Commit Graph

21539 Commits (df75f14bca3f2a686ea94585abc6d673dc6df10a)

Author SHA1 Message Date
Justin Clark-Casey (justincc) df75f14bca Add [BulletSim] option AvatarToAvatarCollisionsByDefault to control whether avatars collide. This is true by default.
This is implemented with a new collision type (PhantomToOthersAvatar) to potentially allow colliding and non-colliding avatars to be present in the same scene.
So there is no provision yet for giving avatars different collision types.
This commit replaces the temporary change in commit f3eaa6d8 where avatars would never collide when using BulletSim
This is equivalent to the av_av_collisions_off option in ODE.
2014-11-20 21:28:12 +00:00
Justin Clark-Casey (justincc) bf5e220450 Fix compile error from previous 1d56029848 2014-11-11 18:10:51 +00:00
Justin Clark-Casey (justincc) 1d56029848 Fix issue where llRemoteLoadScriptPin() would treat 0 (the default) as a valid set pin in a destination prim rather than the unset no pin state
Adds regression test for this case.
2014-11-11 17:28:24 +00:00
Justin Clark-Casey (justincc) 6affa906ee When processing incoming attachments via HG, if a request for uuid gathering or final asset import takes too long remove remaining requests from same user to prevent hold up of other user's incoming attachments.
This improves upon the earlier naive simply queueing immplementation.
Threshold is 30 seconds.  If this happens to a user they can relog and fetch will be reattempted.
2014-11-06 01:15:22 +00:00
Justin Clark-Casey (justincc) 9d78d16cf3 Introduce an IteratingUuidGatherer where each fetch from the asset service (iteration) can be controlled by the caller.
This is to enable an imminent change where incoming HG scene object fetching can assess the time taken by each request rather than being forced to perform all requests in one call.
Soon, this will replace the existing UuidGatherer since it is both simpler and more flexible.
2014-11-05 19:36:53 +00:00
Justin Clark-Casey (justincc) 6fa2e685a9 Add incoming packet async handling engine to queue some inbound udp async requests.
This is to reduce the potential for overload of the threadpool if there are many simultaneous requets in high concurrency situations.
Currently only applied to AvatarProperties and GenericMessage requests.
2014-11-05 19:02:26 +00:00
Justin Clark-Casey (justincc) 297b27e473 Add missing class from recent commit 69abade 2014-11-04 18:26:35 +00:00
Justin Clark-Casey (justincc) 9c8d5f54d8 Add "show threadpool calls active" console debug command.
This shows named threadpool calls (excluding timer and network calls) that are currently queued or running.
Also shows total of labelled and any anonymous calls.
2014-11-04 17:21:22 +00:00
Justin Clark-Casey (justincc) 69abadedae Add naive implementation of controlled incoming HG attachments to manage load.
Instead of processing all incoming attachment scene object concurrently, process them consecutively to eliminate potential overload from this source.
This is a naive implementation because it does not currently account for slow foreign asset services.
Although it may take longer, this approach may also improve attachment visibility for HG avatars
since the scene object is now always added to the scene after receiving assets from the foreign service and not before.
2014-11-04 16:49:32 +00:00
Justin Clark-Casey (justincc) 3372210c46 Label all threadpool calls being made in core OpenSimulator. This is to add problem diagnosis.
"show threadpool calls" now also returns named (labelled), anonymous (unlabelled) and total call stats.
2014-11-04 00:55:48 +00:00
Justin Clark-Casey (justincc) d3a550bc85 Add "show threadpool calls" command to show count of all labelled smartthreadpool calls 2014-11-03 23:49:11 +00:00
Justin Clark-Casey (justincc) 965c53ebd7 Just for now, don't alert the user or log if we couldn't change their server-side preferences due to no e-mail address being sent.
This is to avoid user confusion in the oscc rehearsal as they are often not aware that this fails because no e-mail is set.
Also may be failing in the hypergrid case, though this may also be a config issue.
This is meant as a temporary solution.
2014-10-31 23:04:18 +00:00
Justin Clark-Casey (justincc) 31b92f0217 Actually persist a changed console set agent-limit via "region set".
Unfortunately, it's not currently easy to do this with "max-agent-limit"
- this must be separately set as MaxAgents in region config if it's to persist over restarts.
2014-10-31 22:32:35 +00:00
Justin Clark-Casey (justincc) 12f50a2798 Add "region set" console command.
This current allows one to set two region parameters
agent-limit <int> will set the current root agent limit for the region, as also settable through the viewer, though some impose a max setting (e.g. 100).
max-agent-limit <int> will set the maximum allowed root agent limit.  This can also be set via the MaxAgent parameter in region config.
2014-10-31 21:44:31 +00:00
Justin Clark-Casey (justincc) fdb902d762 Add "region get" command as a synononym for "show region" console command.
This matches existing similar commands and a soon to be added "region set" command.
2014-10-31 21:12:25 +00:00
justincc a58ae73694 Update libomv to cedac55
This resolves an issue with pCampbot where some bots would occasionally connect with the same UDP source port.
This sometimes led to console messages where bots would report receiving packets multiple times that weren't marked as resends.
DLLs built under windows
2014-10-30 23:31:45 +00:00
Justin Clark-Casey (justincc) 43ac867512 Stop Mono 3.2.8 from binding a UDP socket to a port already in use.
At least on Mono 3.2.8 (but not under Windows), one can bind multiple UDP sockets to the same port by default.
Different simulators cannot demultiplex each other's messages, so a set of confusing non-obvious errors arise if this occurs.
This change prevents such multiple binding.
2014-10-30 20:54:23 +00:00
Justin Clark-Casey (justincc) 064897be85 On pCampbot, if we add the none (n) behaviour then make it actually stop any bots in motion.
Previously, adding this behaviour after physics (p) would leave the bot to drift off for ever in its last movement direction.
2014-10-29 00:29:11 +00:00
Justin Clark-Casey (justincc) 4275342515 Add "wearables check" console command
This checks that all the wearable assets and any assets for a given logged in avatar exist in the asset service
2014-10-28 23:00:49 +00:00
Justin Clark-Casey (justincc) cc23d4bac5 Add "wearables show" console command.
This shows summary wearables information (shape, hair, etc.) for all avatars in the scene or specific information about a given avatar's wearables.
Similar to the existing "attachments show" command.
2014-10-28 17:29:04 +00:00
Justin Clark-Casey (justincc) 1c12930c03 Fix recent regression where adaptive throttles stopped adjusting.
Extends regression tests to test response of adaptive throttles to ack'ed and expired packets.
2014-10-28 00:44:03 +00:00
Justin Clark-Casey (justincc) 096aecc097 Fix setting of max scene throttle so that setting it restricts the child client throttles properly.
In "show throttles", also renames 'total' column to 'actual' to reflect that it is not necessarily the throttles requested for/by the client.
Also fills out 'target' in non-adapative mode to the actual throttle requested for/by the client.
2014-10-25 02:09:37 +01:00
Justin Clark-Casey (justincc) bda36ad2e0 Add request drip rate to assertions for token bucket regression tests 2014-10-25 00:36:50 +01:00
Justin Clark-Casey (justincc) 67007c7d21 Add regression tests for token buckets on their own 2014-10-25 00:32:46 +01:00
Justin Clark-Casey (justincc) cdc3301a33 Make regression throttle tests consistently test target and max throttle settings.
As part of this also refactors code to put all throttle asserts in a single regression test method
2014-10-25 00:09:39 +01:00
Justin Clark-Casey (justincc) 27efecc82f minor: In "show client stats" command, properly handle the case where a client has made no AgentUpdate requests (as is the case with agents that have only even been child) rather than throwing an exception 2014-10-24 21:52:31 +01:00
Justin Clark-Casey (justincc) a17bbeca9d minor: Correct letter accidentally added to copyright notice on top of Scene.cs (almost five years ago!) 2014-10-22 23:51:14 +01:00
Justin Clark-Casey (justincc) 6fa8ddf0fc In Scene.AddNewAgent(), avoid a situation where an exception can result in a client being added to the manager without IClientAPI.SceneAgent being set.
This is done by adjusting the order of code so that SceneAgent will always be set before adding the client.
Various parts of the code (rightly) assume that a a client registered to the manager will always have a SceneAgent set no matter what.
2014-10-22 23:46:05 +01:00
Justin Clark-Casey (justincc) 7d2aad3873 For now, send all non-full terse updates for ones own avatar directly to the LLUDP client stack rather than queueing internally within LLClientView.
When an HG avatar enters a scene, it delays processing of entity updates.  Could be crowding out by other updates or something else.
This delay in ones own av mvmt updates results in mvmt lag experienced on the client.  Avoiding the internal LLClientView for these packets appears to resolve this issue.
Appears most noticeably for avatars with attachments, though has also been seen on those without sometimes.  Hasn't been observed for non-HG avatars in general.
Will be investigating exactly what the problem is, at which point there will be a more permanent solution.
2014-10-21 18:27:09 +01:00
Justin Clark-Casey (justincc) c1a2c4a0bd Add "debug lludp throttles get/set request" and get current
This allows one to set the requested throttle (which normally comes from the client) as opposed to the max.
2014-10-21 02:29:39 +01:00
Justin Clark-Casey (justincc) eaa048eb89 Change the word order of some debug lludp settings for readability
On server, scene-throttle-max becomes max-scene-throttle and likewise max-new-client-throttle
On clients, throttle-max becomes max
2014-10-21 02:17:38 +01:00
Justin Clark-Casey (justincc) bb3e68c069 Add "debug lludp get/set new-client-throttle-max" to allow default new client throttle to be set separately from existing clients.
"debug lludp throttles get/set throttle-max" now only gets and sets current max client throttles
2014-10-21 02:10:55 +01:00
Justin Clark-Casey (justincc) 5dc0730f06 Add "debug lludp get" command which currently just shows scene-throttle-max to mirror "debug lludp set"
Information is also available in "show server throttles" but that's more for non-debug info rather than attempting to get and set parameters on the fly for debug purposes.
2014-10-21 01:48:59 +01:00
Justin Clark-Casey (justincc) 3e25e6a170 Add some more llGiveInventory() regression tests 2014-10-20 23:57:16 +01:00
Melanie Thielker c6f39a0bfd Fix transferring inventory from prims to agent inventory 2014-10-20 23:50:17 +01:00
Justin Clark-Casey (justincc) 830735a42f When inserting missing CreatorData in the HGAssetMapper, do the rewrite on a streaming xml basis rather than loading it all into memory via XmlDocument.
This is because objects with lots of parts can have a lot of xml to load into memory, and this has been seen to have a noticeable performance impact.
Whereas streaming has been seen to reduce the impact in normal serialization.
Implmentation is messy but I couldn't see a better way of doing it when you can't assume that you know the exact structure of the input XML.
2014-10-20 23:46:34 +01:00
Justin Clark-Casey (justincc) dede17b0d2 Add regression test TestPostAssetRewrite() to check results of HGAssetMapper.Post() object asset rewriting, 2014-10-16 01:13:38 +01:00
Justin Clark-Casey (justincc) a54c784b81 If an exception makes it to the top of a JobEngine request, catch and log instead of letting it terminate the simulator... 2014-10-14 20:42:41 +01:00
Justin Clark-Casey (justincc) 493a86dfed Allow GetMesh capability to be served directly by a server like GetTexture
To do this required GetMesh to be converted to a BaseStreamHandler
Unlike GetTexture connector, no redirect URL functionality yet (this wasn't present in the first place).
2014-10-14 18:37:22 +01:00
Justin Clark-Casey (justincc) 22020927c6 Start JobEngine by default in simulator for now. 2014-10-14 17:13:53 +01:00
Justin Clark-Casey (justincc) b9b2f5686f If JobEngine is active, then use it to copy/rez attachments for an avatar entering the scene that isn't initially logging on. This will execute tasks consecutively rather than concurrently.
This has two aims
1) Reduce initial teleport failures when a foreign Hypergrid user enters a region by not holding up the teleport for attachment rez (this can be particularly costly when HG gets all assets in the object graph.
2) Reduce server load that may impact other simulator activities.
This complements existing JobEngine options that perform initial login attachment rez and appearance send in consecutive tasks.
2014-10-14 16:57:58 +01:00
Justin Clark-Casey (justincc) 275613ad83 minor: be consistent about reporting errors out of HttpServerBase 2014-10-14 00:35:15 +01:00
Justin Clark-Casey (justincc) 2935e79ca3 If the port entry in [Network] for a server is missing, then actually tell the user that's the problem rather than simply exiting silently.
Also exit with Environment.Exit(), not by aborting the thread.
2014-10-13 23:57:46 +01:00
Justin Clark-Casey (justincc) 0437d44785 Add an IConfigSource constructor to HGAssetBroker so that it can be instantiated directly for potentially handling some capabilities directly in services with HG active 2014-10-13 23:10:08 +01:00
Justin Clark-Casey (justincc) 00e31de872 Fix an issue where specifying both max client and server outgoing UDP throttles would cause client throttles to be lower than expected when total requests exceeded the scene limit.
This was because specifying a max client throttle would always request the max from the parent server throttle, no matter the actual total requests on the client throttle.
This would lead to a lower server multiplier than expected.
This change also adds a 'target' column to the "show throttles" output that shows the target rate (as set by client) if adaptive throttles is active.
This commit also re-adds the functionality lost in recent 5c1a1458 to set a max client throttle when adaptive is active.
This commit also adds TestClientThrottlePerClientAndRegionLimited and TestClientThrottleAdaptiveNoLimit regression tests
2014-10-10 23:36:50 +01:00
Justin Clark-Casey (justincc) 458540400a Use automatic properties for Parent and TotalDripRequest in TokenBucket to make code analysis easier. No functional change. 2014-10-10 18:38:54 +01:00
Justin Clark-Casey (justincc) 5c1a14587d Remove the unnecessary intermediate total token bucket.
This only had one child, which is the 'adaptive' token bucket.
So from testing and currently analysis, we can use that bucket directly which simplifies the code.
2014-10-10 00:58:16 +01:00
Justin Clark-Casey (justincc) b28b31b3ee minor: remove warnings from unused fields in LocalGridServicesConnector 2014-10-09 01:30:24 +01:00
Justin Clark-Casey (justincc) 16eb9253b0 minor: Remove unused field from EntityTransferModule 2014-10-09 01:25:11 +01:00
Justin Clark-Casey (justincc) ba0707ca1e minor: remove compiler warning from unused field in SimulatorFeaturesModule 2014-10-09 01:23:53 +01:00