| Commit message (Collapse) | Author | Age | Files | Lines |
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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
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console "connect" command
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sit/stand avatars already sitting/standing
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that we can distinguish between simultaneous logins
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local logins."
This approach does not work - it is taking place too far down the login process where really the region checking
could only be done when the hg map tiles are linked on the main map (messy and probably impossible) or possibly
when the final destination is fetched at the very first stage of teleport (which couldn't be done without a protocol
change to pass the agentID as well as the requested regionID)
This reverts commit 3d9b73c47a15cf00150ac80570fea88de8cecbdf.
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These would be specified in the [GridService] section of Robust.HG.ini, which already lists these in the example text.
Untested patch so that Neb can easily pull in for testing, though shouldn't disrupt existing hg logins since fallback processing is a bit of code stuck on the end of the login sequence.
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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.
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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.
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Looks like this level of mono doesn't have a string.Join() which will take a list rather than an array (or some implicit conversion isn't happening)
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a particular bot (e.g. what sims they are connected to)
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commands to sit/stand many avatars at once.
Currently, first name and last name are input separate but are concatenated with a space in the middle to form a regex.
So to sit all bots with the first name "ima", for instance, the command is "sit user name --regex ima .*"
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SitStandCommandsModule.
"sit user name" will currently only sit the given avatar on prims which have a sit target set and are not already sat upon.
Chiefly for debug purposes.
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Now, bots will only connect at startup if this switch is specified.
If it is not specified, then a separate "connect" command is required on the pCampbot command line
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[<n>]".
If no n is given then all available bots are connected
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console command "disconnect [<n>]"
Bots disconnected are ascending from last in numeric order.
Temporarily no way to reconnect bots.
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connected bots.
"quit" console command now requires bots to be separate disconnected first before quitting.
This is to prepare the way for disconnecting/reconnecting different numbers of bots in a pCampbot session.
And hopefully resolves bug where console appears not to be reset if Environment.Exit(0) is called on a different thread
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This will allow viewers to fix broken wearables as they detect them.
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not working.
This is because they were wrongly looking for both regionid and region_id parameters in the same request.
Now only region_id is required (and recognized), regionid having been already deprecated for some time.
This is essentially Michelle Argus' patch from http://opensimulator.org/mantis/view.php?id=6737 but with tabs replaced with spaces.
Thanks!
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regression test for v2 transfers.
Also adjusts names of teleport setup helpers in EntityTransferHelpers
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transfer protocl
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AttachmentModulesTests.TestSameSimulatorNeighbouringRegionsTeleportV2 use already available TestClient handle rather than retrieving it via the ScenePresence
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PacketPool.GetType()
Instead adjusts code with that from Packet.BuildHeader(byte[], ref int, ref int):Header in libomv
This stops packet decoding failures with agent UUIDs that contain 00 in their earlier parts (e.g. b0b0b0b0-0000-0000-0000-000000000211)
Thanks to lkalif for pointing this out.
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more informative to the user.
This message is seen on V2 if one attempts to quickly re-teleport from a source region where one had previously teleported to a non-neighbour and back within 15 secs.
The solution here is for the user to wait a short while.
This message can also be seen on any teleport protocol if one recieves multiple teleport attempts simultaneously. Probably still useful here to help identify misbehaving scripts.
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low probability where the destination re-establishing the child connection before the flag was reset
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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()
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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.
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Forgot to propogate it down to bot level.
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occuring on every login and entity transfer
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Normally, avatar motion is zeroed if colliding with a stationary object so
they don't slide down hills and such. Without volume detect check this also
allowed avatars to stand on volume detect objects and to have some jiggling
when they were in the volume detect object. This commit fixes both.
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don't happen until the object is completely initialized.
This fixes the problem of doing a teleport while the simulator is running.
The destruction of the physical object while the engine is running means
that the physics parameter update would overwrite the new position of the
newly created avatar.
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well-formed packets that were not initial connection packets and could not be associated with a connected viewer.
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a malformed packet. Record this as stat clientstack.<scene>.IncomingPacketsMalformedCount
Used to detect if a simulator is receiving significant junk UDP
Decimates the number of packets between which a warning is logged and prints the IP source of the last malformed packet when logging
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are requested for received objects.
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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.
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