Merge branch 'master' into httptests

httptests
UbitUmarov 2016-11-03 14:01:35 +00:00
commit 01a4a883e0
9 changed files with 90 additions and 87 deletions

View File

@ -2920,7 +2920,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
m_log.Error("Unable to send part Physics Proprieties - exception: " + ex.ToString());
}
part.UpdatePhysRequired = false;
}
}

View File

@ -565,8 +565,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
return null;
}
return account;
/*
try
{
string encpass = Util.Md5Hash(pass);
@ -587,7 +585,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
m_log.ErrorFormat("[INVENTORY ARCHIVER]: Could not authenticate password, {0}", e);
return null;
}
*/
}
/// <summary>

View File

@ -1660,7 +1660,7 @@ namespace OpenSim.Region.Framework.Scenes
if (part != null)
{
part.UpdateExtraPhysics(PhysData);
if (part.UpdatePhysRequired && remoteClient != null)
if (remoteClient != null)
remoteClient.SendPartPhysicsProprieties(part);
}
}

View File

@ -1222,7 +1222,6 @@ namespace OpenSim.Region.Framework.Scenes
}
public UpdateRequired UpdateFlag { get; set; }
public bool UpdatePhysRequired { get; set; }
/// <summary>
/// Used for media on a prim.
@ -1637,7 +1636,6 @@ namespace OpenSim.Region.Framework.Scenes
if(ParentGroup != null)
ParentGroup.HasGroupChanged = true;
ScheduleFullUpdateIfNone();
UpdatePhysRequired = true;
}
}
}
@ -1729,7 +1727,7 @@ namespace OpenSim.Region.Framework.Scenes
set
{
byte oldv = m_physicsShapeType;
if (value >= 0 && value <= (byte)PhysShapeType.convex)
{
if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
@ -1748,28 +1746,21 @@ namespace OpenSim.Region.Framework.Scenes
{
ParentGroup.Scene.RemovePhysicalPrim(1);
RemoveFromPhysics();
Stop();
// Stop();
}
}
else if (PhysActor == null)
{
ApplyPhysics((uint)Flags, VolumeDetectActive, false);
UpdatePhysicsSubscribedEvents();
if(oldv == (byte)PhysShapeType.none)
{
ApplyPhysics((uint)Flags, VolumeDetectActive, false);
UpdatePhysicsSubscribedEvents();
}
}
else
{
PhysActor.PhysicsShapeType = m_physicsShapeType;
// if (Shape.SculptEntry)
// CheckSculptAndLoad();
}
if (ParentGroup != null)
ParentGroup.HasGroupChanged = true;
}
if (m_physicsShapeType != value)
{
UpdatePhysRequired = true;
ParentGroup.HasGroupChanged = true;
}
}
}
@ -1782,17 +1773,16 @@ namespace OpenSim.Region.Framework.Scenes
if (value >=1 && value <= 22587.0)
{
m_density = value;
UpdatePhysRequired = true;
ScheduleFullUpdateIfNone();
if (ParentGroup != null)
ParentGroup.HasGroupChanged = true;
PhysicsActor pa = PhysActor;
if (pa != null)
pa.Density = m_density;
}
ScheduleFullUpdateIfNone();
if (ParentGroup != null)
ParentGroup.HasGroupChanged = true;
PhysicsActor pa = PhysActor;
if (pa != null)
pa.Density = Density;
}
}
@ -1804,17 +1794,16 @@ namespace OpenSim.Region.Framework.Scenes
if( value >= -1 && value <=28.0f)
{
m_gravitymod = value;
UpdatePhysRequired = true;
ScheduleFullUpdateIfNone();
if (ParentGroup != null)
ParentGroup.HasGroupChanged = true;
PhysicsActor pa = PhysActor;
if (pa != null)
pa.GravModifier = m_gravitymod;
}
ScheduleFullUpdateIfNone();
if (ParentGroup != null)
ParentGroup.HasGroupChanged = true;
PhysicsActor pa = PhysActor;
if (pa != null)
pa.GravModifier = GravityModifier;
}
}
@ -1826,17 +1815,16 @@ namespace OpenSim.Region.Framework.Scenes
if (value >= 0 && value <= 255.0f)
{
m_friction = value;
UpdatePhysRequired = true;
ScheduleFullUpdateIfNone();
if (ParentGroup != null)
ParentGroup.HasGroupChanged = true;
PhysicsActor pa = PhysActor;
if (pa != null)
pa.Friction = m_friction;
}
ScheduleFullUpdateIfNone();
if (ParentGroup != null)
ParentGroup.HasGroupChanged = true;
PhysicsActor pa = PhysActor;
if (pa != null)
pa.Friction = Friction;
}
}
@ -1848,17 +1836,16 @@ namespace OpenSim.Region.Framework.Scenes
if (value >= 0 && value <= 1.0f)
{
m_bounce = value;
UpdatePhysRequired = true;
ScheduleFullUpdateIfNone();
if (ParentGroup != null)
ParentGroup.HasGroupChanged = true;
PhysicsActor pa = PhysActor;
if (pa != null)
pa.Restitution = m_bounce;
}
ScheduleFullUpdateIfNone();
if (ParentGroup != null)
ParentGroup.HasGroupChanged = true;
PhysicsActor pa = PhysActor;
if (pa != null)
pa.Restitution = Restitution;
}
}
@ -4541,24 +4528,24 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
}
}
public void UpdateExtraPhysics(ExtraPhysicsData physdata)
{
if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
return;
if (PhysicsShapeType != (byte)physdata.PhysShapeType)
{
PhysicsShapeType = (byte)physdata.PhysShapeType;
}
byte newtype = (byte)physdata.PhysShapeType;
if (PhysicsShapeType != newtype)
PhysicsShapeType = newtype;
if(Density != physdata.Density)
Density = physdata.Density;
if(GravityModifier != physdata.GravitationModifier)
GravityModifier = physdata.GravitationModifier;
if(Friction != physdata.Friction)
Friction = physdata.Friction;
if(Restitution != physdata.Bounce)
Restitution = physdata.Bounce;
}

View File

@ -443,6 +443,11 @@ namespace OpenSim.Region.PhysicsModule.ubODEMeshing
if (physicsParms != null)
usemesh = true;
else
{
m_log.WarnFormat("[MESH]: Data for PRIM shape type not found for prim {0}",primName);
return false;
}
}
if(!usemesh && (map.ContainsKey("physics_convex")))
@ -451,7 +456,7 @@ namespace OpenSim.Region.PhysicsModule.ubODEMeshing
if (physicsParms == null)
{
m_log.WarnFormat("[MESH]: unknown mesh type for {0}",primName);
m_log.WarnFormat("[MESH]: unknown mesh type for prim {0}",primName);
return false;
}

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@ -100,11 +100,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
protected IScriptEngine m_ScriptEngine;
protected SceneObjectPart m_host;
/// <summary>
/// Used for script sleeps when we are using co-operative script termination.
/// </summary>
/// <remarks>null if co-operative script termination is not active</remarks>
/// <summary>
/// The item that hosts this script
/// </summary>
@ -1641,12 +1637,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
foreach (SceneObjectPart part in group.Parts)
{
if (part.PhysicsShapeType == (byte)PhysicsShapeType.None)
continue;
if (part.Scale.X > World.m_maxPhys || part.Scale.Y > World.m_maxPhys || part.Scale.Z > World.m_maxPhys)
{
allow = false;
break;
}
if (checkShape && part.PhysicsShapeType != (byte)PhysicsShapeType.None)
if (checkShape)
{
if (--maxprims < 0)
{

View File

@ -110,6 +110,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
private int m_ScriptFailCount; // Number of script fails since compile queue was last empty
private string m_ScriptErrorMessage;
private bool m_AppDomainLoading;
private bool m_CompactMemOnLoad;
private Dictionary<UUID,ArrayList> m_ScriptErrors =
new Dictionary<UUID,ArrayList>();
@ -301,8 +302,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
m_MaxScriptQueue = m_ScriptConfig.GetInt("MaxScriptEventQueue",300);
m_StackSize = m_ScriptConfig.GetInt("ThreadStackSize", 262144);
m_SleepTime = m_ScriptConfig.GetInt("MaintenanceInterval", 10) * 1000;
m_AppDomainLoading = m_ScriptConfig.GetBoolean("AppDomainLoading", true);
m_AppDomainLoading = m_ScriptConfig.GetBoolean("AppDomainLoading", false);
m_CompactMemOnLoad = m_ScriptConfig.GetBoolean("CompactMemOnLoad", false);
m_EventLimit = m_ScriptConfig.GetInt("EventLimit", 30);
m_KillTimedOutScripts = m_ScriptConfig.GetBoolean("KillTimedOutScripts", false);
m_SaveTime = m_ScriptConfig.GetInt("SaveInterval", 120) * 1000;
@ -1278,10 +1279,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
}
}
// do not load a assembly on top of a lot of to release memory
// also yield a bit
// only if logins disable since causes a lot of rubber banding
if(!m_Scene.LoginsEnabled)
// optionaly do not load a assembly on top of a lot of to release memory
// only if logins disable since causes a lot of rubber banding
if(m_CompactMemOnLoad && !m_Scene.LoginsEnabled)
GC.Collect(2);
ScriptInstance instance = null;

View File

@ -958,6 +958,13 @@
;; by scripts have changed.
; DeleteScriptsOnStartup = true
;# {CompactMemOnLoad} {} {compacts memory on each script load at startup?} {true false} false
;; forces calls to memory garbage collector before loading each script DLL during region startup.
;; Peak memory usage is reduced and region starts with a more compacted memory allocation.
;; But this costs a lot of time, so region load will take a lot longer.
;; it is more usefull if there are no previously compiled scripts DLLs (as with DeleteScriptsOnStartup = true)
;CompactMemOnLoad = false
;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
;; Default language for scripts
; DefaultCompileLanguage = "lsl"

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@ -1699,14 +1699,23 @@
; this may only be a problem if regions stay alive for a long time with lots of scripts added or edited.
; at this time some mono versions seem to have problems with the true option
; so default is now false until a fix is found
AppDomainLoading = false
; AppDomainLoading = false
; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
; by scripts have changed.
; DeleteScriptsOnStartup = false
; Controls whether previously compiled scripts DLLs are deleted on sim restart.
; If you set this to false then startup will be considerably faster since scripts won't need to be recompiled.
; It should be true on first run after updating opensim binary version
; after first run you can change to false.
; You can also set it to false and delete the script DLLs by hand
; This does not delete cached scripts state.
; DeleteScriptsOnStartup = true
; CompactMemOnLoad
; forces calls to memory garbage collector before loading each script DLL during region startup.
; Peak memory usage is reduced and region starts with a more compacted memory allocation.
; But this costs a lot of time, so region load will take a lot longer.
; it is more usefull if there are no previously compiled scripts DLLs (or DeleteScriptsOnStartup = true)
; CompactMemOnLoad = false
; Controls whether scripts are stopped by aborting their threads externally (abort)
; or by co-operative checks inserted by OpenSimulator into compiled script (co-op).
; co-op will be more stable as aborting threads can cause instability.