| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
|
| |
cap is something other than "localhost". A new interface for handling
external caps is supported with an example implemented for Simian. The
only linden cap supporting this interface right now is the GetTexture
cap.
|
|
|
|
| |
handler from both Groups modules in core, and replaced them with an operation on IGroupsModule.
|
|
|
|
|
|
| |
join/drop appropriately, invitechatboxes.
The major departure from flotsam is to send only one message per destination region, as opposed to one message per group member. This reduces messaging considerably in large groups that have clusters of members in certain regions.
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
| |
that eliminates the temporary placement at infinity upon TPs
|
| |
|
| |
|
|
|
|
| |
besides ViaLogin.
|
|
|
|
|
|
|
|
| |
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...
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
| |
(Note: different from the defunct see_into_neighboring_sim, which used to control the process from the other end). This enables child agents in neighbors for which the root agent doesn't have permission to be in.
|
| |
|
| |
|
| |
|
|
|
|
| |
lkalif for telling me how to route the information. The viewer effect is under the distance filter, so only avatars with cameras < 10m away see the beams.
|
|
|
|
| |
is generating the effect and the cameras of the observers. In particular, this applies to LookAt (which is really verbose and occurs every time users move the mouse) and Beam (which doesn't occur that often, but that can be extremely noisy (10.sec) when it happens)
|
| |
|
|
|
|
|
|
| |
- The existing event to scene has been split into 2: OnAgentUpdate and OnAgentCameraUpdate, to better reflect the two types of updates that the viewer sends. We can run one without the other, which is what happens when the avie is still but the user is camming around
- Added thresholds (as opposed to equality) to determine whether the update is significant or not. I thin these thresholds are ok, but we can play with them later
- Ignore updates of HeadRotation, which were problematic and aren't being used up stream
|
|
|
|
| |
the interface, so that duplicate requests aren't enqueued more than once.
|
| |
|
|
|
|
| |
chaotic while ppl are using different versions of opensim. Warning only, but no enforcement.
|
| |
|
| |
|
| |
|
|
|
|
| |
initialized in the tests!
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
Revert "Trying to reduce CPU usage on logins and TPs: trying radical elimination of all FireAndForgets throughout CompleteMovement. There were 4."
This reverts commit 682537738008746f0aca22954902f3a4dfbdc95f.
|
|
|
|
| |
all FireAndForgets throughout CompleteMovement. There were 4.
|
|
|
|
|
|
| |
we found the root of the rez delay: the priority scheme BestAvatarResponsiveness, which is currently the default, was the culprit. Changing it to FrontBack made the region rez be a lot more natural.
BestAvatarResponsiveness introduces the region rez delay in cases where the region is full of avatars with lots of attachments, which is the case in CC load tests. In that case, the inworld prims are sent only after all avatar attachments are sent. Not recommended for regions with heavy avatar traffic!
|
| |
|
|\ |
|
| |
| |
| |
| |
| |
| |
| |
| | |
in order to avoid a race condition.
A separate PhysicsActor variable is used in case some other thread removes the PhysicsActor whilst this code is executing.
If this is now impossible please revert - just adding this now whilst I remember.
Also makes method comment into proper method doc.
|
|/
|
|
|
|
|
|
| |
TriggerOnMakeRootAgent to the end of CompleteMovement.
Justin, if you read this, there's a long story here. Some time ago you placed SendInitialDataToMe at the very beginning of client creation (in LLUDPServer). That is problematic, as we discovered relatively recently: on TPs, as soon as the client starts getting data from child agents, it starts requesting resources back *from the simulator where its root agent is*. We found this to be the problem behind meshes missing on HG TPs (because the viewer was requesting the meshes of the receiving sim from the departing grid). But this affects much more than meshes and HG TPs. It may also explain cloud avatars after a local TP: baked textures are only stored in the simulator, so if a child agent receives a UUID of a baked texture in the destination sim and requests that texture from the departing sim where the root agent is, it will fail to get that texture.
Bottom line: we need to delay sending the new simulator data to the viewer until we are absolutely sure that the viewer knows that its main agent is in a new sim. Hence, moving it to CompleteMovement.
Now I am trying to tune the initial rez delay that we all experience in the CC. I think that when I fixed the issue described above, I may have moved SendInitialDataToMe to much later than it should be, so now I'm moving to earlier in CompleteMovement.
|