Commit Graph

3441 Commits (415fc22e5ea326dd104563044533d14d08612f5c)

Author SHA1 Message Date
Tedd Hansen 667197f24d Added OpenSim.32BitLaunch.exe that can be used on 64-bit systems to run OpenSim in 32-bit mode.
Fixed ScriptEngine.Common startup problems.
2008-02-02 00:59:22 +00:00
Charles Krinke a9b69f3880 Thank you very much, Kinoc for : Moved the Listener loop try/catch to a better position.
Uses the IRC nick as the default when user location cannot be determined.
2008-02-02 00:47:28 +00:00
Tedd Hansen ea74f97e9b Forgot to create an object before use. Now why can't .Net just do that itself? :) 2008-02-02 00:20:31 +00:00
Tedd Hansen 34d21ac94b Added some error checking to MaintenanceThread, no-crash (just log) loading of script engines, and support to load multiple script engines 2008-02-02 00:09:55 +00:00
Tedd Hansen 694642a482 Moved iniFilePath to a static and put it in OpenSim.Application.iniFilePath.
Refreshing config based on this.
Temporarily disabled feature to refresh config file while running.
2008-02-01 23:56:09 +00:00
Tedd Hansen 4715453159 Bugfix, maybe it won't crash during startup and crash somewhere else instead? :) 2008-02-01 23:44:02 +00:00
Tedd Hansen d02a90823f SCRIPTING STILL BROKEN
Added comments and regions, restructured code
Changed a lot of AppDomain junk from console from using Console.Write to Log.Verbose and set it to #if DEBUG
All modules should now refresh their configuration runtime
Made all logging in ScriptEngine.Common get script name from actual engine
Renamed LSLLongCmdHandler to AsyncLSLCommandManager
Added auto-recover with 5 sec throttle for new MaintenanceThread
2008-02-01 23:36:36 +00:00
Tedd Hansen a6726b0c9d SCRIPT SUPPORT IS STILL BROKEN.
Bugfix: Scripts exceeding max and set to be killed were not killed, only removed.
Added ability to re-read configuration while OpenSim is running
All regions now sharing one MaintenanceThread
New MaintenanceThread:
- checks for script execution timeout
- re-reads config
- starts/stops threads if thread active count becomes too high/low compared to config
Speed increase on event execution:
- Reuse of try{}catch{} blocks
- Time calculation on event execution
2008-02-01 22:18:55 +00:00
Charles Krinke 8a4e8a8e31 Thank you, Kinoc for the ChatModule.cs updates. 2008-02-01 22:15:40 +00:00
Tedd Hansen 0c0286911d Config option to set number of scripts per AppDomain 2008-02-01 20:52:00 +00:00
Tedd Hansen e14c8f59f7 Added config options:
ScriptThreadPriority to set script thread priority
DeactivateScriptOnTimeout to remove script if it is executing too long
2008-02-01 20:45:15 +00:00
Tedd Hansen f4ddf5cf28 Removed "Loading inventory for Primitive" message.
Fixed small bug in thread counter.
2008-02-01 20:19:29 +00:00
Tedd Hansen a9c1f3fdb4 Experimental
Moved DotNetScriptEngine configuration to config file.
Added option to share script execution threads between regions.
2008-02-01 20:12:25 +00:00
Tedd Hansen 5d6e89eaf9 Highly experimental
A separate thread is used to enforce max function (event) execution time for scripts.
2008-02-01 19:07:05 +00:00
alondria 43ecb1b4d2 Fixed errors being thrown by invalid PSYS_SRC_TARGET_KEY's in llParticleSystem - defaults to source prim (consistent with LL grid).
Should fix mantis 427.
2008-02-01 15:22:11 +00:00
alondria 0eb4e85988 Thanks to Hashbox for a patch to:
Implementing llStringTrim and hooking in osRegionNotice
2008-02-01 14:18:00 +00:00
Teravus Ovares 96f6add4ad * ODE:Fix copy and paste bug in space calculation limits 2008-02-01 14:05:22 +00:00
MW 5099be8072 Temporary try catch around calculateSpaceForGeom() , to see if it gets past mantis issue #435 (for now) 2008-02-01 13:10:40 +00:00
Teravus Ovares 64a1a1f059 * Committing random physics stuff to the SVN for use later 2008-02-01 07:39:19 +00:00
Teravus Ovares bec71977ab * Added more supported feature to particlesystems. While this appears to have a libsl update... it's really a fix to the libsl version we're already using because of a bug in the particlesystem implementation
* Added two new simstat counters in the simstat enum for the RCCS.  (I'll find something cool to put in them)
* fixed a time waster in ODEPlugin.cs
2008-02-01 04:22:20 +00:00
Teravus Ovares e2f783789c * Adding limited support for LLParticleSystem.
* We still need to set the 'default particle' texture as, a particle system with no texture set doesn't work.
* The particle System Flags don't seem to be quite right yet as some flags don't seem to have an effect.   So no alpha in/out, color change, affected by the wind, etc.. yet
* Thanks to Alondria for some massive work here.  This update just tweaks a few things that she did.
2008-01-31 18:27:11 +00:00
Sean Dague 61ed12c4d8 revert last IRC bridge changes as this broke chat on my test environment.
Going to sift through the diff later to sort out what the root cause is here.
2008-01-31 17:15:41 +00:00
lbsa71 f72b834b25 * setting some readonlies 2008-01-31 10:56:40 +00:00
alondria 62ae3c9bf5 Hit a dead end with llParticleSystem (libsecondlife issues) so no functionality added yet, but did not want to loose work. 2008-01-31 06:59:48 +00:00
Justin Clarke Casey a4bf98f4ba * Add asset/texture cache statistics to region server console
* You can type 'stats' at the REGION# prompt to get this information in grid or standalone mode
* Don't take these numbers as gospel yet, since for some reason textures displayed from inventory which require downloading from the server are being recorded as assets 
rather than textures
* But I don't have any reason to believe they aren't broadly accurate.
* I've put these in so I can tell whether the high memory usage on regions is down to the asset/texture cache
* This will require a prebuild
* DEV: Only adds needed to be implemented since, as far as I can tell, assets cached are currently never released.  For my part, seeing large cache memory numbers will 
provoke me to think about doing something about this.
* DEV: Now switched to using a singleton to get the stats reporters rather than threading the object through various layers
* DEV: Will refactor the other server stats reporters to do this in one of the next commits
2008-01-31 00:42:31 +00:00
Justin Clarke Casey 881f295e70 * Add 'asset not found' statistics to grid asset server stats 2008-01-30 22:13:47 +00:00
Justin Clarke Casey a70e9c8c2c * Minor asset server message tweak 2008-01-30 18:36:59 +00:00
Justin Clarke Casey a5b719e161 * Deal with asset requests with malformed guids to the asset server in more user-friendly way than throwing an Exception
* Compact status messages to reduce verbosity and be more informative
2008-01-30 18:33:44 +00:00
Justin Clarke Casey dee0d1e55d * Print out exception information when a mysql asset fetch fails
* Attempt reconnection on fetch and create exceptions.
2008-01-30 17:39:40 +00:00
Justin Clarke Casey ce07854a45 * Insert 'assets served per hour' speed to asset server stats 2008-01-30 17:19:32 +00:00
Jeff Ames 8f5c55c79b Updated ODE lib for OS X (built from opensim-libs r27) 2008-01-30 09:27:25 +00:00
Teravus Ovares 9722b6ad53 Updating ODE.NET as the version I used possibly caused the slowness. 2008-01-30 08:58:44 +00:00
Teravus Ovares 02d672de36 * See if this helps Nebadon. 2008-01-30 08:30:22 +00:00
Teravus Ovares cb05b76b83 * This update restores *nix support
* This stability optimization is disabled on Apple Computers until the .dylib library is updated.
2008-01-30 07:46:48 +00:00
Teravus Ovares fc9b3ec5a8 * Experimental ODE Update to make ODE more stable
* WARNING: This update will break *nix support. Will be restored in the next revision
2008-01-30 07:09:58 +00:00
Teravus Ovares 8aa796595c * Fixed a crash if the server is unable to connect to the UserServer when a user logs off 2008-01-29 17:16:38 +00:00
Teravus Ovares c4687116ad * Implemented grab and throw in ODE. It's a little strong still so toss gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location. 2008-01-29 15:10:18 +00:00
Justin Clarke Casey 55dc0dc267 * Patch from Ansi (IBM)
* Allows the creation of a user via the RemoteAdminPlugin.
* Many thanks!
2008-01-29 14:43:45 +00:00
Teravus Ovares 832243c6e8 * No more massive spires and massive pits when editing land using Select + tool + amount + apply; 2008-01-29 06:16:06 +00:00
Teravus Ovares da0fa4253b Thanks kinoc for your improved IRC Gateway patch as referenced in mantis issue 390. 2008-01-29 04:35:01 +00:00
Teravus Ovares 47761a4a5e * Commenting out the 'collision notifications' on BulletX, as there hasn't been an update on bullet in a while and the console notifications consume the entire CPU to make bullet completely unusable. 2008-01-29 02:08:30 +00:00
Teravus Ovares 4742a172e2 * This fixes the stair issue that Sdague reported on *nix. Be aware that if you cross a border into a region, the new region doesn't know your height and therefore you're about a meter off the ground. If the region doesn't know your height, you won't be able to climb steps. If you're in that state, edit your appearance and the region will learn your height and you will again be able to climb steps. 2008-01-29 01:20:43 +00:00
Justin Clarke Casey beefbb46d2 * Add total logouts (and total logins) to server side user stats
* Passing the stats collector through object chains is not ideal - this will change when more stats come in
* This change will need a prebuild
2008-01-28 22:00:38 +00:00
Justin Clarke Casey fa5fe6b7f6 * Move AssetStatsReporter to Framework.Statistics
* The hooks are still plugged in too high at the asset server, but then next layer down is the database and this may be refactored soon.
* This change will requires a prebuild
2008-01-28 19:49:07 +00:00
Teravus Ovares 035d807847 * ODE Going to Time Step 0.020 = (1000\20) - ((1000\20) * .09) = ~45 pfps 2008-01-28 04:31:40 +00:00
Teravus Ovares 5e36feada2 * Mostly ODE update. Things are a bit more behaved then the last experimental update. 2008-01-28 03:25:02 +00:00
Teravus Ovares 205001ab8d * Highly experimental ODE_STEPSIZE = 0.025f - 1000 / 25 = 40fps - 10 substeps with fallback to 5 substeps when things get slow
* Just to give you an idea of the difference ..    previous ODE_STEPSIZE was 0.005f - 1000/5 = 200fps - 10 substeps with fallback to 5 substeps when things get slow
* *nix avatar may fall over again, *sorry*
2008-01-27 03:18:10 +00:00
Teravus Ovares 254e047dad * Shifted strategy of detecting specific *nix distributions to detecting *nix.
* Let me know if all your avatar are standup.
2008-01-26 17:38:30 +00:00
Teravus Ovares 58106926bb * Added a try/catch handler around childdataupdates because the enumeration is prone to modification when logging on. These can be safely ignored because the data gets old fast and new ones get generated somewhat quickly. 2008-01-26 17:00:35 +00:00
Jeff Ames f0d6f89c2c Updated contributors list. 2008-01-26 12:34:38 +00:00