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 existing event to scene has been split into 2: OnAgentUpdate and OnAgentCameraUpdate, to better reflect the two types of updates that the viewer sends. We can run one without the other, which is what happens when the avie is still but the user is camming around
- Added thresholds (as opposed to equality) to determine whether the update is significant or not. I thin these thresholds are ok, but we can play with them later
- Ignore updates of HeadRotation, which were problematic and aren't being used up stream
successfully tested, and I'm merging back those changes, which proved to
be good.
Revert "Revert "Cleared up much confusion in PollServiceRequestManager. Here's the history:""
This reverts commit fa2370b32e.
When Melanie added the web fetch inventory throttle to core, she made the long poll requests (EQs) effectively be handled on an active loop. All those requests, if they existed, were being constantly dequeued, checked for events (which most often they didn't have), and requeued again. This was an active loop thread on a 100ms cycle!
This fixes the issue. Now the inventory requests, if they aren't ready to be served, are placed directly back in the queue, but the long poll requests aren't placed there until there are events ready to be sent or timeout has been reached.
This puts the LongPollServiceWatcherThread back to 1sec cycle, as it was before.
This reverts commit 21a09ad3ad.
After more analysis and discussion, it is apparant that the Count(), Contains() and GetQueueArray() cannot be made thread-safe anyway without external locking
And this change appears to have a positive impact on performance.
I still believe that Monitor.Exit() will not release any thread for Monitor.Wait(), as per http://msdn.microsoft.com/en-gb/library/vstudio/system.threading.monitor.exit%28v=vs.100%29.aspx
so this should in theory make no difference, though mono implementation issues could possibly be coming into play.
This reverts commit 42e2a0d66e
Reverting because unfortunately this introduces race conditions because Contains(), Count() and GetQueueArray() may now end up returning the wrong result if another thread performs a simultaneous update on m_queue.
Code such as PollServiceRequestManager.Stop() relies on the count being correct otherwise a request may be lost.
Also, though some of the internal queue methods do not affect state, they are not thread-safe and could return the wrong result generating the same problem
lock() generates Monitor.Enter() and Monitor.Exit() under the covers. Monitor.Exit() does not cause Monitor.Wait() to exist, only Pulse() and PulseAll() will do this
Reverted with agreement.
This adds explicit cap poll handler supporting to the Caps classes rather than relying on callers to do the complicated coding.
Other refactoring was required to get logic into the right places to support this.
17:14:28 - [APPLICATION]:
APPLICATION EXCEPTION DETECTED: System.UnhandledExceptionEventArgs
Exception: System.InvalidOperationException: Operation is not valid due to the current state of the object
at System.Collections.Generic.Queue`1[OpenSim.Region.ClientStack.Linden.WebFetchInvDescModule+aPollRequest].Peek () [0x00011] in /root/install/mono-3.1.0/mono/mcs/class/System/System.Collections.Generic/Queue.cs:158
at System.Collections.Generic.Queue`1[OpenSim.Region.ClientStack.Linden.WebFetchInvDescModule+aPollRequest].Dequeue () [0x00000] in /root/install/mono-3.1.0/mono/mcs/class/System/System.Collections.Generic/Queue.cs:140
at OpenSim.Framework.DoubleQueue`1[OpenSim.Region.ClientStack.Linden.WebFetchInvDescModule+aPollRequest].Dequeue (TimeSpan wait, OpenSim.Region.ClientStack.Linden.aPollRequest& res) [0x0004e] in /home/avacon/opensim_2013-07-14/OpenSim/Framework/Util.cs:2297
This was a regression since commit 831e4c3 (Thu Apr 4 00:36:15 2013)
This commit also adds a regression test for this case, though this currently only works with Mono
This aims to address http://opensimulator.org/mantis/view.php?id=6704
This currently prints caps requests received and handled, so that overload of received compared to handled or deadlock can be detected.
This involves making BaseStreamHandler and BaseOutputStream record the ints, which means inheritors should subclass ProcessRequest() instead of Handle()
However, existing inheriting classes overriding Handle() will still work, albeit without stats recording.
"show caps" becomes "show caps list" to disambiguate between show caps commands