Commit Graph

3075 Commits (ef39fcf465badfc47842ad0ee5de810f84dd65b5)

Author SHA1 Message Date
Melanie fe01e7d1cc Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim 2013-12-16 22:11:03 +00:00
Melanie f69e91dc2d This is the acutal sitting avatar crossing code. This commit implements the
actual crossing mechanics for seated avatars, using the supporting code from
the previous commits. Physics is not supported yet, although some few bits
for them are already in place due to the earlier code drops. With this commit,
crossing sitting avatar by "editing" the prim across the border, by using
llSetPos or keyframe motion may already be possible. Vehicles will come next.
2013-12-16 22:08:02 +00:00
Robert Adams 13a9a4b653 varregion: rename 'LegacyRegionLocX' back to 'RegionLocX' and same for Y and Z.
Rename 'RegionWorldLocX' to 'WorldLocX' and same for Y and Z.
This keeps the downward compatibility and follows the scheme of 'region'
and 'world' location naming that is happening in the Util module.
2013-12-14 07:53:01 -08:00
Justin Clark-Casey (justincc) ee163b5751 Merge branch 'justincc-master' 2013-12-14 02:23:12 +00:00
Justin Clark-Casey (justincc) e7a294e739 Wrap analysis of the particle system in the UUID Gatherer in a separate try/catch as sometimes it appears that this can be corrupt.
As per Oren's suggestion.
2013-12-14 01:48:03 +00:00
Justin Clark-Casey (justincc) bcb8c4068e Comment out sit position checks in TestSitAndStandWithSitTarget() in SP and NPC tests until positions are known to be stable.
Also resolve issues with NoSitTarget() tests where I was trying to use a destroyed PhysActor
2013-12-14 00:36:25 +00:00
Justin Clark-Casey (justincc) d2d4ae541b Fix build break in test from previous commit 54cc229 - hadn't realized ScenePresence inst var name was slightly different 2013-12-14 00:19:04 +00:00
Justin Clark-Casey (justincc) 54cc229768 Fix TestSitAndStandWithNoSitTarget NPC and SP tests.
These stopped working because current code calculates sit heights based on avatar physics rather than appearance data.
Also changed BasicPhysics to not divide Z param of all set sizes by 2 - there's no obvious good reason for this and basicphysics is only used in tests
2013-12-14 00:10:32 +00:00
Justin Clark-Casey (justincc) 11f177d6a8 Eliminate unnecessary line from my previous commit 1d605642 2013-12-13 23:30:08 +00:00
Justin Clark-Casey (justincc) 1d605642f7 Refix sitting on child prims by reinserting relevant code back into SP.HandleAgentSit() 2013-12-11 23:59:52 +00:00
Melanie 82ebb86d58 Replace proprietary file header with BSD one 2013-12-11 01:51:57 +00:00
Melanie 92aad6f1bb Add missing files *blush* 2013-12-11 01:44:03 +00:00
Melanie 5b73b9c4a8 Committing the Avination Scene Presence and related texture code
- Parts of region crossing code
- New bakes handling code
- Bakes now sent from sim to sim without central storage
- Appearance handling changes
- Some changes to sitting
- A number of unrelated fixes and improvements
2013-12-11 01:39:56 +00:00
Melanie 97934e00e6 This is the Avination Entity Transfer Module. Surprisingly, it still compiles
but I don't know if it runs. Will probably crash and burn as the supporting
code isn't there yet.
2013-12-11 00:12:36 +00:00
Robert Adams 4eb52eb19e Merge branch 'master' into varregion 2013-12-05 21:07:44 -08:00
Justin Clark-Casey (justincc) 17b32b764a Fix regression where mouse look flight direction no longer worked by zeroing x/y rot before sending agent updates, instead of before any agent update processing
It turns out that the x/y rot data in mouselook is needed to implement this and to push the avatar against the ground if walking in mouselook.
Doing this in the terse send so that we preserve mouselook rotation information
2013-12-05 02:10:46 +00:00
Justin Clark-Casey (justincc) 62a2d7836f Ignore X and Y body rotations when sent by mouse look.
Fixes http://opensimulator.org/mantis/view.php?id=3274
When not in mouselook, avatar only sends rotations around the Z plane (since that's the only way an avatar can rotate).
However, in mouselook it also sends X and Y information.  But sending X and Y in terse updates causes issues with wrong camera movement in mouselook.
So strip out X and Y components for now.  If this is an issue, then could strip out before sending avatar terse update, though this generates more cpu work.
Thanks to mirceakitsune for suggesting an initial fix
2013-12-03 02:27:40 +00:00
Robert Adams 31bacfbb63 Merge branch 'master' into varregion 2013-12-01 15:51:42 -08:00
Robert Adams 6cd0d7a62b varregion: Add MaxRegionSize constant and enforce in RegionInfo.
Intermediate checkin of changing border cross computation from checking
boundry limits to requests to GridService. Not totally functional.
2013-11-30 15:28:39 -08:00
Justin Clark-Casey (justincc) 8ebad90800 Actually use the SP.AgentControlStopSlowWhilstMoving parameter intoroduced for slow walk/run in 4cfe02a rather than the magic number 2013-11-30 01:56:46 +00:00
Justin Clark-Casey (justincc) 96018afab4 Remove unused SP.Updated flag, which appears unused for many years and was only set true once and never reset 2013-11-30 01:52:45 +00:00
Justin Clark-Casey (justincc) 4cde02a2a3 Implement most effects of AGENT_CONTROL_STOP
AGENT_CONTROL_STOP is specified to SP.HandleAgentUpdate if the user holds down the space bar on a viewer.
For a stopped avatar, this prevents fly or walk/run (though not rotate) until released.
For a walking/running avatar, this reduces movement to half speed.
For a flying avatar, this stops the avatar.
These are observed behaviours on the LL grid - there was no previous OpenSimulator implementation
This commit introduces an optional parameter to SP.AddNewMovement(), which means that it will no longer compile on .NET 3.5 or earlier versions of Mono than 2.8
Currently, this does not work for jumping, and if used whilst flying the avatar continues the fly animation even though it does not move
2013-11-30 01:44:30 +00:00
Justin Clark-Casey (justincc) 4bd4f1cd83 Remove nudgehack from SP.HandleAgentUpdate by making MovementFlag a uint rather than a byte 2013-11-30 01:14:12 +00:00
Justin Clark-Casey (justincc) 5f0e763062 Remove unused sp.ParentPosition, which has not been used for some time 2013-11-29 02:48:59 +00:00
Justin Clark-Casey (justincc) 84bfde3bdf Comment out debug sit message accidently left active 2013-11-29 02:45:14 +00:00
Justin Clark-Casey (justincc) 868c0c2746 Fix regression where sitting on ground stopped working.
This was due to the PhysicsActor no longer being recreated on stand from ground.
2013-11-29 01:56:49 +00:00
Justin Clark-Casey (justincc) f9193e3c51 Restore SP.AbsolutePosition to properly return actual absolute position when sitting 2013-11-29 01:50:12 +00:00
Robert Adams 109136c074 varregion: add ITerrainChannel.GetHeightAtXYZ() for eventual mesh terrain.
Implementation of same in TerrainChannel.cs.
Check for bounds in TerrainChannel[x,y] to prevent array access exceptions.
2013-11-28 08:22:41 -08:00
Robert Adams 7aa00632b9 varregion: many replacements of in-place arithmetic with calls to
the Util functions for converting world addresses to region addresses
and converting region handles to locations.
2013-11-28 08:20:16 -08:00
Justin Clark-Casey (justincc) 0785210e29 Fix stand positions rather than having the stand jump to the root prim. 2013-11-27 02:08:22 +00:00
Justin Clark-Casey (justincc) a3c72dafe6 Only translate linked prim specified offset pos by the link prim rotation, not any specified avatar rotation as well.
Don't translate root prim position by avatar rotation.
2013-11-26 01:40:55 +00:00
Justin Clark-Casey (justincc) 36d146bf27 fix position changes when sitting on a prim with position and/or orientation explicitly specified 2013-11-26 00:43:35 +00:00
Justin Clark-Casey (justincc) 65304260af fix avatar rotation when sitting on a linked part
Need to take into account rotation of linked prim now that we are always specifying sits wrt the root prim
2013-11-23 02:09:03 +00:00
Justin Clark-Casey (justincc) 78649eb099 Refix fix for sitting on non-root linked prims with explicit sit targets.
I forgot that m_post is being set inconsistently between non-explicit and explicit ragets
2013-11-23 01:35:08 +00:00
Justin Clark-Casey (justincc) 70e651a8d1 Fix non-root prim sit positions for prims where a sit target has been specified as well. 2013-11-23 01:32:29 +00:00
Justin Clark-Casey (justincc) ed1029712a Add line accidentally left out of recent non-root prim sit fix
Original commit is ff4e7de7
2013-11-23 01:18:07 +00:00
Justin Clark-Casey (justincc) ff4e7de776 Fix issue where sitting on non-root linked prims would send camera to wrong position in third-person and mouselook
We now specify sits as offsets from the root prim, as the viewer expects.
2013-11-23 00:53:09 +00:00
Robert Adams 604b39cea9 Merge branch 'master' into varregion 2013-11-15 14:56:13 -08:00
Justin Clark-Casey (justincc) 7cab41f422 refactor: replace verbose checks with String.IsNullOrEmpty where applicable.
Thanks to Kira for this patch from http://opensimulator.org/mantis/view.php?id=6845
2013-11-15 21:45:08 +00:00
Robert Adams d67236c09d Merge branch 'master' into varregion 2013-11-13 16:10:25 -08:00
Justin Clark-Casey (justincc) 7da10850b0 Fix bug where removing a physical linkset would only decrement the Active Objects statistic by 1 instead of by the number of prims removed.
Unlike LL, OpenSimulator currently uses this stat to record the number of prims in the physics simulation, even when they are at rest.
Added regression test for this case.
2013-11-13 23:25:54 +00:00
Robert Adams beeec1c467 varregion: elimination of Constants.RegionSize from all over OpenSimulator.
Routines in Util to compute region world coordinates from region coordinates
as well as the conversion to and from region handles. These routines have
replaced a lot of math scattered throughout the simulator.
Should be no functional changes.
2013-11-08 20:53:37 -08:00
Robert Adams cd1a23fc14 varregion: remove uses of region size constant. In particular, update scene
to check for border crossings based on the size of the region.
2013-11-04 22:09:52 -08:00
Robert Adams 9bf363e9be varregion: send the proper terrain patch layer code for large terrain.
Code cleanups.
2013-11-03 08:14:51 -08:00
Robert Adams ff5885ab23 varregion: push TerrainData implementation up and down the database storage stack.
Implement both LoadTerrain and StoreTerrain for all DBs.
Move all database blob serialization/deserialization into TerrainData.
2013-11-01 11:35:31 -07:00
Robert Adams 39777db8ef varregion: fix problem of X/Y dimensions swapped and incorrect terrain
compression base computation.
Complete replacement of float[] for terrain heightmap with TerrainData instance.
2013-10-31 09:24:06 -07:00
Robert Adams 2be0347f50 Merge branch 'master' into varregion 2013-10-28 09:30:26 -07:00
Oren Hurvitz 0094971186 After finishing to edit an attachment, let other avatars see the changes. (The changes weren't visible before because updates to attachments aren't sent while the attachment is selected.) 2013-10-17 23:10:16 +01:00
Robert Adams 8937a2244d Merge branch 'master' into varregion 2013-10-16 07:53:44 -07:00
Robert Adams 97bc5263de varregion: move the compressed heighmap compression factor from
Constants into TerrainData.
Save compression factor with the terrain blob in the database.
2013-10-16 07:52:30 -07:00
Oren Hurvitz d0c1780839 Fixed rezzing coalesced objects from a prim's inventory
Previously only the first object in the Coalesced Object was rezzed. Now all the objects are rezzed.
2013-10-15 23:59:16 +01:00
Oren Hurvitz f106ba87ca Made terrain uploads thread-safe 2013-10-15 00:12:56 +01:00
Robert Adams 86bf79aa2b Merge branch 'master' into varregion 2013-10-07 13:58:17 -07:00
Robert Adams 7416809077 varregion: plug in TerrainData class and modify TerrainModule and LLClientView to use same. This passes a terrain info class around rather than passing a one dimensional array thus allowing variable regions. Update the database storage for variable region sizes. This should be downward compatible (same format for 256x256 regions). 2013-10-07 13:57:40 -07:00
Robert Adams 25ae59b9eb varregion: remove scattered use of Constants.RegionSize by having routines reference RegionInfo.RegionWorldLoc?. 2013-10-07 13:57:30 -07:00
Robert Adams 9b150194f6 varregion: add new TerrainData and TerrainCompressor routines. TerrainCompressor needed to replace the one in libopenmetaverse that doesn't know about the larger terrain packets. 2013-10-07 13:57:16 -07:00
Justin Clark-Casey (justincc) 42bdf44658 Bump OPenSimulator version and assembly versions up to 0.8.0 Dev 2013-10-04 23:33:47 +01:00
Robert Adams 8c1d80fdfd varregion: serious rework of TerrainChannel:
-- addition of varaible region size in X and Y
    -- internal storage of heightmap changed from double[] to short[]
    -- helper routines for handling internal structure while keeping existing API
    -- to and from XML that adds region size information (for downward compatibility,
        output in the legacy XML format if X and Y are 256)
Updated and commented Constants.RegionSize but didn't change the name for compatibility.
2013-09-28 07:33:56 -07:00
Robert Adams aea5d3a842 Remove time based terrain storage in SQLite so revision number can be used
to denote terrain format revision.
Add terrain DB format revision codes to ISimulationDataStore.cs.
Setup so legacy compatible terrain storage and fetch is possible while
allowing future format extensions.
2013-09-28 07:33:55 -07:00
Robert Adams 317c04fe17 VarRegion: change RegionInfo storage of region coordinates from region
count number to integer world coordinates.
Added new methods RegionWorldLoc[XY].
Refactored name of 'RegionLoc*' to 'LegacyRegionLoc*' throughout OpenSim.
Kept old 'RegionLoc*' entrypoint to RegionInfo for downward compatability
of external region management packages.
2013-09-28 07:33:52 -07:00
Justin Clark-Casey (justincc) 8996ac1a9c minor: Disable logging left active on regression test TestSameSimulatorIsolatedRegionsV2() 2013-09-27 22:33:42 +01:00
Justin Clark-Casey (justincc) 2cd95fac73 refactor: Rename Scene.AddNewClient() to AddNewAgent() to make it obvious in the code that this is symmetric with CloseAgent() 2013-09-27 22:27:39 +01:00
Justin Clark-Casey (justincc) b16bc7b01c refactor: rename Scene.IncomingCloseAgent() to CloseAgent() in order to make it clear that all non-clientstack callers should be using this rather than RemoveClient() in order to step through the ScenePresence state machine properly.
Adds IScene.CloseAgent() to replace RemoveClient()
2013-09-27 19:14:21 +01:00
Justin Clark-Casey (justincc) 253f8de8cd minor: Add scene name to baked textures in cache log message 2013-09-26 00:33:50 +01:00
Justin Clark-Casey (justincc) 32ddfc2740 Reinsert client.SceneAgent checks into LLUDPServer.HandleCompleteMovementIntoRegion() to fix race condition regression in commit 7dbc93c (Wed Sep 18 21:41:51 2013 +0100)
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.
2013-09-25 18:45:56 +01:00
Aleric Inglewood 2dc92e7de1 Preserve attachment point & position when attachment is rezzed in world
Patch taken from
http://opensimulator.org/mantis/view.php?id=4905
originally by Greg C.

Fixed to apply to r/23314 commit
ba9daf849e
(cherry picked from commit 4ff9fbca441110cc2b93edc7286e0e9339e61cbe)
2013-09-22 21:10:01 -05:00
Justin Clark-Casey (justincc) c01db5fbdd Lock around read/write of ScenePresence.m_originRegionID to make sure that all threads are seeing the latest value and not a cached one.
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.
2013-09-20 22:41:53 +01:00
Justin Clark-Casey (justincc) c6dea6ee78 Change some message log levels in Scene.IncomingUpdateChildAgent() for debugging purposes 2013-09-20 20:19:44 +01:00
Oren Hurvitz f1267730ef UUID Gatherer: find assets used in Light Projection, Particle Systems, and Collision Sounds. 2013-09-19 23:01:06 +01:00
Justin Clark-Casey (justincc) 979b17165b For debug purposes, allow simulators to force use of earlier SIMULATION/0.1 teleport protocol even if SIMULATION/0.2 is available.
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
2013-09-19 22:45:50 +01:00
Justin Clark-Casey (justincc) b6f10780c2 minor: Make SP.MakeRootAgent() private - no external code has any business calling this method 2013-09-19 21:44:30 +01:00
Justin Clark-Casey (justincc) 03b2b5b77b minor: Make log message at top of ScenePresence.CompleteMovement info level and comment out later log message in ScenePresence.MakeRootAgent()
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
2013-09-19 20:59:27 +01:00
Justin Clark-Casey (justincc) 3a9a8d2113 Revert "Also check user authorization if looking to upgrade from a child to a root agent."
This reverts commit c7ded0618c.
This proves not to be necessary - the necessary checks are already being done via QueryAccess() before cross or teleport
2013-09-19 20:26:26 +01:00
Justin Clark-Casey (justincc) 83c113896e Create regression TestCrossOnSameSimulatorNoRootDestPerm() to check that avatars are not allowed to cross into a neighbour where they are not authorized, even if a child agent was allowed. 2013-09-19 20:26:08 +01:00
Justin Clark-Casey (justincc) 8999f06025 minor: correct method name in comment 2013-09-18 23:13:31 +01:00
Justin Clark-Casey (justincc) ddcbd4bb7d refactor: rename *ChildAgentDataUpdate() methods to *UpdateChildAgent()
verb-noun is consistent with other similar methods
2013-09-18 23:09:38 +01:00
Justin Clark-Casey (justincc) 3ce46adb2a minor: Make log message when Scene.IncomingChildAgentDateUpdate() more explicit that there is a problem if it still finds the agent to be a child if the sender wanted to wait till it became root
Add some comments about the mssage sequence, though much more data is at
http://opensimulator.org/wiki/Teleports
2013-09-18 22:56:00 +01:00
Justin Clark-Casey (justincc) 2603a2891b Reinsert comments about possible race conditions when sending bulk inventory updates on non-flag clothing editing 2013-09-16 23:26:13 +01:00
Robert Adams 3dbf4a1002 BulletSim: remove chatty debug message from previous commit. 2013-09-11 09:12:09 -07:00
Robert Adams e0b457d3c3 BulletSim: add position and rotation update for child prim physics update events. Normally, physics engines do not return updates for child prims so, under normal operation, this code should never execute. Will only be used when using flexible linkset linkages. 2013-09-11 09:12:07 -07:00
Robert Adams b05cb3b2bf Change collision logic in SceneObjectPart so land_collision will happen.
The previous logic would generate land_collision_start and land_collision_end
but would not generate the land_collision itself.
2013-09-09 14:50:33 -07:00
Diva Canto 04619a9b13 Restore group membership check for HG users in QueryAccess. 2013-09-05 07:44:27 -07:00
Justin Clark-Casey (justincc) c7ded0618c Also check user authorization if looking to upgrade from a child to a root agent.
Relevant if a child agent has been allowed into the region which should not be upgraded to a root agent.
2013-09-04 00:44:17 +01:00
Justin Clark-Casey (justincc) 5f0d54c209 For a Hypergrid user, delay estate access checks until NewUserConnection() so that they work.
This is necessary because the hypergrid groups checks (as referenced by estates) require an agent circuit to be present to construct the hypergrid ID.
However, this is not around until Scene.NewUserConnection(), as called by CreateAgent() in EntityTransferModule.
Therefore, if we're dealing with a hypergrid user, delay the check until NewUserConnection()/CreateAgent()
The entity transfer impact should be minimal since CreateAgent() is the next significant call after NewUserConnection()
However, to preserve the accuracy of query access we will only relax the check for HG users.
2013-09-04 00:42:23 +01:00
Justin Clark-Casey (justincc) 857f24a5e2 Fix bug where users teleporting to non-neighbour regions could continue to hear chat from their source region for some time after teleport completion.
This occurs on v2 teleport since the source region now waits 15 secs before closing the old child agent, which could still receive chat.
This commit introduces a ScenePresenceState.PreClose which is set before the wait, so that ChatModule can check for ScenePresenceState.Running.
This was theoretically also an issue on v1 teleport but since the pause before close was only 2 secs there, it was not noticed.
2013-09-02 19:15:10 +01:00
Justin Clark-Casey (justincc) 5ce5ce6edb Comment out warning about agent updating without valid session ID for now.
This causes extreme console spam if a simulator running latest master and one running 0.7.5 have adjacent regions occupied by avatars.
2013-09-02 17:45:38 +01:00
Diva Canto f0c0376660 Potential fix for access control bug on login introduced with SeeIntoRegion commit. 2013-08-24 08:42:41 -07:00
Justin Clark-Casey (justincc) 61c20bd06a Remove old and unused ScenePresence.RestoreInCurrentScene() 2013-08-23 00:53:42 +01:00
Justin Clark-Casey (justincc) 065c5839b5 Refactor: merge SceneGraph.AddScenePresence() into CreateAndAddChildScenePresence() since the former was only ever called from the latter
This allows us to remove dead code relating to adding root agents directly to the scenegraph, which never happens.
2013-08-23 00:49:13 +01:00
Justin Clark-Casey (justincc) 416bbe9583 Stop error messages being misleadingly generated when on client connection activity timeout, a root connection triggers a CloseAgent to a neighbour region which has already closed the agent due to inactivity.
Also separates out log messages to distinguish between close not finding an agent and wrong auth token, and downgrades former to debug and latter to warn
2013-08-22 22:46:40 +01:00
Justin Clark-Casey (justincc) 1f39a763a5 Don't allow users to attempt to sit on objects in a child region without going to that region first.
If this is attempted, they get a "Try moving closer.  Can't sit on object because it is not in the same region as you." message instead, which is the same as current ll grid.
Sitting on ground is okay, since viewer navigates avatar to required region first before sitting.
2013-08-21 21:35:03 +01:00
teravus a6af561660 * Fix some threading issues in BulletXNA (the managed bullet library), this should better allow you to run it in multiple region scenarios (but why would you really want to do that?) Source in OpenSimLibs.
* Fixed a null ref during shutdown.
2013-08-20 21:09:17 -05:00
Melanie 3585b0a139 Allow updating the wearable type of wearables that have a type of 0.
This will allow viewers to fix broken wearables as they detect them.
2013-08-18 02:59:10 +01:00
Justin Clark-Casey (justincc) d38d5ecbac minor: remove mono compiler warnings from ScenePresence 2013-08-17 01:00:20 +01:00
Justin Clark-Casey (justincc) f5d3145bea Add ScenePresenceTeleportTests.TestSameSimulatorIsolatedRegionsV2() regression test for v2 transfers.
Also adjusts names of teleport setup helpers in EntityTransferHelpers
2013-08-17 00:24:56 +01:00
Justin Clark-Casey (justincc) fbab898f74 Add TestSameSimulatorNeighbouringRegionsV2() regression test for v2 entity transfer protocl 2013-08-16 23:52:55 +01:00
Justin Clark-Casey (justincc) 3f8d79024b Rely on the Scene.IncomingCloseAgent() check as to whether the connection should be kept open after teleport-end rather than doing this in the ET Module
This is safer since the close check in IncomingCloseAgent() is done under lock conditions, which prevents a race between ETM and Scene.AddClient()
2013-08-15 14:07:57 +01:00
Justin Clark-Casey (justincc) 2231fcf5b4 Do not use the SP.DoNotCloseAfterTeleport flag for child agent connections.
This approach has problems if a client quits without sending a proper logout but then reconnects before the connection is closed due to inactivity.
In this case, the DoNotCloseAfterTeleport was wrongly set.
The simplest approach is to close child agents on teleport as quickly as possible so that races are very unlikely to occur
Hence, this code now closes child agents as the first action after a sucessful teleport.
2013-08-15 13:46:46 +01:00
Justin Clark-Casey (justincc) fd519748e9 Add method doc to Scene.RemoveClient() to ask any callers to use Scene.IncomingCloseAgent() instead.
IncomingCloseAgent() now sets the scene presence state machine properly, which is necessary to avoid races between multiple sources of close.
Hence, it's also necessary for everyone to consistently call IncomingCloseAgent()
Calling RemoveClient() directly is currently generating an attention-grabbing exception though this right now this is harmless.
2013-08-14 19:36:52 +01:00
Justin Clark-Casey (justincc) bfdcdbb2f3 Increase wait for source region to sent UpdateAgent to 10 seconds instead of 4.
This is giving much better results on teleports between simulators over my lan where for some reason there is a pause before the receiving simulator processes UpdateAgent()
At this point, v2 teleports between neighbour and non-neighbour regions on a single simulator and between v2 simulators and between a v1 and v2 simulator
are working okay for me in different scenarios (e.g. simple teleport, teleport back to original quickly and re-teleport, teleport back to neighbour and re-teleport. etc.)
2013-08-09 17:59:58 +01:00
Justin Clark-Casey (justincc) aec7019728 Add missing file from b1c26a56 2013-08-09 17:57:24 +01:00
Justin Clark-Casey (justincc) 97bcb59bee Merge branch 'TeleportWork' 2013-08-09 17:52:29 +01:00
Diva Canto 2cdcf62b48 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2013-08-09 08:31:30 -07:00
Diva Canto 7e01213bf2 Go easy on enforcing session ids in position updates 2013-08-09 08:31:15 -07:00
Justin Clark-Casey (justincc) 99bce9d877 Fix an issue with an A->C->B->A teleport where these regions are in a row (A,B,C) where the A root agent is still closed, terminating the connection.
This was occuring because teleport to B did not set DoNotCloseAfterTeleport on A as it was a neighbour (where it isn't set to avoid the issue where the source region doesn't send Close() to regions that are still neighbours (hence not resetting DoNotCloseAfterTeleport).
Fix here is to still set DoNotCloseAfterTeleport if scene presence is still registered as in transit from A
2013-08-09 00:24:22 +01:00
Justin Clark-Casey (justincc) b1c26a56b3 Fix an issue where under teleport v2 protocol, teleporting from regions in an line from A->B->C would not close region A when reaching C
The root cause was that v2 was only closing neighbour agents if the root connection also needed a close.
However, fixing this requires the neighbour regions also detect when they should not close due to re-teleports re-establishing the child connection.
This involves restructuring the code to introduce a scene presence state machine that can serialize the different add and remove client calls that are now possible with the late close of the
This commit appears to fix these issues and improve teleport, but still has holes on at least quick reteleporting (and possibly occasionally on ordinary teleports).
Also, has not been completely tested yet in scenarios where regions are running on different simulators
2013-08-08 23:29:30 +01:00
Dan Lake 9fc97cbbf7 Make m_originRegionID in ScenePresence public to allow DSG module to work for now. Once the code churn on teleport ends, I can find a better solution 2013-08-08 12:44:03 -07:00
Justin Clark-Casey (justincc) b10710d4a5 minor: add some method doc to ScenePresence fields used for entity transfer, add minor details to some log messages, rename a misleading local variable name.
No functional changes.
2013-08-07 23:17:31 +01:00
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
Melanie 55c9bc15e5 Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim 2013-05-11 01:29:30 +01:00
Melanie 81d8deb1a8 Send up the part missing from the Avination Estate commit.
Warning - contains a small migration.
2013-05-11 01:27:37 +01:00
Justin Clark-Casey (justincc) 9978f36d9f Don't send BulkUpdateInventory at the end up of UpdateInventoryItemAsset().
This is causing editing of worn clothes to fail frequently, possibly due to a race condition with a transaction.
This looks to address http://opensimulator.org/mantis/view.php?id=6600
2013-05-09 22:43:16 +01:00
Justin Clark-Casey (justincc) b4a6f2195d Only send one kill object to the deleter when they derez an object rather than two.
Extend regression test to check this.
2013-05-09 18:53:34 +01:00
Justin Clark-Casey (justincc) 3290cd09d3 remove pointless region handle paramter from IClientAPI.SendKillObject() 2013-05-09 18:12:17 +01:00
Justin Clark-Casey (justincc) 2cb2f1d7e3 Fix issue where objects removed via llDie() would not disappear for users looking in from neighbouring sims.
This was because this particular code path (unlike user delete) only sent kills to root presences, for no apparent good reason.
Added regression test for this case.
This fixes http://opensimulator.org/mantis/view.php?id=6627
2013-05-09 18:02:19 +01:00
Justin Clark-Casey (justincc) 641c636790 minor: Simplify test setup in SceneObjectDeRezTests since permissions module doesn't need different configuration anymore 2013-05-09 16:43:16 +01:00
Melanie 5d5edde429 Step 2: commit the IEstateModuleInterface changes needed 2013-05-07 00:37:45 +01:00
Melanie 4c83b5e719 Step one of estate settings sharing - port the Avination Estate module (complete module) as changes are too extensive to apply manually 2013-05-07 00:31:11 +01:00
Diva Canto a81ddf3d70 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2013-05-06 09:18:17 -07:00
Diva Canto ad00466483 Minor reordering of operations on NewUserConnection. The agent circuit needs to be added earlier for some of the checks to work correctly. 2013-05-06 09:17:54 -07:00
Justin Clark-Casey (justincc) 304c5d4a8b On startup, start scenes after we're set up all local scenes, rather than starting scenes before others have been created.
This aims to avoid a race condition where scenes could look to inform neighbours that they were up before those neighbours had been created.
http://opensimulator.org/mantis/view.php?id=6618
2013-05-03 18:48:50 +01:00
Melanie 3ff7391495 Some more pieces of Avination's ban system - if an avatar isn't allowed on any
parcel in the sim, keep them out entirely.
2013-04-29 00:55:34 +01:00
dahlia c10405330d UUIDGatherer now includes UUIDs which reference texture assets used as materials 2013-04-24 20:43:15 -07:00
Melanie ec4f981f1d Adding the dynamic menu module which allows registering new menu options in compliant viewers 2013-04-25 01:52:34 +01:00
Melanie 6f3c905744 Add Avination's support for parcel eject and freeze 2013-04-25 00:24:48 +01:00
dahlia 9ae24cac2f Materials-capable viewers send ImageUpdate packets when updating materials that are normally sent via RenderMaterials CAP. This can cause a race condition for updating TextureEntry fields. Therefore filter any TextureEntry updates so they only update if something actually changed. 2013-04-19 00:35:06 -07:00
dahlia ce043c5141 Allow changes to TextureEntry to propagate to viewers when MaterialID changes 2013-04-17 22:41:12 -07:00
Justin Clark-Casey (justincc) 7f070236f7 Fix taking (and rezzing) of coalesced objects in the non-root subregions of megaregions.
This fixes the combined bounding box location for regions bigger than 256x256.
It also fixes the position on taking coalesced objects in the non-root regions, where position checks are properly done on rez instead.
It also fixes the megaregion land channel to return null if the land does not exist, which should probably also be done for the ordinary land channels rather than returning a dummy region.
Inspiration from Garmin's commit in http://opensimulator.org/mantis/view.php?id=6595.  Thanks!
2013-04-06 02:34:51 +01:00
Justin Clark-Casey (justincc) 831e4c3850 Fix bug where outstanding llHTTPRequests for scripts were not being aborted when they were deleted.
This was because AsyncCommandManager was handing an item ID to IHttpRequestModule.StopHttpRequest() rather than the expected request ID.
This commit also makes the http request asynchronous using BeginGetResponse() rather than doing this by launching a new thread
so that we can more safely abort it via HttpWebRequest.Abort() rather than aborting the thread itself.
This also renames StopHttpRequest() to StopHttpRequestsForScript() since any outstanding requests are now aborted and/or removed.
2013-04-04 00:36:15 +01:00
Justin Clark-Casey (justincc) 7bf1986e91 Fix minor race condition in SOP.SitTargetOrientationLL where inconsistent values could be returned if the sit orientation was changed whilst the property was being fetched. 2013-04-03 00:24:33 +01:00
Justin Clark-Casey (justincc) 97f0c9da84 Use consistent GroupPosition value Make SOP.UpdateGroupPosition() rather than one that could change whilst the method is being executed. 2013-04-03 00:23:20 +01:00
Justin Clark-Casey (justincc) c0319daa40 fix minor race condition in SOP.SitTargetPositionLL where inconsistency could occur if the sit target position changed whilst the property was fetched 2013-04-03 00:09:28 +01:00
Justin Clark-Casey (justincc) 3332af4060 minor: Make SOP.UpdateOffset() more consistent by checking against the same old OffsetPosition rather than one which may vary if it simultaneously changes. 2013-04-03 00:01:06 +01:00
Justin Clark-Casey (justincc) a3c723ee30 Fix minor race condition where SOP.GetGeometricCenter() and GetCenterOfMass() could return results which were never the case if these values were changed whilst the method was running
No need to create new Vector3s since these are structs.
2013-04-02 23:48:55 +01:00
Melanie 9b83e53b28 Export permission, part two. Setting export perms for textures and clothing works. Setting perms for prims also works but they don't propagate correctly yet.
NOT FOR PRODUCTIN USE. Your database will need to be updated before you can use this!
2013-03-31 21:59:44 +01:00
Kevin Cozens cbc9ae898c Added missing functionality (mainly custom headers) to llHTTPRequest. 2013-03-29 23:32:11 +00:00
Justin Clark-Casey (justincc) 023faa227e Check viewer 2/3 attachment calls against avatar appearance attachment data rather than actually attached objects
By checking against the grid's Avatar data, we can ignore viewer side attachments but still initiate these calls simulator-side.
Initiating simulator-side is always necessary for version 1 viewers.
This is a further commit to resolve http://opensimulator.org/mantis/view.php?id=6581
2013-03-29 23:10:28 +00:00
Justin Clark-Casey (justincc) 23ae4c0a4d Fix bug where CHANGED_REGION and/or CHANGED_TELEPORT weren't firing for scripts in attachments.
This was because the script resumption in AttachmentsModule was firing the attach event instead.
Had to reinstate the code in 285bd3a do we can resume the scripts there instead, though the bug existed before its removal.
This is to resolve http://opensimulator.org/mantis/view.php?id=6578
2013-03-29 02:21:38 +00:00
Justin Clark-Casey (justincc) 285bd3abc8 Eliminate code which tries to restart attachment scripts in ScenePresence.MakeRootAgent(), since this is already done in AttachmentsModule 2013-03-29 00:49:55 +00:00
Justin Clark-Casey (justincc) c92654fb43 Stop attempts to update/add existing attachments in user inventory when teleporting between regions.
This appears to resolve issues on teleport where attachments disappear or become labelled as invalid within user inventory.
2013-03-28 23:57:35 +00:00
Justin Clark-Casey (justincc) 03e421bf3d minor: comment out unused Scene.AgentCrossing() to reduce code complexity 2013-03-28 22:55:13 +00:00
Justin Clark-Casey (justincc) 4ad9b27530 If the viewer has already rezzed any attachments itself, then ignore the simulator-side rez attachments call.
This is a further effort to reduce v3 viewer race conditions where this call may clash with the viewer signalling attachment wearing from its current outfit folder.
2013-03-28 22:51:59 +00:00
Justin Clark-Casey (justincc) 3b377f16b2 Fix regression tests by making a new NPC always trigger simulator side attachment code when created.
Regression from previous commit c2093ccc.  Failed because NPCs don't set the ViaLogin flag
2013-03-28 22:44:59 +00:00
Justin Clark-Casey (justincc) c2093ccce1 Move the simulator-side RezAttachments call on login to SP.MakeRootAgent with the other attachments code, using TeleportFlags.ViaLogin check to fire if necessary.
This is to simplify the code (no tricky 'wasChild' signalling required)
and to reduce the risk of a thread clash between simulator-side attaching (necessary for v1 viewers)
and the viewer-side attaching the v3 viewers perform.
2013-03-28 22:07:58 +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
Justin Clark-Casey (justincc) 01636ca900 Fix teleporting into the non-SW 256x256 corner of a megaregion, though currently with a 10 second delay before auto-reteleport to the correct location.
This now does a check for border crossing (required to trigger the teleport) immediately in SP.MakeRootAgent().
If left any later, it looks like the physics scene changes the position and stops the cross happening.
If done any earlier, nothing happens because the cross-code currently requires a PhysicsActor to be in place, thuogh it's probably not necessary for this case.
2013-03-23 00:47:59 +00:00
Justin Clark-Casey (justincc) 93206ef0fa Add "show borders" command to show the borders of a region.
This is relevant to mega-regions where the borders are very different to a regular region.
Also adds some method doc and other code comments.
2013-03-23 00:45:21 +00:00
Justin Clark-Casey (justincc) 46c833810c On a teleport, lock m_agentsInTransit whilst we grab the value to check for completion just to be sure we're not using a thread cached version. 2013-03-21 00:46:08 +00:00
Justin Clark-Casey (justincc) 4de530af45 minor: disable logging on regression TestCrossOnSameSimulator() that I accidentally left on a few commits ago. 2013-03-20 23:13:12 +00:00
Justin Clark-Casey (justincc) b1cd1d917e minor: don't bother with the pause before rezzing attachments if we are running regression tests (fire and forget calls launched on the same thread).
Also adds code comments as to why this pause exists.
2013-03-20 23:12:13 +00:00
Justin Clark-Casey (justincc) 36651bed71 On the later forms of teleport failure, tell the user if this was because viewer couldn't/didn't connect with destination or if destination didn't signal teleport completion.
Also adds regression test for the case where the viewer couldn't connect with the destination region.
Also refactoring of regression test support code associated with entity transfer in order to make this test possible and the code less obscure.
2013-03-20 23:01:16 +00:00