| Commit message (Collapse) | Author | Age | Files | Lines |
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Previously only the first object in the Coalesced Object was rezzed. Now all the objects are rezzed.
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* Break out common BasicDOSProtector code into separate class.
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HTTP Server handlers. XMLRPC Handler, GenericHttpHandler and <Various>StreamHandler
* Applied the XmlRpcBasicDOSProtector.cs to the login service as both an example, and good practice.
* Applied the BaseStreamHandlerBasicDOSProtector.cs to the friends service as an example of the DOS Protector on StreamHandlers
* Added CircularBuffer, used for CPU and Memory friendly rate monitoring.
* DosProtector has 2 states, 1. Just Check for blocked users and check general velocity, 2. Track velocity per user, It only jumps to 2 if it's getting a lot of requests, and state 1 is about as resource friendly as if it wasn't even there.
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shout-range, at the request of Singularity dev Liru-Dargon
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region modules to directly subscribe to chat and messages received by NPCs
Currently still requires INPC from NPCModule.GetNPC() to be cast to an NPCAvatar.
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TestSameSimulatorIsolatedRegionsV2()
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the code that this is symmetric with CloseAgent()
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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()
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HGEntityTransferModule.OnIncomingSceneObject()
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also called by HGUserManagementModule
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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.
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21:41:51 2013 +0100)
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debugging purposes.
This may reveal why on some teleports with current code, the UseCircuitCode message gets through but CompleteMovement disappears into the ether.
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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)
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to the receiving avatar's inventory once.
When a user gives an item, the user's client sends an InventoryOffered IM message to its simulator. This adds the item to the receiver's inventory. If the receiver isn't in the same simulator then XMLRPC is used to forward the IM to the correct simulator. The bug was that the receiving simulator handled the message by calling OnInstantMessage() again, which added a second copy of the item to the inventory. Instead, the receiving simulator should only notify the avatar that the item was offered.
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log message
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This is to avoid massive numbers of 'no user found' logs when user IDs are missing for some reason.
UUID.Zero should not be used for any user ID.
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all threads are seeing the latest value and not a cached one.
There is a possibilty that some V2 teleport failures are due to the viewer triggered CompleteMovement thread not seeing the change of m_originRegionID by the UpdateAgent thread.
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debugging purposes
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Add parameter for setting the walking stopped threshold.
This fixes the slight jump when an avatar stops walking.
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This fixes a movement jitter that happens when an avatar is standing on a
tilted surface.
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Collision Sounds.
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teleport protocol even if SIMULATION/0.2 is available.
This is specified in the MaxOutgoingTransferVersion attribute of [EntityTransfer] in OpenSim.ini, see OpenSimDefaults.ini for more details.
Default remains "SIMULATION/0.2"
Primarily for http://opensimulator.org/mantis/view.php?id=6755
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calling this method
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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
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formatting cleanups
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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
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avatars are not allowed to cross into a neighbour where they are not authorized, even if a child agent was allowed.
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verb-noun is consistent with other similar methods
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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
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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.
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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
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generating too many repeating user requests from other sources.
Leaves in the dropping of the client GUN8 (now 9) uuid binding message, since this was the much more common case from the viewer-side and this can only affect viewers.
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UMM.TryGetUserNamesFromServices() for now
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entries with no name
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updates on non-flag clothing editing
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(e.g. link number then PRIM_ROTATION) would not return the parameter
Extended regression test for this case
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when it encounters an invalid link number, rather than throwing an exception
Addresses http://opensimulator.org/mantis/view.php?id=6768
Thanks to talun for the patch on that commit - in the end I took a different approach that also deals with invalid PRIM_LINK_TARGET
However, not yet generating the same warning on invalid PRIM_LINK_TARGET as seen on LL grid
This commit also adds regression tests for some cases of llGetLinkPrimitiveParams()
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