Commit Graph

18014 Commits (9ee6c06ec849cb81eec71582d6d9143f103a5d99)

Author SHA1 Message Date
Justin Clark-Casey (justincc) b56673c920 Fix bug with "kick user" reducing agent counts by 2 instead of 1.
This is done by making the kick user command call IClientAPI.Close() rather than routing through Scene.IncomingCloseAgent(), which also called IClientAPI.Close()
DisableSimulator for child agents is moved from IncomingCloseAgent() to RemoveClient(), this is not a functional change since IncomingCloseAgent() always ends up calling RemoveClient()
2012-06-08 00:18:25 +01:00
Justin Clark-Casey (justincc) 0c5fefacb4 Record the fact that child agents can have asset transactions.
Also change code to grab the agent asset transaction module once.
2012-06-07 23:51:04 +01:00
Justin Clark-Casey (justincc) de87e4871b Don't send kill object messages to clients when a child agent is closed. 2012-06-07 23:35:21 +01:00
Melanie 39cb2063bf Add collision sounds to the asset set 2012-06-07 23:35:08 +01:00
Talun d5cc959683 Mantis 6044 Building master currently fails.
Add missing reference to System.Core

Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
2012-06-07 11:16:18 -04:00
BlueWall a1e857932a Make change to fix Windows builds 2012-06-07 10:17:37 -04:00
Justin Clark-Casey (justincc) 7550b97e65 Log warning if we try to remove a UDP client that has already been removed. 2012-06-07 04:00:29 +01:00
Justin Clark-Casey (justincc) 98b46d48fe Allow the thread watchdog to accept an alarm method that is invoked if the timeout is breached.
This alarm can then invoke this to log extra information.
This is used in LLUDPServer to show which client was being processed when incoming and outgoing udp watchdog alarms are triggered.
2012-06-07 02:44:13 +01:00
Justin Clark-Casey (justincc) 514dd85199 minor: Change log messages on Warp3DImageModule to show they are from this module 2012-06-06 04:18:38 +01:00
Justin Clark-Casey (justincc) 53c25a4778 Rename MapImageModule for Warp3D to Warp3DImageModule to match its class name and make it easier to distinguish between map image modules. 2012-06-06 04:15:00 +01:00
Justin Clark-Casey (justincc) 2b0de66216 Actively dispose of Bitmaps in Warp3D image module and world map module once we've finished with them.
This might help with memory leakage issues though I suspect it won't.
2012-06-06 04:11:16 +01:00
SignpostMarv 3b25021180 enabling all corners of a sim to be set in one call 2012-06-06 02:47:47 +01:00
Justin Clark-Casey (justincc) abf94627f6 Ensure closure of bitmap and memory stream with using() statements in WorldViewModule.
If this has any effect then it will only be to the map images returned via requests to the /worldview simulator HTTP path (not enabled by default)
2012-06-06 02:45:36 +01:00
Justin Clark-Casey (justincc) 6adc810eaa Stop accidentally reading 4 Int16s instead of 2 in SIZE section of Terragen file when loaded from a stream.
Fixes a bug introduced 2 weeks ago in 67ebe80
Thanks to Plugh for pointing this out.
2012-06-05 19:40:16 +01:00
Justin Clark-Casey (justincc) a5410c2c19 minor: Add user feedback when executing fix-phantoms 2012-06-05 01:37:40 +01:00
Justin Clark-Casey (justincc) 42179578fc Allow fix-phantoms command to appear even if CombineContiguousRegions = false, since this allows one to go back from a megaregion to normal regions.
Adapted from a patch by Garmin Kawaguichi in http://opensimulator.org/mantis/view.php?id=6027
Garmin says that fix-phantoms allows one to reset objects when going back from megaregion to normal regions as well as the othe rway around.
Thanks!
2012-06-05 01:33:58 +01:00
Talun 008c6a4610 Mantis 4597 AgentPaused packet is ignored.
The packet was actually being handled but not acted on.
This change extends the default timeout for paused clients to 5 minutes
and makes both the paused and non-paused timeout periods configurable.
2012-06-05 01:22:05 +01:00
Justin Clark-Casey (justincc) 01280e9b94 Remove unused ScenePresence list structure in llGetAgentList() 2012-06-05 00:34:18 +01:00
Justin Clark-Casey (justincc) 96d1ba90d7 Scale down per frame MS stats to match scaled simulator FPS stat.
This makes frame time stats properly tally with fps, which saves confusion and makes it easier to interpret numbers.
In some ways this is not so artifical - physics FPS runs at the higher rate.
2012-06-05 00:27:51 +01:00
Justin Clark-Casey (justincc) 655625ab87 Start sending spare frame time MS viewer stat. Make frame time correctly display total frame time, not just non-spare time.
This makes it easier to see when components of frame time exceed normal permitted frame time.
Currently reflect scene frame times.
2012-06-05 00:17:55 +01:00
Justin Clark-Casey (justincc) c3d9acc9a9 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2012-06-05 00:15:29 +01:00
Justin Clark-Casey (justincc) a7f4804f53 Properly show per frame millisecond statistics per frame, not as amount of time taken per second.
This is to make these statistics actually match their names (and also be more accurate as number of frames can vary under heavy load)
Currently using scene frames (11.23 every second) instead of physics frames (56.18 per second)
2012-06-04 23:07:53 +01:00
BlueWall 3229e32b4e Add replaceable region modules to the "show modules" command 2012-06-04 17:25:38 -04:00
Melanie 9707a2d57c Remove profile from basic configuration 2012-06-04 18:24:02 +01:00
Melanie d9d4fb10d9 Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim 2012-06-04 18:22:43 +01:00
Robert Adams f94ef37b46 Correct the delegate specification in EventManager.TriggerTerrainTainted. Looks like the wrong one was cut and pasted. 2012-06-04 10:26:39 -07:00
Melanie 5c646e2603 Remove the "Profile" config as it's covered by the replaceable interface 2012-06-04 18:22:09 +01:00
Justin Clark-Casey (justincc) 729d90173f Fix build break whree accidentally did inv.Folders rather than inv.Folders.Count in a minor change. 2012-06-02 05:03:56 +01:00
Justin Clark-Casey (justincc) 2de5479c3f minor: tidy up some comments 2012-06-02 05:01:56 +01:00
Justin Clark-Casey (justincc) 01a2b0b289 Fix various issues with http inventory
1) The return messages were being wrongly populated with the names of asset, inventory and sale types when their corresponding integers should have been used instead.
2) Folders with links were including the linked items in the descendents figure, when only the links should be included.
3) Links and linked items in link folders were not being included in the return data, and not in the correct order.

Now that these issues have been addressed, outfits and attachments appear to work consistently when HTTP inventory is enabled (as is now the default).
2012-06-02 04:57:10 +01:00
Justin Clark-Casey (justincc) 72219eae7d Instead of updating sim stats root agent, child, objects and scripts accounts every single scene frame, update in the once every 3 seconds SimStatsReporter run 2012-06-01 04:47:11 +01:00
Justin Clark-Casey (justincc) 6375db1533 Add optional total avatars, total prims and active prims stats to ODE plugin.
These will act as a sanity check with the main scene stats, to show that physics scene entities are being managed properly.
Total prims will not match scene total prims since physics total does not include phantom prims
2012-06-01 04:23:36 +01:00
Justin Clark-Casey (justincc) 4e06a46dc5 If OdeScene.Near() returns no collision contacts, then exit as early as possible. All subsequent code is only relevant if there are contacts. 2012-06-01 04:07:39 +01:00
Justin Clark-Casey (justincc) 200376b3c4 Add optional stat for the other collision time per frame not spent in ODE native spaces or geom collision code 2012-06-01 03:49:42 +01:00
Justin Clark-Casey (justincc) d34b84b531 Add avatar forces calculation, prim force and raycasting per frame millisecond optional stats 2012-06-01 03:23:19 +01:00
Justin Clark-Casey (justincc) 9ff8efc720 Collection optional avatar and prim taint frame millisecond times 2012-06-01 03:03:48 +01:00
Justin Clark-Casey (justincc) d1b5f8d9d7 Remove recent optional native collision frame milliseconds stat
Unnecessary since this has now been broken down into space collisions and geom collisions
2012-06-01 02:35:11 +01:00
Justin Clark-Casey (justincc) 31343aa7c3 Add optional stat that records milliseconds spent notifying collision listeners in physics frames 2012-06-01 02:33:44 +01:00
Justin Clark-Casey (justincc) 5f44be99ef Add avatar and prim update milliseconds per frame optional stats 2012-06-01 02:25:42 +01:00
Justin Clark-Casey (justincc) 5cc9b820e5 Add option native step frame ms stat 2012-06-01 01:58:28 +01:00
Justin Clark-Casey (justincc) f2c8c7a7b8 Add total ODE frame time optional stat, as a sanity check on the main scene physics stat 2012-06-01 01:37:19 +01:00
Justin Clark-Casey (justincc) 8333b928fa Break down native ODE collision frame time stat into native space collision and geom collision stats 2012-06-01 01:27:19 +01:00
Justin Clark-Casey (justincc) c33c8db825 Rename new collision stats to 'contacts' - there are/can be multiple contacts per collision and this is what is actually being measured. 2012-06-01 01:15:27 +01:00
Justin Clark-Casey (justincc) e1f8d2adb0 Stop adding an unnecessary duplicate _perloopcontact if the avatar is standing on a prim.
This has already been added earlier on in the method.
2012-06-01 01:12:30 +01:00
Justin Clark-Casey (justincc) 8301f7b17f minor: comment out currently unused OdeScene.sCollisionData 2012-06-01 00:57:55 +01:00
Justin Clark-Casey (justincc) 93fa9e8991 Add ODE avatar and prim collision numbers if extra stats collection is enabled. 2012-06-01 00:56:13 +01:00
Justin Clark-Casey (justincc) 878b67b333 Fix OdeScene.GetTopColliders() to return the top 25 colliders rather than the first 25 that had non-zero collision scores.
Also zeros collisions scores on all prims after report collection, not just the top 25.
As before, this collision scores are only reset after a report is requested, which may give unrealistic numbers on the first request.
So to see more realistic scores, ignore the first report and then refresh the request after a couple of seconds or so.
2012-06-01 00:26:11 +01:00
Justin Clark-Casey (justincc) 0b02a4d42e Add an optional mechanism for physics modules to collect and return arbitrary stats.
If active, the physics module can return arbitrary stat counters that can be seen via the MonitoringModule
(http://opensimulator.org/wiki/Monitoring_Module)
This is only active in OdeScene if collect_stats = true in [ODEPhysicsSettings].
This patch allows OdeScene to collect elapsed time information for calls to the ODE native collision methods to assess what proportion of time this takes compared to total physics processing.
This data is returned as ODENativeCollisionFrameMS in the monitoring module, updated every 3 seconds.
The performance effect of collecting stats is probably extremely minor, dwarfed by the rest of the physics code.
2012-05-31 01:52:26 +01:00
Justin Clark-Casey (justincc) bf0b8170f7 Add console command "teleport user" to allow teleport from the region console
See "help teleport user" on the console for more details
2012-05-29 23:35:20 +01:00
Melanie b660c4991b Fix collision filtering. The filter should be checked on the receiving part! 2012-05-29 18:18:47 +01:00