Merge branch 'master' of /var/git/opensim/

viewer-2-initial-appearance
opensim mirror account 2010-11-26 17:30:05 -08:00
commit 0f52f90f9c
6 changed files with 161 additions and 182 deletions

View File

@ -302,31 +302,26 @@ namespace OpenSim.Framework
if (args["start_pos"] != null)
Vector3.TryParse(args["start_pos"].AsString(), out startpos);
// DEBUG ON
m_log.WarnFormat("[AGENTCIRCUITDATA] agentid={0}, child={1}, startpos={2}",AgentID,child,startpos.ToString());
// DEBUG OFF
m_log.InfoFormat("[AGENTCIRCUITDATA] agentid={0}, child={1}, startpos={2}",AgentID,child,startpos.ToString());
try {
// Unpack various appearance elements
Appearance = new AvatarAppearance(AgentID);
// Unpack various appearance elements
Appearance = new AvatarAppearance(AgentID);
// Eventually this code should be deprecated, use full appearance
// packing in packed_appearance
if (args["appearance_serial"] != null)
Appearance.Serial = args["appearance_serial"].AsInteger();
// Eventually this code should be deprecated, use full appearance
// packing in packed_appearance
if (args["appearance_serial"] != null)
Appearance.Serial = args["appearance_serial"].AsInteger();
if (args.ContainsKey("packed_appearance") && (args["packed_appearance"].Type == OSDType.Map))
{
Appearance.Unpack((OSDMap)args["packed_appearance"]);
// DEBUG ON
m_log.WarnFormat("[AGENTCIRCUITDATA] unpacked appearance");
// DEBUG OFF
if (args.ContainsKey("packed_appearance") && (args["packed_appearance"].Type == OSDType.Map))
{
Appearance.Unpack((OSDMap)args["packed_appearance"]);
m_log.InfoFormat("[AGENTCIRCUITDATA] unpacked appearance");
}
else
m_log.Warn("[AGENTCIRCUITDATA] failed to find a valid packed_appearance");
}
// DEBUG ON
else
m_log.Warn("[AGENTCIRCUITDATA] failed to find a valid packed_appearance");
// DEBUG OFF
} catch (Exception e)
catch (Exception e)
{
m_log.ErrorFormat("[AGENTCIRCUITDATA] failed to unpack appearance; {0}",e.Message);
}

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@ -331,9 +331,7 @@ namespace OpenSim.Framework
public virtual OSDMap Pack()
{
// DEBUG ON
m_log.WarnFormat("[CHILDAGENTDATAUPDATE] Pack data");
// DEBUG OFF
m_log.InfoFormat("[CHILDAGENTDATAUPDATE] Pack data");
OSDMap args = new OSDMap();
args["message_type"] = OSD.FromString("AgentData");
@ -454,9 +452,7 @@ namespace OpenSim.Framework
/// <param name="hash"></param>
public virtual void Unpack(OSDMap args)
{
// DEBUG ON
m_log.WarnFormat("[CHILDAGENTDATAUPDATE] Unpack data");
// DEBUG OFF
m_log.InfoFormat("[CHILDAGENTDATAUPDATE] Unpack data");
if (args.ContainsKey("region_id"))
UUID.TryParse(args["region_id"].AsString(), out RegionID);
@ -613,10 +609,8 @@ namespace OpenSim.Framework
if (args.ContainsKey("packed_appearance") && (args["packed_appearance"]).Type == OSDType.Map)
Appearance = new AvatarAppearance(AgentID,(OSDMap)args["packed_appearance"]);
// DEBUG ON
else
m_log.WarnFormat("[CHILDAGENTDATAUPDATE] No packed appearance");
// DEBUG OFF
if ((args["controllers"] != null) && (args["controllers"]).Type == OSDType.Array)
{

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@ -183,7 +183,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
});
}
// m_log.WarnFormat("[AVFACTORY]: Complete texture check for {0}",client.AgentId);
m_log.WarnFormat("[AVFACTORY]: Complete texture check for {0}",client.AgentId);
}
// Process the visual params, this may change height as well
@ -196,12 +196,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
sp.SetHeight(sp.Appearance.AvatarHeight);
}
}
// Send the appearance back to the avatar, not clear that this is needed
sp.ControllingClient.SendAvatarDataImmediate(sp);
// AvatarAppearance avp = sp.Appearance;
// sp.ControllingClient.SendAppearance(avp.Owner,avp.VisualParams,avp.Texture.GetBytes());
}
@ -274,21 +268,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// Send the appearance to everyone in the scene
sp.SendAppearanceToAllOtherAgents();
// sp.ControllingClient.SendAvatarDataImmediate(sp);
// Send the appearance back to the avatar
// AvatarAppearance avp = sp.Appearance;
// sp.ControllingClient.SendAppearance(avp.Owner, avp.VisualParams, avp.Texture.GetBytes());
/*
// this needs to be fixed, the flag should be on scene presence not the region module
// Start the animations if necessary
if (!m_startAnimationSet)
{
sp.Animator.UpdateMovementAnimations();
m_startAnimationSet = true;
}
*/
}
private void HandleAppearanceSave(UUID agentid)
@ -374,6 +353,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// m_log.WarnFormat("[AVFACTORY]: AvatarIsWearing called for {0}", client.AgentId);
// operate on a copy of the appearance so we don't have to lock anything
AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false);
foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
@ -388,9 +368,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
SetAppearanceAssets(sp.UUID, ref avatAppearance);
// could get fancier with the locks here, but in the spirit of "last write wins"
// this should work correctly
// this should work correctly, also, we don't need to send the appearance here
// since the "iswearing" will trigger a new set of visual param and baked texture changes
// when those complete, the new appearance will be sent
sp.Appearance = avatAppearance;
m_scene.AvatarService.SetAppearance(client.AgentId, sp.Appearance);
QueueAppearanceSave(client.AgentId);
}
private void SetAppearanceAssets(UUID userID, ref AvatarAppearance appearance)

View File

@ -903,8 +903,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
agent.MakeChildAgent();
// now we have a child agent in this region. Request all interesting data about other (root) agents
agent.SendInitialFullUpdateToAllClients();
agent.SendOtherAgentsAvatarDataToMe();
agent.SendOtherAgentsAppearanceToMe();
CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);

View File

@ -703,7 +703,9 @@ namespace OpenSim.Region.Framework.Scenes
// Note: This won't send data *to* other clients in that region (children don't send)
// MIC: This gets called again in CompleteMovement
SendInitialFullUpdateToAllClients();
// SendInitialFullUpdateToAllClients();
SendOtherAgentsAvatarDataToMe();
SendOtherAgentsAppearanceToMe();
RegisterToEvents();
SetDirectionVectors();
@ -1613,7 +1615,7 @@ namespace OpenSim.Region.Framework.Scenes
{
AbsolutePosition = part.AbsolutePosition;
Velocity = Vector3.Zero;
SendFullUpdateToAllClients();
SendAvatarDataToAllAgents();
//HandleAgentSit(ControllingClient, m_requestedSitTargetUUID);
}
@ -1688,7 +1690,7 @@ namespace OpenSim.Region.Framework.Scenes
m_parentPosition = Vector3.Zero;
m_parentID = 0;
SendFullUpdateToAllClients();
SendAvatarDataToAllAgents();
m_requestedSitTargetID = 0;
if (m_physicsActor != null && m_appearance != null)
{
@ -2154,7 +2156,7 @@ namespace OpenSim.Region.Framework.Scenes
RemoveFromPhysicalScene();
Animator.TrySetMovementAnimation(sitAnimation);
SendFullUpdateToAllClients();
SendAvatarDataToAllAgents();
// This may seem stupid, but Our Full updates don't send avatar rotation :P
// So we're also sending a terse update (which has avatar rotation)
// [Update] We do now.
@ -2379,165 +2381,169 @@ namespace OpenSim.Region.Framework.Scenes
}
/// <summary>
/// Tell other client about this avatar (The client previously didn't know or had outdated details about this avatar)
/// Do everything required once a client completes its movement into a region and becomes
/// a root agent.
/// </summary>
/// <param name="remoteAvatar"></param>
public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar)
{
// 2 stage check is needed.
if (remoteAvatar == null)
return;
IClientAPI cl = remoteAvatar.ControllingClient;
if (cl == null)
return;
if (m_appearance.Texture == null)
return;
// MT: This is needed for sit. It's legal to send it to oneself, and the name
// of the method is a misnomer
//
// if (LocalId == remoteAvatar.LocalId)
// {
// m_log.WarnFormat("[SCENEPRESENCE]: An agent is attempting to send avatar data to itself; {0}", UUID);
// return;
// }
if (IsChildAgent)
{
m_log.WarnFormat("[SCENEPRESENCE]: A child agent is attempting to send out avatar data; {0}", UUID);
return;
}
remoteAvatar.m_controllingClient.SendAvatarDataImmediate(this);
m_scene.StatsReporter.AddAgentUpdates(1);
}
/// <summary>
/// Tell *ALL* agents about this agent
/// </summary>
public void SendInitialFullUpdateToAllClients()
{
m_perfMonMS = Util.EnvironmentTickCount();
int avUpdates = 0;
m_scene.ForEachScenePresence(delegate(ScenePresence avatar)
{
++avUpdates;
// Don't update ourselves
if (avatar.LocalId == LocalId)
return;
// If this is a root agent, then get info about the avatar
if (!IsChildAgent)
{
SendFullUpdateToOtherClient(avatar);
}
// If the other avatar is a root
if (!avatar.IsChildAgent)
{
avatar.SendFullUpdateToOtherClient(this);
avatar.SendAppearanceToOtherAgent(this);
avatar.Animator.SendAnimPackToClient(ControllingClient);
}
});
m_scene.StatsReporter.AddAgentUpdates(avUpdates);
m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
//Animator.SendAnimPack();
}
public void SendFullUpdateToAllClients()
{
m_perfMonMS = Util.EnvironmentTickCount();
// only send update from root agents to other clients; children are only "listening posts"
if (IsChildAgent)
{
m_log.Warn("[SCENEPRESENCE] attempt to send update from a childagent");
return;
}
int count = 0;
m_scene.ForEachScenePresence(delegate(ScenePresence sp)
{
if (sp.IsChildAgent)
return;
SendFullUpdateToOtherClient(sp);
++count;
});
m_scene.StatsReporter.AddAgentUpdates(count);
m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
Animator.SendAnimPack();
}
/// <summary>
/// Do everything required once a client completes its movement into a region
/// </summary>
public void SendInitialData()
private void SendInitialData()
{
// Moved this into CompleteMovement to ensure that m_appearance is initialized before
// the inventory arrives
// m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance);
m_controllingClient.SendAvatarDataImmediate(this);
// This agent just became root. We are going to tell everyone about it. The process of
// getting other avatars information was initiated in the constructor... don't do it
// again here...
SendAvatarDataToAllAgents();
// We have an appearance but we may not have the baked textures. Check the asset cache
// to see if all the baked textures are already here.
if (m_scene.AvatarFactory != null)
{
if (m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient))
{
// m_log.WarnFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name);
m_controllingClient.SendAppearance(
m_appearance.Owner,m_appearance.VisualParams,m_appearance.Texture.GetBytes());
SendAppearanceToAgent(this);
// If the avatars baked textures are all in the cache, then we have a
// complete appearance... send it out, if not, then we'll send it when
// the avatar finishes updating its appearance
SendAppearanceToAllOtherAgents();
}
}
else
{
m_log.WarnFormat("[SCENEPRESENCE]: AvatarFactory not set for {0}", Name);
}
SendInitialFullUpdateToAllClients();
}
/// <summary>
///
/// Send this agent's avatar data to all other root and child agents in the scene
/// This agent must be root. This avatar will receive its own update.
/// </summary>
public void SendAppearanceToAllOtherAgents()
public void SendAvatarDataToAllAgents()
{
// DEBUG ON
// m_log.WarnFormat("[SCENEPRESENCE]: Send appearance from {0} to all other agents", m_uuid);
// DEBUG OFF
// only send update from root agents to other clients; children are only "listening posts"
if (IsChildAgent)
{
m_log.Warn("[SCENEPRESENCE] attempt to send avatar data from a child agent");
return;
}
m_perfMonMS = Util.EnvironmentTickCount();
int count = 0;
m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
{
if (scenePresence.UUID != UUID)
{
SendAppearanceToOtherAgent(scenePresence);
}
SendAvatarDataToAgent(scenePresence);
count++;
});
m_scene.StatsReporter.AddAgentUpdates(count);
m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
}
/// <summary>
/// Send appearance data to an agent that isn't this one.
/// Send avatar data for all other root agents to this agent, this agent
/// can be either a child or root
/// </summary>
public void SendOtherAgentsAvatarDataToMe()
{
m_perfMonMS = Util.EnvironmentTickCount();
int count = 0;
m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
{
// only send information about root agents
if (scenePresence.IsChildAgent)
return;
// only send information about other root agents
if (scenePresence.UUID == UUID)
return;
scenePresence.SendAvatarDataToAgent(this);
count++;
});
m_scene.StatsReporter.AddAgentUpdates(count);
m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
}
/// <summary>
/// Send avatar data to an agent.
/// </summary>
/// <param name="avatar"></param>
public void SendAppearanceToOtherAgent(ScenePresence avatar)
private void SendAvatarDataToAgent(ScenePresence avatar)
{
if (LocalId == avatar.LocalId)
// m_log.WarnFormat("[SP] Send avatar data from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId);
avatar.ControllingClient.SendAvatarDataImmediate(this);
Animator.SendAnimPackToClient(avatar.ControllingClient);
}
/// <summary>
/// Send this agent's appearance to all other root and child agents in the scene
/// This agent must be root.
/// </summary>
public void SendAppearanceToAllOtherAgents()
{
// only send update from root agents to other clients; children are only "listening posts"
if (IsChildAgent)
{
m_log.WarnFormat("[SCENE PRESENCE]: An agent is attempting to send appearance data to itself; {0}", UUID);
m_log.Warn("[SCENEPRESENCE] attempt to send avatar data from a child agent");
return;
}
m_perfMonMS = Util.EnvironmentTickCount();
// DEBUG ON
int count = 0;
m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
{
if (scenePresence.UUID == UUID)
return;
SendAppearanceToAgent(scenePresence);
count++;
});
m_scene.StatsReporter.AddAgentUpdates(count);
m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
}
/// <summary>
/// Send appearance from all other root agents to this agent. this agent
/// can be either root or child
/// </summary>
public void SendOtherAgentsAppearanceToMe()
{
m_perfMonMS = Util.EnvironmentTickCount();
int count = 0;
m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
{
// only send information about root agents
if (scenePresence.IsChildAgent)
return;
// only send information about other root agents
if (scenePresence.UUID == UUID)
return;
scenePresence.SendAppearanceToAgent(this);
count++;
});
m_scene.StatsReporter.AddAgentUpdates(count);
m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
}
/// <summary>
/// Send appearance data to an agent.
/// </summary>
/// <param name="avatar"></param>
private void SendAppearanceToAgent(ScenePresence avatar)
{
// m_log.WarnFormat("[SP] Send appearance from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId);
// DEBUG OFF
avatar.ControllingClient.SendAppearance(
m_appearance.Owner, m_appearance.VisualParams, m_appearance.Texture.GetBytes());
@ -3050,9 +3056,6 @@ namespace OpenSim.Region.Framework.Scenes
public void CopyFrom(AgentData cAgent)
{
// DEBUG ON
m_log.ErrorFormat("[SCENEPRESENCE] CALLING COPYFROM");
// DEBUG OFF
m_originRegionID = cAgent.RegionID;
m_callbackURI = cAgent.CallbackURI;

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@ -1173,10 +1173,13 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
presence = scene.GetScenePresence(AgentID);
if (presence != null)
{
presence.Grouptitle = Title;
if (presence.Grouptitle != Title)
{
presence.Grouptitle = Title;
// FixMe: Ter suggests a "Schedule" method that I can't find.
presence.SendFullUpdateToAllClients();
if (! presence.IsChildAgent)
presence.SendAvatarDataToAllAgents();
}
}
}
}