This is necessary because the hypergrid groups checks (as referenced by estates) require an agent circuit to be present to construct the hypergrid ID.
However, this is not around until Scene.NewUserConnection(), as called by CreateAgent() in EntityTransferModule.
Therefore, if we're dealing with a hypergrid user, delay the check until NewUserConnection()/CreateAgent()
The entity transfer impact should be minimal since CreateAgent() is the next significant call after NewUserConnection()
However, to preserve the accuracy of query access we will only relax the check for HG users.
This occurs on v2 teleport since the source region now waits 15 secs before closing the old child agent, which could still receive chat.
This commit introduces a ScenePresenceState.PreClose which is set before the wait, so that ChatModule can check for ScenePresenceState.Running.
This was theoretically also an issue on v1 teleport but since the pause before close was only 2 secs there, it was not noticed.
Also separates out log messages to distinguish between close not finding an agent and wrong auth token, and downgrades former to debug and latter to warn
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.
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.
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
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
- Child and root agents are only closed after 15 sec, maybe
- If the user comes back, they aren't closed, and everything is reused
- On the receiving side, clients and scene presences are reused if they already exist
- Caps are always recreated (this is where I spent most of my time!). It turns out that, because the agents carry the seeds around, the seed gets the same URL, except for the root agent coming back to a far away region, which gets a new seed (because we don't know what was its seed in the departing region, and we can't send it back to the client when the agent returns there).
This prevents an issue if the user teleports back to the neighbour simulator of a source before 15 seconds have elapsed.
This more closely emulates observed linden behaviour, though the timeout there is 50 secs and applies to all the pre-teleport agents.
Currently sticks a DoNotClose flag on ScenePresence though this may be temporary as possibly it could be incorporated into the ETM state machine
In this new protocol, and as committed before, the viewer is not sent EnableSimulator/EstablishChildCommunication for the destination. Instead, it is sent TeleportFinish directly. TeleportFinish, in turn, makes the viewer send a UserCircuitCode packet followed by CompleteMovementIntoRegion packet. These 2 packets tend to occur one after the other almost immediately to the point that when CMIR arrives the client is not even connected yet and that packet is ignored (there might have been some race conditions here before); then the viewer sends CMIR again within 5-8 secs. But the delay between them may be higher in busier regions, which may lead to race conditions.
This commit improves the process so there are are no race conditions at the destination. CompleteMovement (triggered by the viewer) waits until Update has been sent from the origin. Update, in turn, waits until there is a *root* scene presence -- so making sure CompleteMovement has run MakeRoot. In other words, there are two threadlets at the destination, one from the viewer and one from the origin region, waiting for each other to do the right thing. That makes it safe to close the agent at the origin upon return of the Update call without having to wait for callback, because we are absolutely sure that the viewer knows it is in th new region.
Note also that in the V1 protocol, the destination was getting UseCircuitCode from the viewer twice -- once on EstablishAgentCommunication and then again on TeleportFinish. The second UCC was being ignored, but it shows how we were not following the expected steps...
The UMMTGUN form of Unknown User seems to appear because a viewer sometimes sends a UUIDNameRequest UDP request that fails to find a binding.
However, in theory the incoming agent should have made that binding before any such request is triggered.
So moving this binding to an earlier point in the process to see if this makes a difference.
Unknown user name is also updated to UserUMMTGUN2 - if you see the old name then you need to clear your viewer cache.
This relates to http://opensimulator.org/mantis/view.php?id=6625
This is to reduce race conditions where neighbours may be responding erratically, thus mixing up create and close agent requests in time.
This mirrors OpenSimulator behaviour on enabling child agents where each region is contacted separately.
This fixes the combined bounding box location for regions bigger than 256x256.
It also fixes the position on taking coalesced objects in the non-root regions, where position checks are properly done on rez instead.
It also fixes the megaregion land channel to return null if the land does not exist, which should probably also be done for the ordinary land channels rather than returning a dummy region.
Inspiration from Garmin's commit in http://opensimulator.org/mantis/view.php?id=6595. Thanks!
This was because the script resumption in AttachmentsModule was firing the attach event instead.
Had to reinstate the code in 285bd3a do we can resume the scripts there instead, though the bug existed before its removal.
This is to resolve http://opensimulator.org/mantis/view.php?id=6578
This is to simplify the code (no tricky 'wasChild' signalling required)
and to reduce the risk of a thread clash between simulator-side attaching (necessary for v1 viewers)
and the viewer-side attaching the v3 viewers perform.
with our own and add export permissions as well as a new definition for "All" as meaning "all conventional permissions" rather than "all possible permissions"
with our own and add export permissions as well as a new definition for "All" as meaning "all conventional permissions" rather than "all possible permissions"
This resolves issues (at least in my tests with LL 3.3.4) where this can make attachments invisible until one zooms in on the avatar.
This doesn't affect version 1 viewers since this delay is shorter than the login delay.
This doesn't increase the login time since this part of the process was already being performed asynchronously.
This may be a temporary solution.
This change also corrects the setting names - they were actually wrong (though the text in {} was correct).
If there are settings in [Startup] they will continue to be used and anything there will override settings in [AccessControl]
Existing map settings in [Startup] will continue to work, and if present will override anything in [Map]
However, the proper place for such settings would now be [Map]
This is to reduce the use of [Startup] as a bag for non-generic settings which should really go in sections, in common with other settings.
This commit also extends Diva's previous work to allow a default setting to be given when looking at multiple sections for settings.
Fix bug that allowed only login access to regions with mis-configured telehubs. Administrators now have teleport access when there exists a mis-configured telehub in the region. Estate owners are now placed at region center in the absence of spawnpoints instead of being denied access. Grid Gods are unrestricted. All others are denied access to the region until spawnpoints are assigned to the telehub object.
This was because we were removing by circuitcode where NPCs have no code.
Now removing by agent ID instead.
This commit also fixes the "show circuits" console command to work properly where the circuit has no associated IP address.
XEngine listeners to EventManager.OnShutdown which is triggered from base.Close().
Possibly it could listen for the earlier OnSceneShuttingDown instead, but the easier solution right now is to relocate disposal of the physics scene.
This bug has existed since c150320 (Thu Jul 26 15:27:18 2012) and was in 0.7.4
I believe UseCircuitCode is sent on EnableSimulator EQ message, rather than EstablishAgentCommunication
At least with LL 3.3.4, EstablishAgentCommunication appears unnecessary in the teleport context -
viewer still requests it though possibly only after TeleportFinish(). However, we will continue to send it.
This controls how many undo steps the simulator will store for each prim.
Default is now 20 rather than 5 as it briefly was.
The default number could be increased through this is a memory tradeoff which will scale with the number of prims in the sim and level of activity.
This was present in the code but not enforced, which led to a memory leak over time as part properties were changed, whether by viewer, script or another source.
This commit enforces that limit, which will soon become configurable.
Regression test for undo limit added
Should help with http://opensimulator.org/mantis/view.php?id=6279
This resends appearance uuids to avatars in the scene once a minute.
I have seen this help in the past resolve grey appearance problems where viewers have for unknown reasons sometimes ignored the packet.
The overhead is very small since only the UUIDs are sent - the viewer then requests the texture only if it does not have it cached.
This setting will not help with cloudy avatars which are usually due to the viewer not uploading baked texture data or uploading something that isn't valid JPEG2000
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.
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.
Add description and default of false (as before) to OpenSimDefaults.ini
If set to true, this config switch will resend avatar appearance information (a small amount of UUID data, not the baked textures themselves) to other avatars in the sim every 60 seconds.
For me, this has helped with situations where avatars appear persistently grey - the LL viewer sometimes did not appear to request assets the first time the appearance data was sent.
However, this switch will not help with other appearance failure situations (e.g. failure to bake assets).
This setting is experimental but will not have any significant impact on the simulator if turned to true.
themselves. For that, the physics module simply calls RequestAssetMethod, which
in turn points to Scene.PhysicsRequestAsset. This gives physics access to
the asset system without introducing unwanted knowledge of the scene class.
c150320 started explicitly disposing of the physics scene and nulling it out on region shutdown.
However, the update loop may not have yet checked Scene.ShuttingDown, particularly if avatars were not in the scene, causing failure when it tried to lookup time dilation.
This commit moves the setting of m_shuttingDown above the existing 500ms pause to notify avatars that they are being kicked.
This should not affect the few other places that use this flag.
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
justincc's original work. Sample scripts before doing so. Also refactor some
crucial common code and eliminate parameters that were only ever used with
the same constant value.
justincc's original work. Sample scripts before doing so. Also refactor some
crucial common code and eliminate parameters that were only ever used with
the same constant value.
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.
This saves listeners from having to re-retrieve the scene from their own lists, which won't work anyway if multiple regions with the same name have been allowed
Also changes separator from comma to bar to match existing [LoginService] config features.
Divergence of config names for identical facilities in different places makes for an unnecessarily confusing user experience.
This is to fix a regression starting from 5301648 where attachments had to start being deleted before persistence in order to avoid race conditions with hud update threads.
This is always done later on in SceneGraph.AddSceneObject() if the call hasn't failed due to sanity checks.
There's no other purpose for this method to exist and it's dangerous/pointless to call in other conditions.
If delete doesn't occur first then the update thread can outrace the IsAttachment = false necessary to save attachments and send hud artifacts to other viewers.
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.
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()
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.
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.
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.
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.)
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.
Will use one of three selected methods to route avatar landing
points when using Telehubs. The setting is in [Startup] using
SpawnPointRouting = closest/random/sequence
closest: The default setting. Routes avatar to the nearest SpawnPoint
to the location.
random: Picks random SpawnPoints to land the avatar.
sequence: Follows a sequence to place the avatar on the next available
SpawnPoint location
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
This involves a large amount of change in test scene setup code to allow test scenes to share shared modules
SetupScene is now an instance method that requires an instantiation of SceneHelpers, though other SceneHelpers methods are still static
May split these out into separate classes in the future.
folder when deleting objects from a scene. The use of the trash
folder causes assets to be created and stored everytime you delete
an object from the scene (slows down the delete and adds mostly useless
assets to your database).
Default is on (use the trash folder) which is the standard behavior.
This was an oversight when removing some race conditions from PhysicsActor setting recently.
Regression tests extended to probe this code path.
Extending regression tests required implementation of a BasicPhysicsPrim (there was none before). However, BasicPhysics plugin is still of no current practical use other than to fill in as a component for other parts of regression testing.