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NPC or an HG user with no set server URI to avoid log spam.
Messages concerning failure to contact a given user profiles service are preserved by logging within called code with the agent ID.
If the "No Presence - foreign friend" log message is important then please revert.
Relates to http://opensimulator.org/mantis/view.php?id=7414
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assets were no longer being posted.
Addresses regression from 08606ae (Thu Jan 8 2015)
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(RegionFlags.Persistent but not RegioNFlags.RegionOnline) on startup and when an avatar completes a teleport.
This eliminates spurious network calls and failure reporting.
This is done by adding RegionFlags to the GridRegion returned data in a backward compatible way as an alternative to multiple IGridService.GetRegionFlags() calls
Using a simulator or a grid service older than this commit will just see previous behaviour.
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conference code use a generic JobEngine class rather than 4 slightly different copy/pasted versions.
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names, and this cap returns the regular name. But this moves the server side into the newer, preferred, protocol used by the viewer for fetching the names of agents in the scene given their UUIDs. (the old protocol is via UDP). This works fine in my limited tests, but could use further testing by others.
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This UUID gatherer provides a superset of the previous gatherer's functionality
as it also allows the caller to control gathering iterations for load purposes.
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- It establishes 4 digits for opensim versions
- It uses the same number between opensim releases and mono addins versions
It also eliminates the last addin.xml files that were still there, for consistency.
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This cleans up Opensim's use of mono addins. In particular, the extension points /OpenSim/RegionModules and /OpenSim/WindModule moved from OpenSim.exe to OpenSim.Region.Framework.dll. From here on, developers of region modules should declare their dlls to be dependent on OpenSim.Region.Framework, starting with version 0.8.1
Additional changes:
- Addins version uniformly updated to 0.8.1. These numbers should be compatible with the release numbers or else it becomes very confusing.
- Mono addins directives moved from files addins.xml to embedded directives in the class and assembly declarations, to make it all consistent
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doesn't need to match the release version number, but I think it's a very good idea that they do.
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block the request instead of throwing an exception.
Normally, WhiteList is an empty list but from Mantis 7389 it looks like it might sometimes be possible for it to be null (haven't seen this up till now)
It looks like failing with an exception instead of properly replying to the request (which comes in via a cap) might be enough, surprisingly, to freeze a viewer until timeout.
Part of http://opensimulator.org/mantis/view.php?id=7389 but probably unrelated to the actual issue of that mantis.
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disposes the stream rather than disposing the stream directly
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disposed no matter what
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sometimes look to start attachment scripts before ETM.HandleIncomingSceneObject() had added them.
Probably a regression since ghosts branch merge on Nov 26 2014
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their own or as attachments) with AppDomainLoading = false would create the new state in the source region area rather than the dest.
This was beause the code was finding the script DLL compiled for the source region as everything is in the same appdomain and using this as the location for the destination script state, etc.
This resolves the regression by passing the proper destination separately from the DLL retrieved.
Probably a regression since commit d7b92604 (11 July 2014).
Added regression test for this case.
At least partly addresses http://opensimulator.org/mantis/view.php?id=7278
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RecordAssetUuids() to AddForInspection() as this properly describes what both of these methods do.
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times on each cached asset once, not for every reference.
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like UUIDGatherer, so we can deal with future cases where the dictionary may already be pre-populated.
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access violation if another thread is operating on the file at the same time.
Resolves one issue from http://opensimulator.org/mantis/view.php?id=7271
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UpdateFileLastAccessTime() method for imminent reuse.
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updating access time.
The majority of updates won't be for anything currently writing and any sharing exception from an actual clash can be caught and ignored anyway.
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ETM.CrossAgentIntoNewRegionMain() since this has already been performed by SP.CheckForBorderCrossing()
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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
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creator data
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reflect its location (UMM not Scene) and add the user name and ID.
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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
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on any teleport within a foreign grid after the first.
Bug was introduced in ghosts branch commit 69abade
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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.
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(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.
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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.
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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.
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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.
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problem diagnosis.
"show threadpool calls" now also returns named (labelled), anonymous (unlabelled) and total call stats.
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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.
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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.
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HGAssetMapper.Post() object asset rewriting,
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instantiated directly for potentially handling some capabilities directly in services with HG active
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package rather than some in OpenSim.Tests.Common.Mock
the separate mock package was not useful and was just another using line to always add
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Unfortunately, it's not currently easy to do this with "max-agent-limit"
- this must be separately set as MaxAgents in region config if it's to persist over restarts.
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This current allows one to set two region parameters
agent-limit <int> will set the current root agent limit for the region, as also settable through the viewer, though some impose a max setting (e.g. 100).
max-agent-limit <int> will set the maximum allowed root agent limit. This can also be set via the MaxAgent parameter in region config.
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This matches existing similar commands and a soon to be added "region set" command.
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instead of casting or re-obtaining module.
This code originates from when IEntityTransferModule was shared rather than one per region.
Now it's one per region we know that callers are always in the same scene as the module.
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via the map but bypassed completely when teleporting via landmarks. This fixes this by including a call when acting on landmarks. Does not affect local grid teleports as flags are checked.
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