Commit Graph

14395 Commits (1912215c40e1ea1f89710306c6f3d23e303d433a)

Author SHA1 Message Date
Justin Clark-Casey (justincc) a0482bccc7 Remove STARTUP COMPLETE message from the startuplogo.txt file and into main logging 2012-06-20 23:55:36 +01:00
Justin Clark-Casey (justincc) 3291e256ba Comment out the neighbour and land in connectors from info logging that they are starting up 2012-06-20 23:55:27 +01:00
Justin Clark-Casey (justincc) fb7573f713 Comment out recently added log message detailing number of scripts started when compile queue empties for now 2012-06-20 23:55:16 +01:00
Justin Clark-Casey (justincc) 4684207d6e Raise some IO associated Exception logging in XEngine to error level, in line with other similar cases.
Remove more unnecessary Close() calls - these are being triggered by the Dispose() called when exiting the using statement for these sdk io objects.
2012-06-20 23:55:09 +01:00
Justin Clark-Casey (justincc) 499b778391 Log how many scripts are candidates for starting and how many are actually started.
Adds DebugLevel infrastructure to XEngine though currently commented out and unused.
2012-06-20 23:54:16 +01:00
Justin Clark-Casey (justincc) 9779ceded5 If RegionReady is active, don't falsely say that logins are enabled in the main scene loop before RegionReady is signalled when initial script compilation finishes.
Also raises this logging level to Info from Debug since this information is of high importance.  This matches the behaviour of the RegionReady module
2012-06-20 23:44:28 +01:00
Justin Clark-Casey (justincc) 512d0ac411 minor: If logging because mesh/sculpt data isn't present for an object, log object UUID rather than local id, since UUID doesn't potentially vary between simulator starts. 2012-06-20 23:44:16 +01:00
Justin Clark-Casey (justincc) 981c7d63a0 Like the assembly and text files, only write the c#-lsl linemap in XEngine.SetXMLState() if the trust binaries flag is set.
This doesn't affect other locations where the map is written, such as on script compilation.
2012-06-20 23:44:03 +01:00
Justin Clark-Casey (justincc) 7bd1601a3f minor: Add a little more detail to IOException logging in XEngine.SetXMLState()
Also removes superflous Close() commands for statements taking place within using() constructs
Also adds some comment out debug log messages for future use.
2012-06-20 23:43:47 +01:00
Justin Clark-Casey (justincc) 3aef006e78 Change read config paramter from max_urls_per_simulator to max_external_urls_per_simulator, which is what it was meant to be 2012-06-20 23:33:54 +01:00
Justin Clark-Casey (justincc) 9a6aa528db Fix bug introduced in commit c6e3752 (13 Jun 2012) where poll responses would always return OK even if some other status code had been set 2012-06-20 23:33:46 +01:00
Justin Clark-Casey (justincc) 02a163848c Implement max_external_urls_per_simulator setting in [LL-Functions] to allow configuration of how many urls can be set up by llRequestURL()
Defaults remains as 100.
This setting is per simulator instead of per region due to how the url script module is structured.
2012-06-20 23:33:38 +01:00
Justin Clark-Casey (justincc) b9f122be07 Add region name to UseCircuitCode log messages 2012-06-20 23:33:27 +01:00
Justin Clark-Casey (justincc) e64ca361df Put all debug console commands into a single Debug section rather than scattering them over other categories 2012-06-20 23:33:13 +01:00
Justin Clark-Casey (justincc) 8a11c4e7d4 Make the "debug http" command available for robust as well as the simulator. This allows one to see incoming requests as they happen.
This required making everything use the common MainServer class for registering and retrieving http servers, rather than duplicate structures.
2012-06-20 23:33:04 +01:00
Justin Clark-Casey (justincc) 584a076bec Add main instance to internal MainServer.m_Servers list to simplify internal logic.
This does require the server to be added before it is set as the main Instance
2012-06-20 23:32:57 +01:00
Justin Clark-Casey (justincc) 88596d6097 minor: Tell user the current debug http level if "debug http" console command is executed without a level parameter 2012-06-20 23:32:44 +01:00
Justin Clark-Casey (justincc) 84d97b3bc0 When setting debug http level, do this for all known http servers, not just the main instance. 2012-06-20 23:32:38 +01:00
Justin Clark-Casey (justincc) 2b4e97eeaf Make XMLRPCModule use an existing HTTP server if one already exists on the desired port. 2012-06-20 23:32:30 +01:00
Justin Clark-Casey (justincc) a544280ef2 Get rid of some unnecessary null checks in RegionApplicationBase.StartupSpecific() - a constructor can never return null.
Also adds some method doc to MainServer
2012-06-20 23:32:23 +01:00
Justin Clark-Casey (justincc) 3a0f9836f3 minor: Extend 'debug http' usage statement to 0..3 from 0..2 2012-06-20 23:32:12 +01:00
Justin Clark-Casey (justincc) 4bfac5688d Shuffle "debug http" levels so that 1 and 2 now cause different levels of warn to be logged if we receive invalid xml for xmlrpc. 2012-06-20 23:32:06 +01:00
Justin Clark-Casey (justincc) 0fb93042c6 Fix a regression in BaseHttpServer.HandleXmlRpcRequests() from recent c6e3752
Accidentally make responseString null by default instead of String.Empty.
It needs to be something in case the XmlRpcRequest deserialize throws an exception due to bad xml (a failure which we silently swallow!)
2012-06-20 23:31:50 +01:00
Melanie a3586a7c4b Fix not sending TransferInfo when an asset is not found. This clogs
up the sound pipeline in the viewer.
2012-06-20 23:31:02 +01:00
Justin Clark-Casey (justincc) d4ff56710b Don't include time to transmit response back to requester when assessing slow handling of requests.
This is to avoid logging a 'slow' request when the source of delay is the viewer in processing a response.
This is not something we can do much about on the server end - it's server-side delay that we're interested in.
To ensure consistency, this commit also had to refactor and simplify inbound non-poll network request handling, though there should be no functional change.
IOSHttpResponse no longer exposes the Send() method, only classes in OpenSim.Framework.Servers.HttpServer should be doing this.
Only the GetTextureHandler was sending its own response.  Now it leaves this to BaseHttpServer, like all other core handlers.
2012-06-20 23:29:49 +01:00
Justin Clark-Casey (justincc) 6219c137e1 Fix very recent regression in 917d753 where I put the ++updatesThisCall outside the batching part of ProcessEntityUpdates()
This stopped any batching happening and since this method is called periodically updates were sent very slowly
2012-06-14 04:00:32 +01:00
Justin Clark-Casey (justincc) da3877a77d If we're going to discard a terse update block because it's now someone else's hud, then don't still add it to the list of blocks for the update message. 2012-06-14 04:00:22 +01:00
Justin Clark-Casey (justincc) 10ed7e3bbc correct wrong incomplete comment from previous commit 3c3ea19 in AttachmentsModule 2012-06-14 04:00:04 +01:00
Justin Clark-Casey (justincc) f248f8bf31 Fix a bug where scene objects attached as HUDs through scripts would not disappear for other avatars.
We do this by sending a kill message for that object to all other avatars apart from the one that has the hud.
2012-06-14 03:59:56 +01:00
Justin Clark-Casey (justincc) 6f2031001b Fix a race condition where an object update for a hud could be sent to non-owner avatars if the hud was attached directly from within the region.
If this happens, then the non-owners would see unremovable huds that they did not own until relog, and sometimes even beyond that.
This was due to a race between the entity update and the attachment code when moving an object from within scene to a hud.
2012-06-14 03:59:46 +01:00
Justin Clark-Casey (justincc) 1c5ad8e9ab Add SOG.HasPrivateAttachmentPoint to tell if a SOG has a private attachment point. HUDs attachment points are private.
Change SOP.SendFullUpdateToClient() and SoundModule.PlayAttachedSound() to use this rather than different magic number formulations.
This also corrects a bug in PlayAttachedSound() where the code assumed that all attachment points over 30 were HUDs.
It appears this is no longer true with Neck and Root (Avatar Center)
2012-06-14 03:59:39 +01:00
Justin Clark-Casey (justincc) d8d8b8fc9b minor: remove unnecessary IsAttachment = false setting for new object in UploadObjectAssetModule, property always starts as false 2012-06-14 03:59:09 +01:00
Justin Clark-Casey (justincc) 719efdaf1f minor: refactor part of LLClientView.ProcessEntityUpdates() to remove duplicate code 2012-06-14 03:58:54 +01:00
Justin Clark-Casey (justincc) 6a8e3907ca Remove long obsolete and unused IClientAPI.KillEndDone() 2012-06-14 03:18:23 +01:00
Justin Clark-Casey (justincc) 5a1b8fc6f7 Add ObjectUpdate as one of the packets that can be screened out when setting debug packet level 2012-06-14 03:18:15 +01:00
Justin Clark-Casey (justincc) 00ac962db7 In the osGetGrid functions, if the [GridInfo] section does not exist then return "Configuration Error", as already happens if there is no GridInfoURI 2012-06-14 03:18:08 +01:00
Justin Clark-Casey (justincc) cb518ad68c Add "deregister region" by uuid command to grid service to allow manual deregistration of simulators.
Useful if a simulator has crashed without removing its regions and those regions have been reconfigured differently
2012-06-14 03:18:00 +01:00
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) 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) 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
Justin Clark-Casey (justincc) 2fc461d9ab Add an optional mechanism for physics modules to collect and return arbitrary stats.
If active, the physics module can return arbitrary stat counters that can be seen via the MonitoringModule
(http://opensimulator.org/wiki/Monitoring_Module)
This is only active in OdeScene if collect_stats = true in [ODEPhysicsSettings].
This patch allows OdeScene to collect elapsed time information for calls to the ODE native collision methods to assess what proportion of time this takes compared to total physics processing.
This data is returned as ODENativeCollisionFrameMS in the monitoring module, updated every 3 seconds.
The performance effect of collecting stats is probably extremely minor, dwarfed by the rest of the physics code.
2012-06-04 21:05:57 +01:00
Justin Clark-Casey (justincc) 59a48d9ebb Add console command "teleport user" to allow teleport from the region console
See "help teleport user" on the console for more details
2012-05-31 02:28:30 +01:00
Justin Clark-Casey (justincc) 533d1ea20c refactor: factor out entity transfer state machine into a separate class to make code more analyzable 2012-05-31 02:28:20 +01:00
Justin Clark-Casey (justincc) dca1ca1d07 If handling the failure of teleport, move agent state to CleaningUp when we start the handling.
Also fixes the log warning from ResetInTransit() if the state is cleared direct from Transferring or ReceiveAtDestination, as pointed out in mantis 5426
2012-05-31 02:25:07 +01:00
Justin Clark-Casey (justincc) 20a3907e86 If restating a region, clean up the physics scene after the main scene has been closed not before.
If this is done before then on ODE agent update calls still incoming can fail as they try to use a raycastmanager that has been disposed.
Bullet plugin does nothing on Dispose()
However, I wouldn't be at all surprised if individual region restarting was buggy in lots of other areas.
2012-05-31 02:24:36 +01:00
Blake.Bourque a1b64db942 One can now get hyoergrid region co-ordinates with llRequestSimulatorData 2012-05-31 02:23:00 +01:00
Justin Clark-Casey (justincc) 4d44f2d248 Use GetInventoryItem() in LSL_Api.InventoryKey(string name, int type).
Also removes small bug where calling this method would add 1 to LPS, evne though all callers already did this.
2012-05-31 02:22:53 +01:00
Justin Clark-Casey (justincc) 67abbcf269 Use SceneObjectPartInventory.GetInventoryItem() in OSSL.AvatarStopAnimation instead of searching the task inventory manually. 2012-05-31 02:22:45 +01:00
Justin Clark-Casey (justincc) 6b819a9032 refactor: replace LSL_Api.InventoryKey(string) largely with SceneObjectPartInventory.GetInventoryItem(string)
Also gets llStopAnimation() to call KeyOrName rather than duplicating logic.
2012-05-31 02:22:27 +01:00
Talun 2021a8aedb Mantis 6028 osAvatarStopAnimation not stopping animations via UUID
Corrected to stop animations using the animation UUID similar to llStopAnimation.
See http://opensimulator.org/wiki/OsAvatarStopAnimation
2012-05-31 02:18:55 +01:00
Justin Clark-Casey (justincc) 58dc175ae3 on agent cross, remove from physics scene after its been placed in transit, not before. 2012-05-31 02:18:27 +01:00
Justin Clark-Casey (justincc) 4ad6763956 refactor: make ETM.CrossAgentToNewRegionAsync neighbourRegion == null check return earlier to simplify method 2012-05-31 02:18:20 +01:00
Justin Clark-Casey (justincc) 702826b850 Fix bug where a failed QueryAccess to a remove region would always have the reason "Communications failure" no matter what the destination region actually returned 2012-05-31 02:18:11 +01:00
Justin Clark-Casey (justincc) 8d30a1f74b Stop it being possible for an agent to teleport back to its source region before the source region has finished cleaning up old agent data and structures.
If this is allowed, then the client usually gets forcibly logged out and data structures might be put into bad states.
To prevent this, the binary state machine of EMT.m_agentsInTransit is replaced with a 4 state machine (Preparing, Transferring, ReceivedAtDestination, CleaningUp).
This is necessary because the source region needs to know when the destination region has received the user but a teleport back cannot happen until the source region has cleaned up.
Tested on standalone, grid and with v1 and v3 clients.
2012-05-31 02:18:03 +01:00
Justin Clark-Casey (justincc) 1a988ba835 In remote QueryAccess, also receive the actual status (true|false) instead of always true no matter what the callee actually returned.
This was due to two things
1) SimulationServiceConnector.QueryAccess was always looking to the outer result["success"].
But if a "_Result" map is returned (which is certainly the case right now), then the true success is _Result["success"], result["success"] is always true no matter what
2) If QueryAccess was false at the destination, then AgentHandlers.DoQueryAccess() was never putting this in the result.
The default action of SerializeJsonString() is not to put false booleans in the JSON!!!, so this has to be explicitly set.
2012-05-31 02:17:55 +01:00
Justin Clark-Casey (justincc) c422f852a6 Don't actually proceed on a within-region teleport if another is already taking place, rather than just (falsely) logging that we're not going to proceed.
An oversight from recent commit 9ab0c81
2012-05-31 02:17:49 +01:00
Justin Clark-Casey (justincc) bcacdb3352 On inter-region teleport, only stand the avatar up if the QueryAccess call to the destination scene actually succeeds. 2012-05-31 02:17:42 +01:00
Justin Clark-Casey (justincc) cd61567de8 Now that the EntityTransferModule is per-region, fetch the event queue module once rather than repeatedly via scene presences 2012-05-31 02:17:35 +01:00
Justin Clark-Casey (justincc) 5c48c3c57a Fix issue where a dns resolution failure on the final destination might leave the user unable to teleport since the transit flag was not being reset.
This moves the 'already in transit' check further up and resets the flag if dns resolution fails and in the new required places.
2012-05-31 02:17:28 +01:00
Justin Clark-Casey (justincc) 7692ccc0cc Make ISimulationScene.GetScene() used the more efficient region id for lookup rather than the region handle. 2012-05-31 02:17:18 +01:00
Justin Clark-Casey (justincc) 17cc7e85e2 If an agent is still registered as 'in transit' by the source region, don't allow an immediate teleport back.
This is to help relieve a race condition when an agent teleports then immediately attempts to teleport back before the source region has properly cleaned up/demoted the old ScenePresence.
This is rare in viewers but much more possible via scripting or region module.
However, more needs to be done since virtually all clean up happens after the transit flag is cleared .
Possibly need to add a 'cleaning up' state to in transit.
This change required making the EntityTransferModule and HGEntityTransferModule per-region rather than shared, in order to allow separate transit lists.
Changes were also required in LocalSimulationConnector.
Tested in standalone, grid and with local and remote region crossings with attachments.
2012-05-31 02:16:52 +01:00
Justin Clark-Casey (justincc) 96b3e1d0fa Don't eagerly clear frame collision events when physics actors subscribe and unsubscribe from collisions, in order to avoid a race condition.
Since this is done directly from ScenePresence, it can lead to a race condition with the simulator loop.
There's no real point doing it anyway since the clear will be done very shortly afterwards by the simulate loop and either there are no events (for a new avatar) or events don't matter (for a departing avatar).
This matches existing behaviour in OdePrim
2012-05-31 02:11:45 +01:00
Justin Clark-Casey (justincc) dc3cfcbe69 Check agent limit against root agent count rather than both root and child agents
From sl docs such as http://community.secondlife.com/t5/English-Knowledge-Base/Managing-Private-Regions/ta-p/700115
agent should apply to avatars only.
This makes sense from a user perspective, and also from a code perspective since child agents with no physics or actions take up a fraction of root agent resources.
As such, the check is now only performed in Scene.QueryAccess() - cross and teleport check this before allowing an agent to translocate.
This also removes an off-by-one error that could occur in certain circumstances on teleport when a new child agent was double counted when a pre-teleport agent update was performed.
This does not affect an existing bug where limits or other QueryAccess() checks are not applied to avatars logging directly into a region.
2012-05-31 02:05:59 +01:00
Justin Clark-Casey (justincc) 1ca1f80eac Remove a call stack debugging line accidentally left in from a few days ago at SceneObjectPartInventory.ApplyNextOwnerPermissions(). 2012-05-25 02:56:06 +01:00
Justin Clark-Casey (justincc) afe2b437bc minor: Change [OBJECT COMMANDS MODULE] log strings to [REGION COMMANDS MODULE] strings, though all these are currently commented out anyway 2012-05-24 01:24:24 +01:00
Justin Clark-Casey (justincc) dff71c1aa9 Add "show scene" command which lists stats for the currently selected console scene(s)
This includes prim count, script count, avatar count, etc.
Information is currently the same as "show stats", though show stats can only show one scene at a time because it listens for the latest outgoing stats packet (a bad approach that needs to change).
Might be better to tie this module into the other stats module to display arbitrary stats rather than fetching directly from scene.SimStatsReporter.
Console command is "show scene" because "show region" already exists for the grid service, which is unfortunate.
Might need to make a distinction between "scene" relating to a live scene and "region" relating to more static region data (url, coords, etc.)
2012-05-24 01:24:12 +01:00
Justin Clark-Casey (justincc) 7f9a025e30 refactor: Rename ConsoleTableRow and ConsoleTableColumn to ConsoleDisplayTableRow and ConsoleDisplayTableColumn 2012-05-24 01:24:06 +01:00
Justin Clark-Casey (justincc) a0ac284a11 Add ConsoleDisplayList for more consistent formatting of console output in list form.
Convert "show region" to use this structure rather than hand-constructing
2012-05-24 01:23:57 +01:00
Justin Clark-Casey (justincc) 5341036261 refactor: rename ConsoleTable -> ConsoleDisplayTable for clarity 2012-05-24 01:23:50 +01:00
Justin Clark-Casey (justincc) 46a6cab307 Add missing Y co-ord in "show region" console command information 2012-05-24 01:23:43 +01:00
Justin Clark-Casey (justincc) edb17d1aac Lay out "show region" information in an easier to read line by line format 2012-05-24 01:23:34 +01:00
Justin Clark-Casey (justincc) dd05e96066 Fetch the dialog module reference in AttachmentsModule in RegionLoaded() not AddRegion()
The reference is not guaranteed to be there when AddRegion() is called but will definitely be present at RegionLoaded() if it's going to be present at all.
2012-05-24 01:23:27 +01:00
Justin Clark-Casey (justincc) ed0878ca23 minor: Make log class names in InventoryAccessModule uniform 2012-05-24 01:23:20 +01:00
Justin Clark-Casey (justincc) 54c222be26 Fix bug where an avatar that had an object they owned attached through llAttachToAvatar() or osForceAttachToAvatar() would wrongly have next permissions come into play when they detached that object and rezzed it in scene.
This is because the attachments module code was setting the 'object slam' bit by using PermissionMask.All
Solution here is to route the attachment item creation call through the existing inventory code in BasicInventoryAccessModule rather than copy/pasted code in AttachmentsModule itself.
2012-05-24 01:23:09 +01:00
Justin Clark-Casey (justincc) 80d139297a Setting 'in transit' on a local teleport as well as inter-region teleports.
This is to eliminate possible race conditions if two teleport calls are made concurrently, where at least one is a local teleport.
This is pretty much impossible on a manual user teleport but can happen on script-invoked teleports.
2012-05-24 01:23:03 +01:00
Justin Clark-Casey (justincc) 8e6459f616 minor: extend commented out LinkInventoryItem log message for future use 2012-05-24 01:22:48 +01:00
Justin Clark-Casey (justincc) ba909cb692 Fix bug where outfit folders could not be renamed.
Outfit folders are a type of system folder whose details are allowed to change.
2012-05-24 01:19:53 +01:00
Justin Clark-Casey (justincc) 7bbab2f1d5 Fix issue where a new outfit folder is not created when a new outfit is saved if there are no previous outfits
This was because AddFolder() was disallowing these though they are legal.
2012-05-24 01:14:44 +01:00
Justin Clark-Casey (justincc) e5f3af4abe Fix build break. Comment out EQG deregister/register logging. 2012-05-24 01:10:33 +01:00
Justin Clark-Casey (justincc) 5c828724f3 Add level 2 debug eq logging which logs event queue polls.
Refactor: eq message logging into common method.
2012-05-24 01:10:15 +01:00
Justin Clark-Casey (justincc) 6538dd24bb Invoke log4net configurator in pCampBot.exe in order to get OpenSim sylte logging 2012-05-24 01:10:09 +01:00
Justin Clark-Casey (justincc) 996abe1ea5 refactor: move EventQueueGet path generation into common method. Rename some local variables in line with code conventions. Add commented out EQG log lines for future use. 2012-05-24 01:09:58 +01:00
Justin Clark-Casey (justincc) f421e0c3d1 Don't eagerly clear frame collision events when physics actors subscribe and unsubscribe from collisions, in order to avoid a race condition.
Since this is done directly from ScenePresence, it can lead to a race condition with the simulator loop.
There's no real point doing it anyway since the clear will be done very shortly afterwards by the simulate loop and either there are no events (for a new avatar) or events don't matter (for a departing avatar).
This matches existing behaviour in OdePrim
2012-05-24 01:09:46 +01:00
Justin Clark-Casey (justincc) e4eaca5f9b minor: improve method doc for TestSameSimulatorSeparatedRegionsCreateAgentFails() 2012-05-24 01:08:32 +01:00
Justin Clark-Casey (justincc) ef5925fa18 Add regression TestSameSimulatorSeparatedRegionsCreateAgentFails() 2012-05-24 01:08:30 +01:00
Justin Clark-Casey (justincc) bae48a9394 minor: Remove redundant EstateOwner != UUID.Zero check in IsAdministrator because checking EstateOwner == user
Due to an earlier check we already know that user != UUID.Zero so if EstateOwner == UUID.Zero, EstateOwner == user can never be true
2012-05-24 01:06:47 +01:00
Justin Clark-Casey (justincc) c813ed44d8 Comment out TestSameSimulatorSeparatedRegionsQueryAccessFails() regression test logging accidentally left in 2012-05-17 01:52:15 +01:00
Justin Clark-Casey (justincc) 885bec68bd Add regression TestSameSimulatorSeparatedRegionsQueryAccessFails() 2012-05-17 01:52:06 +01:00
Justin Clark-Casey (justincc) b553a05db3 Remove redundant "Teleport failed:" from reason when QueryAccess fails for the destination simulator. This part of the string is already provided by the viewer.
Also adds more reason logging for diagnostics when teleports are refused/fail.
2012-05-17 01:51:59 +01:00
Justin Clark-Casey (justincc) 5473c4f8cc Route OAR SOG loading through the common SceneObjectSerializer.FromXml2Format() rather than the functionally identical but buggy Xml2ToSOG().
Remove buggy Xml2ToSOG().
2012-05-17 01:51:48 +01:00
Justin Clark-Casey (justincc) 0d73f81fb5 Fix issue where loading OARs could sometimes result in link numbers being reordered.
This was because the parts in scene objects were sometimes not serialized in link order.
This is perfectly fine since the parts still have the right link numbers, but an extra fix to adjust for this
had not been done in the SerialiserModule methods that OAR loading used.
Add regression test for same.
Addresses http://opensimulator.org/mantis/view.php?id=5948, http://opensimulator.org/mantis/view.php?id=5749
2012-05-17 01:51:39 +01:00
Justin Clark-Casey (justincc) 66c204b983 Allow use of regular expressions in "show object name", "show part name" and "delete object name" console commands if --regex switch is used.
Deleteing objects by name, creator uuid or owner uuid now requires confirmation to avoid accidental deletion.
2012-05-17 01:51:32 +01:00
Justin Clark-Casey (justincc) afb0600621 minor: add explanative comment to 'missing baked texture' logging commonly seen on inter-simulator teleports where avatar baked textures are not available from the asset service. 2012-05-17 01:50:52 +01:00
Justin Clark-Casey (justincc) a13f2c6985 minor: comment out individual attachment transfer log messages for now 2012-05-17 01:50:45 +01:00
Justin Clark-Casey (justincc) 17c7ef06ba Set the agent in transit teleport flag at the first available opportunity (i.e. when IsInTransit() was being checked) to close down a race condition.
On EntityTransferModule.DoTeleport() there was an IsInTransit() check to prevent multiple simultaneous teleport attempts.
However, the SetInTransit() was only performed later on, which left a window in which multiple threads could pass the IsInTransit() check.
This has been seen in the field and the results aren't pretty.
This commit effectively combines the IsInTransit() and SetInTransit() checks so there is no such window.
More failure cases are made to to call ResetInTransit() to adjust to this move.
2012-05-17 01:50:35 +01:00
Justin Clark-Casey (justincc) 4933ce49b6 Add more region information to some teleport related logging 2012-05-17 01:50:27 +01:00
Justin Clark-Casey (justincc) 5cec1fa50a Fix mono compiler warning.
Last jenkins failure looked like a glitch.
2012-05-17 01:50:14 +01:00
Justin Clark-Casey (justincc) debd83b06a Print out more information on connecting bots 2012-05-17 01:50:02 +01:00
Justin Clark-Casey (justincc) f01618ad1a Stagger multiple bot logins by 5 seconds to make this part of the test more 'realistic'
TODO: Need to make this value configurable by a command line parameter to pCampbot
2012-05-17 01:49:48 +01:00
Justin Clark-Casey (justincc) cfc1dba99b Do bot startup on another thread so console is responsive during this process 2012-05-17 01:49:39 +01:00
Justin Clark-Casey (justincc) 529a3f2400 Do each bot shutdown on its own threads to prevent one slow shutdown holding up all the rest.
This does increase the aggressiveness of shutdown
Also prevents the bot list being locked for a long period, which was preventing commands such as "show bots" from working during shutdown
2012-05-17 01:49:31 +01:00
Justin Clark-Casey (justincc) 7c1abc5225 Increase minimum period between bot actions to 3 seconds, so that teleport doesn't fall under the minimum 2 second limits that clients take to process it 2012-05-17 01:49:15 +01:00
Justin Clark-Casey (justincc) ca22b5e2f0 Change bot.IsConnected to be ConnectionState with Disconnected, Connecting, Connnected and Disconnecting states 2012-05-17 01:48:47 +01:00
Justin Clark-Casey (justincc) 9ec74f2098 Provide feedback on bot login states in pCampbot 2012-05-17 01:48:45 +01:00
Justin Clark-Casey (justincc) cb4ae39cb9 If a bot is not connected, show region name "(none)" instead of throwing an exception in the "show bots" command of pCampbot 2012-05-17 01:46:55 +01:00
Justin Clark-Casey (justincc) 802488814f Add ConsoleTable framework class for future uniform formatting of console output tables.
Still subject to change - if you use this be prepared to change your output code if/when the methods change.
Make new "attachments show" command use this.
2012-05-17 01:46:46 +01:00