This records how many packets were indicated to be resends by clients
Not 100% reliable since clients can lie about resends, but usually would indicate if clients are not receiving UDP acks at all or in a manner they consider timely.
This is done through the parser and so generates the same syntax error message if any parameters are wrongly specified for this event.
We were already enforcing event names in the parser.
This is only for state_entry so far as an initial test of the approach - appears to work correctly.
This allows one to monitor the total number of messages resent to clients over time.
A constantly increasing stat may indicate a general server network or overloading issue if a fairly high proportion of packets sent
A smaller constantly increasing stat may indicate a problem with a particular client-server connection, would need to check "show queues" in this case.
Not yet shown that this is used or resolves a bug where not all textures appear on objects with an "XML with textures" upload from singularity 1.8.3
Proper texture entries are actually present and appear properly on relog, but not on select from viewer until at least one face texture is changed.
the vehicle buoyancy if the vehicle is above its hover height.
This is a known misfeature of this vehicle flag which has been accepted
since it would break too many implementations. The problem is noticed
when creating a jetski-like vehicle that jumps over sand bars. A boat
normally is configured with neutral buoyancy and hovering at water
height. When it jumps the sandbar, it needs to have gravity applied
to get back to water level.
* Applied the XmlRpcBasicDOSProtector.cs to the login service as both an example, and good practice.
* Applied the BaseStreamHandlerBasicDOSProtector.cs to the friends service as an example of the DOS Protector on StreamHandlers
* Added CircularBuffer, used for CPU and Memory friendly rate monitoring.
* DosProtector has 2 states, 1. Just Check for blocked users and check general velocity, 2. Track velocity per user, It only jumps to 2 if it's getting a lot of requests, and state 1 is about as resource friendly as if it wasn't even there.
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.
When a user gives an item, the user's client sends an InventoryOffered IM message to its simulator. This adds the item to the receiver's inventory. If the receiver isn't in the same simulator then XMLRPC is used to forward the IM to the correct simulator. The bug was that the receiving simulator handled the message by calling OnInstantMessage() again, which added a second copy of the item to the inventory. Instead, the receiving simulator should only notify the avatar that the item was offered.