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* Somewhat improve avatar region crossings by properly preserving velocity ↵Justin Clark-Casey (justincc)2014-11-2912-54/+94
| | | | | | | | | when avatar enters the new region. This commit addresses the following issues were causing velocity to be set to 0 on the new region, disrupting flight in particular * Full avatar updates contained no velocity information, which does appear to have some effect in testing. * BulletSim was always setting the velocity to 0 for the new BSCharacter. Now, physics engines take a velocity parameter when setting up characters so we can avoid this. This patch applies to both Bullet and ODE.
* Avoid repeated lag-generating continuous attempts to retrieve HG service ↵Justin Clark-Casey (justincc)2014-11-281-7/+11
| | | | | | | | Urls in UMM if the initial request fails, possibly due to the home URL not being present Instead, the failure information is effectively added to the memory cache (so no persistence over simualtor sessions). A future improvement may be to invalidate negative cache results after some time has passed in case the failure was transient. Looks to resolve http://opensimulator.org/mantis/view.php?id=7382
* Remove unmaintained MSSQL support.Justin Clark-Casey (justincc)2014-11-2834-9183/+0
| | | | | This has not been maintained for more than 2 years, is unimplemented for newer features (e.g. built-in groups) and has no core developers using it. If somebody fixes these issues then it could be reinstated.
* Stop writing SizeZ config parameter for now when creating regions from ↵Justin Clark-Casey (justincc)2014-11-281-1/+1
| | | | console as it is unused/ignored, at least in core.
* minor: Make Robust.ini.example and Robust.HG.ini.example files consistent ↵Justin Clark-Casey (justincc)2014-11-282-192/+230
| | | | within themselves and OpenSim.ini.example by changing tabs to spaces, indenting, spacing.
* Be more explicit again in UMM bad HomeURL message by logging the original ↵Justin Clark-Casey (justincc)2014-11-271-2/+2
| | | | creator data
* Make UMM.AddUser(UUID, string) log message when bad creatorData is given to ↵Justin Clark-Casey (justincc)2014-11-271-4/+8
| | | | reflect its location (UMM not Scene) and add the user name and ID.
* Merge branch 'master' of /team/src/opensimBlueWall2014-11-253-12/+12
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| * Fix whitespace hoping to avoid a floggingBlueWall2014-11-253-12/+12
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* | refactor: Move methods to start a monitored thread, start work in its own ↵Justin Clark-Casey (justincc)2014-11-2527-185/+270
| | | | | | | | | | | | | | | | thread and run work in the jobengine from Watchdog to a WorkManager class. This is to achieve a clean separation of concerns - the watchdog is an inappropriate place for work management. Also adds a WorkManager.RunInThreadPool() class which feeds through to Util.FireAndForget. Also switches around the name and obj arguments to the new RunInThread() and RunJob() methods so that the callback obj comes after the callback as seen in the SDK and elsewhere
* | Fix ghosts copy of SimulatorFeatureModule to enable logging.Justin Clark-Casey (justincc)2014-11-251-8/+13
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* | Fix bug in HG attachment throttling code where attachments were never rezzed ↵Justin Clark-Casey (justincc)2014-11-251-55/+63
| | | | | | | | | | | | on any teleport within a foreign grid after the first. Bug was introduced in ghosts branch commit 69abade
* | Change jobengine logging command to "debug jobengine log <int>" rather than ↵Justin Clark-Casey (justincc)2014-11-251-7/+6
| | | | | | | | loglevel, in common with similar commands.
* | Make small adjustment to JobEngine default from previous commit to enable it ↵Justin Clark-Casey (justincc)2014-11-251-1/+1
| | | | | | | | when [Startup] section is not present (though this is extremely unlikely).
* | Add [Startup] JobEngineEnabled setting that allows the job engine to be ↵Justin Clark-Casey (justincc)2014-11-252-1/+7
| | | | | | | | disabled for testing purposes if necessary.
* | Move conditionals which control whether a task is placed in the JobEngine ↵Justin Clark-Casey (justincc)2014-11-252-45/+62
| | | | | | | | inside Watchdog.RunJob() (renamed from RunWhenPossible) and generalize them.
* | Add [BulletSim] option AvatarToAvatarCollisionsByDefault to control whether ↵Justin Clark-Casey (justincc)2014-11-255-3/+24
| | | | | | | | | | | | | | | | | | avatars collide. This is true by default. This is implemented with a new collision type (PhantomToOthersAvatar) to potentially allow colliding and non-colliding avatars to be present in the same scene. So there is no provision yet for giving avatars different collision types. This commit replaces the temporary change in commit f3eaa6d8 where avatars would never collide when using BulletSim This is equivalent to the av_av_collisions_off option in ODE.
* | Fix compile error from previous 1d56029848e96016b5809f596619e32d0ebcc995Justin Clark-Casey (justincc)2014-11-251-1/+1
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* | Fix issue where llRemoteLoadScriptPin() would treat 0 (the default) as a ↵Justin Clark-Casey (justincc)2014-11-251-0/+47
| | | | | | | | | | | | valid set pin in a destination prim rather than the unset no pin state Adds regression test for this case.
* | When processing incoming attachments via HG, if a request for uuid gathering ↵Justin Clark-Casey (justincc)2014-11-254-29/+121
| | | | | | | | | | | | | | or final asset import takes too long remove remaining requests from same user to prevent hold up of other user's incoming attachments. This improves upon the earlier naive simply queueing immplementation. Threshold is 30 seconds. If this happens to a user they can relog and fetch will be reattempted.
* | Introduce an IteratingUuidGatherer where each fetch from the asset service ↵Justin Clark-Casey (justincc)2014-11-252-47/+579
| | | | | | | | | | | | | | (iteration) can be controlled by the caller. This is to enable an imminent change where incoming HG scene object fetching can assess the time taken by each request rather than being forced to perform all requests in one call. Soon, this will replace the existing UuidGatherer since it is both simpler and more flexible.
* | Add incoming packet async handling engine to queue some inbound udp async ↵Justin Clark-Casey (justincc)2014-11-254-12/+394
| | | | | | | | | | | | | | requests. This is to reduce the potential for overload of the threadpool if there are many simultaneous requets in high concurrency situations. Currently only applied to AvatarProperties and GenericMessage requests.
* | Add missing class from recent commit 69abadeJustin Clark-Casey (justincc)2014-11-251-0/+327
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* | Add "show threadpool calls active" console debug command.Justin Clark-Casey (justincc)2014-11-253-8/+73
| | | | | | | | | | This shows named threadpool calls (excluding timer and network calls) that are currently queued or running. Also shows total of labelled and any anonymous calls.
* | Add naive implementation of controlled incoming HG attachments to manage load.Justin Clark-Casey (justincc)2014-11-254-79/+121
| | | | | | | | | | | | | | Instead of processing all incoming attachment scene object concurrently, process them consecutively to eliminate potential overload from this source. This is a naive implementation because it does not currently account for slow foreign asset services. Although it may take longer, this approach may also improve attachment visibility for HG avatars since the scene object is now always added to the scene after receiving assets from the foreign service and not before.
* | Label all threadpool calls being made in core OpenSimulator. This is to add ↵Justin Clark-Casey (justincc)2014-11-2530-65/+103
| | | | | | | | | | | | problem diagnosis. "show threadpool calls" now also returns named (labelled), anonymous (unlabelled) and total call stats.
* | Add "show threadpool calls" command to show count of all labelled ↵Justin Clark-Casey (justincc)2014-11-253-1/+37
| | | | | | | | smartthreadpool calls
* | Just for now, don't alert the user or log if we couldn't change their ↵Justin Clark-Casey (justincc)2014-11-252-3/+3
| | | | | | | | | | | | | | | | server-side preferences due to no e-mail address being sent. This is to avoid user confusion in the oscc rehearsal as they are often not aware that this fails because no e-mail is set. Also may be failing in the hypergrid case, though this may also be a config issue. This is meant as a temporary solution.
* | Update libomv to cedac55justincc2014-11-251-0/+0
| | | | | | | | | | | | This resolves an issue with pCampbot where some bots would occasionally connect with the same UDP source port. This sometimes led to console messages where bots would report receiving packets multiple times that weren't marked as resends. DLLs built under windows
* | Stop Mono 3.2.8 from binding a UDP socket to a port already in use.Justin Clark-Casey (justincc)2014-11-251-0/+6
| | | | | | | | | | | | At least on Mono 3.2.8 (but not under Windows), one can bind multiple UDP sockets to the same port by default. Different simulators cannot demultiplex each other's messages, so a set of confusing non-obvious errors arise if this occurs. This change prevents such multiple binding.
* | On pCampbot, if we add the none (n) behaviour then make it actually stop any ↵Justin Clark-Casey (justincc)2014-11-251-0/+3
| | | | | | | | | | | | bots in motion. Previously, adding this behaviour after physics (p) would leave the bot to drift off for ever in its last movement direction.
* | Add "wearables check" console commandJustin Clark-Casey (justincc)2014-11-252-73/+245
| | | | | | | | This checks that all the wearable assets and any assets for a given logged in avatar exist in the asset service
* | Add "wearables show" console command.Justin Clark-Casey (justincc)2014-11-252-3/+97
| | | | | | | | | | This shows summary wearables information (shape, hair, etc.) for all avatars in the scene or specific information about a given avatar's wearables. Similar to the existing "attachments show" command.
* | Fix recent regression where adaptive throttles stopped adjusting.Justin Clark-Casey (justincc)2014-11-253-49/+61
| | | | | | | | Extends regression tests to test response of adaptive throttles to ack'ed and expired packets.
* | Fix setting of max scene throttle so that setting it restricts the child ↵Justin Clark-Casey (justincc)2014-11-255-53/+82
| | | | | | | | | | | | | | client throttles properly. In "show throttles", also renames 'total' column to 'actual' to reflect that it is not necessarily the throttles requested for/by the client. Also fills out 'target' in non-adapative mode to the actual throttle requested for/by the client.
* | Add request drip rate to assertions for token bucket regression testsJustin Clark-Casey (justincc)2014-11-251-12/+14
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* | Add regression tests for token buckets on their ownJustin Clark-Casey (justincc)2014-11-251-1/+49
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* | Make regression throttle tests consistently test target and max throttle ↵Justin Clark-Casey (justincc)2014-11-251-136/+62
| | | | | | | | | | | | settings. As part of this also refactors code to put all throttle asserts in a single regression test method
* | minor: In "show client stats" command, properly handle the case where a ↵Justin Clark-Casey (justincc)2014-11-251-1/+3
| | | | | | | | client has made no AgentUpdate requests (as is the case with agents that have only even been child) rather than throwing an exception
* | minor: Correct letter accidentally added to copyright notice on top of ↵Justin Clark-Casey (justincc)2014-11-251-1/+1
| | | | | | | | Scene.cs (almost five years ago!)
* | In Scene.AddNewAgent(), avoid a situation where an exception can result in a ↵Justin Clark-Casey (justincc)2014-11-251-11/+23
| | | | | | | | | | | | | | client being added to the manager without IClientAPI.SceneAgent being set. This is done by adjusting the order of code so that SceneAgent will always be set before adding the client. Various parts of the code (rightly) assume that a a client registered to the manager will always have a SceneAgent set no matter what.
* | For now, send all non-full terse updates for ones own avatar directly to the ↵Justin Clark-Casey (justincc)2014-11-252-4/+27
| | | | | | | | | | | | | | | | | | LLUDP client stack rather than queueing internally within LLClientView. When an HG avatar enters a scene, it delays processing of entity updates. Could be crowding out by other updates or something else. This delay in ones own av mvmt updates results in mvmt lag experienced on the client. Avoiding the internal LLClientView for these packets appears to resolve this issue. Appears most noticeably for avatars with attachments, though has also been seen on those without sometimes. Hasn't been observed for non-HG avatars in general. Will be investigating exactly what the problem is, at which point there will be a more permanent solution.
* | Add "debug lludp throttles get/set request" and get currentJustin Clark-Casey (justincc)2014-11-251-0/+26
| | | | | | | | This allows one to set the requested throttle (which normally comes from the client) as opposed to the max.
* | Change the word order of some debug lludp settings for readabilityJustin Clark-Casey (justincc)2014-11-251-15/+15
| | | | | | | | | | On server, scene-throttle-max becomes max-scene-throttle and likewise max-new-client-throttle On clients, throttle-max becomes max
* | Add "debug lludp get/set new-client-throttle-max" to allow default new ↵Justin Clark-Casey (justincc)2014-11-251-8/+25
| | | | | | | | | | | | client throttle to be set separately from existing clients. "debug lludp throttles get/set throttle-max" now only gets and sets current max client throttles
* | Add "debug lludp get" command which currently just shows scene-throttle-max ↵Justin Clark-Casey (justincc)2014-11-251-0/+25
| | | | | | | | | | | | to mirror "debug lludp set" Information is also available in "show server throttles" but that's more for non-debug info rather than attempting to get and set parameters on the fly for debug purposes.
* | Add some more llGiveInventory() regression testsJustin Clark-Casey (justincc)2014-11-251-48/+1
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* | When inserting missing CreatorData in the HGAssetMapper, do the rewrite on a ↵Justin Clark-Casey (justincc)2014-11-252-31/+185
| | | | | | | | | | | | | | | | streaming xml basis rather than loading it all into memory via XmlDocument. This is because objects with lots of parts can have a lot of xml to load into memory, and this has been seen to have a noticeable performance impact. Whereas streaming has been seen to reduce the impact in normal serialization. Implmentation is messy but I couldn't see a better way of doing it when you can't assume that you know the exact structure of the input XML.
* | Add regression test TestPostAssetRewrite() to check results of ↵Justin Clark-Casey (justincc)2014-11-251-0/+84
| | | | | | | | HGAssetMapper.Post() object asset rewriting,
* | If an exception makes it to the top of a JobEngine request, catch and log ↵Justin Clark-Casey (justincc)2014-11-251-1/+10
| | | | | | | | instead of letting it terminate the simulator...