Merge branch 'avination' into careminster
commit
21c476228a
|
@ -1618,7 +1618,8 @@ namespace OpenSim.Framework.Servers.HttpServer
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m_httpListener2.Start(64);
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// Long Poll Service Manager with 3 worker threads a 25 second timeout for no events
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m_PollServiceManager = new PollServiceRequestManager(this, 3, 25000);
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// m_PollServiceManager = new PollServiceRequestManager(this, 3, 25000);
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m_PollServiceManager = new PollServiceRequestManager(this, 4, 25000);
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HTTPDRunning = true;
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//HttpListenerContext context;
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@ -27,6 +27,7 @@
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using System;
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using System.IO;
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using System.Net;
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using System.Reflection;
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using log4net;
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using log4net.Config;
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@ -73,6 +74,7 @@ namespace OpenSim
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AppDomain.CurrentDomain.UnhandledException +=
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new UnhandledExceptionEventHandler(CurrentDomain_UnhandledException);
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ServicePointManager.DefaultConnectionLimit = 6;
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// Add the arguments supplied when running the application to the configuration
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ArgvConfigSource configSource = new ArgvConfigSource(args);
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@ -151,6 +151,12 @@ namespace OpenSim.Region.ClientStack.Linden
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ulong regionHandle, byte simAccess, IPEndPoint regionExternalEndPoint,
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uint locationID, uint flags, string capsURL, UUID agentID)
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{
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// not sure why flags get overwritten here
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if ((flags & (uint)TeleportFlags.IsFlying) != 0)
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flags = (uint)TeleportFlags.ViaLocation | (uint)TeleportFlags.IsFlying;
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else
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flags = (uint)TeleportFlags.ViaLocation;
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OSDMap info = new OSDMap();
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info.Add("AgentID", OSD.FromUUID(agentID));
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info.Add("LocationID", OSD.FromInteger(4)); // TODO what is this?
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@ -159,7 +165,8 @@ namespace OpenSim.Region.ClientStack.Linden
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info.Add("SimAccess", OSD.FromInteger(simAccess));
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info.Add("SimIP", OSD.FromBinary(regionExternalEndPoint.Address.GetAddressBytes()));
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info.Add("SimPort", OSD.FromInteger(regionExternalEndPoint.Port));
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info.Add("TeleportFlags", OSD.FromULong(1L << 4)); // AgentManager.TeleportFlags.ViaLocation
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// info.Add("TeleportFlags", OSD.FromULong(1L << 4)); // AgentManager.TeleportFlags.ViaLocation
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info.Add("TeleportFlags", OSD.FromUInteger(flags));
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OSDArray infoArr = new OSDArray();
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infoArr.Add(info);
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@ -60,11 +60,11 @@ namespace OpenSim.Region.ClientStack.Linden
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private WebFetchInvDescHandler m_webFetchHandler;
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private ManualResetEvent m_ev = new ManualResetEvent(true);
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private object m_lock = new object();
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private Dictionary<UUID, string> m_capsDict = new Dictionary<UUID, string>();
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private Dictionary<UUID, Hashtable> m_requests = new Dictionary<UUID, Hashtable>();
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bool m_busy = false;
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#region ISharedRegionModule Members
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@ -116,7 +116,9 @@ namespace OpenSim.Region.ClientStack.Linden
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string capUrl = "/CAPS/" + UUID.Random() + "/";
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// Register this as a poll service
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// absurd large timeout to tune later to make a bit less than viewer
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PollServiceEventArgs args = new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, agentID, 300000);
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args.Type = PollServiceEventArgs.EventType.Inventory;
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MainServer.Instance.AddPollServiceHTTPHandler(capUrl, args);
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@ -133,6 +135,8 @@ namespace OpenSim.Region.ClientStack.Linden
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caps.RegisterHandler("FetchInventoryDescendents2", String.Format("{0}://{1}:{2}{3}", protocol, hostName, port, capUrl));
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m_capsDict[agentID] = capUrl;
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m_busy = false;
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}
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private void DeregisterCaps(UUID agentID, Caps caps)
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@ -149,25 +153,22 @@ namespace OpenSim.Region.ClientStack.Linden
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public void HttpRequestHandler(UUID requestID, Hashtable request)
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{
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// m_log.DebugFormat("[FETCH2]: Received request {0}", requestID);
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m_requests[requestID] = request;
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lock(m_lock)
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m_requests[requestID] = request;
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}
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private bool HasEvents(UUID requestID, UUID sessionID)
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{
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lock (m_lock)
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{
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if (m_ev.WaitOne(0))
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{
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m_ev.Reset();
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return true;
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}
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return false;
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return !m_busy;
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}
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}
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private Hashtable NoEvents(UUID requestID, UUID sessionID)
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{
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m_requests.Remove(requestID);
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lock(m_lock)
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m_requests.Remove(requestID);
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Hashtable response = new Hashtable();
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@ -177,11 +178,17 @@ namespace OpenSim.Region.ClientStack.Linden
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response["keepalive"] = false;
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response["reusecontext"] = false;
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lock (m_lock)
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m_busy = false;
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return response;
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}
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private Hashtable GetEvents(UUID requestID, UUID sessionID, string request)
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{
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lock (m_lock)
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m_busy = true;
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Hashtable response = new Hashtable();
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response["int_response_code"] = 500;
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@ -192,20 +199,23 @@ namespace OpenSim.Region.ClientStack.Linden
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try
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{
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Hashtable requestHash;
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if (!m_requests.TryGetValue(requestID, out requestHash))
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lock (m_lock)
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{
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lock (m_lock)
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m_ev.Set();
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response["str_response_string"] = "Invalid request";
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return response;
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if (!m_requests.TryGetValue(requestID, out requestHash))
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{
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m_busy = false;
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response["str_response_string"] = "Invalid request";
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return response;
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}
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m_requests.Remove(requestID);
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}
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// m_log.DebugFormat("[FETCH2]: Processed request {0}", requestID);
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string reply = m_webFetchHandler.FetchInventoryDescendentsRequest(requestHash["body"].ToString(), String.Empty, String.Empty, null, null);
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m_requests.Remove(requestID);
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response["int_response_code"] = 200;
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response["str_response_string"] = reply;
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@ -213,7 +223,7 @@ namespace OpenSim.Region.ClientStack.Linden
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finally
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{
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lock (m_lock)
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m_ev.Set();
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m_busy = false;
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}
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return response;
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@ -807,7 +807,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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handshake.RegionInfo3.ProductName = Util.StringToBytes256(regionInfo.RegionType);
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handshake.RegionInfo3.ProductSKU = Utils.EmptyBytes;
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OutPacket(handshake, ThrottleOutPacketType.Task);
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// OutPacket(handshake, ThrottleOutPacketType.Task);
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// use same as MoveAgentIntoRegion (both should be task )
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OutPacket(handshake, ThrottleOutPacketType.Unknown);
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}
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public void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look)
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@ -8748,16 +8750,61 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#region Parcel related packets
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// acumulate several HandleRegionHandleRequest consecutive overlaping requests
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// to be done with minimal resources as possible
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// variables temporary here while in test
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Queue<UUID> RegionHandleRequests = new Queue<UUID>();
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bool RegionHandleRequestsInService = false;
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private bool HandleRegionHandleRequest(IClientAPI sender, Packet Pack)
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{
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RegionHandleRequestPacket rhrPack = (RegionHandleRequestPacket)Pack;
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UUID currentUUID;
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RegionHandleRequest handlerRegionHandleRequest = OnRegionHandleRequest;
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if (handlerRegionHandleRequest != null)
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if (handlerRegionHandleRequest == null)
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return true;
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RegionHandleRequestPacket rhrPack = (RegionHandleRequestPacket)Pack;
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lock (RegionHandleRequests)
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{
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handlerRegionHandleRequest(this, rhrPack.RequestBlock.RegionID);
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if (RegionHandleRequestsInService)
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{
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// we are already busy doing a previus request
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// so enqueue it
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RegionHandleRequests.Enqueue(rhrPack.RequestBlock.RegionID);
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return true;
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}
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// else do it
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currentUUID = rhrPack.RequestBlock.RegionID;
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RegionHandleRequestsInService = true;
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}
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return true;
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while (true)
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{
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handlerRegionHandleRequest(this, currentUUID);
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lock (RegionHandleRequests)
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{
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// exit condition, nothing to do or closed
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// current code seems to assume we may loose the handler at anytime,
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// so keep checking it
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handlerRegionHandleRequest = OnRegionHandleRequest;
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if (RegionHandleRequests.Count == 0 || !IsActive || handlerRegionHandleRequest == null)
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{
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RegionHandleRequests.Clear();
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RegionHandleRequestsInService = false;
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return true;
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}
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currentUUID = RegionHandleRequests.Dequeue();
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}
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}
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return true; // actually unreached
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}
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private bool HandleParcelInfoRequest(IClientAPI sender, Packet Pack)
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|
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@ -137,6 +137,9 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
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{
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UUID toAgentID = new UUID(im.toAgentID);
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if (toAgentID == UUID.Zero)
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return;
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// Try root avatar only first
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foreach (Scene scene in m_Scenes)
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{
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|
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@ -220,7 +220,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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/// <param name="sp"></param>
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/// <param name="position"></param>
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/// <param name="lookAt"></param>
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/// <param name="teleportFlags"></param
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/// <param name="teleportFlags"></param>
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private void TeleportAgentWithinRegion(ScenePresence sp, Vector3 position, Vector3 lookAt, uint teleportFlags)
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{
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m_log.DebugFormat(
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@ -264,6 +264,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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position.Z = newPosZ;
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}
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if (sp.Flying)
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teleportFlags |= (uint)TeleportFlags.IsFlying;
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m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
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sp.ControllingClient.SendTeleportStart(teleportFlags);
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|
@ -471,6 +474,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (sp.ParentID != (uint)0)
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sp.StandUp();
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else if (sp.Flying)
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teleportFlags |= (uint)TeleportFlags.IsFlying;
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|
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sp.ControllingClient.SendTeleportStart(teleportFlags);
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// the avatar.Close below will clear the child region list. We need this below for (possibly)
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|
@ -982,7 +988,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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agent.IsInTransit = true;
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|
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CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
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d.BeginInvoke(agent, newpos, x, y, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
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d.BeginInvoke(agent, newpos, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
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return true;
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}
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|
@ -1039,42 +1045,43 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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icon.EndInvoke(iar);
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}
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|
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public bool CrossAgentToNewRegionPrep(ScenePresence agent, GridRegion neighbourRegion)
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{
|
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if (neighbourRegion == null)
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return false;
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|
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m_entityTransferStateMachine.SetInTransit(agent.UUID);
|
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|
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agent.RemoveFromPhysicalScene();
|
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|
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return true;
|
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}
|
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|
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/// <summary>
|
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/// This Closes child agents on neighbouring regions
|
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/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
|
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/// </summary>
|
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public ScenePresence CrossAgentToNewRegionAsync(
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ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
|
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ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
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bool isFlying, string version)
|
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{
|
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if (neighbourRegion == null)
|
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if (!CrossAgentToNewRegionPrep(agent, neighbourRegion))
|
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return agent;
|
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|
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if (!CrossAgentIntoNewRegionMain(agent, pos, neighbourRegion, isFlying))
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return agent;
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|
||||
CrossAgentToNewRegionPost(agent, pos, neighbourRegion, isFlying, version);
|
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return agent;
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}
|
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|
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public bool CrossAgentIntoNewRegionMain(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying)
|
||||
{
|
||||
try
|
||||
{
|
||||
m_entityTransferStateMachine.SetInTransit(agent.UUID);
|
||||
|
||||
ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
|
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|
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}",
|
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agent.Firstname, agent.Lastname, neighbourx, neighboury, version);
|
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|
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Scene m_scene = agent.Scene;
|
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|
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if (!agent.ValidateAttachments())
|
||||
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.",
|
||||
agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName);
|
||||
|
||||
pos = pos + agent.Velocity;
|
||||
Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
|
||||
|
||||
agent.RemoveFromPhysicalScene();
|
||||
|
||||
AgentData cAgent = new AgentData();
|
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agent.CopyTo(cAgent);
|
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cAgent.Position = pos;
|
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cAgent.Position = pos + agent.Velocity;
|
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if (isFlying)
|
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cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
|
||||
|
||||
|
@ -1084,7 +1091,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
// Beyond this point, extra cleanup is needed beyond removing transit state
|
||||
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.Transferring);
|
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|
||||
if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
|
||||
if (!agent.Scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
|
||||
{
|
||||
// region doesn't take it
|
||||
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
|
||||
|
@ -1093,82 +1100,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
agent.AddToPhysicalScene(isFlying);
|
||||
m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
|
||||
|
||||
return agent;
|
||||
return false;
|
||||
}
|
||||
|
||||
//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;
|
||||
}
|
||||
// No turning back
|
||||
agent.IsChildAgent = true;
|
||||
|
||||
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);
|
||||
|
||||
if (m_eqModule != null)
|
||||
{
|
||||
m_eqModule.CrossRegion(
|
||||
neighbourHandle, pos, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint,
|
||||
capsPath, agent.UUID, agent.ControllingClient.SessionId);
|
||||
}
|
||||
else
|
||||
{
|
||||
agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
|
||||
capsPath);
|
||||
}
|
||||
|
||||
// SUCCESS!
|
||||
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
|
||||
|
||||
// Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
|
||||
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
|
||||
|
||||
agent.MakeChildAgent();
|
||||
|
||||
// FIXME: Possibly this should occur lower down after other commands to close other agents,
|
||||
// but not sure yet what the side effects would be.
|
||||
m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
|
||||
|
||||
// now we have a child agent in this region. Request all interesting data about other (root) agents
|
||||
agent.SendOtherAgentsAvatarDataToMe();
|
||||
agent.SendOtherAgentsAppearanceToMe();
|
||||
|
||||
// Backwards compatibility. Best effort
|
||||
if (version == "Unknown" || version == string.Empty)
|
||||
{
|
||||
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
|
||||
Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
|
||||
CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
|
||||
}
|
||||
|
||||
// Next, let's close the child agent connections that are too far away.
|
||||
agent.CloseChildAgents(neighbourx, neighboury);
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
//m_log.Debug("AFTER CROSS");
|
||||
//Scene.DumpChildrenSeeds(UUID);
|
||||
//DumpKnownRegions();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
|
@ -1177,9 +1111,97 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace);
|
||||
|
||||
// TODO: Might be worth attempting other restoration here such as reinstantiation of scripts, etc.
|
||||
return false;
|
||||
}
|
||||
|
||||
return agent;
|
||||
return true;
|
||||
}
|
||||
|
||||
public void CrossAgentToNewRegionPost(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
|
||||
bool isFlying, string version)
|
||||
{
|
||||
agent.ControllingClient.RequestClientInfo();
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
// No turning back
|
||||
agent.IsChildAgent = true;
|
||||
|
||||
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);
|
||||
|
||||
Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
|
||||
|
||||
if (m_eqModule != null)
|
||||
{
|
||||
m_eqModule.CrossRegion(
|
||||
neighbourRegion.RegionHandle, pos + agent.Velocity, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint,
|
||||
capsPath, agent.UUID, agent.ControllingClient.SessionId);
|
||||
}
|
||||
else
|
||||
{
|
||||
agent.ControllingClient.CrossRegion(neighbourRegion.RegionHandle, pos + agent.Velocity, agent.Velocity, neighbourRegion.ExternalEndPoint,
|
||||
capsPath);
|
||||
}
|
||||
|
||||
// SUCCESS!
|
||||
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
|
||||
|
||||
// Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
|
||||
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
|
||||
|
||||
agent.MakeChildAgent();
|
||||
|
||||
// FIXME: Possibly this should occur lower down after other commands to close other agents,
|
||||
// but not sure yet what the side effects would be.
|
||||
m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
|
||||
|
||||
// now we have a child agent in this region. Request all interesting data about other (root) agents
|
||||
agent.SendOtherAgentsAvatarDataToMe();
|
||||
agent.SendOtherAgentsAppearanceToMe();
|
||||
|
||||
// Backwards compatibility. Best effort
|
||||
if (version == "Unknown" || version == string.Empty)
|
||||
{
|
||||
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
|
||||
Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
|
||||
CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
|
||||
}
|
||||
|
||||
// Next, let's close the child agent connections that are too far away.
|
||||
uint neighbourx;
|
||||
uint neighboury;
|
||||
|
||||
Utils.LongToUInts(neighbourRegion.RegionHandle, out neighbourx, out neighboury);
|
||||
|
||||
neighbourx /= Constants.RegionSize;
|
||||
neighboury /= Constants.RegionSize;
|
||||
|
||||
agent.CloseChildAgents(neighbourx, neighboury);
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
//m_log.Debug("AFTER CROSS");
|
||||
//Scene.DumpChildrenSeeds(UUID);
|
||||
//DumpKnownRegions();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
|
||||
|
|
|
@ -189,9 +189,9 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
|
|||
args.Type = PollServiceEventArgs.EventType.LslHttp;
|
||||
m_HttpServer.AddPollServiceHTTPHandler(uri, args);
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[URL MODULE]: Set up incoming request url {0} for {1} in {2} {3}",
|
||||
uri, itemID, host.Name, host.LocalId);
|
||||
// m_log.DebugFormat(
|
||||
// "[URL MODULE]: Set up incoming request url {0} for {1} in {2} {3}",
|
||||
// uri, itemID, host.Name, host.LocalId);
|
||||
|
||||
engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_GRANTED", url });
|
||||
}
|
||||
|
@ -235,9 +235,9 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
|
|||
args.Type = PollServiceEventArgs.EventType.LslHttp;
|
||||
m_HttpsServer.AddPollServiceHTTPHandler(uri, args);
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[URL MODULE]: Set up incoming secure request url {0} for {1} in {2} {3}",
|
||||
uri, itemID, host.Name, host.LocalId);
|
||||
// m_log.DebugFormat(
|
||||
// "[URL MODULE]: Set up incoming secure request url {0} for {1} in {2} {3}",
|
||||
// uri, itemID, host.Name, host.LocalId);
|
||||
|
||||
engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_GRANTED", url });
|
||||
}
|
||||
|
|
|
@ -86,7 +86,10 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
/// <value>
|
||||
/// Land objects keyed by local id
|
||||
/// </value>
|
||||
private readonly Dictionary<int, ILandObject> m_landList = new Dictionary<int, ILandObject>();
|
||||
// private readonly Dictionary<int, ILandObject> m_landList = new Dictionary<int, ILandObject>();
|
||||
|
||||
//ubit: removed the readonly so i can move it around
|
||||
private Dictionary<int, ILandObject> m_landList = new Dictionary<int, ILandObject>();
|
||||
|
||||
private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
|
||||
|
||||
|
@ -242,15 +245,19 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
{
|
||||
LandData newData = data.Copy();
|
||||
newData.LocalID = local_id;
|
||||
ILandObject landobj = null;
|
||||
|
||||
lock (m_landList)
|
||||
{
|
||||
if (m_landList.ContainsKey(local_id))
|
||||
{
|
||||
m_landList[local_id].LandData = newData;
|
||||
m_scene.EventManager.TriggerLandObjectUpdated((uint)local_id, m_landList[local_id]);
|
||||
landobj = m_landList[local_id];
|
||||
// m_scene.EventManager.TriggerLandObjectUpdated((uint)local_id, m_landList[local_id]);
|
||||
}
|
||||
}
|
||||
if(landobj != null)
|
||||
m_scene.EventManager.TriggerLandObjectUpdated((uint)local_id, landobj);
|
||||
}
|
||||
|
||||
public bool AllowedForcefulBans
|
||||
|
@ -280,7 +287,7 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
protected ILandObject CreateDefaultParcel()
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[LAND MANAGEMENT MODULE]: Creating default parcel for region {0}", m_scene.RegionInfo.RegionName);
|
||||
"[LAND MANAGEMENT MODULE]: Creating default parcel for region {0}", m_scene.RegionInfo.RegionName);
|
||||
|
||||
ILandObject fullSimParcel = new LandObject(UUID.Zero, false, m_scene);
|
||||
fullSimParcel.SetLandBitmap(fullSimParcel.GetSquareLandBitmap(0, 0, (int)Constants.RegionSize, (int)Constants.RegionSize));
|
||||
|
@ -394,30 +401,51 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
|
||||
public void SendLandUpdate(ScenePresence avatar, bool force)
|
||||
{
|
||||
|
||||
/* stop sendind same data twice
|
||||
ILandObject over = GetLandObject((int)Math.Min(((int)Constants.RegionSize - 1), Math.Max(0, Math.Round(avatar.AbsolutePosition.X))),
|
||||
(int)Math.Min(((int)Constants.RegionSize - 1), Math.Max(0, Math.Round(avatar.AbsolutePosition.Y))));
|
||||
|
||||
if (over != null)
|
||||
{
|
||||
|
||||
if (force)
|
||||
{
|
||||
if (!avatar.IsChildAgent)
|
||||
{
|
||||
over.SendLandUpdateToClient(avatar.ControllingClient);
|
||||
m_scene.EventManager.TriggerAvatarEnteringNewParcel(avatar, over.LandData.LocalID,
|
||||
m_scene.RegionInfo.RegionID);
|
||||
}
|
||||
}
|
||||
|
||||
if (avatar.currentParcelUUID != over.LandData.GlobalID)
|
||||
{
|
||||
if (!avatar.IsChildAgent)
|
||||
{
|
||||
over.SendLandUpdateToClient(avatar.ControllingClient);
|
||||
avatar.currentParcelUUID = over.LandData.GlobalID;
|
||||
m_scene.EventManager.TriggerAvatarEnteringNewParcel(avatar, over.LandData.LocalID,
|
||||
m_scene.RegionInfo.RegionID);
|
||||
}
|
||||
}
|
||||
*/
|
||||
if (avatar.IsChildAgent)
|
||||
return;
|
||||
|
||||
ILandObject over = GetLandObject((int)Math.Min(((int)Constants.RegionSize - 1), Math.Max(0, Math.Round(avatar.AbsolutePosition.X))),
|
||||
(int)Math.Min(((int)Constants.RegionSize - 1), Math.Max(0, Math.Round(avatar.AbsolutePosition.Y))));
|
||||
(int)Math.Min(((int)Constants.RegionSize - 1), Math.Max(0, Math.Round(avatar.AbsolutePosition.Y))));
|
||||
|
||||
if (over != null)
|
||||
{
|
||||
if (force)
|
||||
bool NotsameID = (avatar.currentParcelUUID != over.LandData.GlobalID);
|
||||
if (force || NotsameID)
|
||||
{
|
||||
if (!avatar.IsChildAgent)
|
||||
{
|
||||
over.SendLandUpdateToClient(avatar.ControllingClient);
|
||||
m_scene.EventManager.TriggerAvatarEnteringNewParcel(avatar, over.LandData.LocalID,
|
||||
m_scene.RegionInfo.RegionID);
|
||||
}
|
||||
}
|
||||
|
||||
if (avatar.currentParcelUUID != over.LandData.GlobalID)
|
||||
{
|
||||
if (!avatar.IsChildAgent)
|
||||
{
|
||||
over.SendLandUpdateToClient(avatar.ControllingClient);
|
||||
over.SendLandUpdateToClient(avatar.ControllingClient);
|
||||
if (NotsameID)
|
||||
avatar.currentParcelUUID = over.LandData.GlobalID;
|
||||
m_scene.EventManager.TriggerAvatarEnteringNewParcel(avatar, over.LandData.LocalID,
|
||||
m_scene.RegionInfo.RegionID);
|
||||
}
|
||||
m_scene.EventManager.TriggerAvatarEnteringNewParcel(avatar, over.LandData.LocalID,
|
||||
m_scene.RegionInfo.RegionID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -617,21 +645,28 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
/// </summary>
|
||||
public void Clear(bool setupDefaultParcel)
|
||||
{
|
||||
Dictionary<int, ILandObject> landworkList;
|
||||
// move to work pointer since we are deleting it all
|
||||
lock (m_landList)
|
||||
{
|
||||
foreach (ILandObject lo in m_landList.Values)
|
||||
{
|
||||
//m_scene.SimulationDataService.RemoveLandObject(lo.LandData.GlobalID);
|
||||
m_scene.EventManager.TriggerLandObjectRemoved(lo.LandData.GlobalID);
|
||||
}
|
||||
|
||||
m_landList.Clear();
|
||||
|
||||
ResetSimLandObjects();
|
||||
|
||||
if (setupDefaultParcel)
|
||||
CreateDefaultParcel();
|
||||
landworkList = m_landList;
|
||||
m_landList = new Dictionary<int, ILandObject>();
|
||||
}
|
||||
|
||||
// this 2 methods have locks (now)
|
||||
ResetSimLandObjects();
|
||||
|
||||
if (setupDefaultParcel)
|
||||
CreateDefaultParcel();
|
||||
|
||||
// fire outside events unlocked
|
||||
foreach (ILandObject lo in landworkList.Values)
|
||||
{
|
||||
//m_scene.SimulationDataService.RemoveLandObject(lo.LandData.GlobalID);
|
||||
m_scene.EventManager.TriggerLandObjectRemoved(lo.LandData.GlobalID);
|
||||
}
|
||||
landworkList.Clear();
|
||||
|
||||
}
|
||||
|
||||
private void performFinalLandJoin(ILandObject master, ILandObject slave)
|
||||
|
@ -1324,20 +1359,30 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
|
||||
public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
|
||||
{
|
||||
Dictionary<int, ILandObject> landworkList;
|
||||
// move to work pointer since we are deleting it all
|
||||
lock (m_landList)
|
||||
{
|
||||
landworkList = m_landList;
|
||||
m_landList = new Dictionary<int, ILandObject>();
|
||||
}
|
||||
|
||||
//Remove all the land objects in the sim and then process our new data
|
||||
foreach (int n in landworkList.Keys)
|
||||
{
|
||||
m_scene.EventManager.TriggerLandObjectRemoved(landworkList[n].LandData.GlobalID);
|
||||
}
|
||||
landworkList.Clear();
|
||||
|
||||
lock (m_landList)
|
||||
{
|
||||
//Remove all the land objects in the sim and then process our new data
|
||||
foreach (int n in m_landList.Keys)
|
||||
{
|
||||
m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
|
||||
}
|
||||
m_landIDList.Initialize();
|
||||
m_landList.Clear();
|
||||
}
|
||||
|
||||
for (int i = 0; i < data.Count; i++)
|
||||
{
|
||||
IncomingLandObjectFromStorage(data[i]);
|
||||
}
|
||||
for (int i = 0; i < data.Count; i++)
|
||||
{
|
||||
IncomingLandObjectFromStorage(data[i]);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1366,7 +1411,8 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
|
||||
public void EventManagerOnNoLandDataFromStorage()
|
||||
{
|
||||
lock (m_landList)
|
||||
// called methods already have locks
|
||||
// lock (m_landList)
|
||||
{
|
||||
ResetSimLandObjects();
|
||||
CreateDefaultParcel();
|
||||
|
|
|
@ -35,7 +35,7 @@ using OpenSim.Region.Framework.Scenes;
|
|||
|
||||
namespace OpenSim.Region.Framework.Interfaces
|
||||
{
|
||||
public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
|
||||
public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);
|
||||
|
||||
public interface IEntityTransferModule
|
||||
{
|
||||
|
@ -76,7 +76,7 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
|
||||
void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
|
||||
|
||||
ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
|
||||
ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -272,8 +272,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
newmotion.m_basePosition = m_basePosition;
|
||||
newmotion.m_baseRotation = m_baseRotation;
|
||||
|
||||
newmotion.m_currentFrame = m_currentFrame;
|
||||
|
||||
if (m_selected)
|
||||
newmotion.m_serializedPosition = m_serializedPosition;
|
||||
else
|
||||
|
@ -284,6 +282,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
newmotion.m_serializedPosition = m_serializedPosition;
|
||||
}
|
||||
|
||||
newmotion.m_currentFrame = m_currentFrame;
|
||||
|
||||
newmotion.m_iterations = m_iterations;
|
||||
newmotion.m_running = m_running;
|
||||
|
||||
|
|
|
@ -2931,9 +2931,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
EventManager.TriggerOnClientLogin(client);
|
||||
// Send initial parcel data
|
||||
/* this is done on TriggerOnNewClient by landmanegement respective event handler
|
||||
Vector3 pos = sp.AbsolutePosition;
|
||||
ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
|
||||
land.SendLandUpdateToClient(client);
|
||||
*/
|
||||
}
|
||||
|
||||
return sp;
|
||||
|
|
|
@ -581,7 +581,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
av.IsInTransit = true;
|
||||
|
||||
CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
|
||||
d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
|
||||
d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
|
||||
}
|
||||
else
|
||||
m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
|
||||
|
@ -2160,6 +2160,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
|
||||
dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
|
||||
|
||||
|
||||
if (userExposed)
|
||||
dupe.m_rootPart.TrimPermissions();
|
||||
|
||||
|
@ -2209,6 +2210,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (userExposed)
|
||||
newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
|
||||
// }
|
||||
// copy keyframemotion
|
||||
if (part.KeyframeMotion != null)
|
||||
newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe);
|
||||
}
|
||||
|
||||
if (userExposed)
|
||||
|
|
|
@ -2110,8 +2110,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
|
||||
dupe.Shape.ExtraParams = extraP;
|
||||
|
||||
if (KeyframeMotion != null)
|
||||
dupe.KeyframeMotion = KeyframeMotion.Copy(null);
|
||||
// safeguard actual copy is done in sog.copy
|
||||
dupe.KeyframeMotion = null;
|
||||
|
||||
if (userExposed)
|
||||
{
|
||||
|
|
|
@ -1266,7 +1266,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
Vector3 look = Velocity;
|
||||
|
||||
if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
|
||||
// if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
|
||||
if ((Math.Abs(look.X) < 0.1) && (Math.Abs(look.Y) < 0.1) && (Math.Abs(look.Z) < 0.1))
|
||||
{
|
||||
look = new Vector3(0.99f, 0.042f, 0);
|
||||
}
|
||||
|
@ -1316,13 +1317,15 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// Create child agents in neighbouring regions
|
||||
if (openChildAgents && !IsChildAgent)
|
||||
{
|
||||
|
||||
IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
|
||||
if (m_agentTransfer != null)
|
||||
Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); });
|
||||
m_agentTransfer.EnableChildAgents(this);
|
||||
|
||||
IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
|
||||
if (friendsModule != null)
|
||||
friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
|
||||
|
||||
}
|
||||
|
||||
// m_log.DebugFormat(
|
||||
|
@ -3438,7 +3441,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="e"></param>
|
||||
public void PhysicsCollisionUpdate(EventArgs e)
|
||||
{
|
||||
if (IsChildAgent)
|
||||
if (IsChildAgent || Animator == null)
|
||||
return;
|
||||
|
||||
//if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
|
||||
|
|
|
@ -438,23 +438,26 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
// Extra statistics that aren't currently sent to clients
|
||||
lock (m_lastReportedExtraSimStats)
|
||||
if (m_scene.PhysicsScene != null)
|
||||
{
|
||||
m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
|
||||
|
||||
Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
|
||||
|
||||
if (physicsStats != null)
|
||||
lock (m_lastReportedExtraSimStats)
|
||||
{
|
||||
foreach (KeyValuePair<string, float> tuple in physicsStats)
|
||||
m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
|
||||
|
||||
Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
|
||||
|
||||
if (physicsStats != null)
|
||||
{
|
||||
// FIXME: An extremely dirty hack to divide MS stats per frame rather than per second
|
||||
// Need to change things so that stats source can indicate whether they are per second or
|
||||
// per frame.
|
||||
if (tuple.Key.EndsWith("MS"))
|
||||
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframe;
|
||||
else
|
||||
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
|
||||
foreach (KeyValuePair<string, float> tuple in physicsStats)
|
||||
{
|
||||
// FIXME: An extremely dirty hack to divide MS stats per frame rather than per second
|
||||
// Need to change things so that stats source can indicate whether they are per second or
|
||||
// per frame.
|
||||
if (tuple.Key.EndsWith("MS"))
|
||||
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframe;
|
||||
else
|
||||
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3386,7 +3386,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
public void llInstantMessage(string user, string message)
|
||||
{
|
||||
UUID result;
|
||||
if (!UUID.TryParse(user, out result))
|
||||
if (!UUID.TryParse(user, out result) || result == UUID.Zero)
|
||||
{
|
||||
ShoutError("An invalid key was passed to llInstantMessage");
|
||||
ScriptSleep(2000);
|
||||
|
|
|
@ -126,7 +126,10 @@ namespace OpenSim.Services.Connectors
|
|||
|
||||
// m_log.DebugFormat("[ASSET]: Using {0} for host name for prefix {1}", host, prefix);
|
||||
|
||||
return serverUri.Uri.AbsoluteUri;
|
||||
string ret = serverUri.Uri.AbsoluteUri;
|
||||
if (ret.EndsWith("/"))
|
||||
ret = ret.Substring(0, ret.Length - 1);
|
||||
return ret;
|
||||
}
|
||||
|
||||
protected void retryCheck(object source, ElapsedEventArgs e)
|
||||
|
|
|
@ -144,44 +144,48 @@ namespace OpenSim.Services.Connectors.Friends
|
|||
|
||||
private bool Call(GridRegion region, Dictionary<string, object> sendData)
|
||||
{
|
||||
string reqString = ServerUtils.BuildQueryString(sendData);
|
||||
//m_log.DebugFormat("[FRIENDS SIM CONNECTOR]: queryString = {0}", reqString);
|
||||
if (region == null)
|
||||
return false;
|
||||
Util.FireAndForget(x => {
|
||||
string reqString = ServerUtils.BuildQueryString(sendData);
|
||||
//m_log.DebugFormat("[FRIENDS SIM CONNECTOR]: queryString = {0}", reqString);
|
||||
if (region == null)
|
||||
return;
|
||||
|
||||
string path = ServicePath();
|
||||
if (!region.ServerURI.EndsWith("/"))
|
||||
path = "/" + path;
|
||||
string uri = region.ServerURI + path;
|
||||
m_log.DebugFormat("[FRIENDS SIM CONNECTOR]: calling {0}", uri);
|
||||
string path = ServicePath();
|
||||
if (!region.ServerURI.EndsWith("/"))
|
||||
path = "/" + path;
|
||||
string uri = region.ServerURI + path;
|
||||
m_log.DebugFormat("[FRIENDS SIM CONNECTOR]: calling {0}", uri);
|
||||
|
||||
try
|
||||
{
|
||||
string reply = SynchronousRestFormsRequester.MakeRequest("POST", uri, reqString);
|
||||
if (reply != string.Empty)
|
||||
try
|
||||
{
|
||||
Dictionary<string, object> replyData = ServerUtils.ParseXmlResponse(reply);
|
||||
|
||||
if (replyData.ContainsKey("RESULT"))
|
||||
string reply = SynchronousRestFormsRequester.MakeRequest("POST", uri, reqString);
|
||||
if (reply != string.Empty)
|
||||
{
|
||||
if (replyData["RESULT"].ToString().ToLower() == "true")
|
||||
return true;
|
||||
Dictionary<string, object> replyData = ServerUtils.ParseXmlResponse(reply);
|
||||
|
||||
if (replyData.ContainsKey("RESULT"))
|
||||
{
|
||||
// if (replyData["RESULT"].ToString().ToLower() == "true")
|
||||
// return;
|
||||
// else
|
||||
return;
|
||||
}
|
||||
else
|
||||
return false;
|
||||
m_log.DebugFormat("[FRIENDS SIM CONNECTOR]: reply data does not contain result field");
|
||||
|
||||
}
|
||||
else
|
||||
m_log.DebugFormat("[FRIENDS SIM CONNECTOR]: reply data does not contain result field");
|
||||
|
||||
m_log.DebugFormat("[FRIENDS SIM CONNECTOR]: received empty reply");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[FRIENDS SIM CONNECTOR]: Exception when contacting remote sim at {0}: {1}", uri, e.Message);
|
||||
}
|
||||
else
|
||||
m_log.DebugFormat("[FRIENDS SIM CONNECTOR]: received empty reply");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[FRIENDS SIM CONNECTOR]: Exception when contacting remote sim at {0}: {1}", uri, e.Message);
|
||||
}
|
||||
|
||||
return false;
|
||||
return;
|
||||
});
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -395,17 +395,18 @@ namespace OpenSim.Services.Connectors.Simulation
|
|||
private bool CloseAgent(GridRegion destination, UUID id, bool ChildOnly)
|
||||
{
|
||||
// m_log.DebugFormat("[REMOTE SIMULATION CONNECTOR]: CloseAgent start");
|
||||
Util.FireAndForget(x => {
|
||||
string uri = destination.ServerURI + AgentPath() + id + "/" + destination.RegionID.ToString() + "/";
|
||||
|
||||
string uri = destination.ServerURI + AgentPath() + id + "/" + destination.RegionID.ToString() + "/";
|
||||
|
||||
try
|
||||
{
|
||||
WebUtil.ServiceOSDRequest(uri, null, "DELETE", 10000, false);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.WarnFormat("[REMOTE SIMULATION CONNECTOR] CloseAgent failed with exception; {0}",e.ToString());
|
||||
}
|
||||
try
|
||||
{
|
||||
WebUtil.ServiceOSDRequest(uri, null, "DELETE", 10000, false);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.WarnFormat("[REMOTE SIMULATION CONNECTOR] CloseAgent failed with exception; {0}",e.ToString());
|
||||
}
|
||||
});
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue