These govern when AgentUpdates are sent to observers on position, rotation and velocity changes to an avatar (including the avatar themselves).
Higher values reduce AgentUpdate traffic but at a certain level will degrade smoothness of avatar and perceived avatar movement.
Allows experiments in manually reducing updates under heavy load.
Activated by "debug scene set client-upd-per" console command.
In a simple test, can send as few as every 4th update before observed movement starts becoming disturbingly rubber-banded.
Corresponds to ResendAppearnceUpdates setting in [Appearance] in OpenSim.ini
This was originally implemented to alleviate cloud appearance problems but could be too expensive with large numbers of avatars.
This governs when child agent position changes are sent to neighbouring regions.
Corresponding config parameter is ChildReprioritizationDistance in [InterestManagement] in OpenSim.ini
For test purposes.
This covers event queue setup messages and some outgoing messages (e.g. EnableSimulator)
In my experience these messages are only useful if you really know what they mean and you're looking for them
Otherwise, they're quite spammy.
Event queue DebugLevel 1 is enabled with the "debug eq 1" console command
On non-HG this is on the only recognized failure state so we can return more information in the error result.
On HG there are multiple failure states which would require more work to distinguish, so currently return the unsatisfying "Internal Error" like some other existing calls.
This gives a count of all requests made to the remote inventory service.
This is finer grained than inventory.httpfetch.ProcessedFetchInventoryRequests since such a request can be comprised of many individual inv service calls.
In addition, this will count requests that don't go through the HTTP inventory fetch (e.g. HG, archiving, etc.)
Conflicts:
OpenSim/Services/Connectors/Inventory/XInventoryServicesConnector.cs
A stop gap solution - a better one may be to improve stats display on simulator-side.
Caps information is still accessible via the "show caps stats by user" and "show caps stats by cap" commands
For each service endpoint (e.g. posts to the xinventory service), a stat is available which shows the number of requests received and moving average per second
The full name is "service.<http-method>:<path>.requests (e.g. service.POST:/xinventory.requests)
I forgot that a null 'their version' would not be passed over the wire and ends up as an empty string instead (like older simulators).
So instead pass through the correct simulator protcol version instead (SIMULATOR/0.3) when querying from login or hg login.
Also removes a debug console write for agent limit accidentally left in for the same commit.
Relates to mantis 7276
Despite the comments in the code, it appears that the issue where the .NET performance counter was wrongly idle time time on Mono was fixed in 2009.
https://bugzilla.novell.com/show_bug.cgi?id=468625
Which means that the workaround is no longer necessary and produces bad results instead.
Another manifestation of this bug is that after a Hypergrid teleport, when you click on one of the avatar's attachments the object doesn't show its name. This means that the viewer knows the attachment is there, but the simulator does not.
The problem was caused by treating Hypergrid teleports as if they're Logins (because the teleport flag ViaLogin is enabled).
This may fix: http://opensimulator.org/mantis/view.php?id=7238
This may fix: http://opensimulator.org/mantis/view.php?id=7220
This caused the client to stop responding, and even the simulators to have problems. The solution is to disallow crossing before the previous cross has completed.
When sending an ImprovedInstantMessage to a group, the IM's binary bucket is supposed to contain the group's name (this is what SL does). Singularity uses this to show the group name when it shows the message at the bottom of the viewer for a few seconds: "[Group Name] From User: Message". Before this update, the group name was empty ("[]").
This update doesn't have any visible effect in Firestorm, because it doesn't use the group name sent in the IM.