| Commit message (Collapse) | Author | Age | Files | Lines |
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Switch to our TeleportFlags enum instead of LibOMV because we need to define a type for HG Logins. Also moved some debugging in ScenePresence into a function to make it simpler to enable/disable.
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01ae916bad672722aa62ee712b7b580d6f5f4370 r/17324 (Nov.18, justincc). But the root cause comes from commit 02e54c57c4901167779f07ed3e89fb1d24ffc22a Author: Oren Hurvitz Date: 7/22/2011
This is a nasty situation. The map tile UUID is, in principle, stored authoritatively in RegionSettings. However, it also needs to be stored in the Grid Service because that's how other sims can retrieve it to send it in Map Blocks to non-V3 viewers. So every time the tile image changes, that change needs to propagate to the Grid Service, and this is done via RegisterRegion (ugh!). Interestingly, this problem didn't affect grids because by default AllowRemoteDelete is false, so the prior images aren't being deleted from the asset servers -- but they were not being correctly updated in the map either, the map was stuck with old images.
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external as a property
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boolean setting in the OpenSim.ini config [Startup] section.
Naturally, default is true.
When set to false, "phantom" flags on prims can be set as usual but all prims remain phantom.
This setting is for test purposes.
This switch does not affect the collision of avatars with the terrain.
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as this is updating SOG/SOP.GroupID, which is arguably generic.
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created in that client session, or if no other action has been performed on the object.
There were two problems here:
1) On object group update, we looked for the group is the IClientAPI group cache rather than in the groups service. This fails to groups created newly in that session
2) On object group update, we weren't setting the HasGroupChanged flag. This meant that the change was not persisted unless some other action set this flag.
This commit fixes these issues and hopefully addresses http://opensimulator.org/mantis/view.php?id=5588
This commit also moves HandleObjectGroupUpdate() to the GroupsModule from the Scene.PacketHandlers.cs file
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BEGIN] to [SCENE] because that's where the message happens.
Also changed the instantiation of a vector object to be done only once instead of every time we receive a position update.
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IsColliding
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This prints out both exception message and stacktrace (Exception.ToString()) isn't enough on Windows.
This also uses m_log.*Format() which is more efficient than string concat.
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in favour of IClientAPI.ISceneAgent.IsChildAgent instead.
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The only caller is the LLUDP stack and this has to validate the UDP circuit itself, so we know that it exists.
This allows us to eliminate another null check elsewhere and simplifies the method contract
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it's live before sending other data.
This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before.
This may stop some avatars appearing grey on login.
This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity
This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces
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If sp becomes null right after we've checked or created it, then behaviour down the line is going to be wrong anyway.
So instead retain the check/create ScenePresence reference and use this.
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structure so that logout on unexpired packets isn't retriggered, causing the same exception
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This allows someone with access to this command on the XMLRPCAdmin interface to teleport an avatar to an arbitrary region and/or position.
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where such requests are ignored.
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Scene.GetNearestAllowedPosition()
At least on ODE, this wasn't doing any harm but there wasn't any point to it either
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regeneration.
Maptile storage appears orthogonal to region registration
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read lock
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This is <thread-name> (<region-name>)
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As far as I can see, the SCS is only now used for informing neighbours of up/down status and possibly sending child agent updates and close requests
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not being used any more - it's now IEntityTransferModule and SimulationService instead
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prim update to only triple queuing. Existing method was:
1. Schedule prim for update, adding to scene update list
2. Update on SOGs during heartbeat queues update onto each SceneViewer
3. Update on SPs during heartbeat queues update onto each IClientAPI
4. ProcessEntityUpdates queues updates into UDP send stack
Now the SceneViewer has been eliminated so updates are scheduled at any
time and then put onto the IClientAPI priority queues immediately during
SceneGraph.UpdateObjectGroups.
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packet per prim. More to come as we change to make use of this.
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fully functional and cannot be disabled because that would break timings.
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from previous commit which sort out which iterator is used are left
intact. A discussion is needed as to what constitutes an avatar vs a
ScenePresence.
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the 3 iteration functions so more of them are using the correct
iteration for the action they are performing. The 3 iterators that seem
to fit all actions within OpenSim at this time are:
ForEachAvatar: Perform an action on all avatars (root presences)
ForEachClient: Perform an action on all clients (root or child clients)
ForEachRootClient: Perform an action on all clients that have an avatar
There are still a dozen places or so calling the old
ForEachScenePresence that will take a little more refactoring to
eliminate.
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SceneGraph property.
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modules command in OpenSim.cs now shows both shared modules and region modules.
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updates to clients prior to sleep. Existing behavior was to sleep BEFORE sending updates. We found this patch reduced latency to clients by 1-2 heartbeat periods.
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main physics loop and ScenePresence position and velocity setting
This is no longer necessary with ODECharacter taints (ODEPrim was already not taking part in this). BSCharacter was already tainting.
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passed to ForEachScenePresence checks for !IsChildAgent first. It consolidates child and root handling for coming refactors.
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registers an http poll
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However, I still don't recommend changing MinFrameTime from 0.089, high values do not work well and lower values don't seem to make much difference
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Math.Max(SinceLastFrame.TotalSeconds, MinFrameTime)
SinceLastFrame was calculating the interval between any sleep that had occurred to pad out the frame time and the start of the next frame.
This would usually be below MinFrameTime but occasionally if the sleep was long it would be above, often due to the time required to update the watchdog.
This doesn't appear to play much practical role right now.
ODE was actually ignoring it entirely. Bullet might be helped slightly by receiving a non-varying value.
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endings from previous commit.
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scene presence by client ID.
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this is really just to trigger panda.
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the others
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done for most other scene config params
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Settings are at bottom of [Startup] in OpenSimDefaults.ini, override in OpenSim.ini to change
Defaults are the same as previously.
More information to come on opensim-dev shortly.
Feel free to tweak but if you do please don't expect any support unless feedback on certain tweaks is explicitly requested.
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in a field, like all the other update periods
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setting separately.
This makes reported FPS scale as required if min frame time changes
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