OpenSimMirror/OpenSim/Region/Framework/Scenes
Justin Clark-Casey (justincc) ebe5e1731d In ObjectTortureTests, run garbage collector on Teardown and run scene loop update when scene objects have been deleted.
At least on mono 2.6.4, running GC.Collect() is not guaranteed to force gc of all objects when run in the same method where those objects had references.
Therefore, GC.Collect() is now being done in the per-script teardown of ObjectTortureTests.
In addition, scene loop update is being run after garbage collection in order to clean out the viewer update list of scene objects in the SceneGraph.
These measures mean that scene objects/parts are now garbage collected after a test run if deleted from the scene, resulting in a much better memory usage report (though probably still not very accurate).
However, deletion takes a very long time - what's really needed is to find out now why the entire scene isn't being GC'd by this measure.
This change hasn't yet been applied to the other stress tests.
2012-02-15 01:45:25 +00:00
..
Animation Add method doc to SPA.Falling and use automatic private get property 2012-01-07 00:29:55 +00:00
Scripting Object update prioritization by Jim Greensky of Intel Labs, part one. This implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon 2009-10-15 16:35:27 -07:00
Serialization On object deserialization, go back to logging errors at DEBUG level rather than ERROR. Restore extra log message if shape processing fails. 2012-02-13 20:43:26 +00:00
Tests In ObjectTortureTests, run garbage collector on Teardown and run scene loop update when scene objects have been deleted. 2012-02-15 01:45:25 +00:00
Types remove unused BasicQuadTreeNode 2010-07-30 21:06:45 +01:00
AsyncInventorySender.cs minor: remove mono compiler warning 2011-07-11 02:11:37 +01:00
AsyncSceneObjectGroupDeleter.cs Fix bug where somebody taking a copy of an object they didn't own that was rezzed before the region was restarted would wrongly place the copy in the object owner's inventory. 2012-02-10 19:58:34 +00:00
Border.cs Formatting cleanup. 2009-10-01 09:38:36 +09:00
Cardinals.cs Add copyright headers. Formatting cleanup. 2009-09-03 02:04:17 +09:00
CoalescedSceneObjects.cs refactor: move code to obtain the coalescence size and object offsets into CoalescedSceneObjects from the serializer. 2011-04-13 21:48:16 +01:00
EntityBase.cs Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId! 2011-11-16 23:01:59 +00:00
EntityManager.cs Call public ForEach instead of using m_entities directly. No semantic changes, just cleanup 2011-11-16 02:33:56 -08:00
EventManager.cs Add event RegionHeartbeatEnd for modules interested in coordinating activity with region heartbeats 2012-02-01 17:01:28 -08:00
Prioritizer.cs Remove pointless cluttering SOP.ParentGroup != null checks. 2011-09-01 01:22:28 +01:00
RegionStatsHandler.cs Implement IOSHttpRequest and IOSHttpResponse http interfaces and use instead of OSHttpRequest/OSHttpResponse. 2011-12-05 20:44:20 +00:00
ReturnInfo.cs Minor: Change OpenSim to OpenSimulator in older copyright headers and LICENSE.txt. 2009-06-01 06:37:14 +00:00
Scene.Inventory.cs When an asset is uploaded (e.g. a mesh) set individual copy/move/transfer permissions, not PermissionMask.All 2012-02-10 02:13:15 +00:00
Scene.PacketHandlers.cs Move HandleObjectGroupUpdate() from GroupsModule to Scene.PacketHandlers.cs as this is updating SOG/SOP.GroupID, which is arguably generic. 2011-12-19 23:03:45 +00:00
Scene.Permissions.cs Add permissions hooks for object transfers 2011-01-03 19:42:58 +00:00
Scene.cs Add some more data to the new user connection logging for debug purposes. 2012-02-14 01:50:51 +00:00
SceneBase.cs Get rid of IScene.PresenceChildStatus() which always had to execute a lookup in favour of IClientAPI.ISceneAgent.IsChildAgent instead. 2011-12-09 23:07:53 +00:00
SceneCommunicationService.cs Changed the async approach on close child agents. This may improve crossings a little bit. 2011-12-16 17:24:50 -08:00
SceneGraph.cs In ObjectTortureTests, run garbage collector on Teardown and run scene loop update when scene objects have been deleted. 2012-02-15 01:45:25 +00:00
SceneManager.cs Remove unused SceneManager.TryGetAvatarsScene() 2011-12-07 21:17:13 +00:00
SceneObjectGroup.Inventory.cs When an asset is uploaded (e.g. a mesh) set individual copy/move/transfer permissions, not PermissionMask.All 2012-02-10 02:13:15 +00:00
SceneObjectGroup.cs Stop a scene object from attempting to link with itself (which results in an exception and constant complaints in v3 viewers). 2012-02-08 22:19:34 +00:00
SceneObjectPart.cs In ObjectTortureTests, run garbage collector on Teardown and run scene loop update when scene objects have been deleted. 2012-02-15 01:45:25 +00:00
SceneObjectPartInventory.cs Add a regression test to compile and start a script. Remove Path.GetDirectoryName when getting assembly loading path in Compiler.CompileFromDotNetText(). 2012-02-07 17:44:37 +00:00
ScenePresence.cs Make ScenePresence.MovementFlag a private only settable value to reduce complexity of code analysis 2012-02-11 00:10:59 +00:00
SimStatsReporter.cs Tie reported FPS correction factor into the minimum frame time rather than setting separately. 2011-10-13 22:07:55 +01:00
TerrainChannel.cs * Creates Util.UTF8 and switches some references of Encoding.UTF8 to Util.UTF8 (not all references were switched since not all OpenSim libraries reference OpenSim.Framework) 2009-10-02 18:31:08 -07:00
TerrainUtil.cs Minor: Change OpenSim to OpenSimulator in older copyright headers and LICENSE.txt. 2009-06-01 06:37:14 +00:00
UndoState.cs Changes UpdateFlag in SOP to an enumeration of NONE, TERSE and FULL. 2011-11-02 14:59:00 -07:00
UuidGatherer.cs Comment out the uuid gatherer lines that I accidentally left in. 2011-10-23 03:14:32 +01:00