Commit Graph

2724 Commits

Author SHA1 Message Date
Justin Clark-Casey (justincc)
40b9b519b8 Add commented out section on collisions switch in Scene.SetSceneCoreDebug().
This was not implemented before the recent changes but should be at some point.
2012-03-23 00:12:14 +00:00
Justin Clark-Casey (justincc)
5bf45b9b98 refactor: simplify code for checks when part.OwnerID != destPart.OwnerID in MoveTaskInventoryItem() 2012-03-22 22:40:38 +00:00
Justin Clark-Casey (justincc)
760010d6fb Fix llGiveInventory() so that it checks the destination part for AllowInventoryDrop, not the source.
This allows llAllowInventoryDrop() to work.
Regression test added for this case.
2012-03-22 22:33:37 +00:00
Justin Clark-Casey (justincc)
c4b2d24f33 Add llGiveInventory() test from object to object where both objects are owned by the same user. 2012-03-22 22:17:07 +00:00
Melanie
45b588cf00 Revert "Simple build permissions feature. NOTE: EXPERIMENTAL, DISABLED BY DEFAULT. Turns out that this can't be expressed by cascading Permission modules, so I did it as per this patch."
This reverts commit 6146e7ef25.
2012-03-22 20:10:38 +00:00
Diva Canto
6146e7ef25 Simple build permissions feature. NOTE: EXPERIMENTAL, DISABLED BY DEFAULT. Turns out that this can't be expressed by cascading Permission modules, so I did it as per this patch. 2012-03-22 12:57:12 -07:00
Justin Clark-Casey (justincc)
9949ac2f9f refactor: Rename AvatarAnimations -> DefaultAvatarAnimations for code clarity since non-default animations are handled completely separately from this class 2012-03-22 00:10:41 +00:00
Justin Clark-Casey (justincc)
1a8769e6ef Instead of loading default avatar animations in both SLUtil and AvatarAnimations, load just in AvatarAnimations instead.
This lets us remove the dependency of OpenSim.Framework.dll on data/avataranimations.xml, which is not necessary for ROBUST.
This commit also takes care of the odd situation where animations are stored and used internally with uppercase names (e.g. "STAND")
but scripts refer to them with lowercase names (e.g. "sit").
2012-03-21 23:57:39 +00:00
Justin Clark-Casey (justincc)
54a8a5baba If "debug scene updates true" then print out to log when a garbage collection occurs. 2012-03-21 02:02:14 +00:00
Justin Clark-Casey (justincc)
de53aa32e0 Add Scene.DebugUpdates switch which, if turned on, will print out a warning when a frame updates takes longer than twice the desired time
This is controlled via "debug scene updates true|false" on the region console.
Also fix an oversight with "debug scene teleport true|false"
2012-03-21 01:27:09 +00:00
Justin Clark-Casey (justincc)
ab243f4a57 Incorporate scene teleporting debugging into "debug scene teleport true|false" command 2012-03-21 01:13:44 +00:00
Justin Clark-Casey (justincc)
9671e43497 Replace "scene debug true false true" console command with "scene debug scripting true" or other parameters as appropriate.
This is to allow individual switching of scene debug settings and to provide flexibiltiy for additional settings.
2012-03-21 01:02:58 +00:00
Justin Clark-Casey (justincc)
7bf628ab31 Add ability to log warn if a frame takes longer than twice the expected time. Currently commented out. 2012-03-21 00:02:08 +00:00
Justin Clark-Casey (justincc)
3701f893d3 remove unnecessary tmpFrameMS, use maintc instead for frame time calculation 2012-03-20 23:31:57 +00:00
Justin Clark-Casey (justincc)
8bdd38b804 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2012-03-20 23:14:15 +00:00
Justin Clark-Casey (justincc)
30b2a8c778 Move frame loop entirely within Scene.Update() for better future performance analysis and stat accuracy.
Update() now accepts a frames parameter which can control the number of frames updated.
-1 will update until shutdown.
The watchdog updating moves above the maintc recalculation for any required sleep since it should be accounted for within the frame.
2012-03-20 23:12:21 +00:00
nebadon
bd1f848bf6 slight increase in jump power to make running jump slightly better. 2012-03-20 14:17:15 -07:00
nebadon
9ed3532c1b reduce avatar verticle jump from the absurd 5 meter jump to a less
absurd 3m vertical jump to better match what you would see in Second
Life and be more in line with what users would expect.
2012-03-20 13:45:38 -07:00
Justin Clark-Casey (justincc)
a3abd65e3d Remove pointless ThreadAbortException catching in a test that isn't run anyway. 2012-03-20 01:41:32 +00:00
Justin Clark-Casey (justincc)
8c911ddaf0 Remove some pointless catching/throwing in the scene loop. 2012-03-20 01:39:19 +00:00
Justin Clark-Casey (justincc)
e9271ec653 Add some doc about the EventManager.OnLoginsEnabled event. 2012-03-19 22:48:26 +00:00
Diva Canto
1a4fdd2666 Moved HandleAvatarPickerRequest from the generic Scene.PacketHandlers to the UserManagementModule where it belongs. No functional changes. 2012-03-17 10:48:22 -07:00
Diva Canto
33c14cb107 Region access control! Region operators can now specify things like DisallowForeigners (means what it says) and DisallowResidents (means that only admins and managers can get into the region). This puts the never-completed AuthorizationService to good use. Note that I didn't implement a grid-wide Authorization service; this service implementation is done entirely locally on the simulator. This can be changed as usual by pluging in a different AuthorizationServicesConnector. 2012-03-17 10:00:11 -07:00
Diva Canto
a2009ffe2e Terrain: added [Terrain] section with an option to load an initial flat terrain. Default is still pinhead island. I much rather have a flat land in the beginning. 2012-03-16 13:08:05 -07:00
Justin Clark-Casey (justincc)
c386b68373 Aggregate script execution times by linksets rather than individual prims.
This is for the top scripts report.
2012-03-16 01:31:53 +00:00
Justin Clark-Casey (justincc)
a4b01ef38a Replace script-lines-per-second with the script execution time scaled by its measurement period and an idealised frame time.
The previous lines-per-second measurement used for top scripts report was inaccurate, since lines executed does not reflect time taken to execute.
Also, every fetch of the report would reset all the numbers limiting its usefulness and we weren't even guaranteed to see the top 100.
The actual measurement value should be script execution time per frame but XEngine does not work this way.
Therefore, we use actual script execution time scaled by the measurement period and an idealised frame time.
This is still not ideal but gives reasonable results and allows scripts to be compared.
This commit moves script execution time calculations from SceneGraph into IScriptModule implementations.
2012-03-16 00:34:30 +00:00
Mic Bowman
402ff75d78 Adds a new script command 'modInvoke' to invoke registered functions
from region modules. The LSL translator is extended to generate the
modInvoke format of commands for directly inlined function calls.

A region module can register a function Test() with the name "Test".
LSL code can call that function as "Test()". The compiler will translate
that invocation into modInvoke("Test", ...)
2012-03-15 13:16:02 -07:00
Justin Clark-Casey (justincc)
2f81e53f63 Fix a problem where multiple near simultaneous calls to llDie() from multiple scripts in the same linkset can cause unnecessary thread aborts.
The first llDie() could lock Scene.m_deleting_scene_object.
The second llDie() would then wait at this lock.
The first llDie() would go on to remove the second script but always abort it since the second script's WorkItem would not go away.
Easiest solution here is to remove the m_deleting_scene_object since it's no longer justified - we no longer lock m_parts but take a copy instead.
This also requires an adjustment in XEngine.OnRemoveScript not to use instance.ObjectID instead when firing the OnObjectRemoved event.
2012-03-15 00:20:47 +00:00
Diva Canto
81869c4a3f More on HG inventory transfers. Move the FireAndForget higher up. 2012-03-09 09:48:12 -08:00
Justin Clark-Casey (justincc)
06dda14505 Simplify minimap coarse location code by just reference SP.AbsolutePosition
This is rather than checking whether the avatar is sitting and doing its own calculation.
2012-03-09 02:50:57 +00:00
Justin Clark-Casey (justincc)
205c36d3a4 Get rid of unnecessary ParentID == 0 check on SP.Get_AbsolutePosition since this is handled by the necessary ParentPart check 2012-03-09 02:44:08 +00:00
Justin Clark-Casey (justincc)
94e58ff6b9 Use SP.ParentPart instead of ParentID in places where it's more efficient (saving extra null checks, etc.)
However, it looks like we should retain SP.ParentID since it's much easier to use that in places where another thread could change ParentPart to null.
Otherwise one has to clumsily put ParentPart in a reference, etc. to avoid a race.
2012-03-09 02:38:11 +00:00
Justin Clark-Casey (justincc)
b454326273 refactor: cleanup SP.HandleAgentSit so that everything is done within one if (part != null), rather than having unnecessary multiple checks 2012-03-09 02:33:48 +00:00
Justin Clark-Casey (justincc)
73c47f7205 Remove a race condition from SP.Set_AbsolutePosition where we assume the ParentPart is still not null if the ParentID != 0
Another thread could come in and stand the avatar between those two instructions.
2012-03-09 02:22:22 +00:00
Melanie
675d40357c Hold a ref to the prim we're sat on rather than querying scene each time
the check for significant is carried out. Prevents a deadlock condition.
2012-03-08 19:14:34 +00:00
Justin Clark-Casey (justincc)
650d761c06 Display help commander topics in capitalized form - the commands themselves are still lowercase.
Also convert the estate commands to simply AddCommand() calls so that commands from two different modules can be placed in the same category
2012-03-08 02:17:45 +00:00
Justin Clark-Casey (justincc)
430304c176 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2012-03-08 01:59:00 +00:00
Justin Clark-Casey (justincc)
749c3fef8a Change "help" to display categories/module list then "help <category/module>" to display commands in a category.
This is to deal with the hundred lines of command splurge when one previously typed "help"
Modelled somewhat on the mysql console
One can still type help <command> to get per command help at any point.
Categories capitalized to avoid conflict with the all-lowercase commands (except for commander system, as of yet).
Does not affect command parsing or any other aspects of the console apart from the help system.
Backwards compatible with existing modules.
2012-03-08 01:51:37 +00:00
Melanie
7769362687 Always zero the PhysActor on dupes to prevent side effects on the orignal prim 2012-03-07 01:03:26 +00:00
Justin Clark-Casey (justincc)
f3678d217f Stop individually deleting objects at the end of each ObjectTortureTest.
We can now do this since the entire scene and all objects within it are now successfully gc'd at the end of these tests.
This greatly improves the time taken to run each test (by reducing teardown time, not the time to actually do the test work that we're interested in).
Slightly simplifies config read in Scene constructor to help facilitate this.
2012-03-07 00:31:18 +00:00
Justin Clark-Casey (justincc)
23aba007dd Add documentation to make more explicit the difference between OnRezScript and OnNewScript in the event manager
OnNewScript fires when a script is added to a scene
OnRezScript fires when the script actually runs (i.e. after permission checks, state retrieval, etc.)
2012-03-07 00:04:24 +00:00
Justin Clark-Casey (justincc)
98251cdab3 Add sensor, dataserver requests, timer and listener counts to "xengine status" command.
This is for diagnostic purposes.
2012-03-06 23:21:17 +00:00
Justin Clark-Casey (justincc)
e9d8eb5a27 Remove unnecessary explicit ElapsedEventHandler in SimReporter 2012-03-06 22:31:25 +00:00
Justin Clark-Casey (justincc)
0f4cdc0c5b Explictly close down the StatsReporter so that we can shutdown its timer
This is another step necessary for the scene to be garbage collected between performance tests
2012-03-06 19:05:32 +00:00
Justin Clark-Casey (justincc)
c2c102d33e Remove outdated comment about checking attachment prims in Scene.PipeEventsForScript() 2012-03-02 22:52:26 +00:00
Justin Clark-Casey (justincc)
089fd61a3b Allow a script to receive events if its root prim is in an area where it's allowed to run rather than checking its own prim.
This allows scripts to run in child prims that are outside region boundaries.
This is an interim patch applied from http://opensimulator.org/mantis/view.php?id=5899 though it does not resolve that bug
Thanks tglion!
2012-03-02 22:43:24 +00:00
Dan Lake
64a036b4cf Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2012-03-02 09:19:35 -08:00
Dan Lake
8d249f8456 ScenePresence line endings and fix AllowMovement default to true. 2012-03-02 09:19:13 -08:00
Justin Clark-Casey (justincc)
6e3523e25e minor: remove mono compiler warning 2012-03-02 04:08:07 +00:00
Dan Lake
e8779cd9e5 In ScenePresence, removed several private variables used to store public parameters. They were only used by the get/set and make code harder to refactor. 2012-03-01 19:22:05 -08:00