From a42bb799cca27c0dddbecbd2edd2bd5e6d379472 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 10 May 2013 14:48:52 -0700 Subject: BulletSim: fix CPU loop that occurs when any 'degenerate' sculptie is in a region. This fixes the high CPU usage for regions with nothing else going on. --- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 9d47657..262d734 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -368,9 +368,10 @@ public class BSShapeMesh : BSShape // Check to see if mesh was created (might require an asset). newShape = VerifyMeshCreated(physicsScene, newShape, prim); - if (!newShape.isNativeShape) + if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) { // If a mesh was what was created, remember the built shape for later sharing. + // Also note that if meshing failed we put it in the mesh list as there is nothing else to do about the mesh. Meshes.Add(newMeshKey, retMesh); } @@ -481,8 +482,11 @@ public class BSShapeMesh : BSShape } else { + // Force the asset condition to 'failed' so we won't try to keep fetching and processing this mesh. + prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; physicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}", LogHeader, prim.PhysObjectName, prim.RawPosition, physicsScene.Name); + physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,allDegenerate,key={1}", prim.LocalID, newMeshKey); } } newShape.shapeKey = newMeshKey; @@ -521,7 +525,7 @@ public class BSShapeHull : BSShape // Check to see if hull was created (might require an asset). newShape = VerifyMeshCreated(physicsScene, newShape, prim); - if (!newShape.isNativeShape) + if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) { // If a mesh was what was created, remember the built shape for later sharing. Hulls.Add(newHullKey, retHull); -- cgit v1.1 From 81d8deb1a830765ec64948db5ec3902894761f24 Mon Sep 17 00:00:00 2001 From: Melanie Date: Sat, 11 May 2013 01:27:37 +0100 Subject: Send up the part missing from the Avination Estate commit. Warning - contains a small migration. --- .../CoreModules/World/Estate/EstateManagementModule.cs | 12 ++++++++++++ OpenSim/Region/Framework/Scenes/Scene.cs | 2 -- 2 files changed, 12 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs index 91f6501..121b2aa 100644 --- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs +++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs @@ -1245,6 +1245,8 @@ namespace OpenSim.Region.CoreModules.World.Estate flags |= RegionFlags.NoFly; if (Scene.RegionInfo.RegionSettings.RestrictPushing) flags |= RegionFlags.RestrictPushObject; + if (Scene.RegionInfo.RegionSettings.AllowLandJoinDivide) + flags |= RegionFlags.AllowParcelChanges; if (Scene.RegionInfo.RegionSettings.BlockShowInSearch) flags |= RegionFlags.BlockParcelSearch; @@ -1254,6 +1256,10 @@ namespace OpenSim.Region.CoreModules.World.Estate flags |= RegionFlags.Sandbox; if (Scene.RegionInfo.EstateSettings.AllowVoice) flags |= RegionFlags.AllowVoice; + if (Scene.RegionInfo.EstateSettings.AllowLandmark) + flags |= RegionFlags.AllowLandmark; + if (Scene.RegionInfo.EstateSettings.AllowSetHome) + flags |= RegionFlags.AllowSetHome; if (Scene.RegionInfo.EstateSettings.BlockDwell) flags |= RegionFlags.BlockDwell; if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport) @@ -1299,6 +1305,12 @@ namespace OpenSim.Region.CoreModules.World.Estate flags |= RegionFlags.ResetHomeOnTeleport; if (Scene.RegionInfo.EstateSettings.TaxFree) flags |= RegionFlags.TaxFree; + if (Scene.RegionInfo.EstateSettings.AllowLandmark) + flags |= RegionFlags.AllowLandmark; + if (Scene.RegionInfo.EstateSettings.AllowParcelChanges) + flags |= RegionFlags.AllowParcelChanges; + if (Scene.RegionInfo.EstateSettings.AllowSetHome) + flags |= RegionFlags.AllowSetHome; if (Scene.RegionInfo.EstateSettings.DenyMinors) flags |= (RegionFlags)(1 << 30); diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 2aba2dd..1fa2fc7 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -4188,8 +4188,6 @@ namespace OpenSim.Region.Framework.Scenes m_log.DebugFormat( "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName); - // XPTO: if this agent is not allowed here as root, always return false - // TODO: This check should probably be in QueryAccess(). ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); if (nearestParcel == null) -- cgit v1.1