The functionality is the same but this allow us to monitor such tasks via "show threads" and abort them for test purposes, etc.
Also extends thread names to provide more info (e.g. SendInitialDataToClient says what client the task is for).
Other parts of OpenSimulator are relying on SP.Velocity == 0 for vehicles.
So add and use SP.GetWorldVelocity() instead when we need vehicle velocity, along the same lines as existing SP.GetWorldRotation()
Rapid polls are more expensive than triggered events (several polls vs one trigger) and may be problematic on heavily loaded simulators where many threads are vying for processor time.
A triggered event is also slightly quicker as there is no maximum 200ms wait between polls.
This is already going to be correctly set by WaitForUpdateAgent() earlier on in that method, which is always called where a callback to the originating region is required.
sitting avatars. (may be bad) comented out sending root avatars
information to the child that was just a root it should have it all
already. Dont turn a sitting avatar physical, that needs to be a stand at SOG
avatar sitting on root prim. All cases have good and bad situations, this is
simpler. Only SOG position changes triggers checks, rotation alone will
not. ( as happens in other cases ) (UNTESTED, as usual )
Added sending of land overlay and parcel information. This in order to
only send avatar related information after having its position well
defined and on the right parcel. THIS MAY STILL BE BAD :)
Allows experiments in manually reducing updates under heavy load.
Activated by "debug scene set client-upd-per" console command.
In a simple test, can send as few as every 4th update before observed movement starts becoming disturbingly rubber-banded.
them. Changed avatar AbsolutePosition, it still didnt assume m_pos as
relative to root prim. ( forgot to commit before) ( this sit may still
have loose ends, specially around the use of OffsetPosition that is now
relative to root prim and was relative to prim)
Another manifestation of this bug is that after a Hypergrid teleport, when you click on one of the avatar's attachments the object doesn't show its name. This means that the viewer knows the attachment is there, but the simulator does not.
The problem was caused by treating Hypergrid teleports as if they're Logins (because the teleport flag ViaLogin is enabled).
This may fix: http://opensimulator.org/mantis/view.php?id=7238
This may fix: http://opensimulator.org/mantis/view.php?id=7220
This caused the client to stop responding, and even the simulators to have problems. The solution is to disallow crossing before the previous cross has completed.
For non-root prim, eye offsets now need to be made relative to root prim if either camera-at or camera-eye are set.
Probably a regression since November 2013 when all sits were made relative to root prim to match viewer expections (and fix other bugs).
Addresses http://opensimulator.org/mantis/view.php?id=7176
This was due to a silent uint overflow in ScenePresence.UpdateChildAgent() corrupting child agent positions
when the child agent was in a region with a greater x or y map co-ord than the root agent region
Probably introduced in beeec1c.
This still will not function properly with very high region map co-ords (in the millions) but other parts of the code don't handle this properly anyway.
Looks to address http://opensimulator.org/mantis/view.php?id=7163
This uses an offset of 0.05 on the up vector of the sit orientation, after extensive analysis on
http://opensimulator.org/mantis/view.php?id=7096 and https://wiki.secondlife.com/wiki/Talk:LlSitTarget
This supersedes the previous adjustment in 5b73b9c4 which had been wrongly applied.
The maximum change is about 0.1 with a maximum height avatar.
This patch is all Aleric's work - I am applying manually in order to add these additional notes
When an avatar is in their home grid, their name appears as "First Last". In other grids the name appears as "First.Last @grid.example.com". However, viewers have a bug and they don't always show the new name. We use a trick (changing the Group Title briefly) in order to make the viewers show the new name. This is only done after a Hypergrid teleport.
to the physics engine.
This operation was accidentally removed while in the middle of improving
the computation of the avatar height. This is a temp fix until the real
solution is added.
Also fixes an issue where sitting avatar counts became inaccurate after any cross.
Part of the problem was due to cloning code using MemberwiseClone() but not resetting certain collection structures.
Adds regression test for this case.
In relation to http://opensimulator.org/mantis/view.php?id=7050
Recent versions of Firestorm and Singularity have started sending the viewer name in the 'Channel' field, leaving only their version number in the 'Viewer' field. So we need to search both of these fields for the viewer name.
This resolves http://opensimulator.org/mantis/view.php?id=6952
This is to allow small adjustments of less than 0.05m in functions such as llSetPrimitiveLinkParams() to work
This is another fix for http://opensimulator.org/mantis/view.php?id=7044
Extends regression test for this case.
Fix odd "cannot cross into banned parcel" viewer error message when crossing
into non-existant region. Proper permission failure messages are now returned.
Locking attachments then launching script instances on a separate thread will not work, attachments will simply be unlocked and vulnerable to race conditions.
This can happen under poor network conditions if a viewer repeats the message send
If this happens, physics actors can get orphaned, which unecessarily raises physics frame times
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/SceneBase.cs
OpenSim/Services/Interfaces/IGridService.cs
OpenSim/Services/LLLoginService/LLLoginResponse.cs
(conflicts were debug statements that are commented out in master branch)
Add 'not found' caching in EntityTransferModule.GetRegionContainingWorldLocation
so hitting borders and bad teleports do not continuiously hammer on the GridService.
Add new region crossing code to varregion
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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.
- 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
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
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
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
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.
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.
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.
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
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.
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.)
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
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.
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
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...
- 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
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.