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* Merge branch 'justincc-master'Justin Clark-Casey (justincc)2014-01-081-8/+17
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| * If an agent is sitting, then do send the rotation in the agent update ↵Justin Clark-Casey (justincc)2014-01-081-8/+17
| | | | | | | | | | | | | | | | instead of zeroing it to resolve mouselook camera problems Addresses http://opensimulator.org/mantis/view.php?id=6892 Thanks to tglion for this spot. This resolves a recent regression from 17b32b764acd815400d9eb903aaec6dcebd60ac7
* | Dynamically adjust to the number of visual params sent.Melanie2014-01-041-1/+1
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* | Committing the Avination Scene Presence and related texture codeMelanie2013-12-111-9/+8
|/ | | | | | | | | - Parts of region crossing code - New bakes handling code - Bakes now sent from sim to sim without central storage - Appearance handling changes - Some changes to sitting - A number of unrelated fixes and improvements
* Fix regression where mouse look flight direction no longer worked by zeroing ↵Justin Clark-Casey (justincc)2013-12-051-1/+24
| | | | | | | x/y rot before sending agent updates, instead of before any agent update processing It turns out that the x/y rot data in mouselook is needed to implement this and to push the avatar against the ground if walking in mouselook. Doing this in the terse send so that we preserve mouselook rotation information
* Still send CameraEyeOffset in UDP SendSitReponse even if at offset is ↵Justin Clark-Casey (justincc)2013-11-291-5/+2
| | | | Vector3.Zero
* Merge branch 'link-sitting'Justin Clark-Casey (justincc)2013-11-291-1/+17
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| * Fix stand positions rather than having the stand jump to the root prim.Justin Clark-Casey (justincc)2013-11-271-0/+10
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* | Revert "Fix issue where sitting on non-root linked prims would send camera ↵Justin Clark-Casey (justincc)2013-11-231-7/+1
| | | | | | | | | | | | | | | | to wrong position in third-person and mouselook" Reverting to place on separate branch This reverts commit ff4e7de7769b7eaa1b4fd3917e59f362b708226a.
* | Revert "Still send CameraEyeOffset in UDP SendSitReponse even if at offset ↵Justin Clark-Casey (justincc)2013-11-231-2/+5
|/ | | | | | is Vector3.Zero" This reverts commit 9bdd3dc7de46507b490a2eae5160123a28133d63.
* Still send CameraEyeOffset in UDP SendSitReponse even if at offset is ↵Justin Clark-Casey (justincc)2013-11-231-5/+2
| | | | | | Vector3.Zero As far as I can see it's valid to change the eye offset even if you aren't changing the at target.
* Fix issue where sitting on non-root linked prims would send camera to wrong ↵Justin Clark-Casey (justincc)2013-11-231-1/+7
| | | | | | position in third-person and mouselook We now specify sits as offsets from the root prim, as the viewer expects.
* Added sending (for now hard-coded) sim isze in SendMapBlockSplit()Latif Khalifa2013-11-061-0/+6
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* Add IncomingPacketsResentCount clientstack statisticsJustin Clark-Casey (justincc)2013-11-061-0/+23
| | | | | This records how many packets were indicated to be resends by clients Not 100% reliable since clients can lie about resends, but usually would indicate if clients are not receiving UDP acks at all or in a manner they consider timely.
* Start counting resent packets in the places that I missed when the stat was ↵Justin Clark-Casey (justincc)2013-10-312-0/+8
| | | | first added a few commits ago
* Add OutgoingPacketsResentCount clientstack stat.Justin Clark-Casey (justincc)2013-10-312-1/+32
| | | | | | This allows one to monitor the total number of messages resent to clients over time. A constantly increasing stat may indicate a general server network or overloading issue if a fairly high proportion of packets sent A smaller constantly increasing stat may indicate a problem with a particular client-server connection, would need to check "show queues" in this case.
* minor: Add commented out code for apparent passing of texture IDs in ↵Justin Clark-Casey (justincc)2013-10-241-0/+26
| | | | | | | ObjectProperties UDP replies to viewer Not yet shown that this is used or resolves a bug where not all textures appear on objects with an "XML with textures" upload from singularity 1.8.3 Proper texture entries are actually present and appear properly on relog, but not on select from viewer until at least one face texture is changed.
* Comment out LLUDPServer.BroadcastPacket() to reduce code complexity. ↵Justin Clark-Casey (justincc)2013-10-241-38/+38
| | | | Appears to be a never used method.
* Only set the data present event if we actually queued an outoing packet (not ↵Justin Clark-Casey (justincc)2013-10-241-4/+17
| | | | if we sent immediately)
* Bump OPenSimulator version and assembly versions up to 0.8.0 DevJustin Clark-Casey (justincc)2013-10-041-1/+1
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* refactor: Rename Scene.AddNewClient() to AddNewAgent() to make it obvious in ↵Justin Clark-Casey (justincc)2013-09-273-3/+4
| | | | the code that this is symmetric with CloseAgent()
* refactor: rename Scene.IncomingCloseAgent() to CloseAgent() in order to make ↵Justin Clark-Casey (justincc)2013-09-272-5/+5
| | | | | | it clear that all non-clientstack callers should be using this rather than RemoveClient() in order to step through the ScenePresence state machine properly. Adds IScene.CloseAgent() to replace RemoveClient()
* Reinsert client.SceneAgent checks into ↵Justin Clark-Casey (justincc)2013-09-251-11/+26
| | | | | | | | LLUDPServer.HandleCompleteMovementIntoRegion() to fix race condition regression in commit 7dbc93c (Wed Sep 18 21:41:51 2013 +0100) This check is necessary to close a race condition where the CompleteAgentMovement processing could proceed when the UseCircuitCode thread had added the client to the client manager but before the ScenePresence had registered to process the CompleteAgentMovement message. This is most probably why the message appeared to get lost on a proportion of entity transfers. A better long term solution may be to set the IClientAPI.SceneAgent property before the client is added to the manager.
* Reinsert 200ms sleep accidentally removed in commit 7dbc93c (Wed Sep 18 ↵Justin Clark-Casey (justincc)2013-09-251-2/+2
| | | | 21:41:51 2013 +0100)
* Instead of swallowing any socket begin/end receive exceptions, log them for ↵Justin Clark-Casey (justincc)2013-09-251-7/+32
| | | | | | debugging purposes. This may reveal why on some teleports with current code, the UseCircuitCode message gets through but CompleteMovement disappears into the ether.
* Preserve attachment point & position when attachment is rezzed in worldAleric Inglewood2013-09-221-0/+1
| | | | | | | | | | Patch taken from http://opensimulator.org/mantis/view.php?id=4905 originally by Greg C. Fixed to apply to r/23314 commit ba9daf849e7c8db48e7c03e7cdedb77776b2052f (cherry picked from commit 4ff9fbca441110cc2b93edc7286e0e9339e61cbe)
* Double the time spent waiting for a UseCircuitCode packet in ↵Justin Clark-Casey (justincc)2013-09-181-1/+1
| | | | | | | | | LLUDPServer.HandleCompleteMovementIntoRegion() This is to deal with one aspect of http://opensimulator.org/mantis/view.php?id=6755 With the V2 teleport arrangements, viewers appear to send the single UseCircuitCode and CompleteAgentMovement packets immediately after each other Possibly, on occasion a poor network might drop the initial UseCircuitCode packet and by the time it retries, the CompleteAgementMovement has timed out and the teleport fails. There's no apparant harm in doubling the wait time (most times only one wait will be performed) so trying this.
* Change logging to provide more information on ↵Justin Clark-Casey (justincc)2013-09-181-10/+39
| | | | | | | LLUDPServer.HandleCompleteMovementIntoRegion() Add more information on which endpoint sent the packet when we have to wait and if we end up dropping the packet Only check if the client is active - other checks are redundant since they can only failed if IsActve = false
* minor: remove mono compiler warning from LLClientViewJustin Clark-Casey (justincc)2013-08-231-4/+0
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* Don't allow users to attempt to sit on objects in a child region without ↵Justin Clark-Casey (justincc)2013-08-211-0/+20
| | | | | | | going to that region first. If this is attempted, they get a "Try moving closer. Can't sit on object because it is not in the same region as you." message instead, which is the same as current ll grid. Sitting on ground is okay, since viewer navigates avatar to required region first before sitting.
* Packet headers are not zero-encoded so don't try to zero-decode these in ↵Justin Clark-Casey (justincc)2013-08-161-16/+9
| | | | | | | | PacketPool.GetType() Instead adjusts code with that from Packet.BuildHeader(byte[], ref int, ref int):Header in libomv This stops packet decoding failures with agent UUIDs that contain 00 in their earlier parts (e.g. b0b0b0b0-0000-0000-0000-000000000211) Thanks to lkalif for pointing this out.
* Add stat clientstack.<scene>.IncomingPacketsOrphanedCount to record ↵Justin Clark-Casey (justincc)2013-08-141-4/+29
| | | | well-formed packets that were not initial connection packets and could not be associated with a connected viewer.
* Count any incoming packet that could not be recognized as an LLUDP packet as ↵Justin Clark-Casey (justincc)2013-08-141-21/+44
| | | | | | | a malformed packet. Record this as stat clientstack.<scene>.IncomingPacketsMalformedCount Used to detect if a simulator is receiving significant junk UDP Decimates the number of packets between which a warning is logged and prints the IP source of the last malformed packet when logging
* Merge branch 'TeleportWork'Justin Clark-Casey (justincc)2013-08-093-4/+10
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| * Fix an issue where under teleport v2 protocol, teleporting from regions in ↵Justin Clark-Casey (justincc)2013-08-083-4/+10
| | | | | | | | | | | | | | | | | | | | an line from A->B->C would not close region A when reaching C The root cause was that v2 was only closing neighbour agents if the root connection also needed a close. However, fixing this requires the neighbour regions also detect when they should not close due to re-teleports re-establishing the child connection. This involves restructuring the code to introduce a scene presence state machine that can serialize the different add and remove client calls that are now possible with the late close of the This commit appears to fix these issues and improve teleport, but still has holes on at least quick reteleporting (and possibly occasionally on ordinary teleports). Also, has not been completely tested yet in scenarios where regions are running on different simulators
* | * This makes in-world terrain editing smoother, even in MegaRegions. This ↵teravus2013-08-071-3/+30
|/ | | | change only affects the editing user's experience. Non-editing users will see nothing different from the current 'slow' result. See comments for the thought process and how the issues surrounding terrain editing, cache, bandwidth, threading, terrain patch reliability and throttling were balanced.
* For LLImageManagerTests, make tests execute under synchronous fire and ↵Justin Clark-Casey (justincc)2013-08-051-8/+12
| | | | | | forget conditions. I generally prefer this approach for regression tests because of the complexity of accounting for different threading conditions.
* Fix the failing TestSendImage. J2K decoding is async.Diva Canto2013-08-031-1/+9
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* minor: Add name to debug lludp packet level feedback on consoleJustin Clark-Casey (justincc)2013-08-011-1/+1
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* Try a different approach to slow terrain update by always cycling the loop ↵Justin Clark-Casey (justincc)2013-08-011-1/+2
| | | | | | | | immediately if any data was sent, rather than waiting. What I believe is happening is that on initial terrain send, this is done one packet at a time. With WaitOne, the outbound loop has enough time to loop and wait again after the first packet before the second, leading to a slower send. This approach instead does not wait if a packet was just sent but instead loops again, which appears to lead to a quicker send without losing the cpu benefit of not continually looping when there is no outbound data.
* Revert "Issue: painfully slow terrain loading. The cause is commit ↵Justin Clark-Casey (justincc)2013-08-011-5/+5
| | | | | | d9d995914c5fba00d4ccaf66b899384c8ea3d5eb (r/23185) -- the WaitOne on the UDPServer. Putting it back to how it was done solves the issue. But this may impact CPU usage, so I'm pushing it to test if it does." This reverts commit 59b461ac0eaae1cc34bb82431106fdf0476037f3.
* Issue: painfully slow terrain loading. The cause is commit ↵Diva Canto2013-08-011-5/+5
| | | | d9d995914c5fba00d4ccaf66b899384c8ea3d5eb (r/23185) -- the WaitOne on the UDPServer. Putting it back to how it was done solves the issue. But this may impact CPU usage, so I'm pushing it to test if it does.
* minor: Add timeout secs to connection timeout message. Change message to ↵Justin Clark-Casey (justincc)2013-07-291-8/+9
| | | | reflect it is a timeout due to no data received rather than an ack issue.
* Fix issue just introduced in 8efe4bfc2ed7086e9fdf4812297e6525f955f6ac where ↵Justin Clark-Casey (justincc)2013-07-291-1/+1
| | | | I accidentally left in a test line to force very quick client unack
* Make "abnormal thread terminations" into "ClientLogoutsDueToNoReceives" and ↵Justin Clark-Casey (justincc)2013-07-291-5/+21
| | | | | | | add this to the StatsManager This reflects the actual use of this stat - it hasn't recorded general exceptions for some time. Make the sim extra stats collector draw the data from the stats manager rather than maintaing this data itself.
* Deleted all [ZZZ] debug messages.Diva Canto2013-07-241-5/+0
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* One more thing to test in order to let CompleteMovement go up the stack.Diva Canto2013-07-241-2/+3
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* Minor adjustment on timings of waits.Diva Canto2013-07-241-4/+19
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* Changed the RegionHandshake packet to the Unknown queue, so that it is sent ↵Diva Canto2013-07-241-1/+1
| | | | with high priority and hopefully gets to the client before AgentMovementComplete
* New Teleport protocol (V2), still compatible with V1 and older. (version of ↵Diva Canto2013-07-241-0/+68
| | | | | | | | the destination is being checked) In this new protocol, and as committed before, the viewer is not sent EnableSimulator/EstablishChildCommunication for the destination. Instead, it is sent TeleportFinish directly. TeleportFinish, in turn, makes the viewer send a UserCircuitCode packet followed by CompleteMovementIntoRegion packet. These 2 packets tend to occur one after the other almost immediately to the point that when CMIR arrives the client is not even connected yet and that packet is ignored (there might have been some race conditions here before); then the viewer sends CMIR again within 5-8 secs. But the delay between them may be higher in busier regions, which may lead to race conditions. This commit improves the process so there are are no race conditions at the destination. CompleteMovement (triggered by the viewer) waits until Update has been sent from the origin. Update, in turn, waits until there is a *root* scene presence -- so making sure CompleteMovement has run MakeRoot. In other words, there are two threadlets at the destination, one from the viewer and one from the origin region, waiting for each other to do the right thing. That makes it safe to close the agent at the origin upon return of the Update call without having to wait for callback, because we are absolutely sure that the viewer knows it is in th new region. Note also that in the V1 protocol, the destination was getting UseCircuitCode from the viewer twice -- once on EstablishAgentCommunication and then again on TeleportFinish. The second UCC was being ignored, but it shows how we were not following the expected steps...