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