Commit Graph

17000 Commits (ce89bc38e19142e6ba20f2ffea76317088f68418)

Author SHA1 Message Date
Justin Clark-Casey (justincc) ce89bc38e1 Add VectorRenderModule.TestRepeatSameDrawDifferentExtraParams() 2012-09-13 00:18:07 +01:00
Justin Clark-Casey (justincc) a21ee11fe8 Add VectorRenderModuleTests.TestRepeatDrawContainingImage() 2012-09-13 00:18:00 +01:00
Justin Clark-Casey (justincc) 06df03d98a Add VectorRenderModuleTests.TestRepeatDraw() 2012-09-13 00:17:47 +01:00
Justin Clark-Casey (justincc) 2f4181623d Add IDynamicTextureManager.ConvertData() to match AsyncConvertData(). Remove mismatching ConvertStream() where there is no AsyncConvertStream and neither IDynamicTextureManager implementer implements this method. 2012-09-13 00:13:22 +01:00
Justin Clark-Casey (justincc) bbfb501b02 minor: Simplify return of vector render module name and some very minor removal of unncessary syntax clutter 2012-09-13 00:13:13 +01:00
Justin Clark-Casey (justincc) a70baa95d1 Lock disposal of separate gdi+ objects under different threads since this prevents malloc heap corruption seen under Ubuntu 10.04.1 and 11.04 - probably a libcairo issue
In testing, it appears that if multiple threads dispose of separate GDI+ objects simultaneously,
the native malloc heap can become corrupted, possibly due to a double free().  This may be due to
bugs in the underlying libcairo used by mono's libgdiplus.dll on Linux/OSX.  These problems were
seen with both libcario 1.10.2-6.1ubuntu3 and 1.8.10-2ubuntu1.  They go away if disposal is perfomed
under lock.
2012-08-22 23:09:33 +01:00
Justin Clark-Casey (justincc) ed99017271 Tighten up OpenSim.Framework.Cache locking to avoid race conditions.
This is to resolve a reported issue in http://opensimulator.org/mantis/view.php?id=6232
Here, the land management module is using OpenSim.Framework.Cache (the only code to currently do so apart from the non-default CoreAssetCache).
2012-08-21 22:23:34 +01:00
Justin Clark-Casey (justincc) 061c748b75 Add --force flag to "kick user" console command to allow bypassing of recent race condition checks.
This is to allow a second attempt to remove an avatar even if "show connections" shows them as already inactive (i.e. close has already been attempted once).
You should only attempt --force if a normal kick fails.
This is partly for diagnostics as we have seen some connections occasionally remain on lbsa plaza even if they are registered as inactive.
This is not a permanent solution and may not work anyway - the ultimate solution is to stop this problem from happening in the first place.
2012-08-21 22:23:04 +01:00
Justin Clark-Casey (justincc) c4645a899f Add information to ThreadStackSize about possibly increasing if suffering StackOverflowExceptions during script conversion/compilation (e.g. on Windows 64-bit) 2012-08-21 22:15:17 +01:00
Justin Clark-Casey (justincc) c223ac6929 minor: Make xengine debug message on script load a scripting loading message instead.
This is more useful if compilation fails due to an uncatchable exception since we know what was being compiled.
2012-08-21 22:14:56 +01:00
Melanie 7e287227a4 Release http-in URLs when llResetScript is called 2012-08-21 22:12:48 +01:00
Justin Clark-Casey (justincc) d4470c6147 Fix the recent windows compile error by putting newFont for case "R" in VectorRenderModule inside its own context, rather than disposing of the old font before using it as a prototype for the new. 2012-08-21 22:11:53 +01:00
SignpostMarv c14f983cca attempting to fix a build issue
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
2012-08-21 22:11:39 +01:00
Justin Clark-Casey (justincc) 8a78d0f974 Delete old blank SOGSpamTest 2012-08-21 22:09:00 +01:00
Justin Clark-Casey (justincc) f35e94f168 Properly dispose of all GDI+ entities used in VectorRenderModule for dynamic textures.
The convention is that if an object implements IDiposable() the code must explicitly call Dispose() or call it via the using statement.
This may be particularly important for GDI+ objects since they encapsulate native code entities.
2012-08-21 22:08:49 +01:00
Justin Clark-Casey (justincc) 0e9e60d55a Remove duplicated IScenePresence.PresenceType. This is already in ISceneAgent.PresenceType from which IScenePresence inherits.
No other code changes required.
2012-08-21 22:06:31 +01:00
Justin Clark-Casey (justincc) f6a7325961 Add information about each column to "show queues" region console command help. 2012-08-21 22:00:38 +01:00
Justin Clark-Casey (justincc) ed63cafa65 Extend region console "show queues" command to show already collected time since last packeted received by the simulator from a viewer. 2012-08-21 22:00:31 +01:00
Justin Clark-Casey (justincc) 092e94035b Backport fix of inventory skeleton fetch from XInventoryServicesConnector.
This is not used by login if the inventory service and login service are housed in the same ROBUST instance (which is the default config)
2012-08-02 01:55:44 +01:00
Justin Clark-Casey (justincc) fa3ebd85c9 minor: Comment out noisy ScriptTaskInventory Request log message 2012-08-02 01:36:37 +01:00
Justin Clark-Casey (justincc) 08a9b01123 Fix a bug in pCampbot grabbing behaviour where an exception would be thrown if the bot was not yet aware of any objects. 2012-08-02 01:35:31 +01:00
Justin Clark-Casey (justincc) 5772d23ff6 Look up the NPC module when the SensorRepeat class is created, rather than on every single sensor sweep. 2012-08-02 01:34:53 +01:00
Justin Clark-Casey (justincc) 1d0ff7da2a Resolve a deadlock between INPCModule and SensorRepeat by replacing the SensorRepeat list with a new list on add/removes rather than locking it for the duration of the sensor sweep.
A deadlock was observed today where NPC removal on a script thread would lock the NPC list and then try to lock the sensor list via scripted attachment removal.
Concurrently, the sensor sweep thread would lock the sensor list and then try to lock the NPC list to check NPC status.
This commit resolves the deadlock by replacing the sensor list on update rather than locking it for the duration of the sweep.
2012-08-02 01:30:35 +01:00
Justin Clark-Casey (justincc) ec063b9088 Fix bug in SoundModule.TriggerSound() where every sound update to an avatar would base its gain calculation on the previous avatar's gain, instead of the original input gain.
This was making sound attenuate oddly when there were NPCs in the region, though it could also happen with ordinary avatars.
2012-08-02 01:30:27 +01:00
Justin Clark-Casey (justincc) 12fbfb6125 If we're fetching active gestures via the XInventoryServiceConnector, then properly look at the ITEMS dictionary already returned rather than the level above this. 2012-08-02 01:30:17 +01:00
SignpostMarv 272cd9886d adding asset cache and map tile directories to .gitignore 2012-08-02 01:29:22 +01:00
Justin Clark-Casey (justincc) 627cfe6678 Remove the LandGeom checks in OdeScene - these are pointless since LandGeom is always IntPtr.Zero and contacts returned always have a valid geometry.
Possibly this was for a feature that was never implemented or was otherwise removed.
Thanks to SignpostMarv for the spot of the warning that shows this parameter was never changed.
2012-08-02 01:28:21 +01:00
Justin Clark-Casey (justincc) aac4d9d682 Fix issue where RegionCombinerModule was not removing regions from its dictionary on RemoveRegion(), causing a later issue if regions were restarted (removed then readded). 2012-08-02 01:27:17 +01:00
Justin Clark-Casey (justincc) 25d39a19e1 When copying items, copy the item description field instead of the asset description field.
If we copy the asset description then we will only ever replicate the very first description, if there was one, not any subsequent changes.
Thanks to Oren Hurvitz of Kitely for this patch from http://opensimulator.org/mantis/view.php?id=6107
I have adapted it slightly to change the order of arguments (name before description rather than vice-versa) and slightly improve some method doc.
2012-08-02 01:27:03 +01:00
Justin Clark-Casey (justincc) 55d383e4be Add MemoryWatchdog class missing from git master a1e9964 2012-08-02 01:19:01 +01:00
Justin Clark-Casey (justincc) b180fdd0fd Correct churn stat from MB/s from KB/s 2012-08-02 01:18:48 +01:00
Justin Clark-Casey (justincc) cc6b2fdb9f Add experimental "OpenSim object memory churn" statistics to output of region console "show stats" command
This aims to capture the amount of memory that OpenSim turns over whilst operating a region.
This memory is not lost - apart from leaks it is reclaimed by the garbage collector.
However, the more memory that gets turned over the more work the GC has to do to reclaim it.
2012-08-02 01:13:58 +01:00
Justin Clark-Casey (justincc) 9d6ea27df0 Make SceneManager.OnRegionsReadyStatusChange event available.
This is fired when all regions are ready or when at least one region becomes not ready.
Recently added EventManager.OnRegionReady becomes OnRegionReadyStatusChange to match OnLoginsEnabledStatusChange
2012-08-02 00:50:02 +01:00
Melanie 2d66fcd4cd Committing Avination's memleak fix-a-thon, installment #2
Ensure items coming off the lockless queue are released. Also ensure this
is done when the queue is cleared.
2012-08-02 00:24:23 +01:00
Melanie 91ae1908fe Committing Avination's memleak fix-a-thon, installment #3
When linking, detach the no longer used SOG's from backup so they can be
collected. Since their Children collection is never emptied, they prevent
their former SOPs from being collected as well.
2012-08-02 00:23:47 +01:00
Melanie ed962bb3d3 Commiting Avination's memleak fix-a-thon, installment #1
As the MinHeap shrinks, free object references that have been sent. Also,
free the last item when it empties.
2012-08-02 00:23:38 +01:00
Justin Clark-Casey (justincc) 9ea09d785c Add basic TestCreateRootScenePresence() regression test 2012-08-02 00:18:45 +01:00
Justin Clark-Casey (justincc) e3db5fb603 Add EventManager.OnRegionLoginsStatusChange fired whenever logins are enabled or disabled at any point, not just during initial startup.
This replaces EventManager.OnLoginsEnabled which only fired when logins were first enabled
and was affected by a bug where it would never fire if the region started with logins disabled.
2012-08-02 00:11:11 +01:00
Justin Clark-Casey (justincc) 58aa51218e Add back notification to neighbouring regions when RegionReadyModule is not active accidentally just removed in 528004d 2012-08-02 00:11:00 +01:00
Justin Clark-Casey (justincc) 0fff0e1fad Perform other region ready actions even if simulator is configured to leave logins disabled on startup. 2012-08-02 00:10:46 +01:00
Justin Clark-Casey (justincc) 4457ec667a Stop the 15 second initial script compile wait if a script is being rezzed on a previously empty region. 2012-08-02 00:07:41 +01:00
Justin Clark-Casey (justincc) 7f2e6a55c4 Fix bug where region ready would be triggered a second time if a script was rezzed on a previously script-free region.
There is no need to listen for OnRezScript in RegionReadyModule since OnEmptyScriptCompileQueue will only fire if scripts were compiled.
2012-08-02 00:07:27 +01:00
Justin Clark-Casey (justincc) 92a01a7e70 Fix bug where region ready was being triggered twice in quick succession if a region contained no scripts. 2012-08-02 00:04:37 +01:00
Justin Clark-Casey (justincc) 4debc67b48 Establish EventManager.OnRegionReady event. This will only be triggerred once when the region is ready.
Switch MapImageServiceModule to use this.
2012-08-02 00:04:17 +01:00
Justin Clark-Casey (justincc) c8f60acc30 Pass entire scene object in OnLoginsEnabled event rather than just the region name.
This saves listeners from having to re-retrieve the scene from their own lists, which won't work anyway if multiple regions with the same name have been allowed
2012-08-01 23:59:47 +01:00
Justin Clark-Casey (justincc) 272c3c1069 Only listen to LoginsEnabled event in RegionReadyModule if it has been asked to disable logins until all scripts have been compiled 2012-08-01 23:50:59 +01:00
Justin Clark-Casey (justincc) 5aa9c21e7d minor: switch around mixed up circuit code and endpoint data in "show connections" region console command 2012-07-25 23:37:21 +01:00
Justin Clark-Casey (justincc) 454c3fc913 Make LLClientView instant message handling asynchronous rather than synchronous to prevent long operations from holding up all inbound packet processing.
Giving a large folder from one avatar to another was causing a long delay when handled synchronously, since it took some time to retrieve the necessary data from the inventory service.
Handling this asynchronously instead stops this delay from disrupting all avatars in the scene.  This has been shown in OSGrid.
I see no reason for not handling all IM messages asynchronously, just as incoming chat is handled asynchronously, so this has been switched for all instant messages.
Thanks to Nebadon for testing this change out.
2012-07-25 23:37:20 +01:00
Justin Clark-Casey (justincc) 3cd7c59696 Comment out OnIncomingInstantMessage and OnInstantMessage handlers in GroupsModule, since these led to a private blank method 2012-07-25 23:37:18 +01:00
Justin Clark-Casey (justincc) 1f8ac33ecb Stop explicitly closing and nulling out Animator in order to prevent NREs in various places due to race conditions.
Even where checks are being made they aren't enough since they all assume that the Animator they just checked is still there in the next line, which is not necessarily the case without locking.
The memory used is small and these should be GC'd anyway when the SP is released.  If this is not happening then the wider problem of old SPs being retained needs to be resolved.
2012-07-25 23:37:15 +01:00