Commit Graph

16998 Commits (06df03d98aefaf3d99b2db9d3b0781c6183b75e1)

Author SHA1 Message Date
Justin Clark-Casey (justincc) 4859bc8c49 Remove accidental timeout left in during earlier debugging. Has been in since two commits ago (b099f26) 2012-06-14 03:13:55 +01:00
Justin Clark-Casey (justincc) 196e014782 OnConnectionClosed listeners, retrieve data from IClientAPI.SceneAgent rather than scanning all scene for the presence with the right id
Stop checking IsLoggingOut on these listeners, if called with a root agent then we always want to perform these actions.
This covers cases where the client is closed due to manual kick, simulator shutdown, etc.
2012-06-14 03:13:37 +01:00
Justin Clark-Casey (justincc) c6ffaaa959 Set IClientAPI.IsActive = false early on client removal due to ack timeout rather than using IsLoggingOut flag.
IsActive is more appropriate since unack timeout is not due to voluntary logout.
This is in line with operations such as manual kick that do not set the IsLoggingOut flag.
It's also slightly better race-wise since it reduces the chance of this operation clashing with another reason for client deactivation (e.g. manual kick).
2012-06-14 03:08:08 +01:00
Justin Clark-Casey (justincc) c3104f4bd2 If the simulator closes a root agent due to ack timeout, then send the client a kick message with that reason, in case it is somehow still listening. 2012-06-14 03:07:32 +01:00
Justin Clark-Casey (justincc) d8c40ca462 In PresenceDetector.OnConnectionClose(), use the IsChildAgent check already available on IClientAPI.SceneAgent rather than retrieving it again by scanning all scenes. 2012-06-14 03:07:25 +01:00
Justin Clark-Casey (justincc) 48f47bb4c7 Comment out the scene presence sitting debug log messages for now 2012-06-14 03:04:09 +01:00
Justin Clark-Casey (justincc) 8db6edbe87 Set CreateDefaultAvatarEntries = true in Robust.HG.ini.example to match Robust.HG.ini
Thanks to Ai Austin for the spot.
2012-06-14 03:04:02 +01:00
Justin Clark-Casey (justincc) a57b78b44b Scale down per frame MS stats to match scaled simulator FPS stat.
This makes frame time stats properly tally with fps, which saves confusion and makes it easier to interpret numbers.
In some ways this is not so artifical - physics FPS runs at the higher rate.
2012-06-14 03:03:26 +01:00
Justin Clark-Casey (justincc) 280d005d55 Start sending spare frame time MS viewer stat. Make frame time correctly display total frame time, not just non-spare time.
This makes it easier to see when components of frame time exceed normal permitted frame time.
Currently reflect scene frame times.
2012-06-14 03:03:01 +01:00
Justin Clark-Casey (justincc) 61e7d4a0e2 Properly show per frame millisecond statistics per frame, not as amount of time taken per second.
This is to make these statistics actually match their names (and also be more accurate as number of frames can vary under heavy load)
Currently using scene frames (11.23 every second) instead of physics frames (56.18 per second)
2012-06-14 02:51:43 +01:00
Justin Clark-Casey (justincc) 3e75083d2d Add last frame time monitor to MonitorModule now that this value is useful 2012-06-14 02:51:17 +01:00
Justin Clark-Casey (justincc) 3d400dd677 Create avatar entries necessary to stop new v3 avatars being clouds (pants, shape, etc.) by default in grid mode.
This only affects avatars created through the "create user" console command or createuser XMLRPC.
This matches the default setting for standalone
2012-06-14 02:50:59 +01:00
Justin Clark-Casey (justincc) 1fbb0f97bf Add documentation to AllowGodFunctions setting in [LL-Functions] 2012-06-14 02:50:43 +01:00
Justin Clark-Casey (justincc) 4968191c1e Fix regression in 5f4f9f0 (Fri Jun 8 2012) which stopped "show stats" and json stats from working 2012-06-14 02:50:36 +01:00
Justin Clark-Casey (justincc) 8889309324 Stop sending a DisableSimulator packet in LLClientView.Close(), which is a duplicate for child agents and unnecessary for root agents.
Close() already calls Scene.RemoveClient() which sends the right eq or udp DisableSimulator message to child agents.
2012-06-14 02:50:28 +01:00
Justin Clark-Casey (justincc) 27a7ba3e6a Instead of retrieving the known client again in LLUDPServer.RemoveClient(), check the IsLoggingOut flag instead.
This is slightly better thread-race wise
2012-06-14 02:50:17 +01:00
Justin Clark-Casey (justincc) 2d16d14ef1 If logging a client out due to ack timeout, do this asynchronously rather than synchronously on the outgoing packet loop.
This is the same async behaviour as normal logouts.
This is necessary because the event queue will sleep the thread for 5 seconds on an ack timeout logout as the client isn't around to pick up the final event queue messages.
2012-06-14 02:50:09 +01:00
Justin Clark-Casey (justincc) f2f8dcd65c Add regression test for client logout due to ack timeout. 2012-06-14 02:50:02 +01:00
Justin Clark-Casey (justincc) 332f8b6623 Remove null checks at top of LLUDPServer.ProcessInPacket(). Neither packet nor client are ever null. 2012-06-14 02:49:55 +01:00
Justin Clark-Casey (justincc) 4eda679e12 Store already retrieve IClientAPI in IncomingPacket structure for later use rather than doing another retrieve on dequeue.
Instead of checking whether the client still exists by trying to retrieve again from the client manager, this patch gets it back from IncomingPacket and checks the IClientAPI.IsActive state.
2012-06-14 02:49:39 +01:00
Justin Clark-Casey (justincc) 498154af80 Don't make duplicate call to ScenePresence.Close() separately in ETM.DoTeleport() if an agent needs closing.
This is always done as part of Scene.RemoveClient()
Also refactors try/catching in Scene.RemoveClient() to log NREs instead of silently discarding, since these are useful symptoms of problems.
2012-06-14 02:49:31 +01:00
Justin Clark-Casey (justincc) ba0ebe6d75 Go back to calling IncomingCloseAgent() in the "kick user" command for consistency instead of IClientAPI.Close() directly.
This no longer double counts child agent removals
2012-06-14 02:49:22 +01:00
Justin Clark-Casey (justincc) 28f93512bc Remove duplicate update of user count in Scene.IncomingCloseAgent()
This is already done in Scene.RemoveClient() which IncomingCloseAgent() always ends up calling.
2012-06-14 02:49:14 +01:00
Justin Clark-Casey (justincc) 78c2ef2346 Fix bug with "kick user" reducing agent counts by 2 instead of 1.
This is done by making the kick user command call IClientAPI.Close() rather than routing through Scene.IncomingCloseAgent(), which also called IClientAPI.Close()
DisableSimulator for child agents is moved from IncomingCloseAgent() to RemoveClient(), this is not a functional change since IncomingCloseAgent() always ends up calling RemoveClient()
2012-06-14 02:49:05 +01:00
Justin Clark-Casey (justincc) d30d68657e Record the fact that child agents can have asset transactions.
Also change code to grab the agent asset transaction module once.
2012-06-14 02:48:56 +01:00
Justin Clark-Casey (justincc) 3a27f656b3 Don't send kill object messages to clients when a child agent is closed. 2012-06-14 02:48:48 +01:00
Justin Clark-Casey (justincc) cc27a6cb84 Log warning if we try to remove a UDP client that has already been removed. 2012-06-14 02:48:36 +01:00
Justin Clark-Casey (justincc) ed21576ce0 Allow the thread watchdog to accept an alarm method that is invoked if the timeout is breached.
This alarm can then invoke this to log extra information.
This is used in LLUDPServer to show which client was being processed when incoming and outgoing udp watchdog alarms are triggered.
2012-06-14 02:48:29 +01:00
Talun 9d9e042b4c Mantis 4597 AgentPaused packet is ignored.
The packet was actually being handled but not acted on.
This change extends the default timeout for paused clients to 5 minutes
and makes both the paused and non-paused timeout periods configurable.
2012-06-14 02:47:21 +01:00
Justin Clark-Casey (justincc) 4fb8d5cfba Remove unused ScenePresence list structure in llGetAgentList() 2012-06-06 01:40:45 +01:00
Justin Clark-Casey (justincc) 896c4b6248 Fix build break whree accidentally did inv.Folders rather than inv.Folders.Count in a minor change. 2012-06-04 21:17:43 +01:00
Justin Clark-Casey (justincc) f6730da13a minor: tidy up some comments 2012-06-04 21:17:23 +01:00
Justin Clark-Casey (justincc) 41d98916df Fix various issues with http inventory
1) The return messages were being wrongly populated with the names of asset, inventory and sale types when their corresponding integers should have been used instead.
2) Folders with links were including the linked items in the descendents figure, when only the links should be included.
3) Links and linked items in link folders were not being included in the return data, and not in the correct order.

Now that these issues have been addressed, outfits and attachments appear to work consistently when HTTP inventory is enabled (as is now the default).
2012-06-04 21:17:15 +01:00
Justin Clark-Casey (justincc) 771539a4e0 Instead of updating sim stats root agent, child, objects and scripts accounts every single scene frame, update in the once every 3 seconds SimStatsReporter run 2012-06-04 21:16:46 +01:00
Justin Clark-Casey (justincc) 27c62bba99 Add optional total avatars, total prims and active prims stats to ODE plugin.
These will act as a sanity check with the main scene stats, to show that physics scene entities are being managed properly.
Total prims will not match scene total prims since physics total does not include phantom prims
2012-06-04 21:08:28 +01:00
Justin Clark-Casey (justincc) 93e053a122 If OdeScene.Near() returns no collision contacts, then exit as early as possible. All subsequent code is only relevant if there are contacts. 2012-06-04 21:08:21 +01:00
Justin Clark-Casey (justincc) eb022f4cc1 Add optional stat for the other collision time per frame not spent in ODE native spaces or geom collision code 2012-06-04 21:08:12 +01:00
Justin Clark-Casey (justincc) 83542034dd Add avatar forces calculation, prim force and raycasting per frame millisecond optional stats 2012-06-04 21:08:02 +01:00
Justin Clark-Casey (justincc) 627382f702 Collection optional avatar and prim taint frame millisecond times 2012-06-04 21:07:51 +01:00
Justin Clark-Casey (justincc) 2eb563b3bb Remove recent optional native collision frame milliseconds stat
Unnecessary since this has now been broken down into space collisions and geom collisions
2012-06-04 21:07:41 +01:00
Justin Clark-Casey (justincc) 54a23f14d5 Add optional stat that records milliseconds spent notifying collision listeners in physics frames 2012-06-04 21:07:32 +01:00
Justin Clark-Casey (justincc) e8059b74f8 Add avatar and prim update milliseconds per frame optional stats 2012-06-04 21:07:23 +01:00
Justin Clark-Casey (justincc) 075909520a Add option native step frame ms stat 2012-06-04 21:07:16 +01:00
Justin Clark-Casey (justincc) 808bf12cd5 Add total ODE frame time optional stat, as a sanity check on the main scene physics stat 2012-06-04 21:07:07 +01:00
Justin Clark-Casey (justincc) 0f39f41317 Break down native ODE collision frame time stat into native space collision and geom collision stats 2012-06-04 21:07:00 +01:00
Justin Clark-Casey (justincc) f23b7ae3e9 Rename new collision stats to 'contacts' - there are/can be multiple contacts per collision and this is what is actually being measured. 2012-06-04 21:06:52 +01:00
Justin Clark-Casey (justincc) 5e4b09fc22 Stop adding an unnecessary duplicate _perloopcontact if the avatar is standing on a prim.
This has already been added earlier on in the method.
2012-06-04 21:06:42 +01:00
Justin Clark-Casey (justincc) 25ab7841b7 minor: comment out currently unused OdeScene.sCollisionData 2012-06-04 21:06:32 +01:00
Justin Clark-Casey (justincc) 0c0e575379 Add ODE avatar and prim collision numbers if extra stats collection is enabled. 2012-06-04 21:06:23 +01:00
Justin Clark-Casey (justincc) 68946bffae Fix OdeScene.GetTopColliders() to return the top 25 colliders rather than the first 25 that had non-zero collision scores.
Also zeros collisions scores on all prims after report collection, not just the top 25.
As before, this collision scores are only reset after a report is requested, which may give unrealistic numbers on the first request.
So to see more realistic scores, ignore the first report and then refresh the request after a couple of seconds or so.
2012-06-04 21:06:13 +01:00