some shortcuts on local osTeleport, reduce its time penalty, do it with script thread
parent
3ce909528d
commit
0418542344
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@ -4824,16 +4824,34 @@ Label_GroupsDone:
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public void RequestTeleportLocation(IClientAPI remoteClient, string regionName, Vector3 position,
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Vector3 lookat, uint teleportFlags)
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{
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GridRegion region = GridService.GetRegionByName(RegionInfo.ScopeID, regionName);
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if (EntityTransferModule == null)
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{
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m_log.DebugFormat("[SCENE]: Unable to perform teleports: no AgentTransferModule is active");
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return;
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}
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if (region == null)
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ScenePresence sp = GetScenePresence(remoteClient.AgentId);
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if (sp == null || sp.IsDeleted || sp.IsInTransit)
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return;
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ulong regionHandle = 0;
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if(regionName == RegionInfo.RegionName)
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regionHandle = RegionInfo.RegionHandle;
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else
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{
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GridRegion region = GridService.GetRegionByName(RegionInfo.ScopeID, regionName);
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if (region != null)
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regionHandle = region.RegionHandle;
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}
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if(regionHandle == 0)
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{
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// can't find the region: Tell viewer and abort
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remoteClient.SendTeleportFailed("The region '" + regionName + "' could not be found.");
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return;
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}
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RequestTeleportLocation(remoteClient, region.RegionHandle, position, lookat, teleportFlags);
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EntityTransferModule.Teleport(sp, regionHandle, position, lookat, teleportFlags);
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}
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/// <summary>
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@ -4847,19 +4865,17 @@ Label_GroupsDone:
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public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, Vector3 position,
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Vector3 lookAt, uint teleportFlags)
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{
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ScenePresence sp = GetScenePresence(remoteClient.AgentId);
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if (sp != null)
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if (EntityTransferModule == null)
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{
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if (EntityTransferModule != null)
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{
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EntityTransferModule.Teleport(sp, regionHandle, position, lookAt, teleportFlags);
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}
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else
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{
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m_log.DebugFormat("[SCENE]: Unable to perform teleports: no AgentTransferModule is active");
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sp.ControllingClient.SendTeleportFailed("Unable to perform teleports on this simulator.");
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}
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m_log.DebugFormat("[SCENE]: Unable to perform teleports: no AgentTransferModule is active");
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return;
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}
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ScenePresence sp = GetScenePresence(remoteClient.AgentId);
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if (sp == null || sp.IsDeleted || sp.IsInTransit)
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return;
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EntityTransferModule.Teleport(sp, regionHandle, position, lookAt, teleportFlags);
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}
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public bool CrossAgentToNewRegion(ScenePresence agent, bool isFlying)
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@ -859,41 +859,40 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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//
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CheckThreatLevel(ThreatLevel.Severe, "osTeleportAgent");
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TeleportAgent(agent, regionName, position, lookat, false);
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TeleportAgent(agent, regionName, position, lookat);
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}
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private void TeleportAgent(string agent, string regionName,
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LSL_Types.Vector3 position, LSL_Types.Vector3 lookat, bool relaxRestrictions)
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LSL_Types.Vector3 position, LSL_Types.Vector3 lookat)
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{
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m_host.AddScriptLPS(1);
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UUID agentId = new UUID();
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if(String.IsNullOrWhiteSpace(regionName))
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return;
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UUID agentId;
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if (UUID.TryParse(agent, out agentId))
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{
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ScenePresence presence = World.GetScenePresence(agentId);
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if (presence != null)
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if (presence == null || presence.IsDeleted || presence.IsInTransit)
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return;
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if(regionName == World.RegionInfo.RegionName)
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{
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// For osTeleportAgent, agent must be over owners land to avoid abuse
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// For osTeleportOwner, this restriction isn't necessary
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// commented out because its redundant and uneeded please remove eventually.
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// if (relaxRestrictions ||
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// m_host.OwnerID
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// == World.LandChannel.GetLandObject(
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// presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
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// {
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// We will launch the teleport on a new thread so that when the script threads are terminated
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// before teleport in ScriptInstance.GetXMLState(), we don't end up aborting the one doing the teleporting.
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Util.FireAndForget(
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o => World.RequestTeleportLocation(
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presence.ControllingClient, regionName, position,
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lookat, (uint)TPFlags.ViaLocation),
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null, "OSSL_Api.TeleportAgentByRegionCoords");
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ScriptSleep(5000);
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// }
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// should be faster than going to threadpool
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World.RequestTeleportLocation(presence.ControllingClient, regionName, position,
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lookat, (uint)TPFlags.ViaLocation);
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ScriptSleep(500);
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}
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else
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{
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// We will launch the teleport on a new thread so that when the script threads are terminated
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// before teleport in ScriptInstance.GetXMLState(), we don't end up aborting the one doing the teleporting.
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Util.FireAndForget(
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o => World.RequestTeleportLocation(
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presence.ControllingClient, regionName, position,
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lookat, (uint)TPFlags.ViaLocation),
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null, "OSSL_Api.TeleportAgentByRegionCoords");
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ScriptSleep(5000);
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}
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}
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}
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@ -913,41 +912,38 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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ulong regionHandle = Util.RegionGridLocToHandle((uint)regionGridX, (uint)regionGridY);
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m_host.AddScriptLPS(1);
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UUID agentId = new UUID();
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UUID agentId;
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if (UUID.TryParse(agent, out agentId))
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{
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ScenePresence presence = World.GetScenePresence(agentId);
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if (presence != null)
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{
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// For osTeleportAgent, agent must be over owners land to avoid abuse
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// For osTeleportOwner, this restriction isn't necessary
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if (presence == null || presence.IsDeleted || presence.IsInTransit)
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return;
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// commented out because its redundant and uneeded please remove eventually.
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// if (relaxRestrictions ||
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// m_host.OwnerID
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// == World.LandChannel.GetLandObject(
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// presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
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// {
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Util.FireAndForget(
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o => World.RequestTeleportLocation(
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presence.ControllingClient, regionHandle,
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position, lookat, (uint)TPFlags.ViaLocation),
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null, "OSSL_Api.TeleportAgentByRegionName");
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// We will launch the teleport on a new thread so that when the script threads are terminated
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// before teleport in ScriptInstance.GetXMLState(), we don't end up aborting the one doing the teleporting.
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Util.FireAndForget(
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o => World.RequestTeleportLocation(
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presence.ControllingClient, regionHandle,
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position, lookat, (uint)TPFlags.ViaLocation),
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null, "OSSL_Api.TeleportAgentByRegionName");
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ScriptSleep(5000);
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// }
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}
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ScriptSleep(5000);
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}
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}
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public void osTeleportAgent(string agent, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat)
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{
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osTeleportAgent(agent, World.RegionInfo.RegionName, position, lookat);
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m_host.AddScriptLPS(1);
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UUID agentId;
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if (UUID.TryParse(agent, out agentId))
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{
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ScenePresence presence = World.GetScenePresence(agentId);
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if (presence == null || presence.IsDeleted || presence.IsInTransit)
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return;
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World.RequestTeleportLocation(presence.ControllingClient, World.RegionInfo.RegionName, position,
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lookat, (uint)TPFlags.ViaLocation);
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ScriptSleep(500);
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}
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}
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public void osTeleportOwner(string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat)
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@ -955,12 +951,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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// Threat level None because this is what can already be done with the World Map in the viewer
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CheckThreatLevel(ThreatLevel.None, "osTeleportOwner");
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TeleportAgent(m_host.OwnerID.ToString(), regionName, position, lookat, true);
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TeleportAgent(m_host.OwnerID.ToString(), regionName, position, lookat);
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}
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public void osTeleportOwner(LSL_Types.Vector3 position, LSL_Types.Vector3 lookat)
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{
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osTeleportOwner(World.RegionInfo.RegionName, position, lookat);
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osTeleportAgent(m_host.OwnerID.ToString(), position, lookat);
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}
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public void osTeleportOwner(int regionGridX, int regionGridY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat)
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