Commit Graph

20329 Commits (7995c3037afd3871a421405646d1c5a05f74fdba)

Author SHA1 Message Date
Justin Clark-Casey (justincc) 416bbe9583 Stop error messages being misleadingly generated when on client connection activity timeout, a root connection triggers a CloseAgent to a neighbour region which has already closed the agent due to inactivity.
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
2013-08-22 22:46:40 +01:00
Justin Clark-Casey (justincc) 66a7dc3a0d In pCampbot, don't try and reconnect bots that are already connected on console "connect" command 2013-08-22 20:12:14 +01:00
Justin Clark-Casey (justincc) 832c35d4d5 Stop "sit user name" and "stand user name" console commands from trying to sit/stand avatars already sitting/standing 2013-08-22 20:05:57 +01:00
Justin Clark-Casey (justincc) 689cf2d367 minor: Make logging in GatekeeperService.LoginAgent() a bit more detailed so that we can distinguish between simultaneous logins 2013-08-22 01:24:55 +01:00
Justin Clark-Casey (justincc) bcb8605f84 Revert "Implement ability for hg logins to try fallback regions just like local logins."
This approach does not work - it is taking place too far down the login process where really the region checking
could only be done when the hg map tiles are linked on the main map (messy and probably impossible) or possibly
when the final destination is fetched at the very first stage of teleport (which couldn't be done without a protocol
change to pass the agentID as well as the requested regionID)

This reverts commit 3d9b73c47a.
2013-08-22 01:20:01 +01:00
Justin Clark-Casey (justincc) 3d9b73c47a Implement ability for hg logins to try fallback regions just like local logins.
These would be specified in the [GridService] section of Robust.HG.ini, which already lists these in the example text.
Untested patch so that Neb can easily pull in for testing, though shouldn't disrupt existing hg logins since fallback processing is a bit of code stuck on the end of the login sequence.
2013-08-21 23:19:31 +01:00
Justin Clark-Casey (justincc) 1f39a763a5 Don't allow users to attempt to sit on objects in a child region without going to that region first.
If this is attempted, they get a "Try moving closer.  Can't sit on object because it is not in the same region as you." message instead, which is the same as current ll grid.
Sitting on ground is okay, since viewer navigates avatar to required region first before sitting.
2013-08-21 21:35:03 +01:00
teravus a6af561660 * Fix some threading issues in BulletXNA (the managed bullet library), this should better allow you to run it in multiple region scenarios (but why would you really want to do that?) Source in OpenSimLibs.
* Fixed a null ref during shutdown.
2013-08-20 21:09:17 -05:00
Justin Clark-Casey (justincc) 4a81465b91 Fix build break from last commit a3e1b27 on mono 2.4.3
Looks like this level of mono doesn't have a string.Join() which will take a list rather than an array (or some implicit conversion isn't happening)
2013-08-20 18:47:52 +01:00
Justin Clark-Casey (justincc) a3e1b278a1 Add pCampbot "show bot" console command to show more detailed information on a particular bot (e.g. what sims they are connected to) 2013-08-20 18:41:09 +01:00
Justin Clark-Casey (justincc) 43940f6562 Add --regex options to "sit user name" and "stand user name" console commands to sit/stand many avatars at once.
Currently, first name and last name are input separate but are concatenated with a space in the middle to form a regex.
So to sit all bots with the first name "ima", for instance, the command is "sit user name --regex ima .*"
2013-08-20 18:13:40 +01:00
Justin Clark-Casey (justincc) e384ff604e Add experimental "sit user name" and "stand user name" console commands in SitStandCommandsModule.
"sit user name" will currently only sit the given avatar on prims which have a sit target set and are not already sat upon.
Chiefly for debug purposes.
2013-08-20 17:43:02 +01:00
Justin Clark-Casey (justincc) 56d1d67a34 Add pCampbot console commands to sit all bots on ground and stand all bots 2013-08-20 17:01:12 +01:00
Justin Clark-Casey (justincc) a3dd7db4a3 Add -connect (-c) switch to pCampbot command line options.
Now, bots will only connect at startup if this switch is specified.
If it is not specified, then a separate "connect" command is required on the pCampbot command line
2013-08-20 00:08:47 +01:00
Justin Clark-Casey (justincc) 589b1a2eaf Make it possible to reconnect pCampbots with the console command "connect [<n>]".
If no n is given then all available bots are connected
2013-08-19 23:50:18 +01:00
Justin Clark-Casey (justincc) ea3f024b8a refactor: start bot connection thread within BotManager rather than externally 2013-08-19 21:25:17 +01:00
Justin Clark-Casey (justincc) 079cd4e94f refactor: restructure pCampbot multi-bot connection code. 2013-08-19 21:17:59 +01:00
Justin Clark-Casey (justincc) 2fa42f24fd Make it possible to disconnected a specified number of bots via the pCampbot console command "disconnect [<n>]"
Bots disconnected are ascending from last in numeric order.
Temporarily no way to reconnect bots.
2013-08-19 21:00:31 +01:00
Justin Clark-Casey (justincc) 49b7cbda72 Create a separate pCampbot "disconnect" console command which disconnects connected bots.
"quit" console command now requires bots to be separate disconnected first before quitting.
This is to prepare the way for disconnecting/reconnecting different numbers of bots in a pCampbot session.
And hopefully resolves bug where console appears not to be reset if Environment.Exit(0) is called on a different thread
2013-08-19 20:29:17 +01:00
Justin Clark-Casey (justincc) ef63abe9b1 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2013-08-19 20:00:42 +01:00
Justin Clark-Casey (justincc) a90a5f52dd Show number of connections each bot has established in "show bots" command. 2013-08-19 19:38:20 +01:00
Melanie 3585b0a139 Allow updating the wearable type of wearables that have a type of 0.
This will allow viewers to fix broken wearables as they detect them.
2013-08-18 02:59:10 +01:00
Justin Clark-Casey (justincc) 85a9cb260a Remove mono compiler warnings from UserProfilesModule 2013-08-17 01:10:58 +01:00
Justin Clark-Casey (justincc) d75f00cc2d minor: remove mono compiler warning from AttachmentsModule 2013-08-17 01:09:31 +01:00
Justin Clark-Casey (justincc) b3052c425e Remove some mono compiler warnings from OpenSim/Server/Handlers 2013-08-17 01:08:19 +01:00
Justin Clark-Casey (justincc) f5dbfe99b1 minor: remove mono compiler warnings from OpenSim/Services/Connectors/SimianGrid 2013-08-17 01:06:48 +01:00
Justin Clark-Casey (justincc) d38d5ecbac minor: remove mono compiler warnings from ScenePresence 2013-08-17 01:00:20 +01:00
Justin Clark-Casey (justincc) 77d418a36d remove mono compiler warnings from PollServiceRequestManager 2013-08-17 00:56:19 +01:00
Justin Clark-Casey (justincc) 217c8deae5 minor: remove mono compiler warning in StatsManager 2013-08-17 00:51:21 +01:00
Justin Clark-Casey (justincc) 1f1736a79f minor: Make log messages consistent in NeighbourServicesConnector 2013-08-17 00:46:18 +01:00
Justin Clark-Casey (justincc) 14ae89dbe7 Fix issues with RemoteAdmin admin_save_heightmap and admin_load_heightmap not working.
This is because they were wrongly looking for both regionid and region_id parameters in the same request.
Now only region_id is required (and recognized), regionid having been already deprecated for some time.
This is essentially Michelle Argus' patch from http://opensimulator.org/mantis/view.php?id=6737 but with tabs replaced with spaces.
Thanks!
2013-08-17 00:39:41 +01:00
Justin Clark-Casey (justincc) f5d3145bea Add ScenePresenceTeleportTests.TestSameSimulatorIsolatedRegionsV2() regression test for v2 transfers.
Also adjusts names of teleport setup helpers in EntityTransferHelpers
2013-08-17 00:24:56 +01:00
Justin Clark-Casey (justincc) fbab898f74 Add TestSameSimulatorNeighbouringRegionsV2() regression test for v2 entity transfer protocl 2013-08-16 23:52:55 +01:00
Justin Clark-Casey (justincc) 1624522761 refactor: Make AttachmentModulesTests.TestSameSimulatorNeighbouringRegionsTeleportV2 use already available TestClient handle rather than retrieving it via the ScenePresence 2013-08-16 23:45:04 +01:00
Justin Clark-Casey (justincc) 7d268912f1 Packet headers are not zero-encoded so don't try to zero-decode these in PacketPool.GetType()
Instead adjusts code with that from Packet.BuildHeader(byte[], ref int, ref int):Header in libomv
This stops packet decoding failures with agent UUIDs that contain 00 in their earlier parts (e.g. b0b0b0b0-0000-0000-0000-000000000211)
Thanks to lkalif for pointing this out.
2013-08-16 00:58:25 +01:00
Justin Clark-Casey (justincc) 7c916ab91c Try to make "slow down" message that one could receive on rapid teleporting more informative to the user.
This message is seen on V2 if one attempts to quickly re-teleport from a source region where one had previously teleported to a non-neighbour and back within 15 secs.
The solution here is for the user to wait a short while.
This message can also be seen on any teleport protocol if one recieves multiple teleport attempts simultaneously.  Probably still useful here to help identify misbehaving scripts.
2013-08-15 14:51:54 +01:00
Justin Clark-Casey (justincc) 3ddb7438d7 Move DoNotCloseAfterTeleport flag reset before UpdateAgent in V2 to avoid a low probability where the destination re-establishing the child connection before the flag was reset 2013-08-15 14:41:00 +01:00
Justin Clark-Casey (justincc) 3f8d79024b Rely on the Scene.IncomingCloseAgent() check as to whether the connection should be kept open after teleport-end rather than doing this in the ET Module
This is safer since the close check in IncomingCloseAgent() is done under lock conditions, which prevents a race between ETM and Scene.AddClient()
2013-08-15 14:07:57 +01:00
Justin Clark-Casey (justincc) 2231fcf5b4 Do not use the SP.DoNotCloseAfterTeleport flag for child agent connections.
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.
2013-08-15 13:46:46 +01:00
Justin Clark-Casey (justincc) 5011c657b5 Actually implement the bot request object textures switch started in 225cf0d.
Forgot to propogate it down to bot level.
2013-08-14 23:37:07 +01:00
Justin Clark-Casey (justincc) 104626d732 minor: Comment out AvatarPicketSearch caps log message for now, which is occuring on every login and entity transfer 2013-08-14 23:22:52 +01:00
Justin Clark-Casey (justincc) 73e3ca670d Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2013-08-14 23:21:51 +01:00
Justin Clark-Casey (justincc) 60cc9e9a3c minor: remove unused entity transfer config in teleport v2 attachments test 2013-08-14 23:21:18 +01:00
Robert Adams e8b1e91a1d BulletSim: include check for volume detect in check for zeroing avatar motion.
Normally, avatar motion is zeroed if colliding with a stationary object so
they don't slide down hills and such. Without volume detect check this also
allowed avatars to stand on volume detect objects and to have some jiggling
when they were in the volume detect object. This commit fixes both.
2013-08-14 14:49:24 -07:00
Robert Adams 7c3b71d294 BulletSim: add physical object initialized flag so updates and collisions
don't happen until the object is completely initialized.

This fixes the problem of doing a teleport while the simulator is running.
The destruction of the physical object while the engine is running means
that the physics parameter update would overwrite the new position of the
newly created avatar.
2013-08-14 14:49:22 -07:00
Justin Clark-Casey (justincc) 93dffe1777 Add stat clientstack.<scene>.IncomingPacketsOrphanedCount to record well-formed packets that were not initial connection packets and could not be associated with a connected viewer. 2013-08-14 22:33:12 +01:00
Justin Clark-Casey (justincc) 0d5680e971 Count any incoming packet that could not be recognized as an LLUDP packet as a malformed packet. Record this as stat clientstack.<scene>.IncomingPacketsMalformedCount
Used to detect if a simulator is receiving significant junk UDP
Decimates the number of packets between which a warning is logged and prints the IP source of the last malformed packet when logging
2013-08-14 22:08:28 +01:00
Justin Clark-Casey (justincc) 2c67aa0f41 If pCampbot has been asked to shutdown, don't carry on logging in queued bots 2013-08-14 21:08:00 +01:00
Justin Clark-Casey (justincc) 225cf0d010 Add pCampbot RequestObjectTextures ini setting to control whether textures are requested for received objects. 2013-08-14 19:53:10 +01:00
Justin Clark-Casey (justincc) fd519748e9 Add method doc to Scene.RemoveClient() to ask any callers to use Scene.IncomingCloseAgent() instead.
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.
2013-08-14 19:36:52 +01:00