Commit Graph

537 Commits (a83f5f21532e9a71ec1c4998a04dbd36982982f1)

Author SHA1 Message Date
teravus 99a4a91488 * This makes in-world terrain editing smoother, even in MegaRegions. This change only affects the editing user's experience. Non-editing users will see nothing different from the current 'slow' result. See comments for the thought process and how the issues surrounding terrain editing, cache, bandwidth, threading, terrain patch reliability and throttling were balanced. 2013-08-07 21:22:04 -05:00
Justin Clark-Casey (justincc) f9dc5815c4 For LLImageManagerTests, make tests execute under synchronous fire and forget conditions.
I generally prefer this approach for regression tests because of the complexity of accounting for different threading conditions.
2013-08-05 23:15:30 +01:00
Diva Canto 5b4b349776 Fix the failing TestSendImage. J2K decoding is async. 2013-08-03 21:27:32 -07:00
Justin Clark-Casey (justincc) 68b98a8003 minor: Add name to debug lludp packet level feedback on console 2013-08-01 23:16:41 +01:00
Justin Clark-Casey (justincc) 0c4c084bed Try a different approach to slow terrain update by always cycling the loop immediately if any data was sent, rather than waiting.
What I believe is happening is that on initial terrain send, this is done one packet at a time.
With WaitOne, the outbound loop has enough time to loop and wait again after the first packet before the second, leading to a slower send.
This approach instead does not wait if a packet was just sent but instead loops again, which appears to lead to a quicker send without losing the cpu benefit of not continually looping when there is no outbound data.
2013-08-01 18:12:28 +01:00
Justin Clark-Casey (justincc) 932c382737 Revert "Issue: painfully slow terrain loading. The cause is commit d9d995914c (r/23185) -- the WaitOne on the UDPServer. Putting it back to how it was done solves the issue. But this may impact CPU usage, so I'm pushing it to test if it does."
This reverts commit 59b461ac0e.
2013-08-01 18:11:50 +01:00
Diva Canto 59b461ac0e Issue: painfully slow terrain loading. The cause is commit d9d995914c (r/23185) -- the WaitOne on the UDPServer. Putting it back to how it was done solves the issue. But this may impact CPU usage, so I'm pushing it to test if it does. 2013-08-01 09:27:44 -07:00
Mic Bowman 1299592405 Experimental comment to eneralize the handling of Linden caps when the
cap is something other than "localhost". A new interface for handling
external caps is supported with an example implemented for Simian. The
only linden cap supporting this interface right now is the GetTexture
cap.
2013-07-31 15:37:15 -07:00
Diva Canto fd050fca7c Doing the HG Map / SimulatorFeatures "the right way": moved it to HGMapModule, hooking on to SimulatorFeatures.OnSimulatorFeaturesRequest event (similar to what the DynamicMenuModule does).
Only HG Visitors get this var, to avoid spamming local users.
The config var  is now called MapTileURL, to be consistent with the login one, and its being picked up from either [LoginService], [HGWorldMap] or [SimulatorFeatures], just because I have a bad memory.
2013-07-30 21:10:00 -07:00
Diva Canto 590a8b0315 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2013-07-30 17:27:32 -07:00
Diva Canto 2b54199271 After talking to lkalif on the IRC: SimulatorFeatures response: renamed the OSDMap GridServices to OpenSimExtras, normalized the url keys under it, and moved ExportEnabled to under it too. Melanie: change your viewer code accordingly.
Documentation at http://opensimulator.org/wiki/SimulatorFeatures_Extras
2013-07-30 17:26:56 -07:00
Justin Clark-Casey (justincc) 1416c90932 minor: Add timeout secs to connection timeout message. Change message to reflect it is a timeout due to no data received rather than an ack issue. 2013-07-29 23:53:59 +01:00
Justin Clark-Casey (justincc) 8004e6f31c Fix issue just introduced in 8efe4bfc2e where I accidentally left in a test line to force very quick client unack 2013-07-29 23:38:54 +01:00
Justin Clark-Casey (justincc) 8efe4bfc2e Make "abnormal thread terminations" into "ClientLogoutsDueToNoReceives" and add this to the StatsManager
This reflects the actual use of this stat - it hasn't recorded general exceptions for some time.
Make the sim extra stats collector draw the data from the stats manager rather than maintaing this data itself.
2013-07-29 23:18:29 +01:00
Diva Canto 69975763d2 Several major improvements to group (V2) chat. Specifically: handle join/drop appropriately, invitechatboxes.
The major departure from flotsam is to send only one message per destination region, as opposed to one message per group member. This reduces messaging considerably in large groups that have clusters of members in certain regions.
2013-07-27 15:38:56 -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
Diva Canto cac37e298c Deleted all [ZZZ] debug messages. 2013-07-24 14:31:30 -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 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
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
Diva Canto 99a727600b Minor cosmetic changes. 2013-07-21 10:07:35 -07:00
Diva Canto 116a449d89 The quaternion delta was a bit to high, now that the head rotation is out of the equation. (head rotation was the problematic one) 2013-07-21 09:01:57 -07:00
Diva Canto b5ab0698d6 EDIT BEAMS!!! They had been missing from OpenSim since ever. Thanks to lkalif for telling me how to route the information. The viewer effect is under the distance filter, so only avatars with cameras < 10m away see the beams. 2013-07-21 09:01:44 -07:00
Diva Canto 3919c80505 A couple of small optimizations over the previous commit 2013-07-21 09:00:57 -07:00
Diva Canto d5a1779465 Manage AgentUpdates more sanely:
- 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
2013-07-21 09:00:42 -07:00
Diva Canto 174105ad02 Fixed the stats in show client stats. Also left some comments with observations about AgentUpdates. 2013-07-21 09:00:27 -07:00
Justin Clark-Casey (justincc) 3a6acbcc14 furhter shorten CheckAgentUpdateSignificance(). No real perf impact. 2013-07-21 08:59:31 -07:00
Justin Clark-Casey (justincc) 866de53978 Remove some pointless code in CheckAgentUpdateSignificance() 2013-07-21 08:59:17 -07:00
Justin Clark-Casey (justincc) 61eda1f441 Make the check as to whether any particular inbound AgentUpdate packet is significant much earlier in UDP processing (i.e. before we pointlessly place such packets on internal queues, etc.)
Appears to have some impact on cpu but needs testing.
2013-07-21 08:58:55 -07:00
Justin Clark-Casey (justincc) e5c677779b Add measure of number of inbound AgentUpdates that were seen as significant to "show client stats" (i.e. sent on for further processing instead of being discarded)
Added here since it was the most convenient place
Number is in the last column, "Sig. AgentUpdates" along with percentage of all AgentUpdates
Percentage largely falls over time, most cpu for processing AgentUpdates may be in UDP processing as turning this off even earlier (with "debug lludp toggle agentupdate" results in a big cpu fall
Also tidies up display.
2013-07-21 08:58:39 -07:00
Justin Clark-Casey (justincc) 5a2d4d888c Hack in console command "debug lludp toggle agentupdate" to allow AgentUpdate in packets to be discarded at a very early stage.
Enabling this will stop anybody from moving on a sim, though all other updates should be unaffected.
Appears to make some cpu difference on very basic testing with a static standing avatar (though not all that much).
Need to see the results with much higher av numbers.
2013-07-21 08:58:21 -07:00
Justin Clark-Casey (justincc) 66048e1a70 minor: provide user feedback in the log for now when udp in/out bound threads are started/stopped 2013-07-21 08:58:02 -07:00
Justin Clark-Casey (justincc) 3a476bf60c Fix up a temporary debugging change from last commit which stopped "lludp stop out" from actually doing anything 2013-07-21 08:57:36 -07:00
Justin Clark-Casey (justincc) 63c42d6602 Do some simple queue empty checks in the main outgoing udp loop instead of always performing these on a separate fired thread.
This appears to improve cpu usage since launching a new thread is more expensive than performing a small amount of inline logic.
However, needs testing at scale.
2013-07-21 08:56:48 -07:00
Diva Canto b5062ae7ee Changed the timoeut of EQ 502s (no events) to 50 secs. The viewer post requests timeout in 60 secs.
There's plenty of room for improvement in handling the EQs. Some other time...
2013-07-18 13:30:04 -07:00
Justin Clark-Casey (justincc) d9d995914c try Hacking in an AutoResetEvent to control the outgoing UDP loop instead of a continuous loop with sleeps.
Does appear to have a cpu impact but may need further tweaking
2013-07-18 12:28:02 -07:00
Diva Canto 9e35b069a4 Reverting the reverts I did yesterday. cpu-branch has now been
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.
2013-07-18 12:23:27 -07:00
Diva Canto fa2370b32e Revert "Cleared up much confusion in PollServiceRequestManager. Here's the history:"
This reverts commit e46459ef21.
2013-07-17 15:05:36 -07:00
Diva Canto e46459ef21 Cleared up much confusion in PollServiceRequestManager. Here's the history:
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.
2013-07-17 11:19:36 -07:00
dahlia 6dd454240f revert last commit which seems to conflict with DoubleQueue internals. The random crash might be in DoubleQueue instead. See http://pastebin.com/XhNBNqsc 2013-07-16 02:03:01 -07:00
dahlia 70aa77f520 add locking to internal queue in WebFetchInvDescModule; lack of which caused a random crash in a load test yesterday 2013-07-16 01:31:09 -07:00
Justin Clark-Casey (justincc) e8e073aa97 Simplify EventQueue cap setup so that it is also stat monitored.
Curiously, the number of requests received is always one greater than that shown as handled - needs investigation
2013-07-16 00:05:45 +01:00
Justin Clark-Casey (justincc) eb14e5a175 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2013-07-15 23:28:02 +01:00
Justin Clark-Casey (justincc) 1b7b664c86 Add request received/handling stats for caps which are served by http poll handlers.
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.
2013-07-15 23:27:46 +01:00
Diva Canto 68fbf7eebb Revert "Puts RequestImage (UDP) back to asyn -- CPU spike hunt"
This reverts commit b060ce96d9.
2013-07-15 12:34:10 -07:00
Diva Canto 687c1a420a Guard against null ref 2013-07-15 12:33:31 -07:00
Diva Canto b060ce96d9 Puts RequestImage (UDP) back to asyn -- CPU spike hunt 2013-07-15 12:05:31 -07:00
Diva Canto 864f15ce4d Revert the revert
Revert "Trying to hunt the CPU spikes recently experienced."

This reverts commit ac73e70293.
2013-07-15 11:52:26 -07:00
Diva Canto ac73e70293 Trying to hunt the CPU spikes recently experienced.
Revert "Comment out old inbound UDP throttling hack. This would cause the UDP"

This reverts commit 38e6da5522.
2013-07-15 11:27:49 -07:00
Diva Canto a412b1d682 Moved SendInitialDataToMe to earlier in CompleteMovement. Moved TriggerOnMakeRootAgent to the end of CompleteMovement.
Justin, if you read this, there's a long story here. Some time ago you placed SendInitialDataToMe at the very beginning of client creation (in LLUDPServer). That is problematic, as we discovered relatively recently: on TPs, as soon as the client starts getting data from child agents, it starts requesting resources back *from the simulator where its root agent is*. We found this to be the problem behind meshes missing on HG TPs (because the viewer was requesting the meshes of the receiving sim from the departing grid). But this affects much more than meshes and HG TPs. It may also explain cloud avatars after a local TP: baked textures are only stored in the simulator, so if a child agent receives a UUID of a baked texture in the destination sim and requests that texture from the departing sim where the root agent is, it will fail to get that texture.
Bottom line: we need to delay sending the new simulator data to the viewer until we are absolutely sure that the viewer knows that its main agent is in a new sim. Hence, moving it to CompleteMovement.
Now I am trying to tune the initial rez delay that we all experience in the CC. I think that when I fixed the issue described above, I may have moved SendInitialDataToMe to much later than it should be, so now I'm moving to earlier in CompleteMovement.
2013-07-13 09:46:58 -07:00
Diva Canto 29f6ae199e Changed UploadBakedTextureModule so that it uses the same pattern as the others, in preparation for experiments to direct baked texture uploads to a robust instance. No functional or configuration changes -- should work exactly as before. 2013-07-12 12:53:58 -07:00
Diva Canto 604967b31e Switched UUIDNameRequest and RegionHandleRequest to Sync, because now they are also non-blocking handlers. 2013-07-11 09:47:46 -07:00
Diva Canto 3b48b6a792 Switched TransferRequest (UDP packet handler) to sync. The permissions checks may block, so they get a FireAndForget. Everything else is non-blocking. 2013-07-11 09:44:48 -07:00
Diva Canto 9173130fde Switched RegionHandshakeReply to Sync, because it's not doing anything blocking. 2013-07-10 20:48:13 -07:00
Diva Canto fe5da43d15 EXPERIMENTAL: make RequestImage (UDP packet handler) sync instead of async. This _shouldn't_ screw things up, given that all this does is to dump the request in a queue. 2013-07-10 19:29:14 -07:00
Diva Canto 1b265b213b Added show client-stats [first last] command to expose what viewers are requesting. 2013-07-10 16:09:45 -07:00
Robert Adams 38e6da5522 Comment out old inbound UDP throttling hack. This would cause the UDP
reception thread to sleep for 30ms if the number of available user worker
threads got low. It doesn't look like any of the UDP packet types are
marked async so this check is 1) unnecessary and 2) really crazy since
it stops up the reception thread under heavy load without any indication.
2013-07-09 18:34:24 -07:00
Justin Clark-Casey (justincc) 095066b1ce Handle UUIDNameRequest UDP packet processing async instead of within the main inbound UDP processing loop, to avoid any chance that this is delaying the main udp in loop.
The potential impact of this should be lower now that these requests are being placed on a queue.
2013-07-09 23:39:29 +01:00
Justin Clark-Casey (justincc) 013710168b For stat purposes, add names to capability request handlers where these were not set 2013-07-08 22:39:07 +01:00
Justin Clark-Casey (justincc) e19defde36 Add "show caps stats by user" and "show caps stats by cap" console commands to print various counts of capability invocation by user and by cap
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
2013-07-08 22:03:07 +01:00
Justin Clark-Casey (justincc) 98de67d573 Fix mono warning in LLImageManagerTests 2013-07-06 00:55:14 +01:00
Justin Clark-Casey (justincc) 55ac8c83c7 Get InventoryWorkerThreads to update watchdog on processing requests 2013-07-06 00:34:22 +01:00
Justin Clark-Casey (justincc) 16f40c1a15 Add --default option to "debug lludp packet" command to allow packet logging to be performed immediately from client start 2013-07-04 17:29:53 +01:00
Justin Clark-Casey (justincc) 25889b2d7e change "debug packet" command to "debug lludp packet" to conform with other "debug lludp" options
also moves the implementing code into LLUDPServer.cs along with other debug commands from OpenSim.cs
gets all debug lludp commands to only activate for the set scene if not root
2013-07-04 00:02:53 +01:00
Diva Canto ccca005969 HG: close a loophole by which if something was wrong with the ServiceURLs it resulted in never ending asset requests 2013-07-02 13:29:44 -07:00
Justin Clark-Casey (justincc) 713a14a6b5 minor: remove mono compiler warnings in WebFetchInvDescModule 2013-06-17 23:23:56 +01:00
Justin Clark-Casey (justincc) b9dac1f8df Fix test failure in BasicCircuitTests from previous commit 0d2fd0d9 2013-06-17 23:17:55 +01:00
Justin Clark-Casey (justincc) d412c1b0eb Don't try to abort worker threads in WebFetchInvDescModule if module was not enabled.
This also moves the abort to RemoveRegion() rather than a destructor.
2013-06-14 23:53:20 +01:00
Melanie 3a722ef81b Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim 2013-06-07 23:59:02 +01:00
Diva Canto 6aa54a8e16 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2013-06-07 16:01:07 -07:00
Diva Canto 07cc16ff9c Put the configuration back in FetchInventoryDesc2 cap. 2013-06-07 16:00:32 -07:00
Melanie 75631e0267 Supply proper type information for the various types of requests 2013-06-07 23:55:03 +01:00
Melanie 7c0bfca7a0 Adding Avination's PollService to round out the HTTP inventory changes 2013-06-07 23:43:45 +01:00
Justin Clark-Casey (justincc) 454499ff60 minor: Comment out debug logging (at warn level) about number of objects force selected and turn down to debug level 2013-06-07 23:38:23 +01:00
Melanie a7dbafb0e3 Port Avination's inventory send throttling 2013-06-05 23:42:50 +01:00
Melanie 533bbf033d Update the money framework to allow sending the new style linden "serverside is now viewerside" messages regarding currency
This will require all money modules to be refactored!
2013-05-25 02:08:54 +01:00
Mic Bowman 681fbda4b6 This is an experimental patch that adds support for comparing texture
hashes for the purpose of accurately responding to AgentTextureCached
packets. There is a change to IClientAPI to report the wearbles hashes
that come in through the SetAppearance packet. Added storage of the
texture hashes in the appearance. While these are added to the
Pack/Unpack (with support for missing values) routines (which means
Simian will store them properly), they are not currently persisted in
Robust.
2013-05-24 13:18:16 -07:00
Justin Clark-Casey (justincc) df2a0fec5f Comment out log message about looking for asset data in remove asset service for now, in order to reduce log levels in a test region with many hg origin avatars 2013-05-14 20:11:58 +01:00
Diva Canto 91091c3e54 Second take at HGTP-mesh bug: delay sending the initial data only for agents that are coming via TP (root agents) 2013-05-14 09:06:58 -07:00
Diva Canto 645da54f25 Revert "HGTP-mesh bug: the mesh download requests were going to the departing sims for a little while. This was also true for local TPs. BUt for local TPs the assets are on the same server, so it doesn't matter. For HGTPs, it matters. This potential fix moves sending the initial data to later, after the client has completed the movement into the region. Fingers crossed that it doesn't mess other things up!"
This reverts commit f32a21d967.
2013-05-14 08:47:18 -07:00
Diva Canto f32a21d967 HGTP-mesh bug: the mesh download requests were going to the departing sims for a little while. This was also true for local TPs. BUt for local TPs the assets are on the same server, so it doesn't matter. For HGTPs, it matters. This potential fix moves sending the initial data to later, after the client has completed the movement into the region. Fingers crossed that it doesn't mess other things up! 2013-05-14 08:12:01 -07:00
Diva Canto a1031772eb Delete debug message 2013-05-10 08:09:26 -07:00
Justin Clark-Casey (justincc) 3290cd09d3 remove pointless region handle paramter from IClientAPI.SendKillObject() 2013-05-09 18:12:17 +01:00
Mic Bowman 33aaa40bee Adds an event and a method so that handling of the CachedTexture
packet can be pulled out of LLClientView and moved to
AvatarFactory. The first pass at reusing textures (turned off by
default) is included. When reusing textures, if the baked textures
from a previous login are still in the asset service (which generally
means that they are in the simulator's cache) then the avatar will not
need to rebake. This is both a performance improvement (specifically
that an avatars baked textures do not need to be sent to other users
who have the old textures cached) and a resource improvement (don't
have to deal with duplicate bakes in the asset service cache).
2013-05-08 13:13:51 -07:00
Diva Canto e92c05ebbd Added AvatarPickerSearch capability handler. 2013-05-07 18:01:48 -07:00
Melanie ac135c649c Fix CAPS to work like they should - do not send caps to the viewer if they're not in the requested caps list.
The previous wrong behavior caused the debug setting "UseHTTPInventory" to fail
on all viewers when turned off. UDB inventory would not be correctly used in
that case.
2013-04-30 23:50:23 +01:00
Justin Clark-Casey (justincc) 537b243360 minor: Eliminate warning in LLimageManagerTests by properly calling through to OpenSimTestCase.SetUp() 2013-04-29 22:18:11 +01:00
Melanie 03c9d8ae4f Change EconomyDataRequest signature to use an IClientAPI rather than UUID. This is needed because recent LL viewer codebases call this earlier in login when the client is not yet established in the sim and can't be found by UUID.
Sending the reply requires having the IClientAPI.
2013-04-25 21:35:18 +01:00
Melanie 293a024c14 Allow callers to set the invoice parameter for GenericMessage 2013-04-22 22:39:08 +01:00
dahlia 7c839f176f amend previous commit, a line was left out 2013-04-17 23:14:28 -07:00
dahlia 53122fad40 Thanks lkalif for a fix to SendRegionHandshake() which fixes a potential crash with Server-side baking enabled viewers 2013-04-17 23:10:02 -07:00
Justin Clark-Casey (justincc) c5de9840b0 refactor: Remove IClientNetworkServer.NetworkStop() in favour of existing Stop().
This was an undocumented interface which I think was for long defunct region load balancing experiments.
Also adds method doc for some IClientNetworkServer methods.
2013-04-16 21:58:24 +01:00
Justin Clark-Casey (justincc) 617637c788 minor: Fix usage error message for "debug eq" console command 2013-03-28 01:41:41 +00:00
Justin Clark-Casey (justincc) 876d0d310f Add "show eq" console command to show numbers of messages in agent event queues.
For debugging purposes.
2013-03-28 01:36:34 +00:00
Melanie e82fab34d7 Implement a pref to turn on the simulator ExportSupported feature entry.
This tells the viewer to enable the UI for export permissions.
WARNING: If your inventory store contains invalid flags data, this will result
in items becoming exportable! Don't turn this on in production until it's complete!
2013-03-26 19:00:30 +00:00
Melanie 5f4c4df227 Phase 1 of implementing a transfer permission. Overwrite libOMV's PermissionMask
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"
2013-03-26 03:40:06 +00:00
Robert Adams c10c43d6f6 Fix server statistics always reporting zero for total network bytes in/out.
Clean up some parameter code in Statistics.Binary.
2013-03-15 13:59:34 -07:00
Justin Clark-Casey (justincc) f8a4d95bdd minor: Remove mono compiler warning in LLClientView 2013-03-13 00:22:07 +00:00
Justin Clark-Casey (justincc) e898a5fec5 minor: Remove mono compiler warnings in EventQueueTests 2013-03-11 22:42:27 +00:00
teravus 33dab49d22 * Just another one of those new packet blocks causing a null ref. Defaulting to zero length array..... 2013-03-07 19:19:36 -05:00
teravus 7556b42d7a * Update LibOMV to f8f8e616b37a7ea22b7922b2331999bc06725bf9
* Add zero length blocks to the new packet blocks to remain compatible with older viewers and avoid a NullRef when _packets_.cs calls the Length parameter..    which adds up the Length property all of the blocks.
2013-03-04 21:26:26 -05:00
Justin Clark-Casey (justincc) fa9f4ef1ba Fix issue in the mesh upload flag module where the ID of the last agent to request the capability was always used instead of the original requesting agent for each cap.
Should address http://opensimulator.org/mantis/view.php?id=6556
2013-03-04 23:20:00 +00:00
Robert Adams 681653ca13 Add a method to IStatsCollector for returning stats as an OSDMap.
Extend implementors of IStatsCollector to return an OSDMap of stats.
Update UserStatsCollector and AssetStatsCollector to return both
string and OSDMap data (as well as console format).
2013-02-20 16:13:51 -08:00
Diva Canto 4779f7d7d5 Deleted all AssemblyFileVersion directives 2013-02-19 17:14:55 -08:00
Justin Clark-Casey (justincc) 8a6f2432fc minor: remove some mono compiler warnings in OpenSim.Region.ClientStack.Linden.Caps.dll 2013-02-20 00:01:20 +00:00
Melanie 3108d18ffb Fix shape parameters sent for meshes tosupport the full number of faces 2013-02-16 05:44:41 +00:00
Melanie ef662fc959 Add an event and some logic to allow customizing Simulator Features by avatar 2013-02-14 09:11:57 +00:00
Melanie c2bfdaa026 Make the sim features module register it's interface so it can be used 2013-02-13 01:52:25 +00:00
Melanie 7bf33d333a Plumb the path from the client to the extra physics params and back 2013-02-07 22:25:28 +00:00
Melanie 338b02a8bc Send the new physics params to the viewer build dialog 2013-02-07 21:23:35 +00:00
teravus 2104e4d4d4 * the root prim was being given an OffsetPosition in addition to setting the position when creating the root prim. The offset position caused the positioning code to re-move the root prim when you selected it and released it. 2013-02-05 18:46:02 -05:00
Melanie 6bce4bc112 Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim 2013-02-05 20:09:45 +00:00
Melanie 2163bebeb4 Try to fix uploaded mesh rotations - code from Avination code base. 2013-02-05 20:09:02 +00:00
Justin Clark-Casey (justincc) 1f1da23097 Bump version and assembly version numbers from 0.7.5 to 0.7.6
This is mostly Bluewall's work but I am also bumping the general version number
OpenSimulator 0.7.5 remains in the release candidate stage.
I'm doing this because master is significantly adding things that will not be in 0.7.5
This update should not cause issues with existing external binary DLLs because our DLLs do not have strong names
and so the exact version match requirement is not in force.
2013-02-05 00:23:17 +00:00
teravus 7c4e0ff03c * Adds a satisfying angular roll when an avatar is flying and turning. (General, not physics). Makes flying not feel as stiff. 2013-01-30 06:22:05 -05:00
Melanie 9c99ed26eb Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim 2013-01-16 16:52:57 +00:00
Melanie 5563a8916e Complete removal of the now unused state queue 2013-01-16 16:45:18 +00:00
dahlia 055b8a2d58 move resit fix to ScenePresence.cs and allow for requesting sit on objects other than the object currently sat on 2013-01-14 22:24:24 -08:00
dahlia 72cc94cfbc add some sanity checking to HandleAgentRequestSit handler 2013-01-10 20:21:18 -08:00
Melanie 2ac96dd181 Add the new UpdateAgentInformation cap to make maturity on more recent viewers
work.
2013-01-08 22:52:14 +00:00
Justin Clark-Casey (justincc) ae67435146 Disable UDPPacketBuffer pooling for now to resolve an issue on Windows of interference between incoming packets.
On Windows, concurrent multi-threaded processing of inbound UDP somehow allows different data input processing to interfere with each other.
Possibly the endpoint reference is being switched, though I don't yet know the mechanism.  Not seen on Mono.
Also resolveable by setting RecyclePackets = false or RecycleBaseUDPPackets = false in [PacketPool]
Or async_packet_handling = false in [ClientStack.LindenUDP]
For now, will simply disable this particular pooling though will revisit this issue.
In response to http://opensimulator.org/mantis/view.php?id=6468
2012-12-19 01:51:30 +00:00
Justin Clark-Casey (justincc) 0b93a68030 minor: add some more detail to the logging if an LLClientView fails to process a packet 2012-12-13 23:32:28 +00:00
Justin Clark-Casey (justincc) 22d4c52ffc Consistenly make NUnit test cases inherit from OpenSimTestCase which automatically turns off any logging enabled between tests 2012-11-24 03:15:24 +00:00
Justin Clark-Casey (justincc) cd088757e9 Add a first draft mechanism for the IncomingPacketsProcessedStat to show the delta over time.
The chief motivation for this is to be able to tell whether there's any impact on incoming packet processing from enabling extra packet pooling.
2012-11-16 04:36:22 +00:00
Justin Clark-Casey (justincc) daf03bfb56 Handle Map block requests on a separate thread rather than the main packet handling thread.
This prevents a slow grid information network call from holding up the main packet handling thread.
There's no obvious race condition reason for not doing this asynchronously.
2012-11-15 03:09:20 +00:00
Justin Clark-Casey (justincc) 57273ef7b2 Do HandleMapLayerRequest on its own thread rather than on the main inbound udp packet handling thread.
There's no obvious race condition reason for doing this on the main packet handling thread.
2012-11-15 03:07:45 +00:00
Justin Clark-Casey (justincc) df4da51f04 Following on from 4f982596, launch map name requests on an async thread from LLClientView directly.
This releases the inbound packet handling thread marginally quicker and is more consistent with the other async packet handling
2012-11-15 03:04:46 +00:00
Justin Clark-Casey (justincc) 038528dc80 Make PacketPool class stats pull stats instead of push stats so they can be lifted up into LLUDPServer and be distiguished by scene name 2012-11-15 02:02:59 +00:00
Justin Clark-Casey (justincc) 2c36106675 Add IncomingPacketsProcessedCount stat for diagnostics.
Also puts some packet processing counts in a container named after the scene so that stats can be collected from more than one scene.
2012-11-15 01:14:18 +00:00
Diva Canto aeeaa3a0a9 Added AssemblyInfos to every dll in the OpenSim.Region namespace. 2012-11-14 11:09:43 -08:00
Diva Canto 86903f23dd Cleanup on region modules: gave short node id's to all of them. 2012-11-12 18:08:02 -08:00
Melanie 0d15a6a01f Remove any mention of IRegionModule from region names and comments to aid
grepping for remaining uses
2012-11-12 19:18:20 +00:00
Diva Canto 3a5e317f65 One more module converted: ObjectAdd. 2012-11-10 10:35:27 -08:00
Diva Canto 4ac857f902 One more module: EventQueueGetModule. Also making it non-optional for this dll. 2012-11-10 08:48:31 -08:00
Justin Clark-Casey (justincc) 4ba48151b2 Handle UUIDGroupName and ObjectGroup viewer UDP requests asynchronously rather than synchronously.
This is to avoid the entire scene loop being held up when the group service is slow to respond.
There's no obvious reason for these queries to be sync rather than async.
2012-10-31 00:39:45 +00:00
Justin Clark-Casey (justincc) c13a99dc5c Fix script error messages not showing up in viewer 3 and associated viewers.
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.
2012-10-25 03:26:12 +01:00
Justin Clark-Casey (justincc) 319ebaca06 Make it possible to turn the base UDP object packet pools on and off whilst running via the "debug lludp pool <on|off>" console command. For debug purposes.
This does not currently apply to the higher LLUDP packetpool.
2012-10-23 02:44:15 +01:00
Justin Clark-Casey (justincc) 4578ff74fe Add object count stats for new IncomingPacket and UDPPacketBuffer pools if they are enabled. Add count stats for existing LLUDP pool.
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.
2012-10-23 01:52:10 +01:00
Justin Clark-Casey (justincc) 0811f3d28d minor: Remove event method doc from LLClientView that I forgot in the last commit (1de80c) 2012-10-18 00:34:10 +01:00
Justin Clark-Casey (justincc) 3ec2923022 Reuse the same AgentUpdateArgs object for each AgentUpdate UDP packet (of which there are 10 a second) rather than constructing a new one every time.
We can do this because AgentUpdate packets are handled synchronously.
2012-10-17 23:54:05 +01:00
Justin Clark-Casey (justincc) faf6b56839 Explicitly return only the incoming AgentUpdate packet as this is the only one we pool atm, rather than attempting to return all incoming packets. 2012-10-17 23:08:14 +01:00
Justin Clark-Casey (justincc) 2ed59ad8ac If RecycleBaseUDPPackets = true, also pool IncomingPackets to reduce memory churn 2012-10-17 21:08:15 +01:00
Justin Clark-Casey (justincc) f35826eb31 minor: Make BasicCircuitTests.SetUp() call overriden base method instead of ignoring it. 2012-10-16 23:50:45 +01:00
Justin Clark-Casey (justincc) fc861c7904 Add optional pool for the UDPPacketBuffer objects that handle all incoming UDP data.
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.
2012-10-16 23:35:05 +01:00
Justin Clark-Casey (justincc) db4ca57590 Make it possible to separate start and stop lludp packet processing from the console for debug processes.
This is controlled via the "debug lludp start <in|out|all>" and "debug lludp stop <in|out|all>" region console commands.
The command "debug lludp status" will show current status.
2012-10-16 21:55:00 +01:00
Justin Clark-Casey (justincc) 0eb457442d minor: Add missing newlines and spacing to help for "debug eq" console command 2012-10-16 01:31:51 +01:00
Justin Clark-Casey (justincc) 3ac6a423f7 minor: comment out "Registered seed capability" message for "Received SEED caps request" message for now.
I think this is more useful right now since it tells us if the viewer requested a seed caps at all in various scenarios (such as when teleporting to a new region).
2012-10-16 00:54:25 +01:00
Justin Clark-Casey (justincc) 8c2564c05c minor: Comment out the region console caps message for now. 2012-10-16 00:40:28 +01:00
Justin Clark-Casey (justincc) dc460579fd minor: Fix and elaborate on log information printed when an unrecognized estate method is received from the client. 2012-10-13 01:47:10 +01:00
Justin Clark-Casey (justincc) b7e75d467c minor: Use && instead of & when deciding whether to print Improve/ObjectUpdate packet out messages when debug is turned on.
Practical effect is probably none.
2012-10-12 02:10:30 +01:00
Justin Clark-Casey (justincc) 8873a4a8fc minor: Fix bug in categorization of blocks reused stat from packetpool 2012-10-12 01:59:47 +01:00
Justin Clark-Casey (justincc) 21d0cbf703 Add AgentUpdate to PacketPool. This is the most common inbound packet from viewers. 2012-10-12 01:39:37 +01:00
Justin Clark-Casey (justincc) 59a17ad676 Fix percentage stats to multiply by 100. Adjust container name for packetpool stats. 2012-10-12 00:26:15 +01:00
Justin Clark-Casey (justincc) 8a402850dd Enable reuse of data blocks for ImprovedTerseObjectUpdate using existing Packetpool code. 2012-10-12 00:21:45 +01:00
Justin Clark-Casey (justincc) 2e9ef015f7 Fix packetpool for ImprovedTerseObjectUpdate packets.
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.
2012-10-11 23:58:37 +01:00
Justin Clark-Casey (justincc) 1f2472d0fc Extend "show stats" command to "show stats [list|all|<category name>]"
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.
2012-10-11 23:28:53 +01:00
Justin Clark-Casey (justincc) e76b01a201 Lock on AgentCircuitData during Scene.AddClient() and RemoveClient() to prevent an inactive connection being left behind if the user closes the viewer whilst the connection is being established.
This should remove the need to run the console command "kick user --force" when these connections are left around.
2012-10-10 00:26:43 +01:00
Justin Clark-Casey (justincc) 73c9abf5f2 Move OpenSim.Data.RegionFlags -> OpenSim.Framework.RegionFlags to make it easier for other code to use (e.g. LSL_Api) without having to reference OpenSim.Data just for this. 2012-10-09 01:35:27 +01:00
Justin Clark-Casey (justincc) 16c9c1dff7 On receiving TaskInventoryAccepted with a destination folder in the binary bucket slot for RLV, notify the viewer about inventory folder updates.
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
2012-10-06 02:34:49 +01:00
Justin Clark-Casey (justincc) 7c7cdf3431 Read PacketPool config in LLUDPServer with other config params rather than in Scene.
This is to resolve previous build break.
This unnecessarily but harmlessly reads and sets the parameter multiple times - scene was doing the same thing.
2012-10-05 01:43:29 +01:00
Justin Clark-Casey (justincc) f0178a6a41 refactor: Move OpenSim.Framework.PacketPool to OpenSim.Region.Clientstack.Linden.UDP
This is to allow it to use OpenSim.Framework.Monitoring in the future.
This is also a better location since the packet pool is linden udp specific
2012-10-05 01:12:56 +01:00
Melanie 68814f904e Replace SendBannedUserList with Avination's version. Untested in core. Not even test compiled. 2012-08-31 00:37:27 +01:00
Justin Clark-Casey (justincc) bcbd450fe4 Add --force flag to "kick user" console command to allow bypassing of recent race condition checks.
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.
2012-08-20 20:24:54 +01:00
Melanie dd0556abc9 Fix llDialog responses so that they can be heard throughout the region. This now conforms to the behaviour in SL. 2012-08-19 22:05:38 +01:00
Melanie f6562e2269 Actually add the module 2012-08-14 22:22:25 +01:00
Justin Clark-Casey (justincc) 205f2326dc Consolidate PersistBakedTextures, DelayBeforeAppearanceSend and DelayBeforeAppearanceSave into [Appearance] section from [Startup] config section so that all appearance settings are in the same place and not in the startup bucket.
All these settings are in OpenSimDefaults.ini only.  If you are using them then please adjust your OpenSim.ini
2012-08-03 23:02:39 +01:00
Justin Clark-Casey (justincc) 35efa88c26 Rename OpenSim.Framework.Statistics to OpenSim.Framework.Monitoring.
This better reflects the long-term purpose of that project and matches Monitoring modules.
2012-07-25 23:11:50 +01:00
Justin Clark-Casey (justincc) ef8570f789 Extend region console "show queues" command to show already collected time since last packeted received by the simulator from a viewer. 2012-07-24 23:39:31 +01:00
Justin Clark-Casey (justincc) d1d331a4c0 Make LLClientView instant message handling asynchronous rather than synchronous to prevent long operations from holding up all inbound packet processing.
Giving a large folder from one avatar to another was causing a long delay when handled synchronously, since it took some time to retrieve the necessary data from the inventory service.
Handling this asynchronously instead stops this delay from disrupting all avatars in the scene.  This has been shown in OSGrid.
I see no reason for not handling all IM messages asynchronously, just as incoming chat is handled asynchronously, so this has been switched for all instant messages.
Thanks to Nebadon for testing this change out.
2012-07-19 23:20:03 +01:00
Justin Clark-Casey (justincc) ba80f137b5 Prevent race conditions between two threads that call LLClientView.Close() simultaneously (e.g. ack timeout and an attempt to reconnect) 2012-07-19 22:32:27 +01:00
Justin Clark-Casey (justincc) d6f54b25cd Stop redundantly passing in the endpoint to the LLClientView constructor.
This can always be retrieved via the LLUDPClient and is so done in various places already.
2012-07-12 23:48:42 +01:00
Justin Clark-Casey (justincc) dda999a22c Remove IClientIPEndpoint client interface for now.
This may well come back in the future when this subinterface is actually used but it currently isn't and I feel the name was poor.
Everything uses IClientAPI.RemoveEndPoint which also returned the full endpoint rather than just the ip address.
2012-07-12 23:43:02 +01:00
Justin Clark-Casey (justincc) 3b3d9967b1 Remove IClientAPI.GetClientEP() in favour of existing identical IClientAPI.RemoteEndpoint. 2012-07-12 23:29:57 +01:00
Justin Clark-Casey (justincc) 5691a8b860 refactor: rename Watchdog.WATCHDOG_TIMEOUT_MS to DEFAULT_WATCHDOG_TIMEOUT_MS to reflect what it actually is 2012-07-04 00:15:03 +01:00
Justin Clark-Casey (justincc) f202c36106 Add IScene.Name for code clarity to replace the RegionInfo.RegionName used in many, many log messages. 2012-06-29 00:03:22 +01:00
Justin Clark-Casey (justincc) 5301648cff In AttachmentsModule.DetachSingleAttachmentToInvInternal(), remove attachment before changing properties for correct inventory serialization.
Serialization of attachments requires IsAttachment = false so that correct positions are serialized instead of avatar position.
However, doing this when a hud is still attached allows race conditions with update threads, resulting in hud artifacts on other viewers.
This change sets SOG.IsDeleted before serialization changes take place (IsDeleted itself is not a serialized property).
LLClientView then screens out any deleted SOGs before sending updates to viewers.
2012-06-25 21:08:19 +01:00
Justin Clark-Casey (justincc) aaa30dcebc Add region name to UseCircuitCode log messages 2012-06-15 05:01:36 +01:00
Justin Clark-Casey (justincc) c935f03467 Put all debug console commands into a single Debug section rather than scattering them over other categories 2012-06-15 03:32:43 +01:00
Justin Clark-Casey (justincc) 257b1b517d Add main instance to internal MainServer.m_Servers list to simplify internal logic.
This does require the server to be added before it is set as the main Instance
2012-06-15 02:03:50 +01:00
Justin Clark-Casey (justincc) 2c6555021f Fix very recent regression in 917d753 where I put the ++updatesThisCall outside the batching part of ProcessEntityUpdates()
This stopped any batching happening and since this method is called periodically updates were sent very slowly
2012-06-14 03:49:54 +01:00
Justin Clark-Casey (justincc) 3888b9a670 If we're going to discard a terse update block because it's now someone else's hud, then don't still add it to the list of blocks for the update message. 2012-06-14 03:32:44 +01:00
Justin Clark-Casey (justincc) 0d2243a393 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2012-06-14 01:38:41 +01:00
Justin Clark-Casey (justincc) 917d753f1c Fix a race condition where an object update for a hud could be sent to non-owner avatars if the hud was attached directly from within the region.
If this happens, then the non-owners would see unremovable huds that they did not own until relog, and sometimes even beyond that.
This was due to a race between the entity update and the attachment code when moving an object from within scene to a hud.
2012-06-14 01:36:37 +01:00
Melanie cba8b4f8b8 Fix not sending TransferInfo when an asset is not found. This clogs
up the sound pipeline in the viewer.
2012-06-14 00:58:17 +01:00
Justin Clark-Casey (justincc) 6a77a65675 minor: remove unnecessary IsAttachment = false setting for new object in UploadObjectAssetModule, property always starts as false 2012-06-14 00:35:26 +01:00
Justin Clark-Casey (justincc) 16ffc764bf minor: refactor part of LLClientView.ProcessEntityUpdates() to remove duplicate code 2012-06-13 23:54:32 +01:00
Justin Clark-Casey (justincc) cf080a68d6 Remove long obsolete and unused IClientAPI.KillEndDone() 2012-06-13 23:42:22 +01:00
Justin Clark-Casey (justincc) f726150afd Add ObjectUpdate as one of the packets that can be screened out when setting debug packet level 2012-06-13 23:39:23 +01:00
Justin Clark-Casey (justincc) 2ca31a9841 Remove accidental timeout left in during earlier debugging. Has been in since two commits ago (b099f26) 2012-06-12 02:46:14 +01:00
Justin Clark-Casey (justincc) b099f26376 Set IClientAPI.IsActive = false early on client removal due to ack timeout rather than using IsLoggingOut flag.
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).
2012-06-12 02:16:36 +01:00
Justin Clark-Casey (justincc) c89db34fc4 If the simulator closes a root agent due to ack timeout, then send the client a kick message with that reason, in case it is somehow still listening. 2012-06-12 02:03:31 +01:00
Justin Clark-Casey (justincc) 8c7149063b In PresenceDetector.OnConnectionClose(), use the IsChildAgent check already available on IClientAPI.SceneAgent rather than retrieving it again by scanning all scenes. 2012-06-12 01:25:09 +01:00