Commit Graph

21698 Commits (b40935837c4b227f656c776143d86dc1b91ba5c6)

Author SHA1 Message Date
Justin Clark-Casey (justincc) ad91143880 refactor: breakout flotasm cache last file access time to separate UpdateFileLastAccessTime() method for imminent reuse. 2014-12-04 01:51:01 +00:00
Justin Clark-Casey (justincc) c36bfdc60f Don't worry about checking FlotsamAssetCache.m_CurrentlyWriting when updating access time.
The majority of updates won't be for anything currently writing and any sharing exception from an actual clash can be caught and ignored anyway.
2014-12-04 01:46:00 +00:00
Justin Clark-Casey (justincc) 5861401faa Remove long unused region parameters from SceneBase. Some of these weren't even being set. Region parameters come from Scene.RegionInfo instead. 2014-12-03 21:44:22 +00:00
Justin Clark-Casey (justincc) 2d2aa6e076 minor: Just have one message that displays successful registration of a region with its parameters rather than 2 2014-12-03 21:40:39 +00:00
Justin Clark-Casey (justincc) d34ad345d5 minor: If we are recompiling scripts in response to a ScriptStopStrategy config change (a rare situation), then explicitly log this for debug purposes. 2014-12-03 21:08:43 +00:00
Justin Clark-Casey (justincc) c3c05a8693 Reintroduce general xengine extra debugging log level. This can be controlled at runtime with the command "debug xengine log <level>", as with similar commands.
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.
2014-12-03 20:48:17 +00:00
Justin Clark-Casey (justincc) 805b7ccb3e minor: improve logged error in XEngine.SetXmlState if there was a problem writing the linemap.
The previous error report of already exists is inaccurate since existing files do get overwritten.
2014-12-03 20:35:49 +00:00
Justin Clark-Casey (justincc) 72d1d96c5c Always close script linemap file after reading and always dispose of other streams in the script engine even if exceptions are thrown. 2014-12-03 20:31:09 +00:00
BlueWall caa7b1e6a1 Fix typo in ini 2014-12-01 10:15:56 -05:00
Robert Adams db2a22e622 BulletSim: update BulletSim DLLs and SOs.
Hopefully fix problem of multiple physical meshes crashing Windows simulators.
2014-11-30 19:53:01 -08:00
Robert Adams 3642198838 BulletSim: move detail log of InternalScheduleRebuild to reduce log file spam 2014-11-30 19:53:00 -08:00
Robert Adams 63d192f011 BulletSim: Remove linkset 'Incomplete' flag as its meaning couldn't be made clear. Add 'InternalScheduleRebuild() CHange rebuild code to call InternalScheduleRebuild() rather than ForceRebuild() to limit the scope of the changes made by the linkset. 2014-11-30 19:53:00 -08:00
Robert Adams 41a943bfd0 BulletSim: add BSLinkset.AllPartsComplete that checks of all linkset members are not Incomplete and not waiting for assets. Change BSPrimLinkable to use AllPartsComplete. 2014-11-30 19:52:59 -08:00
Robert Adams eef954a214 BulletSim: Make BSPrimLinkable 'incomplete' if any of its children are waiting for assets to load. 2014-11-30 19:52:59 -08:00
Robert Adams cf85ade81e BulletSim: add shape and linkset rebuild scheduled flags. Add BSPrim.Incomplete flag based on rebuild flags to say when an object is being rebuilt. 2014-11-30 19:52:58 -08:00
BlueWall 981fff95cd A little more cleaning of config files. 2014-11-30 15:09:13 -05:00
BlueWall d0f9644417 A little bit of cleanup behind commit r5f88ceab2269 2014-11-30 14:57:47 -05:00
BlueWall 5f88ceab22 Set configuration files to use key expansion for widely used common settings. 2014-11-30 13:59:23 -05:00
Justin Clark-Casey (justincc) 432f0e8783 Correct 690fe0c to actually log the exception reported in DoOnRezScriptQueue()(and now the scene name). 2014-11-29 15:04:16 +00:00
Justin Clark-Casey (justincc) 690fe0c5e5 If there are any exceptions in XEngine.DoOnRezScriptQueue() then log the error and always set m_CurrentCompile = null
Setting m_CurrentCompile = null in the finally block reduces the risk that an exception could permanently stop any future scripts compiling until the simulator is restarted.
If an exception is seen from this then please report and further changes to fix the bug or improve compiling reliability can be made.
2014-11-29 01:42:52 +00:00
Justin Clark-Casey (justincc) 55e064baf7 Remove minor race condition where two threads could race on fields such as m_ScriptFailCount as set in XEngine.DoOnRezScriptQueue() 2014-11-29 01:33:14 +00:00
Justin Clark-Casey (justincc) 79e37e5ecc Restore zero'ing RawVelocity in BSCharacter.ZeroMotion() in favour of not calling ZeroMotion in SetPhysicalProperties() at all
SetPhysicalProperties is only called when adding a new character so it looks like there is no existing data to reset anyway.
2014-11-29 01:13:48 +00:00
Justin Clark-Casey (justincc) dfab60a7fd minor: Remove a few indenting problems introduced to recent 265fe349 and convert the m_log.DebugFormat() call back to the original DetailLog call 2014-11-29 00:53:13 +00:00
Justin Clark-Casey (justincc) dcc36507f3 Halve the prediction lag for region crossing to improve most flying region crossings without degrading the walk cross experience (neither of which have been that great anyway). 2014-11-29 00:48:26 +00:00
Justin Clark-Casey (justincc) 39eab72d7c When performing region cross, don't add the velocity to the new position in ETM.CrossAgentIntoNewRegionMain() since this has already been performed by SP.CheckForBorderCrossing() 2014-11-29 00:16:23 +00:00
Justin Clark-Casey (justincc) 265fe349e0 Somewhat improve avatar region crossings by properly preserving velocity when avatar enters the new region.
This commit addresses the following issues were causing velocity to be set to 0 on the new region, disrupting flight in particular
* Full avatar updates contained no velocity information, which does appear to have some effect in testing.
* BulletSim was always setting the velocity to 0 for the new BSCharacter.  Now, physics engines take a velocity parameter when setting up characters so we can avoid this.
This patch applies to both Bullet and ODE.
2014-11-29 00:12:11 +00:00
Justin Clark-Casey (justincc) 09534f378e Avoid repeated lag-generating continuous attempts to retrieve HG service Urls in UMM if the initial request fails, possibly due to the home URL not being present
Instead, the failure information is effectively added to the memory cache (so no persistence over simualtor sessions).
A future improvement may be to invalidate negative cache results after some time has passed in case the failure was transient.
Looks to resolve http://opensimulator.org/mantis/view.php?id=7382
2014-11-28 01:16:30 +00:00
Justin Clark-Casey (justincc) d9f7aa41c1 Remove unmaintained MSSQL support.
This has not been maintained for more than 2 years, is unimplemented for newer features (e.g. built-in groups) and has no core developers using it.
If somebody fixes these issues then it could be reinstated.
2014-11-28 00:27:13 +00:00
Justin Clark-Casey (justincc) 73234e2098 Stop writing SizeZ config parameter for now when creating regions from console as it is unused/ignored, at least in core. 2014-11-28 00:04:10 +00:00
Justin Clark-Casey (justincc) e8ec1e6de5 minor: Make Robust.ini.example and Robust.HG.ini.example files consistent within themselves and OpenSim.ini.example by changing tabs to spaces, indenting, spacing. 2014-11-28 00:01:32 +00:00
Justin Clark-Casey (justincc) ee9fae23ff Be more explicit again in UMM bad HomeURL message by logging the original creator data 2014-11-27 00:32:04 +00:00
Justin Clark-Casey (justincc) 8a27fc5d61 Make UMM.AddUser(UUID, string) log message when bad creatorData is given to reflect its location (UMM not Scene) and add the user name and ID. 2014-11-27 00:24:17 +00:00
BlueWall 62b778ca4d Merge branch 'master' of /team/src/opensim 2014-11-25 19:27:28 -05:00
BlueWall a76aec8467 Fix whitespace hoping to avoid a flogging 2014-11-25 19:27:15 -05:00
Justin Clark-Casey (justincc) 86367d7219 refactor: Move methods to start a monitored thread, start work in its own thread and run work in the jobengine from Watchdog to a WorkManager class.
This is to achieve a clean separation of concerns - the watchdog is an inappropriate place for work management.
Also adds a WorkManager.RunInThreadPool() class which feeds through to Util.FireAndForget.
Also switches around the name and obj arguments to the new RunInThread() and RunJob() methods so that the callback obj comes after the callback as seen in the SDK and elsewhere
2014-11-25 23:56:32 +00:00
Justin Clark-Casey (justincc) 20cede12a9 Fix ghosts copy of SimulatorFeatureModule to enable logging. 2014-11-25 23:28:38 +00:00
Justin Clark-Casey (justincc) 66b1c37973 Fix bug in HG attachment throttling code where attachments were never rezzed on any teleport within a foreign grid after the first.
Bug was introduced in ghosts branch commit 69abade
2014-11-25 23:23:12 +00:00
Justin Clark-Casey (justincc) 4b45a1b6ad Change jobengine logging command to "debug jobengine log <int>" rather than loglevel, in common with similar commands. 2014-11-25 23:23:11 +00:00
Justin Clark-Casey (justincc) b1fd0d35e5 Make small adjustment to JobEngine default from previous commit to enable it when [Startup] section is not present (though this is extremely unlikely). 2014-11-25 23:23:11 +00:00
Justin Clark-Casey (justincc) 59b38f842a Add [Startup] JobEngineEnabled setting that allows the job engine to be disabled for testing purposes if necessary. 2014-11-25 23:23:11 +00:00
Justin Clark-Casey (justincc) 28d1dbfee4 Move conditionals which control whether a task is placed in the JobEngine inside Watchdog.RunJob() (renamed from RunWhenPossible) and generalize them. 2014-11-25 23:23:11 +00:00
Justin Clark-Casey (justincc) 124be38f74 Add [BulletSim] option AvatarToAvatarCollisionsByDefault to control whether avatars collide. This is true by default.
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.
2014-11-25 23:23:11 +00:00
Justin Clark-Casey (justincc) 3a296a817b Fix compile error from previous 1d56029848 2014-11-25 23:23:11 +00:00
Justin Clark-Casey (justincc) 550cf714bc Fix issue where llRemoteLoadScriptPin() would treat 0 (the default) as a valid set pin in a destination prim rather than the unset no pin state
Adds regression test for this case.
2014-11-25 23:23:11 +00:00
Justin Clark-Casey (justincc) aeae34505f When processing incoming attachments via HG, if a request for uuid gathering or final asset import takes too long remove remaining requests from same user to prevent hold up of other user's incoming attachments.
This improves upon the earlier naive simply queueing immplementation.
Threshold is 30 seconds.  If this happens to a user they can relog and fetch will be reattempted.
2014-11-25 23:23:11 +00:00
Justin Clark-Casey (justincc) 06a5d6e9ef Introduce an IteratingUuidGatherer where each fetch from the asset service (iteration) can be controlled by the caller.
This is to enable an imminent change where incoming HG scene object fetching can assess the time taken by each request rather than being forced to perform all requests in one call.
Soon, this will replace the existing UuidGatherer since it is both simpler and more flexible.
2014-11-25 23:23:11 +00:00
Justin Clark-Casey (justincc) d6c9705a3b Add incoming packet async handling engine to queue some inbound udp async requests.
This is to reduce the potential for overload of the threadpool if there are many simultaneous requets in high concurrency situations.
Currently only applied to AvatarProperties and GenericMessage requests.
2014-11-25 23:23:11 +00:00
Justin Clark-Casey (justincc) 1c5c6af274 Add missing class from recent commit 69abade 2014-11-25 23:23:10 +00:00
Justin Clark-Casey (justincc) f54c70741b Add "show threadpool calls active" console debug command.
This shows named threadpool calls (excluding timer and network calls) that are currently queued or running.
Also shows total of labelled and any anonymous calls.
2014-11-25 23:23:10 +00:00
Justin Clark-Casey (justincc) 1d19e1bbd0 Add naive implementation of controlled incoming HG attachments to manage load.
Instead of processing all incoming attachment scene object concurrently, process them consecutively to eliminate potential overload from this source.
This is a naive implementation because it does not currently account for slow foreign asset services.
Although it may take longer, this approach may also improve attachment visibility for HG avatars
since the scene object is now always added to the scene after receiving assets from the foreign service and not before.
2014-11-25 23:23:10 +00:00