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* Remove exception when printing error for failure removing script state.Robert Adams2013-08-131-1/+1
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* BulletSim: add check in avatar stair step code to verify the collisionRobert Adams2013-08-124-13/+26
| | | | | | | | is not with a volume detect object. This fixes a problem of avatars trying to step over a volume detect object that they collide with. This appeared as the avatar popping up as it started to step up but then continuing on since the object wasn't physically interacting.
* Don't try and send group updates to NPCs via event queue, since NPCs have no ↵Justin Clark-Casey (justincc)2013-08-121-1/+0
| | | | | | | event queue. I think there is an argument for sending this information to NPCs anyway since in some cases it appears a lot easier to write server-side bots by hooking into such internal events. However, would need to stop event messages building up on NPC queues if they are never retrieved.
* minor: Extend warning message when adding trying to add an event for a ↵Justin Clark-Casey (justincc)2013-08-121-3/+8
| | | | client without a queue to include the event message name.
* Get rid of issue where removing NPCs would through an exception by routing ↵Justin Clark-Casey (justincc)2013-08-121-1/+3
| | | | | | close through Scene.IncomingCloseAgent() and NPCAvatar.Close() rather than directly to Scene.RemoveClient(). This exception was actually harmless since it occurred at the very last stage of the remove client process.
* Create TestSameSimulatorNeighbouringRegionsTeleportV2() regression test for ↵Justin Clark-Casey (justincc)2013-08-121-1/+112
| | | | V2 transfer protocol.
* minor: Consistently log IOCP for IO completion thread startup log ↵Justin Clark-Casey (justincc)2013-08-091-3/+3
| | | | information instead of mixing this with "IO Completion Threads"
* 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)2013-08-098-134/+268
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| * Comment back out seed dump code enabled in b1c26a56. Also adds a few ↵Justin Clark-Casey (justincc)2013-08-091-16/+22
| | | | | | | | teleport comments.
| * 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)2013-08-088-147/+267
| | | | | | | | | | | | | | | | | | | | 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 Canto2013-08-0910-79/+159
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| * | BulletSim: adjust avatar position when the avatar's size is changed.Robert Adams2013-08-082-4/+12
| | | | | | | | | | | | | | | | | | This fixes the problem of avatars bouncing when logged in. Added a little height to the avatar height fudges to eliminate a problem of feet being in the ground a bit.
| * | 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
| * | Add parameter and explanation of ManagedStats return to OpenSimDefaults.ini.Robert Adams2013-08-081-2/+2
| | | | | | | | | | | | | | | Add 'callback' query parameter to managed stats return to return function form of JSON data.
| * | Better error reporting when registering LSL function extensions (comms module).Robert Adams2013-08-081-4/+13
| | | | | | | | | | | | | | | | | | 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.
| * | Add a JSON web fetch of the statististics managed by StatsManager.Robert Adams2013-08-082-0/+9
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Disabled by default. Enable by setting [Startup]ManagedStatsRemoteFetchURI="Something" and thereafter "http://ServerHTTPPort/Something/" will return all the managed stats (equivilent to "show stats all" console command). Accepts queries "cat=", "cont=" and "stat=" to specify statistic category, container and statistic names. The special name "all" is the default and returns all values in that group.
| * | * Added set water height <height> [<x>] [<y>] console command following the ↵teravus2013-08-071-1/+30
| | | | | | | | | | | | set terrain heights console command as an example.
| * | * This makes in-world terrain editing smoother, even in MegaRegions. This ↵teravus2013-08-071-3/+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.
| * Remove never implemented stub modules commands (list, load, unload) from ↵Justin Clark-Casey (justincc)2013-08-081-40/+0
| | | | | | | | | | | | | | back in 2009. "show modules" is the functional console command that will show currently loaded modules. Addresses http://opensimulator.org/mantis/view.php?id=6730
| * minor: add some method doc to ScenePresence fields used for entity transfer, ↵Justin Clark-Casey (justincc)2013-08-073-25/+42
| | | | | | | | | | | | add minor details to some log messages, rename a misleading local variable name. No functional changes.
| * Add post-CreateAgent teleport cancellation/abortion functionality from v1 ↵Justin Clark-Casey (justincc)2013-08-071-0/+21
| | | | | | | | | | | | | | 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.)
* | 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 Canto2013-08-072-17/+16
| | | | estate bans also, and delete the obsolete config var.
* For LLImageManagerTests, make tests execute under synchronous fire and ↵Justin Clark-Casey (justincc)2013-08-051-8/+12
| | | | | | forget conditions. I generally prefer this approach for regression tests because of the complexity of accounting for different threading conditions.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2013-08-052-16/+29
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| * Comment out debug log lines about script modules comms for now.Justin Clark-Casey (justincc)2013-08-051-2/+2
| | | | | | | | If this is an issue, could change log4net config instead to allow re-enablement
| * At OpenSimulator startup, print out default min built-in threadpool threads ↵Justin Clark-Casey (justincc)2013-08-051-14/+27
| | | | | | | | | | | | | | as well as max. Make it clear that we only try to adjust max, and log at warn level if this fails. Other minor logging cleanup.
* | 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.
* Fix the failing TestSendImage. J2K decoding is async.Diva Canto2013-08-031-1/+9
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* More on HG inventory and OutboundPermission: disallowing giving inventory to ↵Diva Canto2013-08-032-1/+15
| | | | foreigners if OutboundPermission is false
* HG: If OutboundPermission is set to false, let's enforce stricter ↵Diva Canto2013-08-032-0/+34
| | | | permissions by not allowing objects to be taken to inventory.
* Making the J2KDecoderModule decoder function async. Could this be the cause ↵Diva Canto2013-08-031-1/+1
| | | | 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.
* Amend Justin's last commit regarding the new config var ServiceVersion. The ↵Diva Canto2013-08-021-1/+2
| | | | section may not exist at all.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2013-08-0212-96/+353
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| * BulletSim: When converting linkset types, don't try to change the listRobert Adams2013-08-021-9/+20
| | | | | | | | of linkset children while iterating through the list.
| * BulletSim: add implementation of 'physSetLinksetType' and 'physGetLinksetType'Robert Adams2013-08-029-7/+159
| | | | | | | | | | and processing routines in BulletSim. Add linkset rebuild/conversion routine in BSLinkset.
| * BulletSim: add BSLinkInfo structure to remember link specific informationRobert Adams2013-08-023-86/+174
| | | | | | | | | | | | for each link in a linkset. Extend BSLinksetConstraint to create and use BSLinkInfo with the default static constraint.
| * Fix problem with modInvoke defined integer constants being build intoRobert Adams2013-08-022-3/+3
| | | | | | | | | | | | scripts as boxed integers rather than proper reference to a new LSLInteger. This fixes an exception when using a registered integer constant in a script.
| * Turn off edit beams when object is derezed while being edited. (mantis #6722)Diva Canto2013-08-011-0/+6
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* | Allow older teleport ConnectorProtocolVersion of "SIMULATION/0.1" to be ↵Justin Clark-Casey (justincc)2013-08-022-27/+27
|/ | | | | | | | 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.
* minor: replace veclist.Add(new Vector3(0,0,0)) with Vector3.Zero in ↵Justin Clark-Casey (justincc)2013-08-021-1/+1
| | | | InventoryAccessModules.RezObject() - structs are passed by value
* Move experimental attachments throttling further down the chain so that ↵Justin Clark-Casey (justincc)2013-08-021-16/+15
| | | | multiple attachments changes (e.g. change outfit) are also throttled
* minor: Add name to debug lludp packet level feedback on consoleJustin Clark-Casey (justincc)2013-08-011-1/+1
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* Add experimental "debug attachments throttle <ms>" setting (command line) ↵Justin Clark-Casey (justincc)2013-08-011-15/+87
| | | | | | | | | | 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.
* Try a different approach to slow terrain update by always cycling the loop ↵Justin Clark-Casey (justincc)2013-08-011-1/+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.
* Revert "Issue: painfully slow terrain loading. The cause is commit ↵Justin Clark-Casey (justincc)2013-08-011-5/+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.
* Issue: painfully slow terrain loading. The cause is commit ↵Diva Canto2013-08-011-5/+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.