prim., Cube ↵Teravus Ovares2008-02-191-124/+192
| | | | | | | with a triangle hollow, Cube with a cylinder hollow, cylinder with a triangle hollow, etc. * More work needs to be done here as several of the profileshape/hollow combinations are rotationally offset from where they render in the client.