Merge branch 'master' into httptests

httptests
UbitUmarov 2016-10-21 17:58:17 +01:00
commit 2ce0673af2
4 changed files with 28 additions and 20 deletions

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@ -6173,8 +6173,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Threshold for body rotation to be a significant agent update // Threshold for body rotation to be a significant agent update
// use the abs of cos // use the abs of cos
private const float QDELTABody = 1.0f - 0.0001f; private const float QDELTABody = 1.0f - 0.00005f;
private const float QDELTAHead = 1.0f - 0.0001f; private const float QDELTAHead = 1.0f - 0.00005f;
// Threshold for camera rotation to be a significant agent update // Threshold for camera rotation to be a significant agent update
private const float VDELTA = 0.01f; private const float VDELTA = 0.01f;
@ -6199,8 +6199,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{ {
if( if(
(x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed (x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed
|| ((x.ControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0 && // || ((x.ControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0 &&
(x.ControlFlags & 0x3f8dfff) != 0) // we need to rotate the av on fly // (x.ControlFlags & 0x3f8dfff) != 0) // we need to rotate the av on fly
|| x.ControlFlags != (byte)AgentManager.ControlFlags.NONE// actually all movement controls need to pass
|| (x.Flags != m_thisAgentUpdateArgs.Flags) // significant if Flags changed || (x.Flags != m_thisAgentUpdateArgs.Flags) // significant if Flags changed
|| (x.State != m_thisAgentUpdateArgs.State) // significant if Stats changed || (x.State != m_thisAgentUpdateArgs.State) // significant if Stats changed
|| (Math.Abs(x.Far - m_thisAgentUpdateArgs.Far) >= 32) // significant if far distance changed || (Math.Abs(x.Far - m_thisAgentUpdateArgs.Far) >= 32) // significant if far distance changed

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@ -3869,15 +3869,11 @@ namespace OpenSim.Region.Framework.Scenes
for (int i = 0; i < parts.Length; i++) for (int i = 0; i < parts.Length; i++)
{ {
SceneObjectPart part = parts[i]; SceneObjectPart part = parts[i];
if (part.Scale.X > m_scene.m_maxPhys ||
part.Scale.Y > m_scene.m_maxPhys ||
part.Scale.Z > m_scene.m_maxPhys )
{
UsePhysics = false; // Reset physics
break;
}
if (checkShape && part.PhysicsShapeType != (byte)PhysicsShapeType.None) if(part.PhysicsShapeType == (byte)PhysicsShapeType.None)
continue; // assuming root type was checked elsewhere
if (checkShape)
{ {
if (--maxprims < 0) if (--maxprims < 0)
{ {
@ -3885,6 +3881,14 @@ namespace OpenSim.Region.Framework.Scenes
break; break;
} }
} }
if (part.Scale.X > m_scene.m_maxPhys ||
part.Scale.Y > m_scene.m_maxPhys ||
part.Scale.Z > m_scene.m_maxPhys )
{
UsePhysics = false; // Reset physics
break;
}
} }
} }

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@ -927,7 +927,7 @@
;; The trade-off may be increased memory usage by the script engine. ;; The trade-off may be increased memory usage by the script engine.
; ThreadStackSize = 262144 ; ThreadStackSize = 262144
;; Set this to true (the default) to load each script into a separate ;; Set this to true to load each script into a separate
;; AppDomain. ;; AppDomain.
;; ;;
;; Setting this to false will load all script assemblies into the ;; Setting this to false will load all script assemblies into the
@ -936,8 +936,10 @@
;; ;;
;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted. ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region. ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
;; Some Windows users have also reported script loading problems when AppDomainLoading = false ;; at this time some mono versions seem to have problems with the true option
; AppDomainLoading = true ;; so default is now false until a fix is found, to simply life of less technical skilled users.
;; this should only be a issue if regions stay alive for a long time with lots of scripts added or edited.
; AppDomainLoading = false
;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op) ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
;; co-op will be more stable but this option is currently experimental. ;; co-op will be more stable but this option is currently experimental.

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@ -1693,12 +1693,13 @@
; Stack size per thread created ; Stack size per thread created
ThreadStackSize = 262144 ThreadStackSize = 262144
; Set this to true (the default) to load each script into a separate ; Set this to true to load each script into a separate
; AppDomain. Setting this to false will load all script assemblies into the ; AppDomain. Setting this to false will load all script assemblies into the
; current AppDomain, which will reduce the per-script overhead at the ; current AppDomain, which will reduce the per-script overhead but deleted scripts stay inactive using memory
; expense of reduced security and the inability to garbage collect the ; this may only be a problem if regions stay alive for a long time with lots of scripts added or edited.
; script assemblies ; at this time some mono versions seem to have problems with the true option
AppDomainLoading = true ; so default is now false until a fix is found
AppDomainLoading = false
; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to 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 ; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the