| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
| |
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
|
|
|
|
| |
calling this method
|
|
|
|
|
|
|
| |
and comment out later log message in ScenePresence.MakeRootAgent()
Need an info message since this is currently important in detecting teleport issue when not at debug log level.
CompleteMovement message occurs before MakeRootAgent() one did
|
|
|
|
|
|
|
| |
a root agent."
This reverts commit c7ded0618c303f8c24a91c83c2129292beebe466.
This proves not to be necessary - the necessary checks are already being done via QueryAccess() before cross or teleport
|
|
|
|
| |
avatars are not allowed to cross into a neighbour where they are not authorized, even if a child agent was allowed.
|
| |
|
|
|
|
| |
verb-noun is consistent with other similar methods
|
|
|
|
|
|
|
| |
explicit that there is a problem if it still finds the agent to be a child if the sender wanted to wait till it became root
Add some comments about the mssage sequence, though much more data is at
http://opensimulator.org/wiki/Teleports
|
|
|
|
| |
updates on non-flag clothing editing
|
| |
|
|
|
|
| |
events. Normally, physics engines do not return updates for child prims so, under normal operation, this code should never execute. Will only be used when using flexible linkset linkages.
|
|
|
|
|
| |
The previous logic would generate land_collision_start and land_collision_end
but would not generate the land_collision itself.
|
| |
|
|
|
|
|
|
| |
agent.
Relevant if a child agent has been allowed into the region which should not be upgraded to a root agent.
|
|
|
|
|
|
|
|
|
|
| |
so that they work.
This is necessary because the hypergrid groups checks (as referenced by estates) require an agent circuit to be present to construct the hypergrid ID.
However, this is not around until Scene.NewUserConnection(), as called by CreateAgent() in EntityTransferModule.
Therefore, if we're dealing with a hypergrid user, delay the check until NewUserConnection()/CreateAgent()
The entity transfer impact should be minimal since CreateAgent() is the next significant call after NewUserConnection()
However, to preserve the accuracy of query access we will only relax the check for HG users.
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
This causes extreme console spam if a simulator running latest master and one running 0.7.5 have adjacent regions occupied by avatars.
|
|
|
|
| |
commit.
|
| |
|
|
|
|
|
|
| |
CreateAndAddChildScenePresence() since the former was only ever called from the latter
This allows us to remove dead code relating to adding root agents directly to the scenegraph, which never happens.
|
|
|
|
|
|
| |
activity timeout, a root connection triggers a CloseAgent to a neighbour region which has already closed the agent due to inactivity.
Also separates out log messages to distinguish between close not finding an agent and wrong auth token, and downgrades former to debug and latter to warn
|
|
|
|
|
|
|
| |
going to that region first.
If this is attempted, they get a "Try moving closer. Can't sit on object because it is not in the same region as you." message instead, which is the same as current ll grid.
Sitting on ground is okay, since viewer navigates avatar to required region first before sitting.
|
|
|
|
|
|
| |
should better allow you to run it in multiple region scenarios (but why would you really want to do that?) Source in OpenSimLibs.
* Fixed a null ref during shutdown.
|
|
|
|
| |
This will allow viewers to fix broken wearables as they detect them.
|
| |
|
|
|
|
|
|
| |
regression test for v2 transfers.
Also adjusts names of teleport setup helpers in EntityTransferHelpers
|
|
|
|
| |
transfer protocl
|
|
|
|
|
|
| |
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()
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
| |
Scene.IncomingCloseAgent() instead.
IncomingCloseAgent() now sets the scene presence state machine properly, which is necessary to avoid races between multiple sources of close.
Hence, it's also necessary for everyone to consistently call IncomingCloseAgent()
Calling RemoveClient() directly is currently generating an attention-grabbing exception though this right now this is harmless.
|
|
|
|
|
|
| |
This is giving much better results on teleports between simulators over my lan where for some reason there is a pause before the receiving simulator processes UpdateAgent()
At this point, v2 teleports between neighbour and non-neighbour regions on a single simulator and between v2 simulators and between a v1 and v2 simulator
are working okay for me in different scenarios (e.g. simple teleport, teleport back to original quickly and re-teleport, teleport back to neighbour and re-teleport. etc.)
|
| |
|
|\ |
|
| |
| |
| |
| |
| |
| |
| | |
(A,B,C) where the A root agent is still closed, terminating the connection.
This was occuring because teleport to B did not set DoNotCloseAfterTeleport on A as it was a neighbour (where it isn't set to avoid the issue where the source region doesn't send Close() to regions that are still neighbours (hence not resetting DoNotCloseAfterTeleport).
Fix here is to still set DoNotCloseAfterTeleport if scene presence is still registered as in transit from A
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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
|
|\ \ |
|
| |/
| |
| |
| | |
for now. Once the code churn on teleport ends, I can find a better solution
|
| |
| |
| |
| |
| |
| | |
add minor details to some log messages, rename a misleading local variable name.
No functional changes.
|
|/ |
|
|
|
|
| |
estate bans also, and delete the obsolete config var.
|
|
|
|
| |
position. That was a complete overkill that is unnecessary at this point.
|
|
|
|
| |
foreigners if OutboundPermission is false
|
|
|
|
| |
permissions by not allowing objects to be taken to inventory.
|
| |
|
|
|
|
|
| |
This is a test setup failure since code paths when adding a duplicate root scene presence now require the EntityTransferModule to be present.
Test fixed by adding this module to test setup
|
|
|
|
| |
week's SIMULATOR/0.1 protocol for now.
|
|
|
|
|
| |
These were genuine failures caused by ScenePresence.CompleteMovement() waiting for an UpdateAgent from NPC introduction that would never come.
Instead, we do not wait if the agent is an NPC.
|
| |
|
|
|
|
|
|
|
|
|
| |
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).
|
|
|
|
| |
DoNotClose to DoNotCloseAfterTeleport
|