Stop some places where we're trying to reset animations in child agents where such requests are ignored.
parent
2a6597f61e
commit
054ebe8878
|
@ -495,7 +495,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
// Well, this is it. The agent is over there.
|
||||
KillEntity(sp.Scene, sp.LocalId);
|
||||
|
||||
|
||||
// Now let's make it officially a child agent
|
||||
sp.MakeChildAgent();
|
||||
|
||||
|
@ -510,9 +509,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
sp.Scene.IncomingCloseAgent(sp.UUID);
|
||||
}
|
||||
else
|
||||
{
|
||||
// now we have a child agent in this region.
|
||||
sp.Reset();
|
||||
|
||||
}
|
||||
|
||||
// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
|
||||
if (sp.Scene.NeedSceneCacheClear(sp.UUID))
|
||||
|
@ -946,111 +946,121 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
|
||||
bool isFlying, string version)
|
||||
{
|
||||
ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
|
||||
|
||||
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}", agent.Firstname, agent.Lastname, neighbourx, neighboury, version);
|
||||
|
||||
Scene m_scene = agent.Scene;
|
||||
|
||||
if (neighbourRegion != null)
|
||||
try
|
||||
{
|
||||
if (!agent.ValidateAttachments())
|
||||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.",
|
||||
agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName);
|
||||
|
||||
pos = pos + (agent.Velocity);
|
||||
|
||||
SetInTransit(agent.UUID);
|
||||
AgentData cAgent = new AgentData();
|
||||
agent.CopyTo(cAgent);
|
||||
cAgent.Position = pos;
|
||||
if (isFlying)
|
||||
cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
|
||||
cAgent.CallbackURI = m_scene.RegionInfo.ServerURI +
|
||||
"agent/" + agent.UUID.ToString() + "/" + m_scene.RegionInfo.RegionID.ToString() + "/release/";
|
||||
|
||||
if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
|
||||
ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
|
||||
|
||||
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}", agent.Firstname, agent.Lastname, neighbourx, neighboury, version);
|
||||
|
||||
Scene m_scene = agent.Scene;
|
||||
|
||||
if (neighbourRegion != null)
|
||||
{
|
||||
// region doesn't take it
|
||||
ReInstantiateScripts(agent);
|
||||
ResetFromTransit(agent.UUID);
|
||||
return agent;
|
||||
if (!agent.ValidateAttachments())
|
||||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.",
|
||||
agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName);
|
||||
|
||||
pos = pos + (agent.Velocity);
|
||||
|
||||
SetInTransit(agent.UUID);
|
||||
AgentData cAgent = new AgentData();
|
||||
agent.CopyTo(cAgent);
|
||||
cAgent.Position = pos;
|
||||
if (isFlying)
|
||||
cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
|
||||
cAgent.CallbackURI = m_scene.RegionInfo.ServerURI +
|
||||
"agent/" + agent.UUID.ToString() + "/" + m_scene.RegionInfo.RegionID.ToString() + "/release/";
|
||||
|
||||
if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
|
||||
{
|
||||
// region doesn't take it
|
||||
ReInstantiateScripts(agent);
|
||||
ResetFromTransit(agent.UUID);
|
||||
return agent;
|
||||
}
|
||||
|
||||
// Next, let's close the child agent connections that are too far away.
|
||||
agent.CloseChildAgents(neighbourx, neighboury);
|
||||
|
||||
//AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
|
||||
agent.ControllingClient.RequestClientInfo();
|
||||
|
||||
//m_log.Debug("BEFORE CROSS");
|
||||
//Scene.DumpChildrenSeeds(UUID);
|
||||
//DumpKnownRegions();
|
||||
string agentcaps;
|
||||
if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
|
||||
{
|
||||
m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
|
||||
neighbourRegion.RegionHandle);
|
||||
return agent;
|
||||
}
|
||||
string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
|
||||
|
||||
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
|
||||
|
||||
IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
|
||||
if (eq != null)
|
||||
{
|
||||
eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
|
||||
capsPath, agent.UUID, agent.ControllingClient.SessionId);
|
||||
}
|
||||
else
|
||||
{
|
||||
agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
|
||||
capsPath);
|
||||
}
|
||||
|
||||
if (!WaitForCallback(agent.UUID))
|
||||
{
|
||||
m_log.Debug("[ENTITY TRANSFER MODULE]: Callback never came in crossing agent");
|
||||
ReInstantiateScripts(agent);
|
||||
ResetFromTransit(agent.UUID);
|
||||
|
||||
// Yikes! We should just have a ref to scene here.
|
||||
//agent.Scene.InformClientOfNeighbours(agent);
|
||||
EnableChildAgents(agent);
|
||||
|
||||
return agent;
|
||||
}
|
||||
|
||||
agent.MakeChildAgent();
|
||||
|
||||
// now we have a child agent in this region. Request all interesting data about other (root) agents
|
||||
agent.SendOtherAgentsAvatarDataToMe();
|
||||
agent.SendOtherAgentsAppearanceToMe();
|
||||
|
||||
// Backwards compatibility
|
||||
if (version == "Unknown" || version == string.Empty)
|
||||
{
|
||||
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Old neighbor, passing attachments one by one...");
|
||||
CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
|
||||
}
|
||||
|
||||
AgentHasMovedAway(agent, false);
|
||||
|
||||
// the user may change their profile information in other region,
|
||||
// so the userinfo in UserProfileCache is not reliable any more, delete it
|
||||
// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
|
||||
if (agent.Scene.NeedSceneCacheClear(agent.UUID))
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
|
||||
}
|
||||
}
|
||||
|
||||
// Next, let's close the child agent connections that are too far away.
|
||||
agent.CloseChildAgents(neighbourx, neighboury);
|
||||
|
||||
//AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
|
||||
agent.ControllingClient.RequestClientInfo();
|
||||
|
||||
//m_log.Debug("BEFORE CROSS");
|
||||
|
||||
//m_log.Debug("AFTER CROSS");
|
||||
//Scene.DumpChildrenSeeds(UUID);
|
||||
//DumpKnownRegions();
|
||||
string agentcaps;
|
||||
if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
|
||||
{
|
||||
m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
|
||||
neighbourRegion.RegionHandle);
|
||||
return agent;
|
||||
}
|
||||
string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
|
||||
|
||||
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
|
||||
|
||||
IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
|
||||
if (eq != null)
|
||||
{
|
||||
eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
|
||||
capsPath, agent.UUID, agent.ControllingClient.SessionId);
|
||||
}
|
||||
else
|
||||
{
|
||||
agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
|
||||
capsPath);
|
||||
}
|
||||
|
||||
if (!WaitForCallback(agent.UUID))
|
||||
{
|
||||
m_log.Debug("[ENTITY TRANSFER MODULE]: Callback never came in crossing agent");
|
||||
ReInstantiateScripts(agent);
|
||||
ResetFromTransit(agent.UUID);
|
||||
|
||||
// Yikes! We should just have a ref to scene here.
|
||||
//agent.Scene.InformClientOfNeighbours(agent);
|
||||
EnableChildAgents(agent);
|
||||
|
||||
return agent;
|
||||
}
|
||||
|
||||
agent.MakeChildAgent();
|
||||
|
||||
// now we have a child agent in this region. Request all interesting data about other (root) agents
|
||||
agent.SendOtherAgentsAvatarDataToMe();
|
||||
agent.SendOtherAgentsAppearanceToMe();
|
||||
|
||||
// Backwards compatibility
|
||||
if (version == "Unknown" || version == string.Empty)
|
||||
{
|
||||
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Old neighbor, passing attachments one by one...");
|
||||
CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
|
||||
}
|
||||
|
||||
AgentHasMovedAway(agent, false);
|
||||
|
||||
// the user may change their profile information in other region,
|
||||
// so the userinfo in UserProfileCache is not reliable any more, delete it
|
||||
// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
|
||||
if (agent.Scene.NeedSceneCacheClear(agent.UUID))
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat(
|
||||
"[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2}. Exception {3}{4}",
|
||||
agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace);
|
||||
}
|
||||
|
||||
//m_log.Debug("AFTER CROSS");
|
||||
//Scene.DumpChildrenSeeds(UUID);
|
||||
//DumpKnownRegions();
|
||||
return agent;
|
||||
}
|
||||
|
||||
|
|
|
@ -131,8 +131,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
|
||||
public void ResetAnimations()
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE ANIMATOR]: Resetting animations for {0} in {1}",
|
||||
// m_scenePresence.Name, m_scenePresence.Scene.RegionInfo.RegionName);
|
||||
|
||||
m_animations.Clear();
|
||||
TrySetMovementAnimation("STAND");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -155,6 +158,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
SendAnimPack();
|
||||
}
|
||||
}
|
||||
// Don't leave this on since on teleports SP.HandleAgentUpdate() still hammers us for a while after it teleports
|
||||
// else
|
||||
// {
|
||||
// m_log.WarnFormat(
|
||||
// "[SCENE PRESENCE ANIMATOR]: Tried to set movement animation {0} on child presence {1}",
|
||||
// anim, m_scenePresence.Name);
|
||||
// throw new Exception(string.Format("aaargh on setting {0}", anim));
|
||||
// }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -3700,7 +3700,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return false;
|
||||
}
|
||||
|
||||
|
||||
ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
|
||||
|
||||
if (childAgentUpdate != null)
|
||||
|
|
|
@ -995,13 +995,17 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
/// <summary>
|
||||
/// This turns a root agent into a child agent
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// when an agent departs this region for a neighbor, this gets called.
|
||||
///
|
||||
/// It doesn't get called for a teleport. Reason being, an agent that
|
||||
/// teleports out may not end up anywhere near this region
|
||||
/// </summary>
|
||||
/// </remarks>
|
||||
public void MakeChildAgent()
|
||||
{
|
||||
m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
|
||||
|
||||
// Reset these so that teleporting in and walking out isn't seen
|
||||
// as teleporting back
|
||||
TeleportFlags = TeleportFlags.Default;
|
||||
|
@ -2295,11 +2299,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
|
||||
Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
|
||||
|
||||
// TODO: This doesn't prevent the user from walking yet.
|
||||
// Setting parent ID would fix this, if we knew what value
|
||||
// to use. Or we could add a m_isSitting variable.
|
||||
//Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
|
||||
SitGround = true;
|
||||
RemoveFromPhysicalScene();
|
||||
}
|
||||
|
@ -2908,9 +2907,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public void Reset()
|
||||
{
|
||||
// m_log.DebugFormat("[SCENE PRESENCE]: Resetting {0} in {1}", Name, Scene.RegionInfo.RegionName);
|
||||
|
||||
// Put the child agent back at the center
|
||||
AbsolutePosition
|
||||
= new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70);
|
||||
|
||||
Animator.ResetAnimations();
|
||||
}
|
||||
|
||||
|
@ -3133,7 +3135,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
public void CopyFrom(AgentData cAgent)
|
||||
private void CopyFrom(AgentData cAgent)
|
||||
{
|
||||
m_originRegionID = cAgent.RegionID;
|
||||
|
||||
|
@ -3192,13 +3194,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
catch { }
|
||||
// Animations
|
||||
try
|
||||
{
|
||||
Animator.ResetAnimations();
|
||||
Animator.Animations.FromArray(cAgent.Anims);
|
||||
}
|
||||
catch { }
|
||||
|
||||
Animator.Animations.FromArray(cAgent.Anims);
|
||||
|
||||
if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue