Merge branch 'master' into careminster
commit
12f732fd3f
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@ -65,6 +65,7 @@ what it is today.
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* A_Biondi
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* alex_carnell
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* Alan Webb (IBM)
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* Allen Kerensky
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* BigFootAg
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* BlueWall Slade
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* brianw/Sir_Ahzz
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@ -102,17 +102,50 @@ namespace OpenSim
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m_log.InfoFormat(
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"[OPENSIM MAIN]: Environment variable MONO_THREADS_PER_CPU is {0}", monoThreadsPerCpu ?? "unset");
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// Increase the number of IOCP threads available. Mono defaults to a tragically low number
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// Verify the Threadpool allocates or uses enough worker and IO completion threads
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// .NET 2.0 workerthreads default to 50 * numcores
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// .NET 3.0 workerthreads defaults to 250 * numcores
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// .NET 4.0 workerthreads are dynamic based on bitness and OS resources
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// Max IO Completion threads are 1000 on all 3 CLRs.
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int workerThreadsMin = 500;
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int workerThreadsMax = 1000; // may need further adjustment to match other CLR
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int iocpThreadsMin = 1000;
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int iocpThreadsMax = 2000; // may need further adjustment to match other CLR
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int workerThreads, iocpThreads;
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System.Threading.ThreadPool.GetMaxThreads(out workerThreads, out iocpThreads);
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m_log.InfoFormat("[OPENSIM MAIN]: Runtime gave us {0} worker threads and {1} IOCP threads", workerThreads, iocpThreads);
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if (workerThreads < 500 || iocpThreads < 1000)
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if (workerThreads < workerThreadsMin)
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{
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workerThreads = 500;
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iocpThreads = 1000;
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m_log.Info("[OPENSIM MAIN]: Bumping up to 500 worker threads and 1000 IOCP threads");
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System.Threading.ThreadPool.SetMaxThreads(workerThreads, iocpThreads);
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workerThreads = workerThreadsMin;
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m_log.InfoFormat("[OPENSIM MAIN]: Bumping up to worker threads to {0}",workerThreads);
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}
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if (workerThreads > workerThreadsMax)
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{
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workerThreads = workerThreadsMax;
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m_log.InfoFormat("[OPENSIM MAIN]: Limiting worker threads to {0}",workerThreads);
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}
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// Increase the number of IOCP threads available.
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// Mono defaults to a tragically low number (24 on 6-core / 8GB Fedora 17)
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if (iocpThreads < iocpThreadsMin)
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{
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iocpThreads = iocpThreadsMin;
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m_log.InfoFormat("[OPENSIM MAIN]: Bumping up IO completion threads to {0}",iocpThreads);
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}
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// Make sure we don't overallocate IOCP threads and thrash system resources
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if ( iocpThreads > iocpThreadsMax )
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{
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iocpThreads = iocpThreadsMax;
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m_log.InfoFormat("[OPENSIM MAIN]: Limiting IO completion threads to {0}",iocpThreads);
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}
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// set the resulting worker and IO completion thread counts back to ThreadPool
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if ( System.Threading.ThreadPool.SetMaxThreads(workerThreads, iocpThreads) )
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{
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m_log.InfoFormat("[OPENSIM MAIN]: Threadpool set to {0} worker threads and {1} IO completion threads", workerThreads, iocpThreads);
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}
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else
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{
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m_log.Info("[OPENSIM MAIN]: Threadpool reconfiguration failed, runtime defaults still in effect.");
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}
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// Check if the system is compatible with OpenSimulator.
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// Ensures that the minimum system requirements are met
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@ -5865,8 +5865,13 @@ Environment.Exit(1);
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if (banned)
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{
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reason = "No suitable landing point found";
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return false;
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if(Permissions.IsAdministrator(agentID) == false || Permissions.IsGridGod(agentID) == false)
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{
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reason = "No suitable landing point found";
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return false;
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}
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reason = "Administrative access only";
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return true;
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}
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}
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}
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@ -4269,6 +4269,7 @@ namespace OpenSim.Region.Framework.Scenes
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(m_teleportFlags & TeleportFlags.ViaLocation) != 0 ||
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(m_teleportFlags & Constants.TeleportFlags.ViaHGLogin) != 0)
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{
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if (GodLevel < 200 &&
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((!m_scene.Permissions.IsGod(m_uuid) &&
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!m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid)) ||
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@ -4277,7 +4278,14 @@ namespace OpenSim.Region.Framework.Scenes
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{
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SpawnPoint[] spawnPoints = m_scene.RegionInfo.RegionSettings.SpawnPoints().ToArray();
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if (spawnPoints.Length == 0)
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{
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if(m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid))
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{
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pos.X = 128.0f;
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pos.Y = 128.0f;
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}
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return;
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}
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int index;
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bool selected = false;
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@ -4286,6 +4294,8 @@ namespace OpenSim.Region.Framework.Scenes
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{
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case "random":
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if (spawnPoints.Length == 0)
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return;
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do
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{
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index = Util.RandomClass.Next(spawnPoints.Length - 1);
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@ -4297,6 +4307,7 @@ namespace OpenSim.Region.Framework.Scenes
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// SpawnPoint sp = spawnPoints[index];
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ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y);
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if (land == null || land.IsEitherBannedOrRestricted(UUID))
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selected = false;
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else
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