Commit Graph

2817 Commits (aea5d3a84212a236fe1a766131b8e3513f3705a8)

Author SHA1 Message Date
Diva Canto 3194ffdab8 Fixed incomplete commit r/23317 -- see_into_region. Put the guard around estate bans also, and delete the obsolete config var. 2013-08-07 08:01:59 -07:00
Diva Canto 946b370966 Child agent updates: remove the dependency on the root agent's camera position. That was a complete overkill that is unnecessary at this point. 2013-08-05 14:21:17 -07:00
Diva Canto 09cb2a37dd More on HG inventory and OutboundPermission: disallowing giving inventory to foreigners if OutboundPermission is false 2013-08-03 20:36:30 -07:00
Diva Canto dcfeb95e98 HG: If OutboundPermission is set to false, let's enforce stricter permissions by not allowing objects to be taken to inventory. 2013-08-03 20:13:44 -07:00
Diva Canto 07e4958b19 Turn off edit beams when object is derezed while being edited. (mantis #6722) 2013-08-01 20:40:13 -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 7b0b5c9d97 Added BasicSearchModule.cs which handles OnDirFindQuery events. Removed that handler from both Groups modules in core, and replaced them with an operation on IGroupsModule. 2013-07-28 13:49:58 -07:00
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
Justin Clark-Casey (justincc) 840be97e40 Fix failure in TestCreateDuplicateRootScenePresence().
This is a test setup failure since code paths when adding a duplicate root scene presence now require the EntityTransferModule to be present.
Test fixed by adding this module to test setup
2013-07-26 20:52:30 +01:00
Justin Clark-Casey (justincc) 056a6ee765 Fix regression tests relating to agent transfer by making simulator use last week's SIMULATOR/0.1 protocol for now. 2013-07-26 19:22:30 +01:00
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 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) 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 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 14530b2607 Minor adjustment on timings of waits. 2013-07-24 14:29:37 -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 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 00d4a26eef Amend previous commit. 2013-07-24 12:49:30 -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 901bdfed40 Restoring landing on prims, which had been affected by the edit beams commit. 2013-07-23 14:31:16 -07:00
Diva Canto 7c1eb86c7d Don't post Link asset types back to the home grid 2013-07-23 14:28:53 -07:00
Diva Canto 8d18ad2f6f Minor aesthetic change to make things more clear. 2013-07-21 09:02:56 -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 032c637c10 Filter certain viewer effects depending on distance between the avatar that is generating the effect and the cameras of the observers. In particular, this applies to LookAt (which is really verbose and occurs every time users move the mouse) and Beam (which doesn't occur that often, but that can be extremely noisy (10.sec) when it happens) 2013-07-21 09:01:09 -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 9432f3c94d Improvements to the ServiceThrottleModule: added a category and an itemid to the interface, so that duplicate requests aren't enqueued more than once. 2013-07-16 19:04:30 -07:00
Diva Canto a006caabbc Added IServiceThrottleModule.cs 2013-07-16 17:06:54 -07:00
Diva Canto c8dcb8474d Let's go easy on authenticating ChildAgentUpdates, otherwise this will be chaotic while ppl are using different versions of opensim. Warning only, but no enforcement. 2013-07-14 10:26:05 -07:00
Diva Canto 98f59ffed5 Fix broken tests -- the test setup was wrong... sigh. 2013-07-14 09:22:55 -07:00
Diva Canto c61ff917ef Authenticate ChildAgentUpdate too. 2013-07-14 09:21:28 -07:00
Diva Canto f3b3e21dea Change the auth token to be the user's sessionid. 2013-07-14 07:28:40 -07:00
Diva Canto fcb0349d56 And this fixes the other failing tests. Justin, the thread pool is not being initialized in the tests! 2013-07-13 23:01:41 -07:00
Diva Canto e4f741f006 This should fix the failing test. 2013-07-13 22:52:51 -07:00
Diva Canto a2ee887c6d Deleted a line too many 2013-07-13 22:32:52 -07:00
Diva Canto b4f1b9acf6 Guard against unauthorized agent deletes. 2013-07-13 21:28:46 -07:00
Diva Canto 5a1d6727e1 Some more debug to see how many threads are available. 2013-07-13 11:39:17 -07:00
Diva Canto bc405a6a34 That didn't fix the problem.
Revert "Trying to reduce CPU usage on logins and TPs: trying radical elimination of all FireAndForgets throughout CompleteMovement. There were 4."

This reverts commit 6825377380.
2013-07-13 11:30:37 -07:00
Diva Canto 6825377380 Trying to reduce CPU usage on logins and TPs: trying radical elimination of all FireAndForgets throughout CompleteMovement. There were 4. 2013-07-13 11:11:18 -07:00
Diva Canto 3a26e366d2 This commit effectively reverses the previous one, but it's just to log that we found the root of the rez delay: the priority scheme BestAvatarResponsiveness, which is currently the default, was the culprit. Changing it to FrontBack made the region rez be a lot more natural.
BestAvatarResponsiveness introduces the region rez delay in cases where the region is full of avatars with lots of attachments, which is the case in CC load tests. In that case, the inworld prims are sent only after all avatar attachments are sent. Not recommended for regions with heavy avatar traffic!
2013-07-13 10:35:41 -07:00
Diva Canto ff4ad60207 Same issue as previous commit. 2013-07-13 10:05:11 -07:00
Diva Canto ccee2959f7 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2013-07-13 09:53:05 -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
Justin Clark-Casey (justincc) d06c85ea77 Reinsert PhysicsActor variable back into SOP.SubscribeForCollisionEvents() in order to avoid a race condition.
A separate PhysicsActor variable is used in case some other thread removes the PhysicsActor whilst this code is executing.
If this is now impossible please revert - just adding this now whilst I remember.
Also makes method comment into proper method doc.
2013-07-13 00:29:07 +01:00
Robert Adams 1909ee70f8 Centralize duplicated code in SceneObjectPart for subscribing to
collision events. Improve logic for knowing when to add processing
routine to physics actor.
2013-07-11 16:57:07 -07:00
Justin Clark-Casey (justincc) 7c2e4786ce minor: remove some regression test logging switches accidentally left uncommented. 2013-07-11 23:19:55 +01:00
Diva Canto d0dfb744b2 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2013-07-09 14:13:51 -07:00
Diva Canto 67e500383e Put guards on a bunch of exception-inducing code, as seen in logs from load test. 2013-07-09 14:12:52 -07:00
Justin Clark-Casey (justincc) af9b17c545 minor: remove mono compiler warnings related to keyframe code 2013-07-08 23:52:40 +01:00
Justin Clark-Casey (justincc) c3db595944 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2013-07-08 22:07:27 +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
Diva Canto 1286677352 Try to normalize the creatorData of scene object parts with the trailing '/'. What a nightmare this '/' is! 2013-07-06 18:37:54 -07:00
Justin Clark-Casey (justincc) 5dbdd5f8b4 refactor: Make stats and sim status simpler by extending BaseStreamHandler like other handlers instead of implementing the IStreamedRequestHandler interface directly 2013-07-06 00:12:48 +01:00
Justin Clark-Casey (justincc) dd15f95499 Add very basic regression test TestChildAgentSingleRegionCapabilities() which checks for addition and removal of capabilities on add/remove of child agent 2013-07-05 20:06:27 +01:00
Diva Canto 8265a88c4a Throttle the viewer's requests for region handles. Apparently Kokua is requesting this for all landmarks in inventory. Not sure why. But this seems to be the root cause of the login freeze mentioned before. This commit adds a blocking queue / process thread pattern. 2013-07-04 14:51:18 -07:00
Diva Canto da3aa44138 Debug the RegionHandle handler (same issue) 2013-07-04 13:27:53 -07:00
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
Justin Clark-Casey (justincc) 371085546d Add materials store null check into UuidGatherer code. 2013-06-28 23:57:41 +01:00
Justin Clark-Casey (justincc) f6ce87c96d Reinsert code for gathering uuids reference by materials back directly into UuidGatherer for now.
This cannot be triggered as an event from Scene.EventManager since some invocations of UuidGatherer (e.g. IAR saving) use scene objects which are not in scenes.
There needs to be some way for modules to register for events which are not connected with a particular scene.
2013-06-28 18:50:33 +01:00
Justin Clark-Casey (justincc) 149487ea0f refactor: Move code for gathering textures referenced by materials into MaterialsDemoModule from UuidGatherer
This code is now triggered via EventManager.OnGatherUuids which modules can subscribe to.
2013-06-27 23:42:35 +01:00
Justin Clark-Casey (justincc) f7d09b898a Make the concept of namespaces explicit in dynamic attributes
This is in order to reduce the likelihood of naming clashes, make it easier to filter in/out attributes, ensure uniformity, etc.
All dynattrs in the opensim distro itself or likely future ones should be in the "OpenSim" namespace.
This does alter the underlying dynattrs data structure.  All data in previous structures may not be available, though old structures should not cause errors.
This is done without notice since this feature has been explicitly labelled as experimental, subject to change and has not been in a release.
However, existing materials data is being preserved by moving it to the "Materials" store in the "OpenSim" namespace.
2013-06-27 23:14:28 +01:00
Justin Clark-Casey (justincc) ce9b1320d2 Improve situation where editing just the root prim of an attachment causes other prims to be set to very far off positions on reattach.
Functionally the same as the patch by tglion in http://opensimulator.org/mantis/view.php?id=5334
However, not yet perfect - after editing just root prim on reattach the position is still wrong, though other prims are not set to far off positions.
2013-06-25 00:41:46 +01:00
Justin Clark-Casey (justincc) 4b00203fa5 Tidy up SOG.UpdateRootPosition() to eliminate unnecessary copying of Vector3 structs 2013-06-25 00:15:55 +01:00
Melanie 936700bda3 Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim 2013-06-23 01:49:45 +01:00
Melanie 4bf1afe300 Fix prim locking to behave like SL 2013-06-23 01:34:35 +01:00
Justin Clark-Casey (justincc) 0767523834 Fix other places when saving scripts or notecards in prim inventories where messages should be transient without an OK button 2013-06-18 21:21:59 +01:00
teravus 3357300362 * This fixes having to select and deselect prim to get keyframemotion to start running when pulled from data storage. 2013-06-12 18:13:00 -05:00
Robert Adams 7556a0f699 Add TriggerScenePresenceUpdated events when an animation is added
or removed. Shouldn't impact anyone as only DSG seems to use
OnScenePresenceUpdated event.
Some minor format changes to AnimationSet's ToString().
2013-06-11 17:18:12 -07:00
teravus d47a18fd09 * Adds KeyFrameMotion storage support to SQLite, just a note, seems that there's still something wrong with keyframed motion starting when the sim starts up, you have to 'select' and 'deselect' the prim again to get it to appear to move. Not sure what this is but maybe melanie_t can comment on this.
* Has a prim table migration..     that might take a while, hold on to your hats.
* Fixes a null-ref when shutting down while keyframed motion is active.
2013-06-11 08:56:20 -05:00
Justin Clark-Casey (justincc) f2a4d9b99c Fix regression where multiple close agents could be sent to the wrong neighbour region on root agent close.
This was introduced in git master d214e2d0 (Thu May 16 17:12:02 2013)
Caught out by the fact that value types used in iterators act like references and this was dispatched asynchronously.
Should address http://opensimulator.org/mantis/view.php?id=6658
2013-06-07 19:13:24 +01:00
Melanie 06012f8675 Fix keyframe motion copyright 2013-06-06 23:49:02 +01:00
Melanie 81ad9255b5 Hook up Keyframe motion to almost everything. Failing to cross a sim border
may yield unexpected results in some cases. No database persistence yet,
2013-06-06 03:03:05 +01:00
Melanie e1d98c9e4c Committing Avination's Keyframe module. This is not hooked up yet and will do nothing. More commits to follow. 2013-06-06 02:25:19 +01:00
Justin Clark-Casey (justincc) f41fc4eb25 Avoid a deadlock where a script can attempt to take a ScriptInstance.m_Scripts lock then a lock on SP.m_attachments whilst SP.MakeRootAgent() attempts to take in the opposite order.
This is because scripts (at least on XEngine) start unsuspended - deceptively the ResumeScripts() calls in various places in the code are actually completely redundant (and useless).
The solution chosen here is to use a copy of the SP attachments and not have the list locked whilst creating the scripts when an avatar enters the region.
This looks to address http://opensimulator.org/mantis/view.php?id=6557
2013-06-05 22:20:48 +01:00
Robert Adams 4d32ca19bf Trigger OnScenePresenceUpdated when the avatar's animations change. 2013-05-30 19:16:36 -07:00
Robert Adams 48a175eff7 Add methods to Animation and AnimationSet for easier manipulation and
display of groups of animations (Equal(), ToString(), FromOSDArray(), ...).
No functional change to animations.
2013-05-30 19:16:34 -07:00
Robert Adams 439f11cc3c Add region heartbeat start event to complement heartbeat end event.
This allows object modification before the usual heartbeat operation.
2013-05-30 19:16:31 -07:00
Justin Clark-Casey (justincc) 8f9a726465 If on a sit request we sit the avatar on a different prim in a linkset for some reason (e.g. because it has a sit target), then send the actual sit prim UUID to the viewer rather than the requested one.
This purports to fix the issue described in http://opensimulator.org/mantis/view.php?id=6653 where the camera can end up following the requested sit prim rather than the actual.
The original spot was by Vegaslon, this commit just goes about it in a slightly different way
This commit also makes m_requestedSitTargetUUID to be the actual UUID, which is consistent with m_requestedSitTargetID which was already doing this.
However, this adjustment has no practical effect since we only currently need to know that there's any requested sit UUID at all, not which one it is.
2013-05-30 19:27:20 +01:00
Justin Clark-Casey (justincc) cc7aa88b26 Try caching the user name for a new agent earlier on in the process of establishing a connection, to see if this helps with "Unknown UserUMMTGUN" issues.
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
2013-05-29 23:08:54 +01:00
Diva Canto 233b9ec4d7 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2013-05-28 20:59:54 -07:00
Mic Bowman a087dbed7f One more appearance change: drop sending the SendAppearance packet
to avatar when it becomes root. This packet shows up in the viewer
logs as an error and appears to cause problems for completing the
texture rebake process for v1 viewers in some cases.
2013-05-24 13:26:07 -07:00
Justin Clark-Casey (justincc) eb2bd9d203 minor: Remove unnecessary duplication of AbsolutePosition Vector3 in SOG.Copy()
As a struct, Vector3 has already been cloned by MemberwiseClone()
2013-05-24 00:46:58 +01:00
Justin Clark-Casey (justincc) 02fe05f346 Fix issue where llSetPayPrice on either one of a clone prim in the same OpenSimulator session would change the prices on both prims.
This is because the PayPrice array refernence was being memberwise cloned and not the array itself.
Addresses http://opensimulator.org/mantis/view.php?id=6639
2013-05-24 00:41:47 +01:00
Justin Clark-Casey (justincc) 9b56f99326 Fix bug where a cloned object would report the wrong llGetNumberOfPrims() when avatars had been sitting on the original and a different avatar sat on the copy within the same opensim session.
This was because the sitting avatars list was being cloned rather than reset.
Addresses http://opensimulator.org/mantis/view.php?id=6649
2013-05-23 23:52:07 +01:00
Justin Clark-Casey (justincc) 7d38f4940c Implement llSetSoundQueueing().
This is controlled by the viewer, not the server.
So as per http://wiki.secondlife.com/wiki/LlSetSoundQueueing, only two sounds can be queued per prim.
You probably need to use llPreloadSound() for best results
2013-05-22 20:01:57 +01:00
Diva Canto 10e4fb2ce2 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2013-05-20 09:26:15 -07:00
Diva Canto 26904cc5a1 Add comment 2013-05-20 09:25:50 -07:00
Justin Clark-Casey (justincc) d214e2d0c4 On closing child agents, send separate asynchronous requests to each neighbour rather than sending all closes concurrently on a separate thread.
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.
2013-05-16 17:12:02 +01:00
Justin Clark-Casey (justincc) bd31821792 On logout, send close child agent requests to neighbours asynchronously, so user is not prevented from relogging if many neighbours are present but not responsive.
The symptom here is that previous user connections are still present but are labelled active == false
2013-05-16 16:37:21 +01:00
Robert Adams 23ebae1828 Eliminate race condition where SimStatsReporter starts reporting
stats before the region is completely initialized.
2013-05-14 13:40:07 -07:00
Justin Clark-Casey (justincc) ce979552fd Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2013-05-14 19:45:35 +01:00
Justin Clark-Casey (justincc) e9847a4dbd Comment out some debugging item permission messages since these are highly noisy on the console.
Please re-enable when required
2013-05-14 19:44:41 +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 a4431381fa Finalize the logic for SetHome. See comments in Land/LandManagementModule.cs about who has permission to set home where. 2013-05-11 07:58:14 -07:00