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| * | Fix NPC regression test failures.Justin Clark-Casey (justincc)2013-07-263-2/+5
| |/ | | | | | | | | 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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| * Slight improvement: no need to delay the removal of the queues in EQ, ↵Diva Canto2013-07-261-8/+0
| | | | | | | | because DisableSimulator is now being sent via UDP
| * This should fix all issues with teleports. One should be able to TP as fast ↵Diva Canto2013-07-254-87/+54
| | | | | | | | | | | | | | | | | | 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).
| * Return Simulator/0.1 (V1) entity transfer behaviour to waiting only 2 ↵Justin Clark-Casey (justincc)2013-07-261-7/+7
| | | | | | | | | | | | | | | | | | 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.)
| * Reset DoNotClose scene presence teleport flag before pausing. Rename ↵Justin Clark-Casey (justincc)2013-07-263-4/+6
| | | | | | | | DoNotClose to DoNotCloseAfterTeleport
| * If a returning teleport starts to reuse a downgraded child connection that ↵Justin Clark-Casey (justincc)2013-07-263-12/+34
| | | | | | | | | | | | | | | | 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
| * Increased the wait time to 15 secs. In a 0.7.5 standalone where the effect ↵Diva Canto2013-07-241-2/+2
| | | | | | | | was always present, this seems to have fixed it.
* | Merge branch 'master' into careminsterMelanie2013-07-258-85/+351
|\ \ | |/ | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs bin/OpenSimDefaults.ini
| * Deleted all [ZZZ] debug messages.Diva Canto2013-07-242-6/+0
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| * The previous commit did fix the infinity problem! I'm putting the same time ↵Diva Canto2013-07-241-7/+13
| | | | | | | | on TP_V1 and adding a big red warning on top of those lines.
| * Today's wild shot at the infinity problem. Wait on the child agent left behind.Diva Canto2013-07-241-1/+3
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| * Moved TriggerOnMakeRootAgent back to the end of MakeRootAgent, to see if ↵Diva Canto2013-07-241-7/+2
| | | | | | | | that eliminates the temporary placement at infinity upon TPs
| * One more thing to test in order to let CompleteMovement go up the stack.Diva Canto2013-07-241-2/+3
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| * Minor adjustment on timings of waits.Diva Canto2013-07-242-6/+21
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| * Changed the RegionHandshake packet to the Unknown queue, so that it is sent ↵Diva Canto2013-07-241-1/+1
| | | | | | | | with high priority and hopefully gets to the client before AgentMovementComplete
| * This commit message intentionally left blank (last commit was idiotic)Diva Canto2013-07-241-1/+2
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| * Improve the opening test in CompleteMovement, to account for multiple flags ↵Diva Canto2013-07-241-1/+1
| | | | | | | | besides ViaLogin.
| * More on putting TP V1 as it wasDiva Canto2013-07-241-16/+16
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| * Minor improvements on TP V1 trying to make it exactly as it was before.Diva Canto2013-07-241-15/+17
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| * New Teleport protocol (V2), still compatible with V1 and older. (version of ↵Diva Canto2013-07-246-79/+316
| | | | | | | | | | | | | | | | 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...
| * Further tweaks on TPs: not sending the callback URL and instead waiting ↵Diva Canto2013-07-243-28/+35
| | | | | | | | | | | | 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.
| * EXPERIMENTAL: yet another variation of ES/EAC/TPFinishDiva Canto2013-07-241-39/+39
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| * Amend previous commit.Diva Canto2013-07-241-4/+4
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| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2013-07-242-3/+4
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| * | Added config var that we all thought was already there: see_into_region. ↵Diva Canto2013-07-241-34/+45
| | | | | | | | | | | | (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.
| * | Decreased the time of group cache to 1 min, because it was getting on my ↵Diva Canto2013-07-241-1/+1
| | | | | | | | | | | | nerves that it takes so long to let go of old info.
* | | Merge branch 'master' into careminsterMelanie2013-07-2431-247/+910
|\ \ \ | | |/ | |/| | | | | | | | | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs OpenSim/Region/Physics/Manager/PhysicsActor.cs OpenSim/Region/Physics/Manager/PhysicsScene.cs
| * | For unknown user issue, bump GUN7 to GUN8 and UMMAU3 to UMMAU4 to assess ↵Justin Clark-Casey (justincc)2013-07-231-2/+2
| | | | | | | | | | | | what looks like a very significant reducing in GUN occurrances
| * | Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2013-07-235-21/+50
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| | * Don't touch the Current Outfit folder also on coming back homeDiva Canto2013-07-231-1/+9
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| | * Restoring landing on prims, which had been affected by the edit beams commit.Diva Canto2013-07-231-0/+19
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| | * In renaming the folders for hypergriding, don't rename the Current Outfit ↵Diva Canto2013-07-231-1/+1
| | | | | | | | | | | | folder. The viewer doesn't like that.
| | * Improvement of fetching name in groupsDiva Canto2013-07-231-11/+10
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| | * Don't post Link asset types back to the home gridDiva Canto2013-07-233-8/+11
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| * | Correct issue where the last instance of a sampled stat was shown 3x larger ↵Justin Clark-Casey (justincc)2013-07-231-1/+2
| |/ | | | | | | than it should have been (though internal use was correct)
| * Improve spacing between data and units on console stats displayJustin Clark-Casey (justincc)2013-07-231-3/+12
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| * BulletSim: Turn on center-of-mass calculation by default.Robert Adams2013-07-232-5/+7
| | | | | | | | | | Reduce object density by factor of 100 to bring physical mass computations into a range better suited for Bullet.
| * Revert "Revert "BulletSim: Add logic to linksets to change physical ↵Robert Adams2013-07-233-7/+59
| | | | | | | | | | | | | | | | properties for"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 84d0699761b8da546f9faef084240d7b15f16321.
| * Revert "Revert "BulletSim: change BSDynamics to expect to be passed a ↵Robert Adams2013-07-231-2/+15
| | | | | | | | | | | | | | | | BSPrimLinkable"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 7b187deb19517aa7c880458894643a5448566a94.
| * Revert "Revert "BulletSim: only create vehicle prim actor when vehicles are ↵Robert Adams2013-07-232-12/+33
| | | | | | | | | | | | | | | | enabled."" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 5f7b2ea81b95a60e882bc65b663a2c9fe134f92a.
| * Revert "Revert "BulletSim: move collision processing for linksets from ↵Robert Adams2013-07-235-18/+121
| | | | | | | | | | | | | | | | BSPrimLinkable"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit c45659863d8821a48a32e5b687c7b2a6d90b0300.
| * Revert "Revert "Add experimental stubs for an extension function interface ↵Robert Adams2013-07-232-0/+15
| | | | | | | | | | | | | | | | on both"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 89857378ce79f93a265bc1eb151e17742032abfa.
| * Revert "Revert "BulletSim: freshen up the code for constraint based linksets.""Robert Adams2013-07-233-23/+64
| | | | | | | | | | | | Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 44543ebe638f391fc1c7ff532fe4470006dec55a.
| * For stats which can show average change over time, show the last sample as ↵Justin Clark-Casey (justincc)2013-07-231-1/+11
| | | | | | | | | | | | well as the average. This is somewhat cryptic at the moment, need to improve documentation.
| * Add proper method doc and comments to m_dataPresentEvent (from d9d9959)Justin Clark-Casey (justincc)2013-07-231-2/+13
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| * Add clientstack.InboxPacketsCount stat. This records the number of packets ↵Justin Clark-Casey (justincc)2013-07-231-0/+13
| | | | | | | | | | | | 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.
| * Add clientstack.OutgoingUDPSendsCount stat to show number of outbound UDP ↵Justin Clark-Casey (justincc)2013-07-232-3/+22
| | | | | | | | packets sent by a region per second
| * Record raw number of UDP receives as clientstack.IncomingUDPReceivesCountJustin Clark-Casey (justincc)2013-07-232-1/+20
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| * Add AverageUDPProcessTime stat to try and get a handle on how long we're ↵Justin Clark-Casey (justincc)2013-07-232-2/+56
| | | | | | | | | | | | | | | | 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.