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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.
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because DisableSimulator is now being sent via UDP
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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).
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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.)
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DoNotClose to DoNotCloseAfterTeleport
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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
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was always present, this seems to have fixed it.
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on TP_V1 and adding a big red warning on top of those lines.
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that eliminates the temporary placement at infinity upon TPs
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with high priority and hopefully gets to the client before AgentMovementComplete
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besides ViaLogin.
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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...
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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.
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(Note: different from the defunct see_into_neighboring_sim, which used to control the process from the other end). This enables child agents in neighbors for which the root agent doesn't have permission to be in.
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nerves that it takes so long to let go of old info.
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what looks like a very significant reducing in GUN occurrances
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than it should have been (though internal use was correct)
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folder. The viewer doesn't like that.
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Reduce object density by factor of 100 to bring physical mass computations
into a range better suited for Bullet.
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properties for""
Found that the vehicle movement problem was not caused by these physics changes.
This reverts commit 84d0699761b8da546f9faef084240d7b15f16321.
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BSPrimLinkable""
Found that the vehicle movement problem was not caused by these physics changes.
This reverts commit 7b187deb19517aa7c880458894643a5448566a94.
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enabled.""
Found that the vehicle movement problem was not caused by these physics changes.
This reverts commit 5f7b2ea81b95a60e882bc65b663a2c9fe134f92a.
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BSPrimLinkable""
Found that the vehicle movement problem was not caused by these physics changes.
This reverts commit c45659863d8821a48a32e5b687c7b2a6d90b0300.
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on both""
Found that the vehicle movement problem was not caused by these physics changes.
This reverts commit 89857378ce79f93a265bc1eb151e17742032abfa.
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Found that the vehicle movement problem was not caused by these physics changes.
This reverts commit 44543ebe638f391fc1c7ff532fe4470006dec55a.
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well as the average.
This is somewhat cryptic at the moment, need to improve documentation.
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waiting to be processed at the second stage (after initial UDP processing)
If this consistently increases then this is a problem since it means the simulator is receiving more requests than it can distribute to other parts of the code.
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packets sent by a region per second
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taking on the initial processing of a UDP packet.
If we're not receiving packets with multiple threads (m_asyncPacketHandling) then this is critical since it will limit the number of incoming UDP requests that the region can handle and affects packet loss.
If m_asyncPacketHandling then this is less critical though a long process will increase the scope for threads to race.
This is an experimental stat which may be changed.
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AgentUpdate packet. This fixes the problem with vehicles not moving forward
after the first up-arrow.
Code to fix a potential exception when using different IClientAPIs.
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The changes don't seem to be ready for prime time.
This reverts commit 803632f8f32d91bb4aec678d8b45a8430c2703e1.
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The changes don't seem to be ready for prime time.
This reverts commit 13a4a80b3893af13ab748c177b731fed813974ca.
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The changes don't seem to be ready for prime time.
This reverts commit b4c3a791aa55390bff071b3fe4bbe70c1d252703.
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