| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
V2 transfer protocol.
|
|\ |
|
| |
| |
| |
| | |
teleport comments.
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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
|
| |
| |
| |
| |
| |
| | |
For unknown reasons, a dynamic function signature cannot have more than 5
parameters. Error message now tells you this fact so you can curse MS and
then go change your function definitions.
|
|/
|
|
| |
set terrain heights console command as an example.
|
|
|
|
|
|
| |
add minor details to some log messages, rename a misleading local variable name.
No functional changes.
|
|
|
|
|
|
|
| |
transfer protocol into v2.
This stops OpenSimulator still trying to teleport the user if they hit cancel on the teleport screen or closed the viewer whilst the protocol was trying to create an agent on the remote region.
Ideally, the code may also attempt to tell the destination simulator that the agent should be removed (accounting for issues where the destination was not responding in the first place, etc.)
|
|
|
|
| |
If this is an issue, could change log4net config instead to allow re-enablement
|
|
|
|
| |
foreigners if OutboundPermission is false
|
|
|
|
| |
permissions by not allowing objects to be taken to inventory.
|
|
|
|
| |
of sim freeze? -- HandleRequestImage in LLClientView is now sync, which means that it cannot take too long to complete. However, its execution path may end up in J2KDecoderModule.Decode, which is heavy and could stop the packet processing thread while it's at it.
|
|
|
|
| |
section may not exist at all.
|
|
|
|
|
|
|
|
| |
manually forced in a new [SimulationService] config setting.
This is for testing and debugging purposes to help determine whether a particular issue may be teleport related or not
"SIMULATION/0.2" (the newer teleport protocol) remains the default. If the source simulator only implements "SIMULATION/0.1" this will correctly allow fallback to the older protocol.
Specifying "SIMULATION/0.1" will force the older, less efficient protocol to always be used.
|
|
|
|
| |
InventoryAccessModules.RezObject() - structs are passed by value
|
|
|
|
| |
multiple attachments changes (e.g. change outfit) are also throttled
|
|
|
|
|
|
|
|
|
|
| |
and ThrottlePer100PrimsRezzed in [Attachments] in config
This is an experimental setting to control cpu spikes when an attachment heavy avatar logs in or avatars with medium attachments lgoin simultaneously.
It inserts a ms sleep specified in terms of attachments prims after each rez when an avatar logs in.
Default is 0 (no throttling).
"debug attachments <level>" changes to "debug attachments log <level>" which controls logging. A logging level of 1 will show the throttling performed if applicable.
Also adds "debug attachments status" command to show current throttle and debug logging levels.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
| |
handler from both Groups modules in core, and replaced them with an operation on IGroupsModule.
|
| |
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
copy of the LocalSimulationConnector but never initializes it (hence ServiceVersion was never set)
|
|
|
|
| |
week's SIMULATOR/0.1 protocol for now.
|
|
|
|
|
|
|
|
|
| |
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).
|
|
|
|
|
|
|
|
|
| |
seconds before closing root agent after 15.
This is because a returning viewer by teleport before 15 seconds are up will be disrupted by the close.
The 2 second delay is within the scope where a normal viewer would not allow a teleport back anyway.
Simulator/0.2 (V2) protocol will continue with the longer delay since this is actually the behaviour viewers get from the ll grid
and an early close causes other issues (avatar being sent to infinite locations temporarily, etc.)
|
|
|
|
| |
DoNotClose to DoNotCloseAfterTeleport
|
|
|
|
|
|
|
|
| |
was a previous root agent, do not close that child agent at the end of the 15 sec teleport timer.
This prevents an issue if the user teleports back to the neighbour simulator of a source before 15 seconds have elapsed.
This more closely emulates observed linden behaviour, though the timeout there is 50 secs and applies to all the pre-teleport agents.
Currently sticks a DoNotClose flag on ScenePresence though this may be temporary as possibly it could be incorporated into the ETM state machine
|
|
|
|
| |
was always present, this seems to have fixed it.
|
| |
|
|
|
|
| |
on TP_V1 and adding a big red warning on top of those lines.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
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...
|
|
|
|
|
|
| |
15sec before closing the agent. This seems to be working fairly well. The viewer seems to have an 8 sec delay between UseCircuitCode and CompleteMovement.
Also added back the position on UpdateAgent, because it's needed for TPing between neighboring regions.
|
| |
|
|
|
|
| |
what looks like a very significant reducing in GUN occurrances
|
| |
|
|
|
|
| |
folder. The viewer doesn't like that.
|
| |
|
|
|
|
| |
services throttle thread. Didn't change anything in how that processor is implemented, for better or for worse.
|
|
|
|
| |
the interface, so that duplicate requests aren't enqueued more than once.
|
|
|
|
| |
up the cache, because the resource may be here in the meantime
|
|\ |
|
| |
| |
| |
| | |
attachments module implementations. All calls to Scene.AttachmentsModule are checking for null. Ideally, if we support disabling attachments then we need a null attachments module to register with the scene.
|