Routines in Util to compute region world coordinates from region coordinates
as well as the conversion to and from region handles. These routines have
replaced a lot of math scattered throughout the simulator.
Should be no functional changes.
count number to integer world coordinates.
Added new methods RegionWorldLoc[XY].
Refactored name of 'RegionLoc*' to 'LegacyRegionLoc*' throughout OpenSim.
Kept old 'RegionLoc*' entrypoint to RegionInfo for downward compatability
of external region management packages.
Instead, "show client stats" now prints "Off!" so that exception is not thrown and we know which entries in ClientManager are in this state.
There's a race condition which could trigger this, but the window is extremely short and exceptions would not be thrown consistently (which is the behaviour observed).
It should otherwise be impossible for this condition to occur, so there may be a weakness in client manager IClientAPI removal.
Currently, first name and last name are input separate but are concatenated with a space in the middle to form a regex.
So to sit all bots with the first name "ima", for instance, the command is "sit user name --regex ima .*"
"sit user name" will currently only sit the given avatar on prims which have a sit target set and are not already sat upon.
Chiefly for debug purposes.
I think there is an argument for sending this information to NPCs anyway since in some cases it appears a lot easier to write server-side bots by hooking into such internal events.
However, would need to stop event messages building up on NPC queues if they are never retrieved.
These were genuine failures caused by ScenePresence.CompleteMovement() waiting for an UpdateAgent from NPC introduction that would never come.
Instead, we do not wait if the agent is an NPC.
- The existing event to scene has been split into 2: OnAgentUpdate and OnAgentCameraUpdate, to better reflect the two types of updates that the viewer sends. We can run one without the other, which is what happens when the avie is still but the user is camming around
- Added thresholds (as opposed to equality) to determine whether the update is significant or not. I thin these thresholds are ok, but we can play with them later
- Ignore updates of HeadRotation, which were problematic and aren't being used up stream
Added here since it was the most convenient place
Number is in the last column, "Sig. AgentUpdates" along with percentage of all AgentUpdates
Percentage largely falls over time, most cpu for processing AgentUpdates may be in UDP processing as turning this off even earlier (with "debug lludp toggle agentupdate" results in a big cpu fall
Also tidies up display.
This was probably the mistake.
The other handlers are named RenderMaterials as well but this actully has no affect apart from on stats, due to a (counterintuitive) disconnect between the registration name and the name of the request handler.
Will be tested very soon and reverted if this still does not work.
This currently prints caps requests received and handled, so that overload of received compared to handled or deadlock can be detected.
This involves making BaseStreamHandler and BaseOutputStream record the ints, which means inheritors should subclass ProcessRequest() instead of Handle()
However, existing inheriting classes overriding Handle() will still work, albeit without stats recording.
"show caps" becomes "show caps list" to disambiguate between show caps commands