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* Add ScenePresenceTeleportTests.TestSameSimulatorIsolatedRegionsV2() ↵Justin Clark-Casey (justincc)2013-08-175-10/+109
| | | | | | regression test for v2 transfers. Also adjusts names of teleport setup helpers in EntityTransferHelpers
* Add TestSameSimulatorNeighbouringRegionsV2() regression test for v2 entity ↵Justin Clark-Casey (justincc)2013-08-161-2/+87
| | | | transfer protocl
* refactor: Make ↵Justin Clark-Casey (justincc)2013-08-161-1/+1
| | | | AttachmentModulesTests.TestSameSimulatorNeighbouringRegionsTeleportV2 use already available TestClient handle rather than retrieving it via the ScenePresence
* Packet headers are not zero-encoded so don't try to zero-decode these in ↵Justin Clark-Casey (justincc)2013-08-161-16/+9
| | | | | | | | PacketPool.GetType() Instead adjusts code with that from Packet.BuildHeader(byte[], ref int, ref int):Header in libomv This stops packet decoding failures with agent UUIDs that contain 00 in their earlier parts (e.g. b0b0b0b0-0000-0000-0000-000000000211) Thanks to lkalif for pointing this out.
* Try to make "slow down" message that one could receive on rapid teleporting ↵Justin Clark-Casey (justincc)2013-08-151-1/+2
| | | | | | | | more informative to the user. This message is seen on V2 if one attempts to quickly re-teleport from a source region where one had previously teleported to a non-neighbour and back within 15 secs. The solution here is for the user to wait a short while. This message can also be seen on any teleport protocol if one recieves multiple teleport attempts simultaneously. Probably still useful here to help identify misbehaving scripts.
* Move DoNotCloseAfterTeleport flag reset before UpdateAgent in V2 to avoid a ↵Justin Clark-Casey (justincc)2013-08-151-2/+6
| | | | low probability where the destination re-establishing the child connection before the flag was reset
* Rely on the Scene.IncomingCloseAgent() check as to whether the connection ↵Justin Clark-Casey (justincc)2013-08-152-15/+7
| | | | | | 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()
* Do not use the SP.DoNotCloseAfterTeleport flag for child agent connections.Justin Clark-Casey (justincc)2013-08-152-23/+32
| | | | | | | 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.
* Actually implement the bot request object textures switch started in 225cf0d.Justin Clark-Casey (justincc)2013-08-142-0/+9
| | | | Forgot to propogate it down to bot level.
* minor: Comment out AvatarPicketSearch caps log message for now, which is ↵Justin Clark-Casey (justincc)2013-08-141-1/+1
| | | | occuring on every login and entity transfer
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2013-08-145-6/+28
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| * BulletSim: include check for volume detect in check for zeroing avatar motion.Robert Adams2013-08-142-2/+6
| | | | | | | | | | | | | | Normally, avatar motion is zeroed if colliding with a stationary object so they don't slide down hills and such. Without volume detect check this also allowed avatars to stand on volume detect objects and to have some jiggling when they were in the volume detect object. This commit fixes both.
| * BulletSim: add physical object initialized flag so updates and collisionsRobert Adams2013-08-145-5/+23
| | | | | | | | | | | | | | | | | | don't happen until the object is completely initialized. This fixes the problem of doing a teleport while the simulator is running. The destruction of the physical object while the engine is running means that the physics parameter update would overwrite the new position of the newly created avatar.
* | minor: remove unused entity transfer config in teleport v2 attachments testJustin Clark-Casey (justincc)2013-08-141-1/+0
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* Add stat clientstack.<scene>.IncomingPacketsOrphanedCount to record ↵Justin Clark-Casey (justincc)2013-08-141-4/+29
| | | | well-formed packets that were not initial connection packets and could not be associated with a connected viewer.
* Count any incoming packet that could not be recognized as an LLUDP packet as ↵Justin Clark-Casey (justincc)2013-08-141-21/+44
| | | | | | | a malformed packet. Record this as stat clientstack.<scene>.IncomingPacketsMalformedCount Used to detect if a simulator is receiving significant junk UDP Decimates the number of packets between which a warning is logged and prints the IP source of the last malformed packet when logging
* If pCampbot has been asked to shutdown, don't carry on logging in queued botsJustin Clark-Casey (justincc)2013-08-141-1/+11
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* Add pCampbot RequestObjectTextures ini setting to control whether textures ↵Justin Clark-Casey (justincc)2013-08-142-0/+9
| | | | are requested for received objects.
* Add method doc to Scene.RemoveClient() to ask any callers to use ↵Justin Clark-Casey (justincc)2013-08-142-0/+25
| | | | | | | | 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.
* Shutdown a bot's actions by making it check for disconnecting state rather ↵Justin Clark-Casey (justincc)2013-08-141-3/+3
| | | | | | than aborting the thread. Aborting the thread appears to be causing shutdown issues.
* Add a -form switch to pCampbot to allow one to login a sequence of bots ↵Justin Clark-Casey (justincc)2013-08-142-4/+8
| | | | starting from numbers other than 0
* Add the ability to explicitly specify a login start location to pCampbot via ↵Justin Clark-Casey (justincc)2013-08-143-27/+76
| | | | the -start parameter
* BulletSim: move the creation of the avatar movement actor creating toRobert Adams2013-08-131-7/+7
| | | | | | taint time. Attempt to fix a problem of teleporting within the same region where the remove and addition of the physical avatar occasionally ends up with a non-moving avatar.
* Add a SendAgentUpdates setting to a new pCampbot.ini.example file which can ↵Justin Clark-Casey (justincc)2013-08-133-40/+50
| | | | | | control whether bots send agent updates pCampbot.ini.example is used by copying to pCampbot.ini, like other ini files
* minor: Eliminate one of the duplicate 'have's in the HG message telling the ↵Justin Clark-Casey (justincc)2013-08-131-1/+1
| | | | user if no GroupsServerURI has been given in user data by the home grid
* Remove exception when printing error for failure removing script state.Robert Adams2013-08-131-1/+1
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2013-08-124-13/+26
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| * BulletSim: add check in avatar stair step code to verify the collisionRobert Adams2013-08-124-13/+26
| | | | | | | | | | | | | | | | is not with a volume detect object. This fixes a problem of avatars trying to step over a volume detect object that they collide with. This appeared as the avatar popping up as it started to step up but then continuing on since the object wasn't physically interacting.
* | Make show bots pCampbot console command print connected, connecting, etc. ↵Justin Clark-Casey (justincc)2013-08-121-0/+13
|/ | | | bot totals at end.
* Don't try and send group updates to NPCs via event queue, since NPCs have no ↵Justin Clark-Casey (justincc)2013-08-122-4/+7
| | | | | | | event queue. I think there is an argument for sending this information to NPCs anyway since in some cases it appears a lot easier to write server-side bots by hooking into such internal events. However, would need to stop event messages building up on NPC queues if they are never retrieved.
* minor: Extend warning message when adding trying to add an event for a ↵Justin Clark-Casey (justincc)2013-08-121-3/+8
| | | | client without a queue to include the event message name.
* Get rid of issue where removing NPCs would through an exception by routing ↵Justin Clark-Casey (justincc)2013-08-121-1/+3
| | | | | | close through Scene.IncomingCloseAgent() and NPCAvatar.Close() rather than directly to Scene.RemoveClient(). This exception was actually harmless since it occurred at the very last stage of the remove client process.
* Add none behaviour to pCampbot when one wants bots to just stand aroundJustin Clark-Casey (justincc)2013-08-123-10/+57
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* Create TestSameSimulatorNeighbouringRegionsTeleportV2() regression test for ↵Justin Clark-Casey (justincc)2013-08-122-9/+130
| | | | V2 transfer protocol.
* Stats treaking. Update ToOSDMap for Stat and PercentageStat to returnRobert Adams2013-08-104-150/+235
| | | | | all the various numbers that have been added to the console output. Break out EventHistogram from CounterStat.
* minor: Consistently log IOCP for IO completion thread startup log ↵Justin Clark-Casey (justincc)2013-08-091-3/+3
| | | | information instead of mixing this with "IO Completion Threads"
* Increase wait for source region to sent UpdateAgent to 10 seconds instead of 4.Justin Clark-Casey (justincc)2013-08-091-1/+1
| | | | | | 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.)
* Add missing file from b1c26a56Justin Clark-Casey (justincc)2013-08-091-0/+102
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* Merge branch 'TeleportWork'Justin Clark-Casey (justincc)2013-08-098-134/+268
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| * Comment back out seed dump code enabled in b1c26a56. Also adds a few ↵Justin Clark-Casey (justincc)2013-08-091-16/+22
| | | | | | | | teleport comments.
| * Fix an issue with an A->C->B->A teleport where these regions are in a row ↵Justin Clark-Casey (justincc)2013-08-091-0/+8
| | | | | | | | | | | | | | (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
| * Fix an issue where under teleport v2 protocol, teleporting from regions in ↵Justin Clark-Casey (justincc)2013-08-088-147/+267
| | | | | | | | | | | | | | | | | | | | 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
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2013-08-0915-81/+293
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| * | BulletSim: adjust avatar position when the avatar's size is changed.Robert Adams2013-08-082-4/+12
| | | | | | | | | | | | | | | | | | This fixes the problem of avatars bouncing when logged in. Added a little height to the avatar height fudges to eliminate a problem of feet being in the ground a bit.
| * | Make m_originRegionID in ScenePresence public to allow DSG module to work ↵Dan Lake2013-08-081-2/+2
| | | | | | | | | | | | for now. Once the code churn on teleport ends, I can find a better solution
| * | Add parameter and explanation of ManagedStats return to OpenSimDefaults.ini.Robert Adams2013-08-082-2/+8
| | | | | | | | | | | | | | | Add 'callback' query parameter to managed stats return to return function form of JSON data.
| * | Better error reporting when registering LSL function extensions (comms module).Robert Adams2013-08-081-4/+13
| | | | | | | | | | | | | | | | | | For unknown reasons, a dynamic function signature cannot have more than 5 parameters. Error message now tells you this fact so you can curse MS and then go change your function definitions.
| * | Add a JSON web fetch of the statististics managed by StatsManager.Robert Adams2013-08-083-0/+40
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Disabled by default. Enable by setting [Startup]ManagedStatsRemoteFetchURI="Something" and thereafter "http://ServerHTTPPort/Something/" will return all the managed stats (equivilent to "show stats all" console command). Accepts queries "cat=", "cont=" and "stat=" to specify statistic category, container and statistic names. The special name "all" is the default and returns all values in that group.
| * | * Added set water height <height> [<x>] [<y>] console command following the ↵teravus2013-08-071-1/+30
| | | | | | | | | | | | set terrain heights console command as an example.
| * | * This makes in-world terrain editing smoother, even in MegaRegions. This ↵teravus2013-08-071-3/+30
| |/ | | | | | | change only affects the editing user's experience. Non-editing users will see nothing different from the current 'slow' result. See comments for the thought process and how the issues surrounding terrain editing, cache, bandwidth, threading, terrain patch reliability and throttling were balanced.