This check is necessary to close a race condition where the CompleteAgentMovement processing could proceed when the UseCircuitCode thread had added the client to the client manager but before the ScenePresence had registered to process the CompleteAgentMovement message.
This is most probably why the message appeared to get lost on a proportion of entity transfers.
A better long term solution may be to set the IClientAPI.SceneAgent property before the client is added to the manager.
When a user gives an item, the user's client sends an InventoryOffered IM message to its simulator. This adds the item to the receiver's inventory. If the receiver isn't in the same simulator then XMLRPC is used to forward the IM to the correct simulator. The bug was that the receiving simulator handled the message by calling OnInstantMessage() again, which added a second copy of the item to the inventory. Instead, the receiving simulator should only notify the avatar that the item was offered.
There is a possibilty that some V2 teleport failures are due to the viewer triggered CompleteMovement thread not seeing the change of m_originRegionID by the UpdateAgent thread.
This makes scripted object sounds and a few other things play by default instead of having to switch the viewer to adult
This reduces the support burden
This is specified in the MaxOutgoingTransferVersion attribute of [EntityTransfer] in OpenSim.ini, see OpenSimDefaults.ini for more details.
Default remains "SIMULATION/0.2"
Primarily for http://opensimulator.org/mantis/view.php?id=6755
Need an info message since this is currently important in detecting teleport issue when not at debug log level.
CompleteMovement message occurs before MakeRootAgent() one did
This reverts commit c7ded0618c.
This proves not to be necessary - the necessary checks are already being done via QueryAccess() before cross or teleport
This is to deal with one aspect of http://opensimulator.org/mantis/view.php?id=6755
With the V2 teleport arrangements, viewers appear to send the single UseCircuitCode and CompleteAgentMovement packets immediately after each other
Possibly, on occasion a poor network might drop the initial UseCircuitCode packet and by the time it retries, the CompleteAgementMovement has timed out and the teleport fails.
There's no apparant harm in doubling the wait time (most times only one wait will be performed) so trying this.
Add more information on which endpoint sent the packet when we have to wait and if we end up dropping the packet
Only check if the client is active - other checks are redundant since they can only failed if IsActve = false
Leaves in the dropping of the client GUN8 (now 9) uuid binding message, since this was the much more common case from the viewer-side and this can only affect viewers.
Addresses http://opensimulator.org/mantis/view.php?id=6768
Thanks to talun for the patch on that commit - in the end I took a different approach that also deals with invalid PRIM_LINK_TARGET
However, not yet generating the same warning on invalid PRIM_LINK_TARGET as seen on LL grid
This commit also adds regression tests for some cases of llGetLinkPrimitiveParams()