Change SOP.SendFullUpdateToClient() and SoundModule.PlayAttachedSound() to use this rather than different magic number formulations.
This also corrects a bug in PlayAttachedSound() where the code assumed that all attachment points over 30 were HUDs.
It appears this is no longer true with Neck and Root (Avatar Center)
On region restart, the whole object would become physical as expected.
Observed behaviour from elsewhere is that all prims in a new linkset should take on the status of the root prim.
Add regression test for this behaviour.
Another thread could come and turn off physics for a part (null PhysicsActor) at any point.
Had to turn off localCopy on warp3D CoreModules section in prebuild.xml since on current nant this copies all DLLs in bin/ which can be a very large number with compiled DLLs
No obvious reason for doing that copy - nothing else does it.
The previous lines-per-second measurement used for top scripts report was inaccurate, since lines executed does not reflect time taken to execute.
Also, every fetch of the report would reset all the numbers limiting its usefulness and we weren't even guaranteed to see the top 100.
The actual measurement value should be script execution time per frame but XEngine does not work this way.
Therefore, we use actual script execution time scaled by the measurement period and an idealised frame time.
This is still not ideal but gives reasonable results and allows scripts to be compared.
This commit moves script execution time calculations from SceneGraph into IScriptModule implementations.
This illustrates that references to Scene, SOG, etc. are not currently being released when a stress test ends (or at regression test end in general).
This means even the current stress tests take much more memory than they need, a problem that will have to be addressed.
There were two problems here:
1) On object group update, we looked for the group is the IClientAPI group cache rather than in the groups service. This fails to groups created newly in that session
2) On object group update, we weren't setting the HasGroupChanged flag. This meant that the change was not persisted unless some other action set this flag.
This commit fixes these issues and hopefully addresses http://opensimulator.org/mantis/view.php?id=5588
This commit also moves HandleObjectGroupUpdate() to the GroupsModule from the Scene.PacketHandlers.cs file
prim update to only triple queuing. Existing method was:
1. Schedule prim for update, adding to scene update list
2. Update on SOGs during heartbeat queues update onto each SceneViewer
3. Update on SPs during heartbeat queues update onto each IClientAPI
4. ProcessEntityUpdates queues updates into UDP send stack
Now the SceneViewer has been eliminated so updates are scheduled at any
time and then put onto the IClientAPI priority queues immediately during
SceneGraph.UpdateObjectGroups.
from previous commit which sort out which iterator is used are left
intact. A discussion is needed as to what constitutes an avatar vs a
ScenePresence.
the 3 iteration functions so more of them are using the correct
iteration for the action they are performing. The 3 iterators that seem
to fit all actions within OpenSim at this time are:
ForEachAvatar: Perform an action on all avatars (root presences)
ForEachClient: Perform an action on all clients (root or child clients)
ForEachRootClient: Perform an action on all clients that have an avatar
There are still a dozen places or so calling the old
ForEachScenePresence that will take a little more refactoring to
eliminate.
UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are
using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on
SOP consistently now. Also started working toward eliminating those
calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule
from outside SOP in favor of just setting properties on SOP and let SOP
decide if an update should be scheduled. This consolidates the update
policy within SOP and the client rather than everywhere that makes
changes to SOP. Some places forget to call update while others call it
multiple times, "just to be sure".
UpdateFlag and Schedule*Update will both be made private shortly.
UpdateFlag is intended to be transient and internal to SOP so it has
been removed from XML serializer for SOPs.
SP still has an implementation but this is now just a public method on SP rather than an abstract one in EntityBase.
No point making the code more complex until it actually needs to be,
Even though we don't use these on rez they are still present after an unlink, after which selecting them causes various viewers to crash
Hopefully really does address http://opensimulator.org/mantis/view.php?id=5664
It's never possible for SOG to have no RootPart, except in the first few picosends of the big bang when it's pulled from region persistence or deserialized
this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path.
currently implemented in osNpcMoveToTarget(), but none of this is final.
This now works again except that it requires a click or avatar mvmt to get going
This is because the ScenePresence.HandleAgentUpdate() method doesn't trigger until the client does something significant, at which point autopilot takes over.
Even clicking is enough to trigger.
This will be improved presently.
I think (ha ha) this largely fixes undo, except for the fact that rotation a set of prims with 'edit linked parts' selected doesn't quite work properly (though this works fine if the checkbox isn't selected).
Also, the double undo bug for resize is still present.
Redo might be incredibly buggy, haven't even looked at that yet.
The only obviously broken things right now are the undo of the position of just a root prim (stays in place) and the fact that resizes need two undoes.
This involves implementing a boolean in UndoState to signal whether the undo needs to be done for an entire group/linkset or just a single prim
Resizing individual components of linksets is still dodgy.
Resizing still has to be down twice, since for some reason the client is sending two multiobjectupdate packets on every resize except the very first. This applies to single prims and linksets. Need to look into this.
Undo rotation and position appear to be working.
Resizing a single prim appears to be working, though the undo has to be done twice.
Resizing a group of prims still does not work properly - possibly because in the UndoState we don't store a knowledge of when we're resizing a whole group rather than individual prims.
This needs to be addressed.
Also fiddle a bit with undo. This is not currently working properly, though to be fair it also didn't appear to work in 0.7.1.1 either (at least for resize).
Will get some more attention soon.
to the entity update queue. The number of property packets can
become significant when selecting/deselecting large numbers of
objects.
This is experimental code.
This updates prim counts correctly if an object is moved by something other than an avatar (e.g. scripts, region modules)
Create TestMoveOwnerObject() regression test for this case.