| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
Relates to http://opensimulator.org/mantis/view.php?id=7337
|
|
|
|
|
|
|
|
| |
(RegionFlags.Persistent but not RegioNFlags.RegionOnline) on startup and when an avatar completes a teleport.
This eliminates spurious network calls and failure reporting.
This is done by adding RegionFlags to the GridRegion returned data in a backward compatible way as an alternative to multiple IGridService.GetRegionFlags() calls
Using a simulator or a grid service older than this commit will just see previous behaviour.
|
|
|
|
|
|
| |
problem diagnosis.
"show threadpool calls" now also returns named (labelled), anonymous (unlabelled) and total call stats.
|
|
|
|
|
|
|
|
| |
reprioritization distance to be changed on the fly.
This governs when child agent position changes are sent to neighbouring regions.
Corresponding config parameter is ChildReprioritizationDistance in [InterestManagement] in OpenSim.ini
For test purposes.
|
| |
|
|
|
|
|
| |
the Util functions for converting world addresses to region addresses
and converting region handles to locations.
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
|
|
| |
neighbour region on root agent close.
This was introduced in git master d214e2d0 (Thu May 16 17:12:02 2013)
Caught out by the fact that value types used in iterators act like references and this was dispatched asynchronously.
Should address http://opensimulator.org/mantis/view.php?id=6658
|
|
|
|
|
|
|
| |
neighbour rather than sending all closes concurrently on a separate thread.
This is to reduce race conditions where neighbours may be responding erratically, thus mixing up create and close agent requests in time.
This mirrors OpenSimulator behaviour on enabling child agents where each region is contacted separately.
|
| |
|
|
|
|
|
|
| |
the module code still sets up even if we're using one directly instantiated from the RemoteGridServiceConnector.
Also improves log messages to indicate which regions are sending/receiving various neighbour protocol messages.
|
|
|
|
|
| |
This is done by making the kick user command call IClientAPI.Close() rather than routing through Scene.IncomingCloseAgent(), which also called IClientAPI.Close()
DisableSimulator for child agents is moved from IncomingCloseAgent() to RemoveClient(), this is not a functional change since IncomingCloseAgent() always ends up calling RemoveClient()
|
| |
|
|
|
|
| |
This is how it was originally. This stops a very long running alarm callback from causing a problem.
|
|
|
|
| |
blacklist them for 2 min, so that we don't keep doing remote calls that fail.
|
|
|
|
| |
concurrent uses of the same TCP connection, and even of the connections to the same server. So let's stop doing it. This patch makes movement much smoother when there are lots of neighbours.
|
|
|
|
| |
a little bit.
|
|
|
|
|
|
|
| |
57956c4b-ff2e-4fc1-9995-613c6256cc98>: Invalid character 'O' in input string messages
These are just the result of an attempt to canonicalize received messages - it's not important that we constantly log them.
Also finally get the deregister grid service message working properly
|
|
|
|
| |
As far as I can see, the SCS is only now used for informing neighbours of up/down status and possibly sending child agent updates and close requests
|
|
|
|
| |
All this is now being handled through IEntityTransferModule and SimulationService instead, and has been for some time.
|
|
|
|
| |
not being used any more - it's now IEntityTransferModule and SimulationService instead
|
|
|
|
| |
packet per prim. More to come as we change to make use of this.
|
|
|
|
|
|
| |
ways to access the list/dictionary of child regions and locking was
inconsistent. There are now public properties which enforce locks.
Callers are no longer required to create new copies of lists.
|
|
|
|
|
|
| |
once to each simulator rather than once to each region. This
should help with some of the delays caused by multiple outstanding
requests to a single service point.
|
|
|
|
| |
receiving end is async. No need for so much concurrency.
|
| |
|
| |
|
|
|
|
| |
neighbours.
|
| |
|
|
|
|
|
|
|
| |
InternalEndPoint.Port). This class is complex enough as it is
* Changed the failed to inform neighbor message from a warning to info, since this will fire for every empty neighbor space
* Made the EnableSimulator/EstablishAgentCommunication log message more verbose and more clear about what is happening
|
|\
| |
| |
| |
| | |
This merge was very conflicted. I think I got them all, but I can't be sure.
I had to merge to master or risk divergence to the point of unmergeability.
|
| | |
|
| |
| |
| |
| |
| |
| |
| | |
the new AgentTransferModule, in line with what MW started implementing back in May -- ITeleportModule. This has been renamed IAgentTransferModule, to be more generic.
* HGSceneCommunicationService has been deleted
* SceneCommunicationService will likely be deleted soon too
|
| | |
|
| | |
|
| |
| |
| |
| | |
with 2 simulators. Everything seems to be working, including border crosses. TPs (prim crossing) need love now.
|
| | |
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| | |
* CommsManager.AvatarService rerouted
|
| |
| |
| |
| |
| | |
* HG is seriously broken here
* Compiles. Untested.
|
| |
| |
| |
| | |
UserProfileService.
|
| | |
|
|/
|
|
|
| |
* Started rerouting calls to UserService.
* Compiles. May run.
|
|
|
|
|
| |
can now determine if a connection is from login, teleport or crossing.
Needed for a meaningful banlines implementation
|
|
|
|
| |
Signed-off-by: Melanie <melanie@t-data.com>
|
| |
|
|
|
|
| |
ScenePresenceAnimator class
|