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path: root/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs (follow)
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* Add regression test to check that attachments in source region are deleting ↵Justin Clark-Casey (justincc)2012-06-261-0/+5
| | | | when an agent teleports to a neighbouring region
* If crossing attachments into another region pre-fatpack, clone objects ↵Justin Clark-Casey (justincc)2012-06-261-17/+26
| | | | | | | before changing properties to avoid hud display race condition with update threads. This matches behaviour in fatpack crossing, where attachments are cloned before their properties are changed. This only applies to crossings to simulators running code released before April 2011.
* Don't make duplicate call to ScenePresence.Close() separately in ↵Justin Clark-Casey (justincc)2012-06-081-1/+0
| | | | | | | ETM.DoTeleport() if an agent needs closing. This is always done as part of Scene.RemoveClient() Also refactors try/catching in Scene.RemoveClient() to log NREs instead of silently discarding, since these are useful symptoms of problems.
* refactor: factor out entity transfer state machine into a separate class to ↵Justin Clark-Casey (justincc)2012-05-281-231/+53
| | | | make code more analyzable
* If handling the failure of teleport, move agent state to CleaningUp when we ↵Justin Clark-Casey (justincc)2012-05-281-3/+6
| | | | | | start the handling. Also fixes the log warning from ResetInTransit() if the state is cleared direct from Transferring or ReceiveAtDestination, as pointed out in mantis 5426
* Resolve some mono compiler warnings.Justin Clark-Casey (justincc)2012-05-251-1/+1
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* on agent cross, remove from physics scene after its been placed in transit, ↵Justin Clark-Casey (justincc)2012-05-251-3/+7
| | | | not before.
* refactor: make ETM.CrossAgentToNewRegionAsync neighbourRegion == null check ↵Justin Clark-Casey (justincc)2012-05-251-90/+92
| | | | return earlier to simplify method
* Stop it being possible for an agent to teleport back to its source region ↵Justin Clark-Casey (justincc)2012-05-251-24/+165
| | | | | | | | | before the source region has finished cleaning up old agent data and structures. If this is allowed, then the client usually gets forcibly logged out and data structures might be put into bad states. To prevent this, the binary state machine of EMT.m_agentsInTransit is replaced with a 4 state machine (Preparing, Transferring, ReceivedAtDestination, CleaningUp). This is necessary because the source region needs to know when the destination region has received the user but a teleport back cannot happen until the source region has cleaned up. Tested on standalone, grid and with v1 and v3 clients.
* Don't actually proceed on a within-region teleport if another is already ↵Justin Clark-Casey (justincc)2012-05-241-0/+2
| | | | | | taking place, rather than just (falsely) logging that we're not going to proceed. An oversight from recent commit 9ab0c81
* On inter-region teleport, only stand the avatar up if the QueryAccess call ↵Justin Clark-Casey (justincc)2012-05-241-7/+7
| | | | to the destination scene actually succeeds.
* Now that the EntityTransferModule is per-region, fetch the event queue ↵Justin Clark-Casey (justincc)2012-05-241-18/+22
| | | | module once rather than repeatedly via scene presences
* Fix issue where a dns resolution failure on the final destination might ↵Justin Clark-Casey (justincc)2012-05-241-192/+200
| | | | | | leave the user unable to teleport since the transit flag was not being reset. This moves the 'already in transit' check further up and resets the flag if dns resolution fails and in the new required places.
* If an agent is still registered as 'in transit' by the source region, don't ↵Justin Clark-Casey (justincc)2012-05-241-39/+30
| | | | | | | | | | | | allow an immediate teleport back. This is to help relieve a race condition when an agent teleports then immediately attempts to teleport back before the source region has properly cleaned up/demoted the old ScenePresence. This is rare in viewers but much more possible via scripting or region module. However, more needs to be done since virtually all clean up happens after the transit flag is cleared . Possibly need to add a 'cleaning up' state to in transit. This change required making the EntityTransferModule and HGEntityTransferModule per-region rather than shared, in order to allow separate transit lists. Changes were also required in LocalSimulationConnector. Tested in standalone, grid and with local and remote region crossings with attachments.
* Setting 'in transit' on a local teleport as well as inter-region teleports.Justin Clark-Casey (justincc)2012-05-211-0/+9
| | | | | This is to eliminate possible race conditions if two teleport calls are made concurrently, where at least one is a local teleport. This is pretty much impossible on a manual user teleport but can happen on script-invoked teleports.
* Remove redundant "Teleport failed:" from reason when QueryAccess fails for ↵Justin Clark-Casey (justincc)2012-05-171-4/+12
| | | | | | the destination simulator. This part of the string is already provided by the viewer. Also adds more reason logging for diagnostics when teleports are refused/fail.
* Set the agent in transit teleport flag at the first available opportunity ↵Justin Clark-Casey (justincc)2012-05-141-11/+37
| | | | | | | | | | (i.e. when IsInTransit() was being checked) to close down a race condition. On EntityTransferModule.DoTeleport() there was an IsInTransit() check to prevent multiple simultaneous teleport attempts. However, the SetInTransit() was only performed later on, which left a window in which multiple threads could pass the IsInTransit() check. This has been seen in the field and the results aren't pretty. This commit effectively combines the IsInTransit() and SetInTransit() checks so there is no such window. More failure cases are made to to call ResetInTransit() to adjust to this move.
* Add more region information to some teleport related loggingJustin Clark-Casey (justincc)2012-05-141-7/+8
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* Reinsert a 2000ms delay before closing a no longer required agent on the ↵Justin Clark-Casey (justincc)2012-05-031-2/+7
| | | | | | | | | source region after teleport to resolve Imprudence teleport problems. Viewers 1 and 3 are fine with doing this immediately. However, Imprudence has a small delay (<200ms, >500ms) after receiving the AgentCompleteMovement reply packet on the destination region before regarding that region as the currnet region. If Imprudence receives a DisableSimulator in this period, it quits. We are not restoring the full 5000ms delay since this brings back a bug where teleports permanently fail if an avatar tries to teleport back too quickly. This commit also sends the AgentCompleteMovement packet to the client before telling the source region to release its old agent, in order to further cut down any possibility of the DisableSimulator being recieved before the AgentMovementComplete.
* minor: resolve some mono compiler warningsJustin Clark-Casey (justincc)2012-05-031-6/+1
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* Comment out the five second sleep in etm.DoTeleport() if the old agent needs ↵Justin Clark-Casey (justincc)2012-05-011-1/+1
| | | | | | | | | | | to be closed because it is no longer in the child's view distance. This sleep appears unnecessary since a sleep has already occurred in WaitForCallback() whilst waiting for the destination region to notify of teleport success. There are no async operations between this sleep and the WaitForCallback() If this sleep is present, then teleporting back to the source region within 5 seconds results in a disconnection. If this sleep is commented out then teleporting quickly back and forth between two simulators appears to work without issue. Tested on standalone, local grid and distributed grid. Please revert if there's something that I've missed.
* Remove some test code that accidentally crept in with 9d2e1c67Justin Clark-Casey (justincc)2012-05-011-3/+0
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* Add regression test for teleporting between neighbouring regions on the same ↵Justin Clark-Casey (justincc)2012-05-011-4/+26
| | | | | | | simulator This adds a non-advertised wait_for_callback option in [EntityTransfer]. Default is always true. Teleport tests disable the wait for callback from the destination region in order to run within a single thread.
* Move max teleport distance check down into etm.DoTeleport() since this ↵Justin Clark-Casey (justincc)2012-05-011-40/+41
| | | | should apply to all teleport calls, not just those through Teleport()
* refactor: Split most of EntityTransferModule.Teleport() into its same region ↵Justin Clark-Casey (justincc)2012-05-011-115/+151
| | | | | | and different region teleport components. DoTeleport() now retrives IEventQueue itself rather than requiring it to be passed in.
* If a Grid God teleports then include the Godlike teleport flag. This can ↵Oren Hurvitz2012-04-271-0/+6
| | | | affect the starting position in the destination region.
* Add regression test for teleporting an agent between separated regions on ↵Justin Clark-Casey (justincc)2012-04-271-1/+2
| | | | | | | | the same simulator. This involves a large amount of change in test scene setup code to allow test scenes to share shared modules SetupScene is now an instance method that requires an instantiation of SceneHelpers, though other SceneHelpers methods are still static May split these out into separate classes in the future.
* Tweak log messages on local region to region teleport path to help with ↵Justin Clark-Casey (justincc)2012-04-261-17/+34
| | | | problem resolution.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2012-04-241-0/+1
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| * zero out SP velocity before calling SP.Teleport(), as the client expects ↵Justin Clark-Casey (justincc)2012-04-251-0/+1
| | | | | | | | (though this is also effectively done by physics at the moment)
* | HG: Moved User-level code down to the HGEntityTransferModule where it belongs.Diva Canto2012-04-241-14/+1
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* Add regression test TestSameRegionTeleport()Justin Clark-Casey (justincc)2012-04-251-1/+1
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* Improve teleport log debug and error messages to tell us who is teleporting.Justin Clark-Casey (justincc)2012-04-251-3/+14
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* Moved the inventory manipulation from HGEntityTransferModule to ↵Diva Canto2012-04-061-1/+7
| | | | HGInventoryAccessModule where it belongs. They need to exchange some events, so added those to EventManager. Those events (TeleportStart and TeleportFail) are nice to have anyway.
* Eliminate race condition where many callers would check SOP.PhysicsActor != ↵Justin Clark-Casey (justincc)2012-04-031-4/+4
| | | | | | | | null then assume it was still not null in later code. Another thread could come and turn off physics for a part (null PhysicsActor) at any point. Had to turn off localCopy on warp3D CoreModules section in prebuild.xml since on current nant this copies all DLLs in bin/ which can be a very large number with compiled DLLs No obvious reason for doing that copy - nothing else does it.
* User level based restrictions for HyperGrid teleports, asset uploads, group ↵Snoopy Pfeffer2012-03-271-0/+15
| | | | creations and getting contacted from other grids. Incoming HyperGrid teleports can also be restricted to local users.
* HG: beginning of a more restrictive inventory access procedure (optional). ↵Diva Canto2012-03-271-3/+3
| | | | Experimental: we'll try switching the root folder from under the viewer.
* Teleports: bounce off repeated requests of teleporting the same agent. Some ↵Diva Canto2012-03-131-0/+13
| | | | scripts do that, and that fails the whole thing.
* Add a position parameter to region crossing of objects. This avoids theMelanie2012-02-231-5/+4
| | | | | | potential bad update that places an object at the opposite side of the origin sim for a moment before actually crossing it. Especially important in grids like OSG where lag between sims is high.
* One more tweak related to the previous 2 commits.Diva Canto2012-02-191-1/+3
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* A few more tweaks on position updates and create child agents. Mono hates ↵Diva Canto2012-02-191-4/+8
| | | | concurrent uses of the same TCP connection, and even of the connections to the same server. So let's stop doing it. This patch makes movement much smoother when there are lots of neighbours.
* Send CHANGED_TELEPORT during local TP again - partially revert ↵Bo Iwu2012-01-281-2/+1
| | | | | | cf73afec356eed30e169be3ce71edad89b4fdb37 Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* remove the old region crossing handlerMic Bowman2011-12-231-10/+0
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* Fixes some problems with objects that attempt to cross a region boundaryMic Bowman2011-12-221-0/+24
| | | | | | | | into a region that does not exist. This is particularly problematic for physical objects where the velocity continues to move them out of the region causing an infinite number of failed region crossings. The patch forces an object that fails a crossing to be non-physical and moves it back into the starting region.
* Region crossings redone: (1) removed WaitForCallback. Now that we are ↵Diva Canto2011-12-221-39/+32
| | | | passing the entire agent with attachs in one big message we don't necessarily need to wait for confirmation. The callback sometimes is problematic and it adds delay to the process. (2) Z velocity sent to the viewer = 0. This is an heuristic; the Z velocity usually is negative, and it makes the viewer move the avie down. This only matters while the agent is in transit and therefore not being physically simulated by neither region. As soon as the receiving region receives CompleteMovement from the viewer, the position and velocity get corrected.
* Sends the consistent child agent position upon creation of the child agent ↵Diva Canto2011-12-161-1/+12
| | | | in other regions, as opposed to <128, 128, 70>
* Add beginning of ScenePresenceAgentTests.TestCreateChildScenePresence()Justin Clark-Casey (justincc)2011-12-031-1/+0
| | | | | This required an option to be added to NullRegionData via ConnectionString for it to act as a non-static instance, so that regression tests (which only load this class once) don't get hopeless confused and complex to compensate. Normal standalone operation unaffected.
* Stop some places where we're trying to reset animations in child agents ↵Justin Clark-Casey (justincc)2011-12-021-100/+110
| | | | where such requests are ignored.
* Convert SendKillObject to take a list of uint rather than sending oneMelanie2011-11-061-1/+1
| | | | packet per prim. More to come as we change to make use of this.
* Changes UpdateFlag in SOP to an enumeration of NONE, TERSE and FULL.Dan Lake2011-11-021-1/+1
| | | | | | | | | | | | | | | | | UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on SOP consistently now. Also started working toward eliminating those calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule from outside SOP in favor of just setting properties on SOP and let SOP decide if an update should be scheduled. This consolidates the update policy within SOP and the client rather than everywhere that makes changes to SOP. Some places forget to call update while others call it multiple times, "just to be sure". UpdateFlag and Schedule*Update will both be made private shortly. UpdateFlag is intended to be transient and internal to SOP so it has been removed from XML serializer for SOPs.