SimulatorFPS: The actual optimal FPS of the simulator, un-fudged
SimulatorFPSFactor: The fudge factor that is applied to the stats sent to the viewer
SimulatorFPSWarnPercent: The percentage below which a lag meter should go to amber
SimulatorFPSCritPercent: The percentage below which a lag meter should go to red
To display the real values, a viewer would divide the reported FPS by the SimulatorFPSFactor and use that to calculate the percentage of SimulatorFPS. E.g. reported is 55fps, SimulatorFPSFactor is 5.0 and SimulatorFPS is 11.
Remove "currently unused" indicators for some parameters and add missing
"DestinationGuide" parameter in [GridServiceInfo] in
StandaloneCommon.ini.example as they do work for a standalone.
Regularize example URLs for externally provided web page and economy
helper information for uniformity. Correct mistake in reference to grid
wide DestinationGuide in override capability in OpenSim.ini.example.
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
Clean up of simulation version, the number that rules the compatibility of teleports:
- It's not configurable anymore, it's fixed in code. Each number means an increase in features of the teleport procedure
- Its definition moved to the global VersionInfo class
As of now it's still 0.3.
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
- It's not configurable anymore, it's fixed in code. Each number means an increase in features of the teleport procedure
- Its definition moved to the global VersionInfo class
As of now it's still 0.3.
This integrates the OpenSim refactoring to make physics, etc into modules.
AVN physics hasn't been moved to new location.
Does not compile yet.
Merge branch 'osmaster' into mbworknew1
Keep FlotsamAssetCache as default and pre-enabled asset cache module in
StandaloneCommon.ini./example to have common behaviour between grids and
standalones. Asset cache is needed to better support temporary assets
and texture drawing functions.
Clarify what must be changed in initial .ini files to create a working
standalone setup now that [Const] variables are used. Fix separator used
in one of choice lists for [Const] BaseURL descriptor. Minor changes to
line spacing of some sections in StandaloneCommon.ini.example file for
layout regularity. Correction of a typo in comment.
Signed-off-by: Diva Canto <diva@metaverseink.com>
Helpful comment for setting [const] section of OpenSim.ini to allow for
standalone. Correction to StandaloneCommon.ini.example as
[GridInfoServices] welcome parameter does work and is also useful for
standalones.
This means that from now on, [new] root folders have code 8 (FolderType.Root), as the viewers expect, as opposed to 9, which was what we had been doing. Normal folders are as they were, -1. Also now sending folder code 100 for Suitcase folders to viewers, with no filter.
All tests pass, but fingers crossed!
Robust now tells viewers what the maximum number of groups is. Viewers show this limit to the users, and enforce it.
The default is 42, which is what viewers had assumed was the maximum number before this update.
Signed-off-by: Oren Hurvitz <orenh@kitely.com>
As suggested by Orenh in mantis 7644, in the future it would be beneficial and less confusing to use only 1 of the 3 current config loaders.
Signed-off-by: Oren Hurvitz <orenh@kitely.com>
they were moved. At the moment, ossl settings are in the XEngine section although
they should apply to any LSLish script engine. Moves all ossl settings to osslEnable.ini
Update osslEnable.ini with more decriptive comments and set some functions to be more
restrictive -- especially the functions that allow scripts to do things to other
avatars and prims.
Per comments, putting new configuration files in bin/ is not preferred.
Add comments and instructions to heading of osslEnable.ini.
Add a commented out include of osslEnable.ini to OpenSim.ini.example.
Fix line endings of osslEnable.ini to be Unix style.
An 'include' in OpenSim.ini would enable the ossl functions but, for the moment,
the functions are still disabled by default and this file is an example
of what could be done.
This is necessary because both asset and inventory reuse generic connectors that will otherwise set up authentication configured in the [Network] section.
This allows one to set up authentication for private services whilst still being able to use asset and inventory on foreign grids.
The setting is AuthType = None in both [HGAssetService] and [HGInventoryService]
Private grid asset and inventory services will still set up the authentication as configured.
This is to address an issue where HTTP script functions could make calls to localhost and other endpoints inside the simulator's LAN.
By default, calls to all private addresses are now blocked as per http://en.wikipedia.org/wiki/Reserved_IP_addresses
If you require exceptions to this, configure [Network] OutboundDisallowForUserScriptsExcept in OpenSim.ini
closer to SL. This change should address small floor edges acting like
walls, approaching a step at any angle (other than walking backwards)
will allow walking up, and reducing the avatar pop-up when going up
stairs.
Note that I also made things consistent by removing both the EstateDataService and the SimulationService into their own dlls, just like all other services. They really didn't belong in Services.Connectors, since everything in that component is about network connectors to robust backends. We may have too many dlls, and at some point it might not be a bad idea to merge all services into one single dll, since they all have more or less the same dependencies.
This cleans up Opensim's use of mono addins. In particular, the extension points /OpenSim/RegionModules and /OpenSim/WindModule moved from OpenSim.exe to OpenSim.Region.Framework.dll. From here on, developers of region modules should declare their dlls to be dependent on OpenSim.Region.Framework, starting with version 0.8.1
Additional changes:
- Addins version uniformly updated to 0.8.1. These numbers should be compatible with the release numbers or else it becomes very confusing.
- Mono addins directives moved from files addins.xml to embedded directives in the class and assembly declarations, to make it all consistent
throttles. Setting adaptive_throttle_min_bps will change the
minimum rate that the adapative throttles will drop to in case
of network packet loss. The current rate default rate is 256kbps.
The viewer can throttle rates under that amount, but the dynamic
adaptation will not.
If log level is 1 then every script load is logged.
This means the <logger name="OpenSim.Region.ScriptEngine.XEngine"> section in OpenSim.exe.config is no longer needed to avoid log spam on regions with many scripts and can be removed.
This is implemented with a new collision type (PhantomToOthersAvatar) to potentially allow colliding and non-colliding avatars to be present in the same scene.
So there is no provision yet for giving avatars different collision types.
This commit replaces the temporary change in commit f3eaa6d8 where avatars would never collide when using BulletSim
This is equivalent to the av_av_collisions_off option in ODE.
This resolves an issue with pCampbot where some bots would occasionally connect with the same UDP source port.
This sometimes led to console messages where bots would report receiving packets multiple times that weren't marked as resends.
DLLs built under windows
This shows summary wearables information (shape, hair, etc.) for all avatars in the scene or specific information about a given avatar's wearables.
Similar to the existing "attachments show" command.
This is the same as already done for scene_throttle_max_bps
Internally, the token buckets are in bytes and the other help text makes it clear that the number is bytes per second
(though with the wrong assumption that 1 mbit = 1024 * 1024 bits whereas 1 mbit = 1000 kbits = 1000000 bits)
This resolves an issue with pCampbot where some bots would occasionally connect with the same UDP source port.
This sometimes led to console messages where bots would report receiving packets multiple times that weren't marked as resends.
DLLs built under windows