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* refactor: rename Scene.IncomingCloseAgent() to CloseAgent() in order to make ↵Justin Clark-Casey (justincc)2013-09-271-4/+4
| | | | | | it clear that all non-clientstack callers should be using this rather than RemoveClient() in order to step through the ScenePresence state machine properly. Adds IScene.CloseAgent() to replace RemoveClient()
* minor: correct attachment spelling mistake in log message in ↵Justin Clark-Casey (justincc)2013-09-261-1/+1
| | | | HGEntityTransferModule.OnIncomingSceneObject()
* minor: log MaxOutgoingTransferVersion at EntityTransferModule startupJustin Clark-Casey (justincc)2013-09-261-0/+4
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* For debug purposes, allow simulators to force use of earlier SIMULATION/0.1 ↵Justin Clark-Casey (justincc)2013-09-261-4/+49
| | | | | | | | teleport protocol even if SIMULATION/0.2 is available. This is specified in the MaxOutgoingTransferVersion attribute of [EntityTransfer] in OpenSim.ini, see OpenSimDefaults.ini for more details. Default remains "SIMULATION/0.2" Primarily for http://opensimulator.org/mantis/view.php?id=6755
* Allow setting the EntityTransfer-max_distance to 0 to override distance ↵BlueWall2013-09-201-0/+3
| | | | checks. This is to facilitate current viewer work fixing the distance limitations for teleporting.
* minor: shortern warning messages in EntityTransferModule when UpdateAgent() ↵Justin Clark-Casey (justincc)2013-09-041-4/+4
| | | | fails
* Fix bug where users teleporting to non-neighbour regions could continue to ↵Justin Clark-Casey (justincc)2013-09-021-0/+7
| | | | | | | | hear chat from their source region for some time after teleport completion. This occurs on v2 teleport since the source region now waits 15 secs before closing the old child agent, which could still receive chat. This commit introduces a ScenePresenceState.PreClose which is set before the wait, so that ChatModule can check for ScenePresenceState.Running. This was theoretically also an issue on v1 teleport but since the pause before close was only 2 secs there, it was not noticed.
* Try to make "slow down" message that one could receive on rapid teleporting ↵Justin Clark-Casey (justincc)2013-08-151-1/+2
| | | | | | | | 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.
* Move DoNotCloseAfterTeleport flag reset before UpdateAgent in V2 to avoid a ↵Justin Clark-Casey (justincc)2013-08-151-2/+6
| | | | low probability where the destination re-establishing the child connection before the flag was reset
* Rely on the Scene.IncomingCloseAgent() check as to whether the connection ↵Justin Clark-Casey (justincc)2013-08-151-14/+6
| | | | | | 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()
* Do not use the SP.DoNotCloseAfterTeleport flag for child agent connections.Justin Clark-Casey (justincc)2013-08-151-12/+12
| | | | | | | 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.
* Comment back out seed dump code enabled in b1c26a56. Also adds a few ↵Justin Clark-Casey (justincc)2013-08-091-16/+22
| | | | teleport comments.
* Fix an issue where under teleport v2 protocol, teleporting from regions in ↵Justin Clark-Casey (justincc)2013-08-081-23/+25
| | | | | | | | | | an line from A->B->C would not close region A when reaching C The root cause was that v2 was only closing neighbour agents if the root connection also needed a close. However, fixing this requires the neighbour regions also detect when they should not close due to re-teleports re-establishing the child connection. This involves restructuring the code to introduce a scene presence state machine that can serialize the different add and remove client calls that are now possible with the late close of the This commit appears to fix these issues and improve teleport, but still has holes on at least quick reteleporting (and possibly occasionally on ordinary teleports). Also, has not been completely tested yet in scenarios where regions are running on different simulators
* minor: add some method doc to ScenePresence fields used for entity transfer, ↵Justin Clark-Casey (justincc)2013-08-071-5/+9
| | | | | | add minor details to some log messages, rename a misleading local variable name. No functional changes.
* Add post-CreateAgent teleport cancellation/abortion functionality from v1 ↵Justin Clark-Casey (justincc)2013-08-071-0/+21
| | | | | | | transfer protocol into v2. This stops OpenSimulator still trying to teleport the user if they hit cancel on the teleport screen or closed the viewer whilst the protocol was trying to create an agent on the remote region. Ideally, the code may also attempt to tell the destination simulator that the agent should be removed (accounting for issues where the destination was not responding in the first place, etc.)
* This should fix all issues with teleports. One should be able to TP as fast ↵Diva Canto2013-07-251-4/+7
| | | | | | | | | 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)2013-07-261-2/+4
| | | | DoNotClose to DoNotCloseAfterTeleport
* If a returning teleport starts to reuse a downgraded child connection that ↵Justin Clark-Casey (justincc)2013-07-261-1/+9
| | | | | | | | 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.
* Deleted all [ZZZ] debug messages.Diva Canto2013-07-241-1/+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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* 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 Canto2013-07-241-67/+196
| | | | | | | | 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 Canto2013-07-241-26/+33
| | | | | | 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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* Cleanup old hg sessions (older than 2 days)Diva Canto2013-07-141-2/+5
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* Change the auth token to be the user's sessionid.Diva Canto2013-07-141-3/+3
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* Guard against unauthorized agent deletes.Diva Canto2013-07-131-7/+7
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* Put guards on a bunch of exception-inducing code, as seen in logs from load ↵Diva Canto2013-07-091-3/+3
| | | | test.
* HG: avoid call on localhost between sim and UAS for standalone.Diva Canto2013-06-221-1/+20
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* Finally moved HG agent transfers to use agent fatpacks.Diva Canto2013-06-211-1/+1
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* Hook up Keyframe motion to almost everything. Failing to cross a sim borderMelanie2013-06-061-0/+3
| | | | may yield unexpected results in some cases. No database persistence yet,
* minor: remove long commented out scene cache clearing code in ↵Justin Clark-Casey (justincc)2013-05-161-9/+0
| | | | EntityTransferModule.CrossAgentToNewRegionAsync()
* minor: Remove completely unused IClientAPI.RequestClientInfo() call from ↵Justin Clark-Casey (justincc)2013-05-161-3/+0
| | | | EntityTransferModule.CrossAgentToNewRegionAsync()
* Where this is not already happening, trigger asychoronous calls to ↵Justin Clark-Casey (justincc)2013-05-161-0/+1
| | | | | | | CloseChildAgent() above the LocalSimulationConnector level. This is so that other callers (such as SceneCommunicationService.SendCloseChildAgentConnections() can perform all closes asynchronously without pointlessly firing another thread for local closes). No functional change apart from elimination of unnecessary chaining of new threads.
* Step one of estate settings sharing - port the Avination Estate module ↵Melanie2013-05-072-11/+23
| | | | (complete module) as changes are too extensive to apply manually
* minor: Stop falsely logging that a teleport was being aborted on client ↵Justin Clark-Casey (justincc)2013-04-031-3/+1
| | | | logout even when no teleport was active.
* refactor: rename ETM.InformClientToInitateTeleportToLocationDelegate to ↵Justin Clark-Casey (justincc)2013-03-301-9/+9
| | | | InformClientToInitiateTeleportToLocationDelegate to correct spelling and bring into line with other ETM Initiate methods
* Revert "Try eliminating the pause before auto-reteleporting for a megaregion ↵Justin Clark-Casey (justincc)2013-03-291-1/+1
| | | | | | | | now that we're telepoting in a different way." Unfortunately fails on Nebadon's system right now. Needs investigation. May put in a temproary option for experimentation soon. This reverts commit d87ddf50fcd674fbd9aa8b8556bf57f2d285a3ba.
* Try eliminating the pause before auto-reteleporting for a megaregion now ↵Justin Clark-Casey (justincc)2013-03-291-1/+1
| | | | | | | that we're telepoting in a different way. On my own system, I can now eliminate the pause entirely and the reteleport happens whilst the teleport screen is still up. Trying this change to see if this is true for other people.
* minor: remove some mono compiler warnings from EntityTransferModuleJustin Clark-Casey (justincc)2013-03-281-5/+0
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* Add back a log message when we attempt a megaregion auto-reteleportJustin Clark-Casey (justincc)2013-03-281-0/+4
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* minor: Only try to deregister stats in EntityTransferModule.RemoveRegion() ↵Justin Clark-Casey (justincc)2013-03-281-4/+7
| | | | if module was enabled.
* Fix a bug in HGEntityTransferModule to call base.RemoveRegion() when a ↵Justin Clark-Casey (justincc)2013-03-281-1/+1
| | | | region is removed rather than base.AddRegion()
* Instead of going via GodLikeRequestTeleport, auto-teleport the agent ↵Justin Clark-Casey (justincc)2013-03-281-3/+12
| | | | | | directly in a megaregion, in the same manner at the "teleport user" console command. This is to bypass an issue with the HGLureModule which stops the auto-teleport from happening.
* On the North and East sides of a megaregion, only consider regions within ↵Justin Clark-Casey (justincc)2013-03-281-2/+2
| | | | | | | 256m to be neighbours rather than regions up to 512 distant. This looks like an off-by-one bug since the view distance was already only 256 on the west and south sides. This reduces the number of child agents being logged into regions neighbouring a megaregion.
* Remove some Console.WriteLines accidentally left in last commit cfb20f09Justin Clark-Casey (justincc)2013-03-281-2/+0
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