Commit Graph

20052 Commits (7a5d11f8a78de0dc6b69fe4aa2b3cdbd305c8cf8)

Author SHA1 Message Date
nebadon ad2ebd2f3d Force map tiler to save Water.jpg as an actual jpeg format it seems even though we specified jpg extention it was actually a png and thus confusing the viewer silently. 2013-07-26 14:11:42 -04:00
Justin Clark-Casey (justincc) a08f01fa83 Fix NPC regression test failures.
These were genuine failures caused by ScenePresence.CompleteMovement() waiting for an UpdateAgent from NPC introduction that would never come.
Instead, we do not wait if the agent is an NPC.
2013-07-26 18:43:15 +01:00
Diva Canto dd2c211e62 Comment debug message 2013-07-26 07:40:55 -07:00
Diva Canto d5367a219d Slight improvement: no need to delay the removal of the queues in EQ, because DisableSimulator is now being sent via UDP 2013-07-26 07:39:57 -07:00
Diva Canto 878ce1e6b2 This should fix all issues with teleports. One should be able to TP as fast as needed. (Although sometimes Justin's state machine kicks in and doesn't let you) The EventQueues are a hairy mess, and it's very easy to mess things up. But it looks like this commit makes them work right. Here's what's going on:
- 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).
2013-07-25 23:44:58 -07:00
Justin Clark-Casey (justincc) 4cd03d8c31 Return Simulator/0.1 (V1) entity transfer behaviour to waiting only 2 seconds before closing root agent after 15.
This is because a returning viewer by teleport before 15 seconds are up will be disrupted by the close.
The 2 second delay is within the scope where a normal viewer would not allow a teleport back anyway.
Simulator/0.2 (V2) protocol will continue with the longer delay since this is actually the behaviour viewers get from the ll grid
and an early close causes other issues (avatar being sent to infinite locations temporarily, etc.)
2013-07-26 01:40:56 +01:00
Justin Clark-Casey (justincc) 72ed49af5f Reset DoNotClose scene presence teleport flag before pausing. Rename DoNotClose to DoNotCloseAfterTeleport 2013-07-26 01:38:04 +01:00
Justin Clark-Casey (justincc) 1fabdcc43c If a returning teleport starts to reuse a downgraded child connection that was a previous root agent, do not close that child agent at the end of the 15 sec teleport timer.
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
2013-07-26 01:04:16 +01:00
Diva Canto 20b989e048 Increased the wait time to 15 secs. In a 0.7.5 standalone where the effect was always present, this seems to have fixed it. 2013-07-24 17:10:26 -07:00
Diva Canto cac37e298c Deleted all [ZZZ] debug messages. 2013-07-24 14:31:30 -07:00
Diva Canto f0320f5652 The previous commit did fix the infinity problem! I'm putting the same time on TP_V1 and adding a big red warning on top of those lines. 2013-07-24 14:31:18 -07:00
Diva Canto 46d017b197 Today's wild shot at the infinity problem. Wait on the child agent left behind. 2013-07-24 14:31:03 -07:00
Diva Canto 4e5c7bdeb3 Moved TriggerOnMakeRootAgent back to the end of MakeRootAgent, to see if that eliminates the temporary placement at infinity upon TPs 2013-07-24 14:30:13 -07:00
Diva Canto e6a0f6e428 One more thing to test in order to let CompleteMovement go up the stack. 2013-07-24 14:29:51 -07:00
Diva Canto 14530b2607 Minor adjustment on timings of waits. 2013-07-24 14:29:37 -07:00
Diva Canto c0433d5e4c Changed the RegionHandshake packet to the Unknown queue, so that it is sent with high priority and hopefully gets to the client before AgentMovementComplete 2013-07-24 14:29:15 -07:00
Diva Canto 879cbb4575 This commit message intentionally left blank (last commit was idiotic) 2013-07-24 14:28:55 -07:00
Diva Canto 261512606d Improve the opening test in CompleteMovement, to account for multiple flags besides ViaLogin. 2013-07-24 14:28:41 -07:00
Diva Canto d7984ef775 More on putting TP V1 as it was 2013-07-24 14:28:27 -07:00
Diva Canto aaee63af82 Minor improvements on TP V1 trying to make it exactly as it was before. 2013-07-24 14:28:14 -07:00
Diva Canto 3891a8946b New Teleport protocol (V2), still compatible with V1 and older. (version of the destination is being checked)
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...
2013-07-24 14:27:58 -07:00
Diva Canto aae29c0ee2 Further tweaks on TPs: not sending the callback URL and instead waiting 15sec before closing the agent. This seems to be working fairly well. The viewer seems to have an 8 sec delay between UseCircuitCode and CompleteMovement.
Also added back the position on UpdateAgent, because it's needed for TPing between neighboring regions.
2013-07-24 14:27:37 -07:00
Diva Canto 9ab78d412c EXPERIMENTAL: yet another variation of ES/EAC/TPFinish 2013-07-24 14:27:22 -07:00
Diva Canto 00d4a26eef Amend previous commit. 2013-07-24 12:49:30 -07:00
Diva Canto 665fb66686 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2013-07-24 11:26:30 -07:00
Diva Canto e103e34f1d Added config var that we all thought was already there: see_into_region. (Note: different from the defunct see_into_neighboring_sim, which used to control the process from the other end). This enables child agents in neighbors for which the root agent doesn't have permission to be in. 2013-07-24 11:25:41 -07:00
Diva Canto d8a6eb5641 Decreased the time of group cache to 1 min, because it was getting on my nerves that it takes so long to let go of old info. 2013-07-24 11:25:24 -07:00
Justin Clark-Casey (justincc) feef9d64a4 For unknown user issue, bump GUN7 to GUN8 and UMMAU3 to UMMAU4 to assess what looks like a very significant reducing in GUN occurrances 2013-07-23 23:42:34 +01:00
Justin Clark-Casey (justincc) fa2653c8e1 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2013-07-23 23:32:24 +01:00
Justin Clark-Casey (justincc) 9a4a513b5e Correct issue where the last instance of a sampled stat was shown 3x larger than it should have been (though internal use was correct) 2013-07-23 23:31:35 +01:00
Diva Canto 516062ae1f Don't touch the Current Outfit folder also on coming back home 2013-07-23 15:05:32 -07:00
Diva Canto 901bdfed40 Restoring landing on prims, which had been affected by the edit beams commit. 2013-07-23 14:31:16 -07:00
Diva Canto 744276dd50 In renaming the folders for hypergriding, don't rename the Current Outfit folder. The viewer doesn't like that. 2013-07-23 14:31:03 -07:00
Diva Canto 42e52f544d Improvement of fetching name in groups 2013-07-23 14:30:50 -07:00
Diva Canto 7c1eb86c7d Don't post Link asset types back to the home grid 2013-07-23 14:28:53 -07:00
Justin Clark-Casey (justincc) 76e46d0158 Improve spacing between data and units on console stats display 2013-07-23 17:23:16 +01:00
Robert Adams aec8d1e6be BulletSim: Turn on center-of-mass calculation by default.
Reduce object density by factor of 100 to bring physical mass computations
into a range better suited for Bullet.
2013-07-23 09:09:25 -07:00
Robert Adams f499b328c4 Revert "Revert "BulletSim: Add logic to linksets to change physical properties for""
Found that the vehicle movement problem was not caused by these physics changes.

This reverts commit 84d0699761.
2013-07-23 08:14:20 -07:00
Robert Adams 75686e0e49 Revert "Revert "BulletSim: change BSDynamics to expect to be passed a BSPrimLinkable""
Found that the vehicle movement problem was not caused by these physics changes.

This reverts commit 7b187deb19.
2013-07-23 08:13:56 -07:00
Robert Adams b14156aa63 Revert "Revert "BulletSim: only create vehicle prim actor when vehicles are enabled.""
Found that the vehicle movement problem was not caused by these physics changes.

This reverts commit 5f7b2ea81b.
2013-07-23 08:13:29 -07:00
Robert Adams aec8852af7 Revert "Revert "BulletSim: move collision processing for linksets from BSPrimLinkable""
Found that the vehicle movement problem was not caused by these physics changes.

This reverts commit c45659863d.
2013-07-23 08:13:01 -07:00
Robert Adams 401c2e2f2e Revert "Revert "Add experimental stubs for an extension function interface on both""
Found that the vehicle movement problem was not caused by these physics changes.

This reverts commit 89857378ce.
2013-07-23 08:12:34 -07:00
Robert Adams af9deed135 Revert "Revert "BulletSim: freshen up the code for constraint based linksets.""
Found that the vehicle movement problem was not caused by these physics changes.

This reverts commit 44543ebe63.
2013-07-23 08:11:21 -07:00
Justin Clark-Casey (justincc) 90528c23d9 For stats which can show average change over time, show the last sample as well as the average.
This is somewhat cryptic at the moment, need to improve documentation.
2013-07-23 01:13:13 +01:00
Justin Clark-Casey (justincc) a57a472ab8 Add proper method doc and comments to m_dataPresentEvent (from d9d9959) 2013-07-23 00:51:59 +01:00
Justin Clark-Casey (justincc) 9fb9da1b6c Add clientstack.InboxPacketsCount stat. This records the number of packets waiting to be processed at the second stage (after initial UDP processing)
If this consistently increases then this is a problem since it means the simulator is receiving more requests than it can distribute to other parts of the code.
2013-07-23 00:35:41 +01:00
Justin Clark-Casey (justincc) 60732c96ef Add clientstack.OutgoingUDPSendsCount stat to show number of outbound UDP packets sent by a region per second 2013-07-23 00:35:34 +01:00
Justin Clark-Casey (justincc) 8396f1bd42 Record raw number of UDP receives as clientstack.IncomingUDPReceivesCount 2013-07-23 00:35:23 +01:00
Justin Clark-Casey (justincc) bf517899a7 Add AverageUDPProcessTime stat to try and get a handle on how long we're taking on the initial processing of a UDP packet.
If we're not receiving packets with multiple threads (m_asyncPacketHandling) then this is critical since it will limit the number of incoming UDP requests that the region can handle and affects packet loss.
If m_asyncPacketHandling then this is less critical though a long process will increase the scope for threads to race.
This is an experimental stat which may be changed.
2013-07-23 00:35:09 +01:00
Robert Adams e6b6af62dd Added check for user movement specification before discarding an incoming
AgentUpdate packet. This fixes the problem with vehicles not moving forward
after the first up-arrow.
Code to fix a potential exception when using different IClientAPIs.
2013-07-22 15:41:14 -07:00