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2013-11-06Added sending (for now hard-coded) sim isze in SendMapBlockSplit()Latif Khalifa1-0/+6
2013-11-06Add IncomingPacketsResentCount clientstack statisticsJustin Clark-Casey (justincc)1-0/+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.
2013-10-31Start counting resent packets in the places that I missed when the stat was ↵Justin Clark-Casey (justincc)2-0/+8
first added a few commits ago
2013-10-31minor: remove mono compiler warnings in AvatarPickerSearchModule and ↵Justin Clark-Casey (justincc)2-7/+3
UploadBakedTextureModule
2013-10-31Add OutgoingPacketsResentCount clientstack stat.Justin Clark-Casey (justincc)2-1/+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.
2013-10-24minor: Add commented out code for apparent passing of texture IDs in ↵Justin Clark-Casey (justincc)1-0/+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.
2013-10-24Comment out LLUDPServer.BroadcastPacket() to reduce code complexity. ↵Justin Clark-Casey (justincc)1-38/+38
Appears to be a never used method.
2013-10-24Only set the data present event if we actually queued an outoing packet (not ↵Justin Clark-Casey (justincc)1-4/+17
if we sent immediately)
2013-10-04Bump OPenSimulator version and assembly versions up to 0.8.0 DevJustin Clark-Casey (justincc)2-2/+2
2013-09-27refactor: Rename Scene.AddNewClient() to AddNewAgent() to make it obvious in ↵Justin Clark-Casey (justincc)3-3/+4
the code that this is symmetric with CloseAgent()
2013-09-27refactor: rename Scene.IncomingCloseAgent() to CloseAgent() in order to make ↵Justin Clark-Casey (justincc)3-6/+6
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()
2013-09-25Reinsert client.SceneAgent checks into ↵Justin Clark-Casey (justincc)1-11/+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.
2013-09-25Reinsert 200ms sleep accidentally removed in commit 7dbc93c (Wed Sep 18 ↵Justin Clark-Casey (justincc)1-2/+2
21:41:51 2013 +0100)
2013-09-25Instead of swallowing any socket begin/end receive exceptions, log them for ↵Justin Clark-Casey (justincc)1-7/+32
debugging purposes. This may reveal why on some teleports with current code, the UseCircuitCode message gets through but CompleteMovement disappears into the ether.
2013-09-22Preserve attachment point & position when attachment is rezzed in worldAleric Inglewood3-0/+6
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)
2013-09-18Double the time spent waiting for a UseCircuitCode packet in ↵Justin Clark-Casey (justincc)1-1/+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.
2013-09-18Change logging to provide more information on ↵Justin Clark-Casey (justincc)1-10/+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
2013-09-11Change handling of the FetchInventoryDescendents2 capability configuration ↵Mic Bowman1-23/+36
to allow for external handlers.
2013-09-02Fix bug where users teleporting to non-neighbour regions could continue to ↵Justin Clark-Casey (justincc)1-2/+2
hear chat from their source region for some time after teleport completion. This occurs on v2 teleport since the source region now waits 15 secs before closing the old child agent, which could still receive chat. This commit introduces a ScenePresenceState.PreClose which is set before the wait, so that ChatModule can check for ScenePresenceState.Running. This was theoretically also an issue on v1 teleport but since the pause before close was only 2 secs there, it was not noticed.
2013-08-23minor: remove mono compiler warning from LLClientViewJustin Clark-Casey (justincc)1-4/+0
2013-08-21Don't allow users to attempt to sit on objects in a child region without ↵Justin Clark-Casey (justincc)1-0/+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.
2013-08-16Packet headers are not zero-encoded so don't try to zero-decode these in ↵Justin Clark-Casey (justincc)1-16/+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.
2013-08-14minor: Comment out AvatarPicketSearch caps log message for now, which is ↵Justin Clark-Casey (justincc)1-1/+1
occuring on every login and entity transfer
2013-08-14Add stat clientstack.<scene>.IncomingPacketsOrphanedCount to record ↵Justin Clark-Casey (justincc)1-4/+29
well-formed packets that were not initial connection packets and could not be associated with a connected viewer.
2013-08-14Count any incoming packet that could not be recognized as an LLUDP packet as ↵Justin Clark-Casey (justincc)1-21/+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
2013-08-12minor: Extend warning message when adding trying to add an event for a ↵Justin Clark-Casey (justincc)1-3/+8
client without a queue to include the event message name.
2013-08-08Fix an issue where under teleport v2 protocol, teleporting from regions in ↵Justin Clark-Casey (justincc)4-5/+11
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
2013-08-07* This makes in-world terrain editing smoother, even in MegaRegions. This ↵teravus1-3/+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.
2013-08-05For LLImageManagerTests, make tests execute under synchronous fire and ↵Justin Clark-Casey (justincc)1-8/+12
forget conditions. I generally prefer this approach for regression tests because of the complexity of accounting for different threading conditions.
2013-08-03Fix the failing TestSendImage. J2K decoding is async.Diva Canto1-1/+9
2013-08-01minor: Add name to debug lludp packet level feedback on consoleJustin Clark-Casey (justincc)1-1/+1
2013-08-01Try a different approach to slow terrain update by always cycling the loop ↵Justin Clark-Casey (justincc)1-1/+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.
2013-08-01Revert "Issue: painfully slow terrain loading. The cause is commit ↵Justin Clark-Casey (justincc)1-5/+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.
2013-08-01Issue: painfully slow terrain loading. The cause is commit ↵Diva Canto1-5/+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.
2013-07-31Experimental comment to eneralize the handling of Linden caps when theMic Bowman1-1/+5
cap is something other than "localhost". A new interface for handling external caps is supported with an example implemented for Simian. The only linden cap supporting this interface right now is the GetTexture cap.
2013-07-30Doing the HG Map / SimulatorFeatures "the right way": moved it to ↵Diva Canto1-12/+3
HGMapModule, hooking on to SimulatorFeatures.OnSimulatorFeaturesRequest event (similar to what the DynamicMenuModule does). Only HG Visitors get this var, to avoid spamming local users. The config var is now called MapTileURL, to be consistent with the login one, and its being picked up from either [LoginService], [HGWorldMap] or [SimulatorFeatures], just because I have a bad memory.
2013-07-30After talking to lkalif on the IRC: SimulatorFeatures response: renamed the ↵Diva Canto1-6/+7
OSDMap GridServices to OpenSimExtras, normalized the url keys under it, and moved ExportEnabled to under it too. Melanie: change your viewer code accordingly. Documentation at http://opensimulator.org/wiki/SimulatorFeatures_Extras
2013-07-29minor: Add timeout secs to connection timeout message. Change message to ↵Justin Clark-Casey (justincc)1-8/+9
reflect it is a timeout due to no data received rather than an ack issue.
2013-07-29Fix issue just introduced in 8efe4bfc2ed7086e9fdf4812297e6525f955f6ac where ↵Justin Clark-Casey (justincc)1-1/+1
I accidentally left in a test line to force very quick client unack
2013-07-29Make "abnormal thread terminations" into "ClientLogoutsDueToNoReceives" and ↵Justin Clark-Casey (justincc)1-5/+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.
2013-07-27Several major improvements to group (V2) chat. Specifically: handle ↵Diva Canto1-2/+2
join/drop appropriately, invitechatboxes. The major departure from flotsam is to send only one message per destination region, as opposed to one message per group member. This reduces messaging considerably in large groups that have clusters of members in certain regions.
2013-07-26Slight improvement: no need to delay the removal of the queues in EQ, ↵Diva Canto1-8/+0
because DisableSimulator is now being sent via UDP
2013-07-25This should fix all issues with teleports. One should be able to TP as fast ↵Diva Canto1-44/+14
as needed. (Although sometimes Justin's state machine kicks in and doesn't let you) The EventQueues are a hairy mess, and it's very easy to mess things up. But it looks like this commit makes them work right. Here's what's going on: - Child and root agents are only closed after 15 sec, maybe - If the user comes back, they aren't closed, and everything is reused - On the receiving side, clients and scene presences are reused if they already exist - Caps are always recreated (this is where I spent most of my time!). It turns out that, because the agents carry the seeds around, the seed gets the same URL, except for the root agent coming back to a far away region, which gets a new seed (because we don't know what was its seed in the departing region, and we can't send it back to the client when the agent returns there).
2013-07-24Deleted all [ZZZ] debug messages.Diva Canto1-5/+0
2013-07-24One more thing to test in order to let CompleteMovement go up the stack.Diva Canto1-2/+3
2013-07-24Minor adjustment on timings of waits.Diva Canto1-4/+19
2013-07-24Changed the RegionHandshake packet to the Unknown queue, so that it is sent ↵Diva Canto1-1/+1
with high priority and hopefully gets to the client before AgentMovementComplete
2013-07-24New Teleport protocol (V2), still compatible with V1 and older. (version of ↵Diva Canto1-0/+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...
2013-07-23Add proper method doc and comments to m_dataPresentEvent (from d9d9959)Justin Clark-Casey (justincc)1-2/+13
2013-07-23Add clientstack.InboxPacketsCount stat. This records the number of packets ↵Justin Clark-Casey (justincc)1-0/+13
waiting to be processed at the second stage (after initial UDP processing) If this consistently increases then this is a problem since it means the simulator is receiving more requests than it can distribute to other parts of the code.