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* Turn off edit beams when object is derezed while being edited. (mantis #6722)Diva Canto2013-08-011-0/+6
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* 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
* minor: Add name to debug lludp packet level feedback on consoleJustin Clark-Casey (justincc)2013-08-011-1/+1
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* 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.
* Try a different approach to slow terrain update by always cycling the loop ↵Justin Clark-Casey (justincc)2013-08-011-1/+2
| | | | | | | | immediately if any data was sent, rather than waiting. What I believe is happening is that on initial terrain send, this is done one packet at a time. With WaitOne, the outbound loop has enough time to loop and wait again after the first packet before the second, leading to a slower send. This approach instead does not wait if a packet was just sent but instead loops again, which appears to lead to a quicker send without losing the cpu benefit of not continually looping when there is no outbound data.
* Revert "Issue: painfully slow terrain loading. The cause is commit ↵Justin Clark-Casey (justincc)2013-08-011-5/+5
| | | | | | d9d995914c5fba00d4ccaf66b899384c8ea3d5eb (r/23185) -- the WaitOne on the UDPServer. Putting it back to how it was done solves the issue. But this may impact CPU usage, so I'm pushing it to test if it does." This reverts commit 59b461ac0eaae1cc34bb82431106fdf0476037f3.
* Issue: painfully slow terrain loading. The cause is commit ↵Diva Canto2013-08-011-5/+5
| | | | d9d995914c5fba00d4ccaf66b899384c8ea3d5eb (r/23185) -- the WaitOne on the UDPServer. Putting it back to how it was done solves the issue. But this may impact CPU usage, so I'm pushing it to test if it does.
* Experimental comment to eneralize the handling of Linden caps when theMic Bowman2013-07-312-1/+53
| | | | | | | 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.
* HGWorldMapModule: unregister event on RemoveRegionDiva Canto2013-07-311-1/+10
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* HGWorldMapModule: check whether it's enabled or not.Diva Canto2013-07-311-0/+6
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* Avoid another null ref opportunity.Diva Canto2013-07-301-1/+1
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* Fix null ref.Diva Canto2013-07-301-1/+1
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* Doing the HG Map / SimulatorFeatures "the right way": moved it to ↵Diva Canto2013-07-302-14/+48
| | | | | | | HGMapModule, hooking on to SimulatorFeatures.OnSimulatorFeaturesRequest event (similar to what the DynamicMenuModule does). Only HG Visitors get this var, to avoid spamming local users. The config var is now called MapTileURL, to be consistent with the login one, and its being picked up from either [LoginService], [HGWorldMap] or [SimulatorFeatures], just because I have a bad memory.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2013-07-308-70/+157
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| * BulletSim: distribute vehicle physical settings to all members ofRobert Adams2013-07-303-43/+61
| | | | | | | | | | | | a linkset. Enables constraint based linksets. Rename some internal variables to clarify whether values world or vehicle relative.
| * BulletSim: test method for debugging of extended physics script operations.Robert Adams2013-07-301-8/+46
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| * BulletSim: make density display and return value consistant with howRobert Adams2013-07-303-8/+22
| | | | | | | | the simulator expects it (scaled to 100kg/m^3).
| * minor: Add timeout secs to connection timeout message. Change message to ↵Justin Clark-Casey (justincc)2013-07-291-8/+9
| | | | | | | | reflect it is a timeout due to no data received rather than an ack issue.
| * Fix issue just introduced in 8efe4bfc2ed7086e9fdf4812297e6525f955f6ac where ↵Justin Clark-Casey (justincc)2013-07-291-1/+1
| | | | | | | | I accidentally left in a test line to force very quick client unack
| * Make "abnormal thread terminations" into "ClientLogoutsDueToNoReceives" and ↵Justin Clark-Casey (justincc)2013-07-291-5/+21
| | | | | | | | | | | | | | add this to the StatsManager This reflects the actual use of this stat - it hasn't recorded general exceptions for some time. Make the sim extra stats collector draw the data from the stats manager rather than maintaing this data itself.
* | After talking to lkalif on the IRC: SimulatorFeatures response: renamed the ↵Diva Canto2013-07-301-6/+7
|/ | | | | | OSDMap GridServices to OpenSimExtras, normalized the url keys under it, and moved ExportEnabled to under it too. Melanie: change your viewer code accordingly. Documentation at http://opensimulator.org/wiki/SimulatorFeatures_Extras
* Removed commented lines and useless debug messageDiva Canto2013-07-281-1/+0
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* Added BasicSearchModule.cs which handles OnDirFindQuery events. Removed that ↵Diva Canto2013-07-284-55/+206
| | | | handler from both Groups modules in core, and replaced them with an operation on IGroupsModule.
* This makes people search work.Diva Canto2013-07-281-0/+41
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* Several major improvements to group (V2) chat. Specifically: handle ↵Diva Canto2013-07-273-5/+5
| | | | | | 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.
* Commented out ChatSessionRequest capability in Vivox and Freeswitch. We ↵Diva Canto2013-07-262-18/+18
| | | | aren't processing it in any meaningful way, and it seems to get invoked everytime someone types a message in group chat.
* Fix regression from 056a6ee7 because the RemoteSimulationConnector uses a ↵Justin Clark-Casey (justincc)2013-07-261-2/+5
| | | | copy of the LocalSimulationConnector but never initializes it (hence ServiceVersion was never set)
* 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)2013-07-263-4/+24
| | | | week's SIMULATOR/0.1 protocol for now.
* Fix NPC regression test failures.Justin Clark-Casey (justincc)2013-07-263-2/+5
| | | | | 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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* Slight improvement: no need to delay the removal of the queues in EQ, ↵Diva Canto2013-07-261-8/+0
| | | | because DisableSimulator is now being sent via UDP
* This should fix all issues with teleports. One should be able to TP as fast ↵Diva Canto2013-07-254-87/+54
| | | | | | | | | 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).
* Return Simulator/0.1 (V1) entity transfer behaviour to waiting only 2 ↵Justin Clark-Casey (justincc)2013-07-261-7/+7
| | | | | | | | | seconds before closing root agent after 15. This is because a returning viewer by teleport before 15 seconds are up will be disrupted by the close. The 2 second delay is within the scope where a normal viewer would not allow a teleport back anyway. Simulator/0.2 (V2) protocol will continue with the longer delay since this is actually the behaviour viewers get from the ll grid and an early close causes other issues (avatar being sent to infinite locations temporarily, etc.)
* Reset DoNotClose scene presence teleport flag before pausing. Rename ↵Justin Clark-Casey (justincc)2013-07-263-4/+6
| | | | DoNotClose to DoNotCloseAfterTeleport
* If a returning teleport starts to reuse a downgraded child connection that ↵Justin Clark-Casey (justincc)2013-07-263-12/+34
| | | | | | | | 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
* Increased the wait time to 15 secs. In a 0.7.5 standalone where the effect ↵Diva Canto2013-07-241-2/+2
| | | | was always present, this seems to have fixed it.
* Deleted all [ZZZ] debug messages.Diva Canto2013-07-242-6/+0
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* The previous commit did fix the infinity problem! I'm putting the same time ↵Diva Canto2013-07-241-7/+13
| | | | on TP_V1 and adding a big red warning on top of those lines.
* Today's wild shot at the infinity problem. Wait on the child agent left behind.Diva Canto2013-07-241-1/+3
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* 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
* One more thing to test in order to let CompleteMovement go up the stack.Diva Canto2013-07-241-2/+3
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* Minor adjustment on timings of waits.Diva Canto2013-07-242-6/+21
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* Changed the RegionHandshake packet to the Unknown queue, so that it is sent ↵Diva Canto2013-07-241-1/+1
| | | | with high priority and hopefully gets to the client before AgentMovementComplete
* 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.
* More on putting TP V1 as it wasDiva Canto2013-07-241-16/+16
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* Minor improvements on TP V1 trying to make it exactly as it was before.Diva Canto2013-07-241-15/+17
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* New Teleport protocol (V2), still compatible with V1 and older. (version of ↵Diva Canto2013-07-245-74/+310
| | | | | | | | 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...