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* refactor: rename Scene.IncomingCloseAgent() to CloseAgent() in order to make ↵Justin Clark-Casey (justincc)2013-09-275-10/+10
| | | | | | 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: Comment out windlight log message about sending scene data for now.Justin Clark-Casey (justincc)2013-09-261-1/+2
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* minor: log MaxOutgoingTransferVersion at EntityTransferModule startupJustin Clark-Casey (justincc)2013-09-261-0/+4
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* minor: correct spelling of Initialized in LSC connector version messageJustin Clark-Casey (justincc)2013-09-261-1/+1
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* Move adding UUID.Zero -> Unknown User binding to UMM.Init() so that it's ↵Justin Clark-Casey (justincc)2013-09-261-2/+1
| | | | also called by HGUserManagementModule
* minor: Recomment out log message uncommented in previous cbdfe969Justin Clark-Casey (justincc)2013-09-261-4/+4
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* When giving items between avatars in different simulators, only add the item ↵Oren Hurvitz2013-09-261-9/+44
| | | | | | to the receiving avatar's inventory once. When a user gives an item, the user's client sends an InventoryOffered IM message to its simulator. This adds the item to the receiver's inventory. If the receiver isn't in the same simulator then XMLRPC is used to forward the IM to the correct simulator. The bug was that the receiving simulator handled the message by calling OnInstantMessage() again, which added a second copy of the item to the inventory. Instead, the receiving simulator should only notify the avatar that the item was offered.
* minor: Add prefix to log message in LureModuleJustin Clark-Casey (justincc)2013-09-261-1/+1
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* minor: Correct minor spelling mistake Reseting -> Resetting in HG Map module ↵Justin Clark-Casey (justincc)2013-09-261-1/+1
| | | | log message
* Make UUID.Zero resolve to "Unknown User" in user cache.Justin Clark-Casey (justincc)2013-09-261-0/+2
| | | | | This is to avoid massive numbers of 'no user found' logs when user IDs are missing for some reason. UUID.Zero should not be used for any user ID.
* 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
* refactor: rename *ChildAgentDataUpdate() methods to *UpdateChildAgent()Justin Clark-Casey (justincc)2013-09-261-3/+3
| | | | verb-noun is consistent with other similar methods
* Reinstate insertion of "Unknown UserUMMAU4" now, as naive removing may be ↵Justin Clark-Casey (justincc)2013-09-201-35/+31
| | | | | | generating too many repeating user requests from other sources. Leaves in the dropping of the client GUN8 (now 9) uuid binding message, since this was the much more common case from the viewer-side and this can only affect viewers.
* Comment out warning about no grid user found in ↵Justin Clark-Casey (justincc)2013-09-201-4/+4
| | | | UMM.TryGetUserNamesFromServices() for now
* Fix issue in recent 3f0fa9f7 where the code start adding unknown user cache ↵Justin Clark-Casey (justincc)2013-09-201-2/+3
| | | | entries with no name
* To avoid viewers (particularly on the Hypergrid) from permanently caching a ↵Justin Clark-Casey (justincc)2013-09-201-35/+42
| | | | | | | UUID -> "Unknown User" binding, drop the binding request rather than replying with "Unknown User" By not binding UUID -> "Unknown User", we leave open the possibility that the binding may be correctly resolved at a later time, which can still happen in some Hypergrid situations. Observed behaviour of LL viewer 3.3.4 is that a dropped bind request is not retried until the next session.
* 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.
* Restore group membership check for HG users in QueryAccess.Diva Canto2013-09-051-4/+10
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* Allow one to specify a DefaultHGRegion flag in [GridService] in order to ↵Justin Clark-Casey (justincc)2013-09-042-0/+25
| | | | | | | | | | allow different default regions for HG and direct grid logins. This requires a new GridService.GetDefaultHypergridRegions() so ROBUST services require updating but not simulators. This method still returns regions flagged with just DefaultRegion after any DefaultHGRegions, so if no DefaultHGRegions are specified then existing configured defaults will still work. Immediate use is for conference where we need to be able to specify different defaults However, this is also generally useful to send experienced HG users to one default location and local users whose specified region fails (e.g. no "home" or "last") to another.
* Fix exception thrown after a region has been restarted through scheduling.Justin Clark-Casey (justincc)2013-09-041-10/+22
| | | | | This exception was very likely harmless since it occurred after the restart had taken place, but still misleading. Thanks to SCGreyWolf for the code change suggestion in http://opensimulator.org/mantis/view.php?id=6747, though I did this in a slightly different way.
* Fix a printing of exception error in InventoryArchiveModule that onlyRobert Adams2013-09-041-1/+1
| | | | printed the error message and not the call stack.
* 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)2013-09-022-6/+16
| | | | | | | | 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.
* Remove mono compiler warnings from UserProfilesModuleJustin Clark-Casey (justincc)2013-08-171-19/+16
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* minor: remove mono compiler warning from AttachmentsModuleJustin Clark-Casey (justincc)2013-08-171-2/+1
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* Add ScenePresenceTeleportTests.TestSameSimulatorIsolatedRegionsV2() ↵Justin Clark-Casey (justincc)2013-08-171-2/+2
| | | | | | regression test for v2 transfers. Also adjusts names of teleport setup helpers in EntityTransferHelpers
* refactor: Make ↵Justin Clark-Casey (justincc)2013-08-161-1/+1
| | | | AttachmentModulesTests.TestSameSimulatorNeighbouringRegionsTeleportV2 use already available TestClient handle rather than retrieving it via the ScenePresence
* 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.
* minor: remove unused entity transfer config in teleport v2 attachments testJustin Clark-Casey (justincc)2013-08-141-1/+0
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* Create TestSameSimulatorNeighbouringRegionsTeleportV2() regression test for ↵Justin Clark-Casey (justincc)2013-08-121-1/+112
| | | | V2 transfer protocol.
* Merge branch 'TeleportWork'Justin Clark-Casey (justincc)2013-08-092-14/+22
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| * 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)2013-08-082-26/+28
| | | | | | | | | | | | | | | | | | | | 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
* | Better error reporting when registering LSL function extensions (comms module).Robert Adams2013-08-081-4/+13
| | | | | | | | | | | | For unknown reasons, a dynamic function signature cannot have more than 5 parameters. Error message now tells you this fact so you can curse MS and then go change your function definitions.
* | * Added set water height <height> [<x>] [<y>] console command following the ↵teravus2013-08-071-1/+30
|/ | | | set terrain heights console command as an example.
* 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.)
* Comment out debug log lines about script modules comms for now.Justin Clark-Casey (justincc)2013-08-051-2/+2
| | | | If this is an issue, could change log4net config instead to allow re-enablement
* More on HG inventory and OutboundPermission: disallowing giving inventory to ↵Diva Canto2013-08-031-1/+12
| | | | foreigners if OutboundPermission is false
* HG: If OutboundPermission is set to false, let's enforce stricter ↵Diva Canto2013-08-031-0/+31
| | | | permissions by not allowing objects to be taken to inventory.
* Making the J2KDecoderModule decoder function async. Could this be the cause ↵Diva Canto2013-08-031-1/+1
| | | | of sim freeze? -- HandleRequestImage in LLClientView is now sync, which means that it cannot take too long to complete. However, its execution path may end up in J2KDecoderModule.Decode, which is heavy and could stop the packet processing thread while it's at it.
* Amend Justin's last commit regarding the new config var ServiceVersion. The ↵Diva Canto2013-08-021-1/+2
| | | | section may not exist at all.
* Allow older teleport ConnectorProtocolVersion of "SIMULATION/0.1" to be ↵Justin Clark-Casey (justincc)2013-08-022-27/+27
| | | | | | | | manually forced in a new [SimulationService] config setting. This is for testing and debugging purposes to help determine whether a particular issue may be teleport related or not "SIMULATION/0.2" (the newer teleport protocol) remains the default. If the source simulator only implements "SIMULATION/0.1" this will correctly allow fallback to the older protocol. Specifying "SIMULATION/0.1" will force the older, less efficient protocol to always be used.
* minor: replace veclist.Add(new Vector3(0,0,0)) with Vector3.Zero in ↵Justin Clark-Casey (justincc)2013-08-021-1/+1
| | | | InventoryAccessModules.RezObject() - structs are passed by value
* Move experimental attachments throttling further down the chain so that ↵Justin Clark-Casey (justincc)2013-08-021-16/+15
| | | | multiple attachments changes (e.g. change outfit) are also throttled
* Add experimental "debug attachments throttle <ms>" setting (command line) ↵Justin Clark-Casey (justincc)2013-08-011-15/+87
| | | | | | | | | | and ThrottlePer100PrimsRezzed in [Attachments] in config This is an experimental setting to control cpu spikes when an attachment heavy avatar logs in or avatars with medium attachments lgoin simultaneously. It inserts a ms sleep specified in terms of attachments prims after each rez when an avatar logs in. Default is 0 (no throttling). "debug attachments <level>" changes to "debug attachments log <level>" which controls logging. A logging level of 1 will show the throttling performed if applicable. Also adds "debug attachments status" command to show current throttle and debug logging levels.