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* minor: Make SP.MakeRootAgent() private - no external code has any business ↵Justin Clark-Casey (justincc)2013-09-191-1/+1
| | | | calling this method
* minor: Make log message at top of ScenePresence.CompleteMovement info level ↵Justin Clark-Casey (justincc)2013-09-191-5/+5
| | | | | | | and comment out later log message in ScenePresence.MakeRootAgent() Need an info message since this is currently important in detecting teleport issue when not at debug log level. CompleteMovement message occurs before MakeRootAgent() one did
* Revert "Also check user authorization if looking to upgrade from a child to ↵Justin Clark-Casey (justincc)2013-09-191-13/+0
| | | | | | | a root agent." This reverts commit c7ded0618c303f8c24a91c83c2129292beebe466. This proves not to be necessary - the necessary checks are already being done via QueryAccess() before cross or teleport
* Create regression TestCrossOnSameSimulatorNoRootDestPerm() to check that ↵Justin Clark-Casey (justincc)2013-09-192-1/+88
| | | | avatars are not allowed to cross into a neighbour where they are not authorized, even if a child agent was allowed.
* minor: correct method name in commentJustin Clark-Casey (justincc)2013-09-181-1/+1
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* refactor: rename *ChildAgentDataUpdate() methods to *UpdateChildAgent()Justin Clark-Casey (justincc)2013-09-182-6/+7
| | | | verb-noun is consistent with other similar methods
* minor: Make log message when Scene.IncomingChildAgentDateUpdate() more ↵Justin Clark-Casey (justincc)2013-09-182-4/+12
| | | | | | | explicit that there is a problem if it still finds the agent to be a child if the sender wanted to wait till it became root Add some comments about the mssage sequence, though much more data is at http://opensimulator.org/wiki/Teleports
* Reinsert comments about possible race conditions when sending bulk inventory ↵Justin Clark-Casey (justincc)2013-09-161-0/+3
| | | | updates on non-flag clothing editing
* BulletSim: remove chatty debug message from previous commit.Robert Adams2013-09-111-3/+3
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* BulletSim: add position and rotation update for child prim physics update ↵Robert Adams2013-09-111-0/+20
| | | | events. Normally, physics engines do not return updates for child prims so, under normal operation, this code should never execute. Will only be used when using flexible linkset linkages.
* Change collision logic in SceneObjectPart so land_collision will happen.Robert Adams2013-09-091-6/+3
| | | | | The previous logic would generate land_collision_start and land_collision_end but would not generate the land_collision itself.
* Restore group membership check for HG users in QueryAccess.Diva Canto2013-09-051-5/+1
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* Also check user authorization if looking to upgrade from a child to a root ↵Justin Clark-Casey (justincc)2013-09-041-0/+13
| | | | | | agent. Relevant if a child agent has been allowed into the region which should not be upgraded to a root agent.
* For a Hypergrid user, delay estate access checks until NewUserConnection() ↵Justin Clark-Casey (justincc)2013-09-041-2/+6
| | | | | | | | | | so that they work. This is necessary because the hypergrid groups checks (as referenced by estates) require an agent circuit to be present to construct the hypergrid ID. However, this is not around until Scene.NewUserConnection(), as called by CreateAgent() in EntityTransferModule. Therefore, if we're dealing with a hypergrid user, delay the check until NewUserConnection()/CreateAgent() The entity transfer impact should be minimal since CreateAgent() is the next significant call after NewUserConnection() However, to preserve the accuracy of query access we will only relax the check for HG users.
* Fix bug where users teleporting to non-neighbour regions could continue to ↵Justin Clark-Casey (justincc)2013-09-022-7/+67
| | | | | | | | 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.
* Comment out warning about agent updating without valid session ID for now.Justin Clark-Casey (justincc)2013-09-021-4/+4
| | | | This causes extreme console spam if a simulator running latest master and one running 0.7.5 have adjacent regions occupied by avatars.
* Potential fix for access control bug on login introduced with SeeIntoRegion ↵Diva Canto2013-08-241-1/+1
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* Remove old and unused ScenePresence.RestoreInCurrentScene()Justin Clark-Casey (justincc)2013-08-231-5/+0
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* Refactor: merge SceneGraph.AddScenePresence() into ↵Justin Clark-Casey (justincc)2013-08-231-28/+6
| | | | | | CreateAndAddChildScenePresence() since the former was only ever called from the latter This allows us to remove dead code relating to adding root agents directly to the scenegraph, which never happens.
* Stop error messages being misleadingly generated when on client connection ↵Justin Clark-Casey (justincc)2013-08-221-2/+19
| | | | | | activity timeout, a root connection triggers a CloseAgent to a neighbour region which has already closed the agent due to inactivity. Also separates out log messages to distinguish between close not finding an agent and wrong auth token, and downgrades former to debug and latter to warn
* Don't allow users to attempt to sit on objects in a child region without ↵Justin Clark-Casey (justincc)2013-08-211-0/+9
| | | | | | | 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.
* * Fix some threading issues in BulletXNA (the managed bullet library), this ↵teravus2013-08-201-2/+3
| | | | | | should better allow you to run it in multiple region scenarios (but why would you really want to do that?) Source in OpenSimLibs. * Fixed a null ref during shutdown.
* Allow updating the wearable type of wearables that have a type of 0.Melanie2013-08-181-4/+16
| | | | This will allow viewers to fix broken wearables as they detect them.
* minor: remove mono compiler warnings from ScenePresenceJustin Clark-Casey (justincc)2013-08-171-4/+3
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* Add ScenePresenceTeleportTests.TestSameSimulatorIsolatedRegionsV2() ↵Justin Clark-Casey (justincc)2013-08-173-5/+67
| | | | | | regression test for v2 transfers. Also adjusts names of teleport setup helpers in EntityTransferHelpers
* Add TestSameSimulatorNeighbouringRegionsV2() regression test for v2 entity ↵Justin Clark-Casey (justincc)2013-08-161-2/+87
| | | | transfer protocl
* Rely on the Scene.IncomingCloseAgent() check as to whether the connection ↵Justin Clark-Casey (justincc)2013-08-151-1/+1
| | | | | | should be kept open after teleport-end rather than doing this in the ET Module This is safer since the close check in IncomingCloseAgent() is done under lock conditions, which prevents a race between ETM and Scene.AddClient()
* Do not use the SP.DoNotCloseAfterTeleport flag for child agent connections.Justin Clark-Casey (justincc)2013-08-151-11/+20
| | | | | | | This approach has problems if a client quits without sending a proper logout but then reconnects before the connection is closed due to inactivity. In this case, the DoNotCloseAfterTeleport was wrongly set. The simplest approach is to close child agents on teleport as quickly as possible so that races are very unlikely to occur Hence, this code now closes child agents as the first action after a sucessful teleport.
* Add method doc to Scene.RemoveClient() to ask any callers to use ↵Justin Clark-Casey (justincc)2013-08-142-0/+25
| | | | | | | | Scene.IncomingCloseAgent() instead. IncomingCloseAgent() now sets the scene presence state machine properly, which is necessary to avoid races between multiple sources of close. Hence, it's also necessary for everyone to consistently call IncomingCloseAgent() Calling RemoveClient() directly is currently generating an attention-grabbing exception though this right now this is harmless.
* Increase wait for source region to sent UpdateAgent to 10 seconds instead of 4.Justin Clark-Casey (justincc)2013-08-091-1/+1
| | | | | | This is giving much better results on teleports between simulators over my lan where for some reason there is a pause before the receiving simulator processes UpdateAgent() At this point, v2 teleports between neighbour and non-neighbour regions on a single simulator and between v2 simulators and between a v1 and v2 simulator are working okay for me in different scenarios (e.g. simple teleport, teleport back to original quickly and re-teleport, teleport back to neighbour and re-teleport. etc.)
* Add missing file from b1c26a56Justin Clark-Casey (justincc)2013-08-091-0/+102
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* Merge branch 'TeleportWork'Justin Clark-Casey (justincc)2013-08-092-115/+235
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| * Fix an issue with an A->C->B->A teleport where these regions are in a row ↵Justin Clark-Casey (justincc)2013-08-091-0/+8
| | | | | | | | | | | | | | (A,B,C) where the A root agent is still closed, terminating the connection. This was occuring because teleport to B did not set DoNotCloseAfterTeleport on A as it was a neighbour (where it isn't set to avoid the issue where the source region doesn't send Close() to regions that are still neighbours (hence not resetting DoNotCloseAfterTeleport). Fix here is to still set DoNotCloseAfterTeleport if scene presence is still registered as in transit from A
| * Fix an issue where under teleport v2 protocol, teleporting from regions in ↵Justin Clark-Casey (justincc)2013-08-082-116/+228
| | | | | | | | | | | | | | | | | | | | 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
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2013-08-092-22/+35
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| * | Make m_originRegionID in ScenePresence public to allow DSG module to work ↵Dan Lake2013-08-081-2/+2
| |/ | | | | | | for now. Once the code churn on teleport ends, I can find a better solution
| * minor: add some method doc to ScenePresence fields used for entity transfer, ↵Justin Clark-Casey (justincc)2013-08-072-20/+33
| | | | | | | | | | | | add minor details to some log messages, rename a misleading local variable name. No functional changes.
* | Go easy on enforcing session ids in position updatesDiva Canto2013-08-091-16/+17
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* Fixed incomplete commit r/23317 -- see_into_region. Put the guard around ↵Diva Canto2013-08-071-16/+16
| | | | estate bans also, and delete the obsolete config var.
* Child agent updates: remove the dependency on the root agent's camera ↵Diva Canto2013-08-051-2/+1
| | | | position. That was a complete overkill that is unnecessary at this point.
* More on HG inventory and OutboundPermission: disallowing giving inventory to ↵Diva Canto2013-08-031-0/+3
| | | | foreigners if OutboundPermission is false
* HG: If OutboundPermission is set to false, let's enforce stricter ↵Diva Canto2013-08-031-0/+3
| | | | permissions by not allowing objects to be taken to inventory.
* Turn off edit beams when object is derezed while being edited. (mantis #6722)Diva Canto2013-08-011-0/+6
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* Fix failure in TestCreateDuplicateRootScenePresence().Justin Clark-Casey (justincc)2013-07-261-0/+13
| | | | | This is a test setup failure since code paths when adding a duplicate root scene presence now require the EntityTransferModule to be present. Test fixed by adding this module to test setup
* Fix regression tests relating to agent transfer by making simulator use last ↵Justin Clark-Casey (justincc)2013-07-261-0/+6
| | | | week's SIMULATOR/0.1 protocol for now.
* Fix NPC regression test failures.Justin Clark-Casey (justincc)2013-07-261-1/+3
| | | | | 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.
* Comment debug messageDiva Canto2013-07-261-2/+2
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* This should fix all issues with teleports. One should be able to TP as fast ↵Diva Canto2013-07-251-32/+29
| | | | | | | | | 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).
* Reset DoNotClose scene presence teleport flag before pausing. Rename ↵Justin Clark-Casey (justincc)2013-07-262-2/+2
| | | | DoNotClose to DoNotCloseAfterTeleport
* If a returning teleport starts to reuse a downgraded child connection that ↵Justin Clark-Casey (justincc)2013-07-262-11/+25
| | | | | | | | 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