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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.
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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.
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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.
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should apply to all teleport calls, not just those through Teleport()
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and different region teleport components.
DoTeleport() now retrives IEventQueue itself rather than requiring it to be passed in.
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affect the starting position in the destination region.
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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.
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problem resolution.
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(though this is also effectively done by physics at the moment)
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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.
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purpose; it's an historical record of what works and what doesn't wrt manipulating inventory at the viewer. I'll remove the unused code in a subsequent commit, but wanted to place it in history. The uncommented code works.
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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.
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heavy SendBulkInventoryUpdate message. Waiting for Melanie to finish the light-weight version of that message.
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hack away from ScenePresence. This is better but it still doesn't restore the inventory upon arrival.
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guarded by an obscure config that no one but me should be using at this point.
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creations and getting contacted from other grids. Incoming HyperGrid teleports can also be restricted to local users.
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Experimental: we'll try switching the root folder from under the viewer.
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scripts do that, and that fails the whole thing.
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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.
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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.
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Uri.ToString() drops the port when it's port 80.
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cf73afec356eed30e169be3ce71edad89b4fdb37
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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region Scenes and Modules. Changed existing modules to use it instead of assuming that foreign = null account.
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on get_agent_home in UAS.
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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.
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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.
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in other regions, as opposed to <128, 128, 70>
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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.
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where such requests are ignored.
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packet per prim. More to come as we change to make use of this.
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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.
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than calling SOP.OffsetForNewRegion
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ways to access the list/dictionary of child regions and locking was
inconsistent. There are now public properties which enforce locks.
Callers are no longer required to create new copies of lists.
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which called IsInTransit=true which called m_inTransit=true. Also removed NotInTransit().
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doesn't prevent the actual teleport.
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actually has an impact.
The code in question is over three years old and just be catching an inconsistency rather than being wholly necessary.
This commit still carries out the check and prints all the previous log warnings but a 'failure' no longer prevents avatar region crossing or teleport, and it doesn't give the client the error message.
This will have some kind of impact on http://opensimulator.org/mantis/view.php?id=5672
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This method wasn't actually doing anything since dropped attachments retain a PCode of 9.
Also, behaviour of dropped attachments in other places appears to be that they persist after avatar logout rather than get deleted.
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It's never possible for SOG to have no RootPart, except in the first few picosends of the big bang when it's pulled from region persistence or deserialized
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