Commit Graph

13274 Commits

Author SHA1 Message Date
Justin Clark-Casey (justincc)
4ff3757f86 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2013-08-02 23:17:20 +01:00
Justin Clark-Casey (justincc)
54b1071556 Allow older teleport ConnectorProtocolVersion of "SIMULATION/0.1" to be manually forced in a new [SimulationService] config setting.
This is for testing and debugging purposes to help determine whether a particular issue may be teleport related or not
"SIMULATION/0.2" (the newer teleport protocol) remains the default.  If the source simulator only implements "SIMULATION/0.1" this will correctly allow fallback to the older protocol.
Specifying "SIMULATION/0.1" will force the older, less efficient protocol to always be used.
2013-08-02 23:12:54 +01:00
Robert Adams
5bdfd55ace BulletSim: When converting linkset types, don't try to change the list
of linkset children while iterating through the list.
2013-08-02 10:32:43 -07:00
Robert Adams
24df15dab7 BulletSim: add implementation of 'physSetLinksetType' and 'physGetLinksetType'
and processing routines in BulletSim.
Add linkset rebuild/conversion routine in BSLinkset.
2013-08-02 09:47:12 -07:00
Robert Adams
5bcccfc305 BulletSim: add BSLinkInfo structure to remember link specific information
for each link in a linkset.
Extend BSLinksetConstraint to create and use BSLinkInfo with the default
static constraint.
2013-08-02 09:47:11 -07:00
Robert Adams
87ee0c395e Fix problem with modInvoke defined integer constants being build into
scripts as boxed integers rather than proper reference to a new LSLInteger.
This fixes an exception when using a registered integer constant in
a script.
2013-08-02 09:44:01 -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
Justin Clark-Casey (justincc)
d4c506e453 minor: replace veclist.Add(new Vector3(0,0,0)) with Vector3.Zero in InventoryAccessModules.RezObject() - structs are passed by value 2013-08-02 00:08:14 +01:00
Justin Clark-Casey (justincc)
c9695a0a59 Move experimental attachments throttling further down the chain so that multiple attachments changes (e.g. change outfit) are also throttled 2013-08-02 00:00:00 +01:00
Justin Clark-Casey (justincc)
68b98a8003 minor: Add name to debug lludp packet level feedback on console 2013-08-01 23:16:41 +01:00
Justin Clark-Casey (justincc)
216e785ca9 Add experimental "debug attachments throttle <ms>" setting (command line) and ThrottlePer100PrimsRezzed in [Attachments] in config
This is an experimental setting to control cpu spikes when an attachment heavy avatar logs in or avatars with medium attachments lgoin simultaneously.
It inserts a ms sleep specified in terms of attachments prims after each rez when an avatar logs in.
Default is 0 (no throttling).
"debug attachments <level>" changes to "debug attachments log <level>" which controls logging.  A logging level of 1 will show the throttling performed if applicable.
Also adds "debug attachments status" command to show current throttle and debug logging levels.
2013-08-01 21:16:53 +01:00
Justin Clark-Casey (justincc)
0c4c084bed Try a different approach to slow terrain update by always cycling the loop immediately if any data was sent, rather than waiting.
What I believe is happening is that on initial terrain send, this is done one packet at a time.
With WaitOne, the outbound loop has enough time to loop and wait again after the first packet before the second, leading to a slower send.
This approach instead does not wait if a packet was just sent but instead loops again, which appears to lead to a quicker send without losing the cpu benefit of not continually looping when there is no outbound data.
2013-08-01 18:12:28 +01:00
Justin Clark-Casey (justincc)
932c382737 Revert "Issue: painfully slow terrain loading. The cause is commit d9d995914c (r/23185) -- the WaitOne on the UDPServer. Putting it back to how it was done solves the issue. But this may impact CPU usage, so I'm pushing it to test if it does."
This reverts commit 59b461ac0e.
2013-08-01 18:11:50 +01:00
Diva Canto
59b461ac0e Issue: painfully slow terrain loading. The cause is commit d9d995914c (r/23185) -- the WaitOne on the UDPServer. Putting it back to how it was done solves the issue. But this may impact CPU usage, so I'm pushing it to test if it does. 2013-08-01 09:27:44 -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
ac2ad9690d HGWorldMapModule: unregister event on RemoveRegion 2013-07-31 11:20:27 -07:00
Diva Canto
87fcff9fc3 HGWorldMapModule: check whether it's enabled or not. 2013-07-31 11:13:55 -07:00
Diva Canto
3c540f0d33 Avoid another null ref opportunity. 2013-07-30 22:07:33 -07:00
Diva Canto
e4ecbc2b10 Fix null ref. 2013-07-30 21:38:41 -07:00
Diva Canto
fd050fca7c Doing the HG Map / SimulatorFeatures "the right way": moved it to HGMapModule, hooking on to SimulatorFeatures.OnSimulatorFeaturesRequest event (similar to what the DynamicMenuModule does).
Only HG Visitors get this var, to avoid spamming local users.
The config var  is now called MapTileURL, to be consistent with the login one, and its being picked up from either [LoginService], [HGWorldMap] or [SimulatorFeatures], just because I have a bad memory.
2013-07-30 21:10:00 -07:00
Diva Canto
590a8b0315 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2013-07-30 17:27:32 -07:00
Diva Canto
2b54199271 After talking to lkalif on the IRC: SimulatorFeatures response: renamed the OSDMap GridServices to OpenSimExtras, normalized the url keys under it, and moved ExportEnabled to under it too. Melanie: change your viewer code accordingly.
Documentation at http://opensimulator.org/wiki/SimulatorFeatures_Extras
2013-07-30 17:26:56 -07:00
Robert Adams
0d189165a8 BulletSim: distribute vehicle physical settings to all members of
a linkset. Enables constraint based linksets.
Rename some internal variables to clarify whether values world or
vehicle relative.
2013-07-30 15:23:33 -07:00
Robert Adams
6ad577d32b BulletSim: test method for debugging of extended physics script operations. 2013-07-30 15:22:32 -07:00
Robert Adams
5a7784a0e6 BulletSim: make density display and return value consistant with how
the simulator expects it (scaled to 100kg/m^3).
2013-07-30 07:22:43 -07:00
Justin Clark-Casey (justincc)
1416c90932 minor: Add timeout secs to connection timeout message. Change message to reflect it is a timeout due to no data received rather than an ack issue. 2013-07-29 23:53:59 +01:00
Justin Clark-Casey (justincc)
8004e6f31c Fix issue just introduced in 8efe4bfc2e where I accidentally left in a test line to force very quick client unack 2013-07-29 23:38:54 +01:00
Justin Clark-Casey (justincc)
8efe4bfc2e Make "abnormal thread terminations" into "ClientLogoutsDueToNoReceives" and add this to the StatsManager
This reflects the actual use of this stat - it hasn't recorded general exceptions for some time.
Make the sim extra stats collector draw the data from the stats manager rather than maintaing this data itself.
2013-07-29 23:18:29 +01:00
Diva Canto
63f6c8f27c Removed commented lines and useless debug message 2013-07-28 13:53:47 -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
6be614ba84 This makes people search work. 2013-07-28 09:54:34 -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
Diva Canto
428916a64d Commented out ChatSessionRequest capability in Vivox and Freeswitch. We aren't processing it in any meaningful way, and it seems to get invoked everytime someone types a message in group chat. 2013-07-26 21:14:21 -07:00
Justin Clark-Casey (justincc)
ba9daf849e Fix regression from 056a6ee7 because the RemoteSimulationConnector uses a copy of the LocalSimulationConnector but never initializes it (hence ServiceVersion was never set) 2013-07-26 22:52:08 +01:00
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
d5367a219d Slight improvement: no need to delay the removal of the queues in EQ, because DisableSimulator is now being sent via UDP 2013-07-26 07:39:57 -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)
4cd03d8c31 Return Simulator/0.1 (V1) entity transfer behaviour to waiting only 2 seconds before closing root agent after 15.
This is because a returning viewer by teleport before 15 seconds are up will be disrupted by the close.
The 2 second delay is within the scope where a normal viewer would not allow a teleport back anyway.
Simulator/0.2 (V2) protocol will continue with the longer delay since this is actually the behaviour viewers get from the ll grid
and an early close causes other issues (avatar being sent to infinite locations temporarily, etc.)
2013-07-26 01:40:56 +01:00
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
20b989e048 Increased the wait time to 15 secs. In a 0.7.5 standalone where the effect was always present, this seems to have fixed it. 2013-07-24 17:10:26 -07:00
Diva Canto
cac37e298c Deleted all [ZZZ] debug messages. 2013-07-24 14:31:30 -07:00
Diva Canto
f0320f5652 The previous commit did fix the infinity problem! I'm putting the same time on TP_V1 and adding a big red warning on top of those lines. 2013-07-24 14:31:18 -07:00
Diva Canto
46d017b197 Today's wild shot at the infinity problem. Wait on the child agent left behind. 2013-07-24 14:31:03 -07:00
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
e6a0f6e428 One more thing to test in order to let CompleteMovement go up the stack. 2013-07-24 14:29:51 -07:00
Diva Canto
14530b2607 Minor adjustment on timings of waits. 2013-07-24 14:29:37 -07:00