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* Fix an issue where under teleport v2 protocol, teleporting from regions in ↵Justin Clark-Casey (justincc)2013-08-082-116/+228
| | | | | | | | | | 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
* minor: add some method doc to ScenePresence fields used for entity transfer, ↵Justin Clark-Casey (justincc)2013-08-072-20/+33
| | | | | | add minor details to some log messages, rename a misleading local variable name. No functional changes.
* Fixed incomplete commit r/23317 -- see_into_region. Put the guard around ↵Diva Canto2013-08-071-16/+16
| | | | estate bans also, and delete the obsolete config var.
* Child agent updates: remove the dependency on the root agent's camera ↵Diva Canto2013-08-051-2/+1
| | | | position. That was a complete overkill that is unnecessary at this point.
* More on HG inventory and OutboundPermission: disallowing giving inventory to ↵Diva Canto2013-08-031-0/+3
| | | | foreigners if OutboundPermission is false
* HG: If OutboundPermission is set to false, let's enforce stricter ↵Diva Canto2013-08-031-0/+3
| | | | permissions by not allowing objects to be taken to inventory.
* Turn off edit beams when object is derezed while being edited. (mantis #6722)Diva Canto2013-08-011-0/+6
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* Experimental comment to eneralize the handling of Linden caps when theMic Bowman2013-07-311-0/+48
| | | | | | | 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.
* Added BasicSearchModule.cs which handles OnDirFindQuery events. Removed that ↵Diva Canto2013-07-281-0/+2
| | | | handler from both Groups modules in core, and replaced them with an operation on IGroupsModule.
* Several major improvements to group (V2) chat. Specifically: handle ↵Diva Canto2013-07-271-1/+1
| | | | | | 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.
* Fix failure in TestCreateDuplicateRootScenePresence().Justin Clark-Casey (justincc)2013-07-261-0/+13
| | | | | 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
* Fix regression tests relating to agent transfer by making simulator use last ↵Justin Clark-Casey (justincc)2013-07-261-0/+6
| | | | week's SIMULATOR/0.1 protocol for now.
* Fix NPC regression test failures.Justin Clark-Casey (justincc)2013-07-261-1/+3
| | | | | 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.
* Comment debug messageDiva Canto2013-07-261-2/+2
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* This should fix all issues with teleports. One should be able to TP as fast ↵Diva Canto2013-07-251-32/+29
| | | | | | | | | 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).
* Reset DoNotClose scene presence teleport flag before pausing. Rename ↵Justin Clark-Casey (justincc)2013-07-262-2/+2
| | | | DoNotClose to DoNotCloseAfterTeleport
* If a returning teleport starts to reuse a downgraded child connection that ↵Justin Clark-Casey (justincc)2013-07-262-11/+25
| | | | | | | | 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
* Moved TriggerOnMakeRootAgent back to the end of MakeRootAgent, to see if ↵Diva Canto2013-07-241-7/+2
| | | | that eliminates the temporary placement at infinity upon TPs
* Minor adjustment on timings of waits.Diva Canto2013-07-241-2/+2
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* This commit message intentionally left blank (last commit was idiotic)Diva Canto2013-07-241-1/+2
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* Improve the opening test in CompleteMovement, to account for multiple flags ↵Diva Canto2013-07-241-1/+1
| | | | besides ViaLogin.
* New Teleport protocol (V2), still compatible with V1 and older. (version of ↵Diva Canto2013-07-242-6/+45
| | | | | | | | 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...
* Further tweaks on TPs: not sending the callback URL and instead waiting ↵Diva Canto2013-07-241-1/+1
| | | | | | 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.
* Amend previous commit.Diva Canto2013-07-241-4/+4
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* Added config var that we all thought was already there: see_into_region. ↵Diva Canto2013-07-241-34/+45
| | | | (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.
* Restoring landing on prims, which had been affected by the edit beams commit.Diva Canto2013-07-231-0/+19
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* Don't post Link asset types back to the home gridDiva Canto2013-07-232-5/+5
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* Minor aesthetic change to make things more clear.Diva Canto2013-07-211-1/+2
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* EDIT BEAMS!!! They had been missing from OpenSim since ever. Thanks to ↵Diva Canto2013-07-211-1/+4
| | | | 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.
* Filter certain viewer effects depending on distance between the avatar that ↵Diva Canto2013-07-211-7/+25
| | | | 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)
* A couple of small optimizations over the previous commitDiva Canto2013-07-211-1/+1
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* Manage AgentUpdates more sanely:Diva Canto2013-07-211-40/+70
| | | | | | - 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
* Improvements to the ServiceThrottleModule: added a category and an itemid to ↵Diva Canto2013-07-161-1/+9
| | | | the interface, so that duplicate requests aren't enqueued more than once.
* Added IServiceThrottleModule.csDiva Canto2013-07-161-0/+11
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* Let's go easy on authenticating ChildAgentUpdates, otherwise this will be ↵Diva Canto2013-07-141-7/+5
| | | | chaotic while ppl are using different versions of opensim. Warning only, but no enforcement.
* Fix broken tests -- the test setup was wrong... sigh.Diva Canto2013-07-141-0/+1
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* Authenticate ChildAgentUpdate too.Diva Canto2013-07-142-16/+29
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* Change the auth token to be the user's sessionid.Diva Canto2013-07-142-3/+3
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* And this fixes the other failing tests. Justin, the thread pool is not being ↵Diva Canto2013-07-131-2/+0
| | | | initialized in the tests!
* This should fix the failing test.Diva Canto2013-07-131-2/+1
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* Deleted a line too manyDiva Canto2013-07-131-0/+3
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* Guard against unauthorized agent deletes.Diva Canto2013-07-133-10/+30
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* Some more debug to see how many threads are available.Diva Canto2013-07-131-0/+2
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* That didn't fix the problem.Diva Canto2013-07-131-26/+34
| | | | | | 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.
* Trying to reduce CPU usage on logins and TPs: trying radical elimination of ↵Diva Canto2013-07-131-34/+26
| | | | all FireAndForgets throughout CompleteMovement. There were 4.
* This commit effectively reverses the previous one, but it's just to log that ↵Diva Canto2013-07-131-4/+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!
* Same issue as previous commit.Diva Canto2013-07-131-3/+4
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2013-07-131-8/+12
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| * Reinsert PhysicsActor variable back into SOP.SubscribeForCollisionEvents() ↵Justin Clark-Casey (justincc)2013-07-131-8/+12
| | | | | | | | | | | | | | | | 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.
* | Moved SendInitialDataToMe to earlier in CompleteMovement. Moved ↵Diva Canto2013-07-131-5/+14
|/ | | | | | | | 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.