This might help with
[USER AGENT CONNECTOR]: new connector to ()
[USER AGENT CONNECTOR]: Unable to contact remote server for GetServerURLs
[USER AGENT CONNECTOR]: Malformed Uri : Argument cannot be null.
Parameter name: uriString
This is to avoid a complicated tri-thread deadlock on region crossing for avatars with attachments, where
1) XEngine starting up scripts can lock XEngine.m_Scripts and then try to lock OdeScene._collisionEventPrim while starting up a script due to avatar border crossing
2) An existing collision event will lock OdeScene._collisionEventPrim and then try to lock SP.m_attachments while trying to send the collision event to attachments
3) The avatar still entering the region will lock SP.m_attachments and then try to lock m_Scripts to start more attachment scripts.
Executing this asynchronously allows a race condition where subsequent friends fetches hit a cache that FetchFriendsList() had not yet populated.
Changing this to synchronous may improve issues where a user does not see friends as online even though they are.
I don't believe synchronous is a problem here, but if it is, then a more complicated signalling mechanism is required. Locking the cache isn't sufficient.
prim update to only triple queuing. Existing method was:
1. Schedule prim for update, adding to scene update list
2. Update on SOGs during heartbeat queues update onto each SceneViewer
3. Update on SPs during heartbeat queues update onto each IClientAPI
4. ProcessEntityUpdates queues updates into UDP send stack
Now the SceneViewer has been eliminated so updates are scheduled at any
time and then put onto the IClientAPI priority queues immediately during
SceneGraph.UpdateObjectGroups.
This is to avoid http://opensimulator.org/mantis/view.php?id=5783 when a collision with a ground sitting avatar causes that avatar to automatically stand and sometimes not be able to move
A better solution may be to keep gound sitting avatars solid but remove their collision status. However, this requires some physics code work.
OutPacket() must be called within the m_killRecord lock. Otherwise the following event sequence is possible
1) LLClientView.ProcessEntityUpdates() passes the kill record check for a particular part suspends before OutPacket()
2) Another thread calls LLClientView.SendKillObject() to delete the same part and modifies the kill record
3) The same thread places the kill packet on the Task queue.
4) The earlier thread resumes and places the update packet on the Task queue after the kill packet.
This results in a ghost part in the sim that only goes away after client relog.
This commit also removes the unnecessary m_entityUpdates.SyncRoot locking in SendKillObject.
This means that if the avatar is within 10 meters of the selected target, it sits on it immediately without walking.
Existing autopilot outside this range will be disabled in a later commit
This is to allow broader subsitution in the future. Currently, the only substitions are \R (for region name) and \\ (for a single backslash)
e.g. "Region (\R) " is the current and continuing default prompt
This renames custom_prompt in [Startup] to ConsolePrompt
Curiously, a Vector3.ToString() will not display the last two places of the float. In this case, the failure of
the assertion would confusingly report Expected: <0, 0, 0.8454993> But was: <0, 0, 0.8454993> when actual Z figure is 0.845499337
Should fully address http://opensimulator.org/mantis/view.php?id=5779
Now, such excpetions are caught by an exception handler and just an error message is shown.
This was the kind of exception causing these fatal server crashes:
APPLICATION EXCEPTION DETECTED: System.UnhandledExceptionEventArgs^M
^M
Exception: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: offset exceeds the size of buffer
at System.Net.Sockets.NetworkStream.BeginRead (System.Byte[] buffer, Int32 offset, Int32 size, System.AsyncCallback callback, System.Object state) [0x00000] in <filename unknown>:0
at HttpServer.HttpClientContext.OnReceive (IAsyncResult ar) [0x00000] in <filename unknown>:0 ^M
^M
Application is terminating: True^M
This is to partially address http://opensimulator.org/mantis/view.php?id=5769
We don't need to call SP.HandleAgentSit() again if we are within 10m since the autopilot won't trigger.
By calling it twice, the position of the sitting NPC was wrongly adjusted, ending up near <0,0,0>.
However, this change does mean that NPCs further than 10m away will not attempt to autopilot to the prim, though this code was broken anyway (is actually a different mechanism to normal NPC movmeent).
Hopefully this can be addressed soon.
This was meant to help with the script in http://opensimulator.org/mantis/view.php?id=5772 but it doesn't work.
Probably the event is fired before the physics actor has been set up again for the stood avatar.
Fixing that would be much more complicated, but processing the event last of all seems like a good idea in any case.
This isn't a perfect solution since there can be a race between the taint processing and taint setting, as force needs to be reset after processing.
Needs careful locking in the future.
from previous commit which sort out which iterator is used are left
intact. A discussion is needed as to what constitutes an avatar vs a
ScenePresence.
the 3 iteration functions so more of them are using the correct
iteration for the action they are performing. The 3 iterators that seem
to fit all actions within OpenSim at this time are:
ForEachAvatar: Perform an action on all avatars (root presences)
ForEachClient: Perform an action on all clients (root or child clients)
ForEachRootClient: Perform an action on all clients that have an avatar
There are still a dozen places or so calling the old
ForEachScenePresence that will take a little more refactoring to
eliminate.
This can be specified on pCampbot.exe by using g in the list of behaviours for the new -behaviours,-b switch
e.g. -b p,g to get both existing physics and grabbing behaviours.
grabbing is primitive, it attempts grabs on random prims whether they're actually signalled as clickable or not.
behaviour is currently primitive overall, behaviours are just executed in a list
UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are
using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on
SOP consistently now. Also started working toward eliminating those
calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule
from outside SOP in favor of just setting properties on SOP and let SOP
decide if an update should be scheduled. This consolidates the update
policy within SOP and the client rather than everywhere that makes
changes to SOP. Some places forget to call update while others call it
multiple times, "just to be sure".
UpdateFlag and Schedule*Update will both be made private shortly.
UpdateFlag is intended to be transient and internal to SOP so it has
been removed from XML serializer for SOPs.
In AvatarFactoryModule.HandleAppearanceUpdateTimer(), we loop through appearance save and send requests and dispatch via a FireAndForget thread.
If there was more than one request in the save or send queue, then this led to a subtle race condition where the foreach loop would load in the next KeyValuePair before the thread was dispatched.
This gave the thread the wrong avatar ID, leaving some avatar appearance cloudy since appearance data was never sent.
This change loads the fields into local references so that this doesn't happen.
e.g. starting up two bots called "Ima Bot" will give them the names "Ima Bot_0" and "Ima Bot_1"
This is necessary since bots with random names can no longer be created, as there's no easy way to turn off account authentication
This is to help stop surprises if the velocity is set in the middle of physics calculations, though this probably isn't a huge problem.
It's more for consistency and for the next step of removing some scene locks
setting position at the same time as taint appears to undermine the whole purpose of taint
testing doesn't reveal any obvious regressions in doing this