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.
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.
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.
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
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.
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
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.
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.
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.
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.
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.
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.
This is to avoid user confusion in the oscc rehearsal as they are often not aware that this fails because no e-mail is set.
Also may be failing in the hypergrid case, though this may also be a config issue.
This is meant as a temporary solution.
This resolves an issue with pCampbot where some bots would occasionally connect with the same UDP source port.
This sometimes led to console messages where bots would report receiving packets multiple times that weren't marked as resends.
DLLs built under windows
At least on Mono 3.2.8 (but not under Windows), one can bind multiple UDP sockets to the same port by default.
Different simulators cannot demultiplex each other's messages, so a set of confusing non-obvious errors arise if this occurs.
This change prevents such multiple binding.