This was necessary historically but hasn't been for many years.
Can still get CreatorIdAsUuid, which is really just a UUID cached version of the string CreatorId
Uses new IEntityInventory.TryGetScriptInstanceRunning()
Makes it clearer that TaskInventoryItem.ScriptRunning cannot be used as it is temporary and not updated.
Viewer 3 will discard such a message if the chat message owner does not match the avatar.
We were filling the ownerID with the primID, so this never matched, hence viewer 3 did not see any script error messages.
This commit fills the ownerID in with the prim ownerID so the script owner will receive script error messages.
This does not affect viewer 1 and associated viewers which continue to process script errors as normal.
Also changes ConsoleUtil.CheckFileExists to CheckFileDoesNotExist() since this is more meaningful in the context, even though it does result in double negatives.
This introduces a pull stat type in addition to the push stat type.
A pull stat takes a method on construction which knows how to update the stat on request.
In this way, special interfaces for pull stat collection are not necessary.
Even when an avatar is standing still, it's sending in a constant stream of AgentUpdate packets that the client creates new UDPPacketBuffer objects to handle.
This option pools those objects. This reduces memory churn.
Currently off by default. Works but the scope can be expanded.
These were neither being returned or in many places reused.
Getting packets from a pool rather than deallocating and reallocating reduces memory churn which in turn reduces garbage collection time and frequency.
This allows different categories of stats to be shown, with options to list categories or show all stats.
Currently categories are scene and simulator and only a very few stats are currently registered via this mechanism.
This commit also adds percentage stats for packets and blocks reused from the packet pool.
The viewer would not see the folder move without this, either on accept or decline.
This commit also updates the TaskInventoryOffered message to better conform with the data LL uses
Changes are, agentID is prim owner rather than prim id, agent name is now simply object name rather than name with owner detail,
message is just folder name in single quotes, message is not timestamped.
However, folder is not renamed "still #RLV/~<name>". Long term solution is probably not to do these operations server-side.
Notes will be added to http://opensimulator.org/mantis/view.php?id=6311
This allows you to display details of all objects in a given bounding box.
Values parts of the co-ord can be left out as appropriate (e.g. to get all objects between the ground and z=30.
See "help show object pos" for more details.
This increments a SlowFrames counter if a frame takes over 120% of maximum time.
This commit also introduces a generic OpenSim.Framework.Monitoring.Stat which is available to any code that wants to register a statistic.
This is more granualar than asking objects to create their own reports.
At some point this will supersede earlier IMonitor and IAlert facilities in MonitoringModule which are only available to scene code.
As far as I know, this was only used by the IBM Rest modules, much of which has been commented out for a very long time now. Other similar code uses HTTP or stream handlers instead.
So commenting this out to reduce code complexity and the need to make this facility consistent with the others where it may not be used anyway.
If this facility is actually being used then please notify me or uncomment it if you are core.
This allows us to associate debug logging messages with the right request.
It also allows us to put a request number on 'long request' logging even if other debug logging is not enabled, which gives us some idea of whether every request is suffering this problem or only some.
This is a separate internal number not associated with any incoming number in the opensim-request-id header, this will be clarified when logging of this incoming request number is re-enabled.
This commit also adds port number to HTTP IN logging to allow us to distinguish between different request numbers on different ports.
This is only printed if debug http level >= 4 and the request didn't take more than the time considered 'long', in which case the existing log message is printed.
This displaces the previous log levels 4 and 5 which are now 5 and 6 respectively.
This is for debugging purposes.
This is controlled via the "debug http" command which can already log incoming requests.
This now gains a mandatory parameter of in, out or all to control what is logged.
Log messages are also shortened and labelled and HTTP IN or HTTP OUT to be consistent with existing UDP PACKET IN and PACKET OUT messages.
Fix inconsistencies between configuration parameter names and their description names. Changing the configuration parameters for non physical prim size min-max from Nonphys* to NonPhys*.
Please update your OpenSim.ini and Regions.ini to reflect these changes.
Merged ArchiveWriteRequestPreparation.cs and ArchiveWriteRequestExecution.cs. This simplifies the code, and it's faster to write each scene to the archive as it's found rather than all at once at the end.
This prevented more than one additional ordinary folder from being created in the base "My Inventory" user folder.
Added regression test for this case.
Switched tests to use XInventoryService with mostly implemented TestXInventoryDataPlugin rather than InventoryService
Disabled TestLoadIarV0_1SameNameCreator() since this has not been working for a very long time (ever since XInventoryService) started being used
since it doesnt' preserve creator data in the same way as InventoryService did and so effectively lost the OSPAs.
However, nobody noticed/complained about this issue and OSPAs have been superseded by HG like creator information via the --home save oar/iar switch.
This is to resolve a reported issue in http://opensimulator.org/mantis/view.php?id=6232
Here, the land management module is using OpenSim.Framework.Cache (the only code to currently do so apart from the non-default CoreAssetCache).
This is to allow a second attempt to remove an avatar even if "show connections" shows them as already inactive (i.e. close has already been attempted once).
You should only attempt --force if a normal kick fails.
This is partly for diagnostics as we have seen some connections occasionally remain on lbsa plaza even if they are registered as inactive.
This is not a permanent solution and may not work anyway - the ultimate solution is to stop this problem from happening in the first place.
will be available to estate owners and managers. If the user using the console
had god privs, they can use "set console on" and "set console off" to switch on
the actual region console. This allows console access from within the viewer.
The region debug console can coexist with any other main console.
This was working in 0.7.2 but was accidentally removed from 0.7.3.
The --publish option for "save oar" will now save oars stripped of parcel owner information as well as scene object info.
Please use the --publish option if you want to publish oars that may be later loaded by others to the same grid from which they were saved.
This aims to capture the amount of memory that OpenSim turns over whilst operating a region.
This memory is not lost - apart from leaks it is reclaimed by the garbage collector.
However, the more memory that gets turned over the more work the GC has to do to reclaim it.
This is fired when all regions are ready or when at least one region becomes not ready.
Recently added EventManager.OnRegionReady becomes OnRegionReadyStatusChange to match OnLoginsEnabledStatusChange
This replaces EventManager.OnLoginsEnabled which only fired when logins were first enabled
and was affected by a bug where it would never fire if the region started with logins disabled.
Also change to use standard table formatting
"show circuits" and "show connections" console commands are very similar but access different data structures.
The encodings are thread-safe and already used in such a manner in other places.
This isn't done where Byte Order Mark output is suppressed, since Encoding.UTF8 is constructed to output the BOM.
This is to help detect situations where thread timeout warnings are being generated because of general machine issues rather than deadlock, network or other problems.
This involves three steps
1) Return gracefully in UrlModule.HttpRequestHandler() instead of throwing an exception when the url cannot be found in its index
2) Return true instead of false in HasEvents() if no matching request is found in the map. This call will only happen in the first place for raced requests.
3) Return a 404 in GetEvents() if the request is not in the index, rather than a blank 200 OK.
Many thanks to Tom Haines in http://opensimulator.org/mantis/view.php?id=6051 for doing some of the work on this.
This is to provide an indication of what's happening now that the default isn't to report every single script start.
Changes XEngine logging level in OpenSim.exe.config from WARN to INFO.
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!)
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.
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.
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).
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.
This reverts commit b0b7b45b94.
Sorry BlueWall, I wanted to discuss an aspect of the data storage but I couldn't assign bugs in 'patch included' state to myself until I changed mantis just now and I forgot to mention it on irc.
I wouldn't normally revert but thinks get tricky when it comes to data formats.
Essentially, I would like to see the Yaw, Pitch and Distance values as separate XML entities (as used in other aspects such as vectors, quaternions) rather than as a . delimited string
We can discuss this more with Oren in opensimulator.org/mantis/view.php?id=6008
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.
This may be the wrong thing to do but stops lots of log spam in HG setups now that the monitoring is extended to other outgoing calls.
LongCallTime may need to be made configurable.
This makes it consistent with other parts of OpenSimulator that are treating ESTATE_MANAGER and ESTATE_OWNER as different entities.
As per opensim-dev mailing list.
This flavour is for changes in addition to the 0.7.3-post-fixes branch that are too large to be considered fixes but should be reasonably stable.
This flavour will almost certainly never see a formal release.
This adds ScenePresence to IClientAPI.SceneAgent earlier on in the add client process so that its information is available to EventManager.OnNewClient() and OnClientLogin()
Also add a code comment as to why we're caching friend information for child agents.
We need to cache child agents so that friends object edit/delete permissions will work across boarders on regions hosted by different simulators.
This reverts commit d9f7b8549b.
This allows us to avoid unnecessary multiple calls to the friends service.
All friends functions originate from the root agent and only go to other root agents in existing code.
This also allows us to eliminate complex ref counting.
Viewer 2/3 contains a bug where the viewer will constantly retry ParcelVoiceInfoRequest requests on voice-disabled parcels where voice is otherwise available.
Attempts to fix this server-side have not been successful - sending a non-OK http code (e.g. a 404) just makes the viewer request again immediately.
Dropping the request entirely is a bit better but the viewer still retries after a minute.
Estate settings already enabled voice by default so doing the same for parcels. This only has an effect if you have any voice system active at all.
Ultimately, the re-request bug needs to be fixed viewer-side (LL suffers from the same issue!) but it might be worth implementing the drop request hack.
This lets us remove the dependency of OpenSim.Framework.dll on data/avataranimations.xml, which is not necessary for ROBUST.
This commit also takes care of the odd situation where animations are stored and used internally with uppercase names (e.g. "STAND")
but scripts refer to them with lowercase names (e.g. "sit").
Update() now accepts a frames parameter which can control the number of frames updated.
-1 will update until shutdown.
The watchdog updating moves above the maintc recalculation for any required sleep since it should be accounted for within the frame.
.NET 4.0 added the method Stream.CopyTo(stream, bufferSize). For .NET 3.5
and before, WebUtil defined an extension method for Stream with the signature
Stream.CopyTo(stream, maxBytesToCopy). The meaning of the second parameter
is different in the two forms and depending on which compiler and/or
runtime you use, you could get one form or the other. Crashes ensue.
This change renames the WebUtil stream copy method to something that
cannot be confused with the new CopyTo method defined in .NET 4.0.
This is to deal with the hundred lines of command splurge when one previously typed "help"
Modelled somewhat on the mysql console
One can still type help <command> to get per command help at any point.
Categories capitalized to avoid conflict with the all-lowercase commands (except for commander system, as of yet).
Does not affect command parsing or any other aspects of the console apart from the help system.
Backwards compatible with existing modules.
This is so that the static MainConsole.Instance doesn't retain references to methods registered by scene and other modules to service commands.
This prevents the scene from being garbage collected at the end of a test.
This is not the final thing preventing GC - next up is the timer started by SimStatsReporter that holds a reference to Scene that prevents end of test gc.
On the first frame, all startup scene objects are added to the physics scene.
This can cause a considerable delay, so we don't start raising the alarm on scene loop timeouts until the second frame.
This commit also slightly changes the behaviour of timeout reporting.
Previously, a report was made for the very first timed out thread, ignoring all others until the next watchdog check.
Instead, we now report every timed out thread, though we still only do this once no matter how long the timeout.
In theory, this means that a 64-bit Windows OS user can now run OpenSim.exe with ODE and use more than 2 (or 3) GB of memory.
However, this is completely untested since I don't currently own a 64-bit Windows box. Feedback appreciated.
Using OpenSim.32BitLaunch.exe should continue to work. Other platforms are unaffected.
This will currently not work with sqlite - I will add that too if this works.
Logging level was DEBUG before 312e145 (Fri Feb 3 2012).
312e145 also accidentally removed the 'general error' log message if any shape deserialization failed.
This commit restores it, though this has no functional impact.
This matches the tickcount masking in the thread watchdog.
For some reason, Util.EnvironmentTickCount() masks ticks by 0x3fffffff instead of 0xffffffff
Some might make a comeback in the future but others are of dubious usefuless for health check purposes, or the complexity of collection outweighs their usefulness.
Some data is available via other means (e.g. "fcache status").
This is damage control es EstateSettings is not the place this can be put.
EstateSettings is nt unique to a region and therefore would introduce
a hard limit of one telehub per estate, completely shutting off the
option of having SL style telehubs, e.g. one per region. Whole
estate teleport routing can still be implemented id desiresd, this
way all options are open while the other way most options get closed
off.
Telehub settings now persist to the database and are saved across sim restarts. So-far this only works on MySQL. this is a work in progress, teleport routing is not yet implemented.
Support for viewer side of telehub management. Can manupulate Telehubs and SpawnPoints from the viewer estate managemnt tools. This is a work in progress and does not yet persist or affect teleport routing.
Update basic profile to use the replaceable interface, making configuration less error-prone. Add support to query avatar's home user account and profile service for regions usng the updated OpenProfileModule with Hypergrid.
Further filters "debug packet <level>" to exclused [Request]ObjectPropertiesFamily if level is below 25.
Adjust some method doc
Minor changes to some logging messages.
There were two problems here:
1) On object group update, we looked for the group is the IClientAPI group cache rather than in the groups service. This fails to groups created newly in that session
2) On object group update, we weren't setting the HasGroupChanged flag. This meant that the change was not persisted unless some other action set this flag.
This commit fixes these issues and hopefully addresses http://opensimulator.org/mantis/view.php?id=5588
This commit also moves HandleObjectGroupUpdate() to the GroupsModule from the Scene.PacketHandlers.cs file
The only caller is the LLUDP stack and this has to validate the UDP circuit itself, so we know that it exists.
This allows us to eliminate another null check elsewhere and simplifies the method contract
This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before.
This may stop some avatars appearing grey on login.
This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity
This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces
This is required for the substitution of different HTTP servers or the newer HttpServer.dll without having to commit to a particular implementation.
This is also required to write regression tests that involve the HTTP layer.
If you need to recompile, all you need to do is replace OSHttpRequest/OSHttpResponse references with IOSHttpRequest/IOSHttpResponse.
This required an option to be added to NullRegionData via ConnectionString for it to act as a non-static instance, so that regression tests (which only load this class once) don't get hopeless confused and complex to compensate.
Normal standalone operation unaffected.
This involves getting IScene.RequestModuleInterfaces() to return an empty array (as was stated in the method doc) rather than an array containing one null entry.
Callers adjusted to stop checking for the list reference being null (which never happened anyway)
These are just the result of an attempt to canonicalize received messages - it's not important that we constantly log them.
Also finally get the deregister grid service message working properly
This is necessary so that code in HttpServer can use framework facilities such as the thread watchdog for monitoring purposes.
Doing this shuffle meant that MainServer was moved into OpenSim/Framework/Servers
Also had to make OpenSim.Framework.Console rely on OpenSim.Framework rather than the other way around since it in turn relies on HttpServer
MainConsole and some new interfaces had to be moved into OpenSim/Framework to allow this. This can be reverted if parts of OpenSim.Framework stop relying on console presence (cheifly RegionInfo)
This had stopped working. However, at the moment it still allows the physics flag to be set even though this has no effect. This needs to be fixed.
Default for this flag is true as previously.
I added the boolean config setting "allow_regionless", defaulting to false. If set to true, opensim will start up ok if no region configurations are found in the specified region_info_source. It will not ask the user to create a region.
When a slider parameter is changed, the viewer uploads a new shape (or other asset) and the item is updated to point to it.
Viewer 1 uploaded the data in the initial request itself, so the asset references was almost always correctly updated.
However, viewer 3/2 always uploads data in a subsequent xfer, which exposed a race condition where the viewer would make the item update before the asset had uploaded.
This commit shuffles the order of operations to avoid this race, the item is updated with the new asset id instead of the old one while the upload was still taking place.
A second race had to be fixed where avatar appearance would also be updated with the old asset id rather than the new one.
This was fixed by updating the avatar appearance ids when the appearance was actually saved, rather than when the wearables update was made.
There were a few variables in LocalConsole with single character names, and the class fields did not use the m_ prefix.
I also removed a redundant variable, h. It was being set to 1 in a couple of places, and incremented in another, but never actually used.
Pressing backspace causes hidden input (such as passwords) to be revealed on the console. The echo state was not being taken into account when handling a backspace key press.
This is the message sent to the client when the object is returned.
We were sending byte[0] in the binary bucket. This didn't kill viewer 1 but did terminate viewer 3 (don't know about viewer 2).
So sending "\0" instead.
This is to address http://opensimulator.org/mantis/view.php?id=5683
When a user logs in, the attachment item ids are pulled from persistence in the Avatars table. However,
the asset ids are not saved. When the avatar enters a simulator the attachments are set again. If
we simply perform an item check then the asset ids (which are now present) are never set, and NPC attachments
later fail unless the attachment is detached and reattached.
Hopefully resolves part of http://opensimulator.org/mantis/view.php?id=5653
This was happening because we were using the source avatar's item IDs in the clone appearance.
Switch to using the asset IDs of attachments instead for NPCs.
The InventoryAccessModule and AttachmentModule had to be changed to allow rezzing of an object without an associated inventory item.
Hopefully goes some way towards resolving http://opensimulator.org/mantis/view.php?id=5653
This is done by introducing a PresenceType enum into ScenePresence which currently has two values, User and Npc.
This seems better than a SaveAttachments flag in terms of code comprehension, though I'm still slightly uneasy about introducing these semantics to core objects
This executes the callback on the same thread that made the request. Designed for use only by regression tests that rely on a predicable event ordering.
this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path.
currently implemented in osNpcMoveToTarget(), but none of this is final.
This works by serializing and deserializing NPC AvatarAppearance to a notecard in the prim inventory and making the required baked textures permanent.
By using notecards, we avoid lots of awkward, technical and user-unfriendly issues concerning retaining asset references and creating a new asset type.
Notecards also allow different appearances to be swapped and manipulated easily.
This also allows stored NPC appearances to work transparently with OARs/IARs since the UUID scan will pick up and store the necessary references from the notecard text.
This works in my basic test but is not at all ready for user use or bug reporting yet.
This is not used for anything - appearances are always properties of objects with ids (ScenePresence, AgentCircuitData) and just has the potential to get out of sync when the appearance is cloned.
Had to stop using AvatarService for now since it doesn't store baked texture IDs (which is why this was failing).
Also failing because cloning appearance was also cloning the AvatarApperance.Owner field, which we weren't then changing.
Extended TestCreate() to check this.
This is to avoid bugs where the locale is not manually set on the thread and bad data values get sent to the database or over the wire.
Lots of code does this manually but as we've seen, a subtle change can hit code which has forgotton to do this.
Since en_US show be used throughout the server at present, setting it at FireAndForget seems reasonable.
Arguably, it would be better to do this where data is sent, but doing it here is much easier.
All the manual BeginInvokes() remaining in the code should probably call FireAndForget instead.
This is to accomodate situations where the authorization service is being used by the hypergrid, where visitors have no user account.
See http://opensimulator.org/mantis/view.php?id=5517, this code is somewhat adapted/cleaned up from Michelle's patch
I'm a little ambivalent about this since visitors could put anything in firstname/lastname so it's not much of an auth measure.
It's up to the auth service to decide which data it actually uses.
Possibly we should be passing through other info such as agent circuit ip
Some items had completely wrong permissions - this is easier than correcting them all.
The ability to set permissions in xml is retained since there are use cases for this (e.g. to create no-mod library scripts)
Library items always need the same permissions, so it doesn't make sense to load them from the xml files. This just opens the door to permissions mistakes.
This is instead of logging "Invalid XML" for all failures, even if they weren't a result of invalid xml.
A default TReponse is returned in the event of a 404, which is the same behaviour as previously.
Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does
After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory
When phantom is toggled, the sculptdata is regenerated before remeshing.
But on resize, the sculptdata is not regenerated.
So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled.
We compare existing and loaded asset by doing an SHA1 on both, so that a changed library asset will still update the store.
This cuts asset library load time from 10 seconds to <1 sec.
Note, a fix on the previous commit revealed a bug where a library script cannot be copied except on the first login after a cache clear.
This is unrelated to this commit and needs to be fixed at some subsequent time.
As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some submesh blocks may just have the flag "NoGeometry" to signal that they provide no mesh data.
If a block contains this, ignore it for meshing purposes rather than suffer a ClassCastException
This fixes physics proxy meshing, so you can now walk through mesh doorways, properly stand on the trailer of mesh trucks, etc.
To get mesh physics proxy, the UseMeshiesPhysicsMesh must be true in a [Mesh] config section in OpenSim.ini (example in OpenSimDefaults.ini).
Convex hull physics not currently supported.
If a user with a very large inventory right-clicks on their "My Inventory" folder, viewer 1 code will send a massive number of Fetchinventory requests.
Even though each is handled asynchronously via a pool thread, the sheer frequency of requests overwhelms the pool and freezes inbound packet handling.
This change makes the first Fetchinventory thread also handle subsequent requests, freeing up the other threads.
Further efficiencies could be made by handling all the items in a particular FetchInventory request together, rather than separately.
and currently used for all of an avatars attachments by the other
policies. Also changed the way items are pulled from the update queues
to bias close objects even more.
command to look at the entity update priority queue. Added a "name" parameter
to show queues, show pqueues and show throttles to look at data for a specific
user.