Merge branch 'master' of /home/opensim/var/repo/opensim
commit
21f4ee8a3d
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@ -350,7 +350,5 @@ namespace OpenSim.Capabilities.Handlers
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}
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return null;
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}
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}
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}
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}
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@ -0,0 +1,183 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections;
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using System.Collections.Specialized;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.Reflection;
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using System.IO;
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using System.Web;
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using log4net;
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using Nini.Config;
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using OpenMetaverse;
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using OpenMetaverse.StructuredData;
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using OpenMetaverse.Imaging;
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using OpenSim.Framework;
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using OpenSim.Framework.Capabilities;
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using OpenSim.Framework.Servers;
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using OpenSim.Framework.Servers.HttpServer;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Services.Interfaces;
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using Caps = OpenSim.Framework.Capabilities.Caps;
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namespace OpenSim.Capabilities.Handlers
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{
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public class UploadBakedTextureHandler
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private Caps m_HostCapsObj;
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private IAssetService m_assetService;
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private bool m_persistBakedTextures;
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public UploadBakedTextureHandler(Caps caps, IAssetService assetService, bool persistBakedTextures)
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{
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m_HostCapsObj = caps;
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m_assetService = assetService;
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m_persistBakedTextures = persistBakedTextures;
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}
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/// <summary>
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/// Handle a request from the client for a Uri to upload a baked texture.
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/// </summary>
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/// <param name="request"></param>
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/// <param name="path"></param>
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/// <param name="param"></param>
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/// <param name="httpRequest"></param>
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/// <param name="httpResponse"></param>
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/// <returns>The upload response if the request is successful, null otherwise.</returns>
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public string UploadBakedTexture(
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string request, string path, string param, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
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{
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try
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{
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// m_log.Debug("[CAPS]: UploadBakedTexture Request in region: " + m_regionName);
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string capsBase = "/CAPS/" + m_HostCapsObj.CapsObjectPath;
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string uploaderPath = Util.RandomClass.Next(5000, 8000).ToString("0000");
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BakedTextureUploader uploader =
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new BakedTextureUploader(capsBase + uploaderPath, m_HostCapsObj.HttpListener);
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uploader.OnUpLoad += BakedTextureUploaded;
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m_HostCapsObj.HttpListener.AddStreamHandler(
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new BinaryStreamHandler("POST", capsBase + uploaderPath,
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uploader.uploaderCaps));
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string protocol = "http://";
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if (m_HostCapsObj.SSLCaps)
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protocol = "https://";
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string uploaderURL = protocol + m_HostCapsObj.HostName + ":" +
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m_HostCapsObj.Port.ToString() + capsBase + uploaderPath;
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LLSDAssetUploadResponse uploadResponse = new LLSDAssetUploadResponse();
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uploadResponse.uploader = uploaderURL;
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uploadResponse.state = "upload";
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return LLSDHelpers.SerialiseLLSDReply(uploadResponse);
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}
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catch (Exception e)
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{
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m_log.Error("[UPLOAD BAKED TEXTURE HANDLER]: " + e.ToString());
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}
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return null;
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}
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/// <summary>
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/// Called when a baked texture has been successfully uploaded by a client.
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/// </summary>
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/// <param name="assetID"></param>
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/// <param name="data"></param>
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private void BakedTextureUploaded(UUID assetID, byte[] data)
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{
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// m_log.WarnFormat("[CAPS]: Received baked texture {0}", assetID.ToString());
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AssetBase asset;
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asset = new AssetBase(assetID, "Baked Texture", (sbyte)AssetType.Texture, m_HostCapsObj.AgentID.ToString());
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asset.Data = data;
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asset.Temporary = true;
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asset.Local = !m_persistBakedTextures; // Local assets aren't persisted, non-local are
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m_assetService.Store(asset);
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}
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}
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class BakedTextureUploader
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public event Action<UUID, byte[]> OnUpLoad;
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private string uploaderPath = String.Empty;
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private UUID newAssetID;
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private IHttpServer httpListener;
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public BakedTextureUploader(string path, IHttpServer httpServer)
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{
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newAssetID = UUID.Random();
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uploaderPath = path;
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httpListener = httpServer;
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// m_log.InfoFormat("[CAPS] baked texture upload starting for {0}",newAssetID);
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}
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/// <summary>
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/// Handle raw uploaded baked texture data.
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/// </summary>
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/// <param name="data"></param>
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/// <param name="path"></param>
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/// <param name="param"></param>
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/// <returns></returns>
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public string uploaderCaps(byte[] data, string path, string param)
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{
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Action<UUID, byte[]> handlerUpLoad = OnUpLoad;
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// Don't do this asynchronously, otherwise it's possible for the client to send set appearance information
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// on another thread which might send out avatar updates before the asset has been put into the asset
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// service.
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if (handlerUpLoad != null)
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handlerUpLoad(newAssetID, data);
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string res = String.Empty;
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LLSDAssetUploadComplete uploadComplete = new LLSDAssetUploadComplete();
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uploadComplete.new_asset = newAssetID.ToString();
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uploadComplete.new_inventory_item = UUID.Zero;
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uploadComplete.state = "complete";
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res = LLSDHelpers.SerialiseLLSDReply(uploadComplete);
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httpListener.RemoveStreamHandler("POST", uploaderPath);
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// m_log.DebugFormat("[BAKED TEXTURE UPLOADER]: baked texture upload completed for {0}", newAssetID);
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return res;
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}
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}
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}
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@ -56,8 +56,6 @@ namespace OpenSim.Region.ClientStack.Linden
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string assetName, string description, UUID assetID, UUID inventoryItem, UUID parentFolder,
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byte[] data, string inventoryType, string assetType);
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public delegate void UploadedBakedTexture(UUID assetID, byte[] data);
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public delegate UUID UpdateItem(UUID itemID, byte[] data);
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public delegate void UpdateTaskScript(UUID itemID, UUID primID, bool isScriptRunning, byte[] data, ref ArrayList errors);
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@ -97,7 +95,6 @@ namespace OpenSim.Region.ClientStack.Linden
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private static readonly string m_notecardTaskUpdatePath = "0005/";
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// private static readonly string m_fetchInventoryPath = "0006/";
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// private static readonly string m_remoteParcelRequestPath = "0009/";// This is in the LandManagementModule.
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private static readonly string m_uploadBakedTexturePath = "0010/";// This is in the LandManagementModule.
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// These are callbacks which will be setup by the scene so that we can update scene data when we
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@ -164,8 +161,6 @@ namespace OpenSim.Region.ClientStack.Linden
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IRequestHandler req = new RestStreamHandler("POST", capsBase + m_notecardTaskUpdatePath, ScriptTaskInventory);
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m_HostCapsObj.RegisterHandler("UpdateScriptTaskInventory", req);
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m_HostCapsObj.RegisterHandler("UpdateScriptTask", req);
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m_HostCapsObj.RegisterHandler("UploadBakedTexture", new RestStreamHandler("POST", capsBase + m_uploadBakedTexturePath, UploadBakedTexture));
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}
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catch (Exception e)
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{
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@ -330,74 +325,6 @@ namespace OpenSim.Region.ClientStack.Linden
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}
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}
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/// <summary>
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/// Handle a request from the client for a Uri to upload a baked texture.
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/// </summary>
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/// <param name="request"></param>
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/// <param name="path"></param>
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/// <param name="param"></param>
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/// <param name="httpRequest"></param>
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/// <param name="httpResponse"></param>
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/// <returns>The upload response if the request is successful, null otherwise.</returns>
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public string UploadBakedTexture(string request, string path,
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string param, OSHttpRequest httpRequest,
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OSHttpResponse httpResponse)
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{
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try
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{
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// m_log.Debug("[CAPS]: UploadBakedTexture Request in region: " + m_regionName);
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string capsBase = "/CAPS/" + m_HostCapsObj.CapsObjectPath;
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string uploaderPath = Util.RandomClass.Next(5000, 8000).ToString("0000");
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BakedTextureUploader uploader =
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new BakedTextureUploader(capsBase + uploaderPath, m_HostCapsObj.HttpListener);
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uploader.OnUpLoad += BakedTextureUploaded;
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m_HostCapsObj.HttpListener.AddStreamHandler(
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new BinaryStreamHandler("POST", capsBase + uploaderPath,
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uploader.uploaderCaps));
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string protocol = "http://";
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|
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if (m_HostCapsObj.SSLCaps)
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protocol = "https://";
|
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string uploaderURL = protocol + m_HostCapsObj.HostName + ":" +
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m_HostCapsObj.Port.ToString() + capsBase + uploaderPath;
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|
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LLSDAssetUploadResponse uploadResponse =
|
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new LLSDAssetUploadResponse();
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uploadResponse.uploader = uploaderURL;
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uploadResponse.state = "upload";
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return LLSDHelpers.SerialiseLLSDReply(uploadResponse);
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}
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catch (Exception e)
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{
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m_log.Error("[CAPS]: " + e.ToString());
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||||
}
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||||
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return null;
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}
|
||||
|
||||
/// <summary>
|
||||
/// Called when a baked texture has been successfully uploaded by a client.
|
||||
/// </summary>
|
||||
/// <param name="assetID"></param>
|
||||
/// <param name="data"></param>
|
||||
public void BakedTextureUploaded(UUID assetID, byte[] data)
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{
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// m_log.WarnFormat("[CAPS]: Received baked texture {0}", assetID.ToString());
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|
||||
AssetBase asset;
|
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asset = new AssetBase(assetID, "Baked Texture", (sbyte)AssetType.Texture, m_HostCapsObj.AgentID.ToString());
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asset.Data = data;
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asset.Temporary = true;
|
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asset.Local = !m_persistBakedTextures; // Local assets aren't persisted, non-local are
|
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m_assetService.Store(asset);
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}
|
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||||
/// <summary>
|
||||
/// Called when new asset data for an agent inventory item update has been uploaded.
|
||||
/// </summary>
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||||
|
@ -1067,6 +994,7 @@ namespace OpenSim.Region.ClientStack.Linden
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// XXX Maybe this should be some meaningful error packet
|
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return null;
|
||||
}
|
||||
|
||||
///Left this in and commented in case there are unforseen issues
|
||||
//private void SaveAssetToFile(string filename, byte[] data)
|
||||
//{
|
||||
|
@ -1090,53 +1018,4 @@ namespace OpenSim.Region.ClientStack.Linden
|
|||
fs.Close();
|
||||
}
|
||||
}
|
||||
|
||||
public class BakedTextureUploader
|
||||
{
|
||||
public event UploadedBakedTexture OnUpLoad;
|
||||
private UploadedBakedTexture handlerUpLoad = null;
|
||||
|
||||
private string uploaderPath = String.Empty;
|
||||
private UUID newAssetID;
|
||||
private IHttpServer httpListener;
|
||||
|
||||
public BakedTextureUploader(string path, IHttpServer httpServer)
|
||||
{
|
||||
newAssetID = UUID.Random();
|
||||
uploaderPath = path;
|
||||
httpListener = httpServer;
|
||||
// m_log.InfoFormat("[CAPS] baked texture upload starting for {0}",newAssetID);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle raw uploaded baked texture data.
|
||||
/// </summary>
|
||||
/// <param name="data"></param>
|
||||
/// <param name="path"></param>
|
||||
/// <param name="param"></param>
|
||||
/// <returns></returns>
|
||||
public string uploaderCaps(byte[] data, string path, string param)
|
||||
{
|
||||
handlerUpLoad = OnUpLoad;
|
||||
if (handlerUpLoad != null)
|
||||
{
|
||||
Util.FireAndForget(delegate(object o) { handlerUpLoad(newAssetID, data); });
|
||||
}
|
||||
|
||||
string res = String.Empty;
|
||||
LLSDAssetUploadComplete uploadComplete = new LLSDAssetUploadComplete();
|
||||
uploadComplete.new_asset = newAssetID.ToString();
|
||||
uploadComplete.new_inventory_item = UUID.Zero;
|
||||
uploadComplete.state = "complete";
|
||||
|
||||
res = LLSDHelpers.SerialiseLLSDReply(uploadComplete);
|
||||
|
||||
httpListener.RemoveStreamHandler("POST", uploaderPath);
|
||||
|
||||
// m_log.InfoFormat("[CAPS] baked texture upload completed for {0}",newAssetID);
|
||||
|
||||
return res;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,112 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Specialized;
|
||||
using System.Drawing;
|
||||
using System.Drawing.Imaging;
|
||||
using System.Reflection;
|
||||
using System.IO;
|
||||
using System.Web;
|
||||
using log4net;
|
||||
using Nini.Config;
|
||||
using Mono.Addins;
|
||||
using OpenMetaverse;
|
||||
using OpenMetaverse.StructuredData;
|
||||
using OpenMetaverse.Imaging;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Servers;
|
||||
using OpenSim.Framework.Servers.HttpServer;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Services.Interfaces;
|
||||
using Caps = OpenSim.Framework.Capabilities.Caps;
|
||||
using OpenSim.Capabilities.Handlers;
|
||||
|
||||
namespace OpenSim.Region.ClientStack.Linden
|
||||
{
|
||||
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")]
|
||||
public class UploadBakedTextureModule : INonSharedRegionModule
|
||||
{
|
||||
// private static readonly ILog m_log =
|
||||
// LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
/// <summary>
|
||||
/// For historical reasons this is fixed, but there
|
||||
/// </summary>
|
||||
private static readonly string m_uploadBakedTexturePath = "0010/";// This is in the LandManagementModule.
|
||||
|
||||
private Scene m_scene;
|
||||
private bool m_persistBakedTextures;
|
||||
|
||||
public void Initialise(IConfigSource source)
|
||||
{
|
||||
IConfig sconfig = source.Configs["Startup"];
|
||||
if (sconfig != null)
|
||||
m_persistBakedTextures = sconfig.GetBoolean("PersistBakedTextures", m_persistBakedTextures);
|
||||
}
|
||||
|
||||
public void AddRegion(Scene s)
|
||||
{
|
||||
m_scene = s;
|
||||
}
|
||||
|
||||
public void RemoveRegion(Scene s)
|
||||
{
|
||||
}
|
||||
|
||||
public void RegionLoaded(Scene s)
|
||||
{
|
||||
m_scene.EventManager.OnRegisterCaps += RegisterCaps;
|
||||
}
|
||||
|
||||
public void PostInitialise()
|
||||
{
|
||||
}
|
||||
|
||||
public void Close() { }
|
||||
|
||||
public string Name { get { return "UploadBakedTextureModule"; } }
|
||||
|
||||
public Type ReplaceableInterface
|
||||
{
|
||||
get { return null; }
|
||||
}
|
||||
|
||||
public void RegisterCaps(UUID agentID, Caps caps)
|
||||
{
|
||||
caps.RegisterHandler(
|
||||
"UploadBakedTexture",
|
||||
new RestStreamHandler(
|
||||
"POST",
|
||||
"/CAPS/" + m_uploadBakedTexturePath,
|
||||
new UploadBakedTextureHandler(
|
||||
caps, m_scene.AssetService, m_persistBakedTextures).UploadBakedTexture));
|
||||
}
|
||||
}
|
||||
}
|
|
@ -495,7 +495,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
// Well, this is it. The agent is over there.
|
||||
KillEntity(sp.Scene, sp.LocalId);
|
||||
|
||||
|
||||
// Now let's make it officially a child agent
|
||||
sp.MakeChildAgent();
|
||||
|
||||
|
@ -510,9 +509,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
sp.Scene.IncomingCloseAgent(sp.UUID);
|
||||
}
|
||||
else
|
||||
{
|
||||
// now we have a child agent in this region.
|
||||
sp.Reset();
|
||||
|
||||
}
|
||||
|
||||
// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
|
||||
if (sp.Scene.NeedSceneCacheClear(sp.UUID))
|
||||
|
@ -946,111 +946,121 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
|
||||
bool isFlying, string version)
|
||||
{
|
||||
ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
|
||||
|
||||
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}", agent.Firstname, agent.Lastname, neighbourx, neighboury, version);
|
||||
|
||||
Scene m_scene = agent.Scene;
|
||||
|
||||
if (neighbourRegion != null)
|
||||
try
|
||||
{
|
||||
if (!agent.ValidateAttachments())
|
||||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.",
|
||||
agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName);
|
||||
|
||||
pos = pos + (agent.Velocity);
|
||||
|
||||
SetInTransit(agent.UUID);
|
||||
AgentData cAgent = new AgentData();
|
||||
agent.CopyTo(cAgent);
|
||||
cAgent.Position = pos;
|
||||
if (isFlying)
|
||||
cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
|
||||
cAgent.CallbackURI = m_scene.RegionInfo.ServerURI +
|
||||
"agent/" + agent.UUID.ToString() + "/" + m_scene.RegionInfo.RegionID.ToString() + "/release/";
|
||||
|
||||
if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
|
||||
ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
|
||||
|
||||
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}", agent.Firstname, agent.Lastname, neighbourx, neighboury, version);
|
||||
|
||||
Scene m_scene = agent.Scene;
|
||||
|
||||
if (neighbourRegion != null)
|
||||
{
|
||||
// region doesn't take it
|
||||
ReInstantiateScripts(agent);
|
||||
ResetFromTransit(agent.UUID);
|
||||
return agent;
|
||||
if (!agent.ValidateAttachments())
|
||||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.",
|
||||
agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName);
|
||||
|
||||
pos = pos + (agent.Velocity);
|
||||
|
||||
SetInTransit(agent.UUID);
|
||||
AgentData cAgent = new AgentData();
|
||||
agent.CopyTo(cAgent);
|
||||
cAgent.Position = pos;
|
||||
if (isFlying)
|
||||
cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
|
||||
cAgent.CallbackURI = m_scene.RegionInfo.ServerURI +
|
||||
"agent/" + agent.UUID.ToString() + "/" + m_scene.RegionInfo.RegionID.ToString() + "/release/";
|
||||
|
||||
if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
|
||||
{
|
||||
// region doesn't take it
|
||||
ReInstantiateScripts(agent);
|
||||
ResetFromTransit(agent.UUID);
|
||||
return agent;
|
||||
}
|
||||
|
||||
// Next, let's close the child agent connections that are too far away.
|
||||
agent.CloseChildAgents(neighbourx, neighboury);
|
||||
|
||||
//AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
|
||||
agent.ControllingClient.RequestClientInfo();
|
||||
|
||||
//m_log.Debug("BEFORE CROSS");
|
||||
//Scene.DumpChildrenSeeds(UUID);
|
||||
//DumpKnownRegions();
|
||||
string agentcaps;
|
||||
if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
|
||||
{
|
||||
m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
|
||||
neighbourRegion.RegionHandle);
|
||||
return agent;
|
||||
}
|
||||
string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
|
||||
|
||||
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
|
||||
|
||||
IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
|
||||
if (eq != null)
|
||||
{
|
||||
eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
|
||||
capsPath, agent.UUID, agent.ControllingClient.SessionId);
|
||||
}
|
||||
else
|
||||
{
|
||||
agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
|
||||
capsPath);
|
||||
}
|
||||
|
||||
if (!WaitForCallback(agent.UUID))
|
||||
{
|
||||
m_log.Debug("[ENTITY TRANSFER MODULE]: Callback never came in crossing agent");
|
||||
ReInstantiateScripts(agent);
|
||||
ResetFromTransit(agent.UUID);
|
||||
|
||||
// Yikes! We should just have a ref to scene here.
|
||||
//agent.Scene.InformClientOfNeighbours(agent);
|
||||
EnableChildAgents(agent);
|
||||
|
||||
return agent;
|
||||
}
|
||||
|
||||
agent.MakeChildAgent();
|
||||
|
||||
// now we have a child agent in this region. Request all interesting data about other (root) agents
|
||||
agent.SendOtherAgentsAvatarDataToMe();
|
||||
agent.SendOtherAgentsAppearanceToMe();
|
||||
|
||||
// Backwards compatibility
|
||||
if (version == "Unknown" || version == string.Empty)
|
||||
{
|
||||
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Old neighbor, passing attachments one by one...");
|
||||
CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
|
||||
}
|
||||
|
||||
AgentHasMovedAway(agent, false);
|
||||
|
||||
// the user may change their profile information in other region,
|
||||
// so the userinfo in UserProfileCache is not reliable any more, delete it
|
||||
// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
|
||||
if (agent.Scene.NeedSceneCacheClear(agent.UUID))
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
|
||||
}
|
||||
}
|
||||
|
||||
// Next, let's close the child agent connections that are too far away.
|
||||
agent.CloseChildAgents(neighbourx, neighboury);
|
||||
|
||||
//AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
|
||||
agent.ControllingClient.RequestClientInfo();
|
||||
|
||||
//m_log.Debug("BEFORE CROSS");
|
||||
|
||||
//m_log.Debug("AFTER CROSS");
|
||||
//Scene.DumpChildrenSeeds(UUID);
|
||||
//DumpKnownRegions();
|
||||
string agentcaps;
|
||||
if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
|
||||
{
|
||||
m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
|
||||
neighbourRegion.RegionHandle);
|
||||
return agent;
|
||||
}
|
||||
string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
|
||||
|
||||
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
|
||||
|
||||
IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
|
||||
if (eq != null)
|
||||
{
|
||||
eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
|
||||
capsPath, agent.UUID, agent.ControllingClient.SessionId);
|
||||
}
|
||||
else
|
||||
{
|
||||
agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
|
||||
capsPath);
|
||||
}
|
||||
|
||||
if (!WaitForCallback(agent.UUID))
|
||||
{
|
||||
m_log.Debug("[ENTITY TRANSFER MODULE]: Callback never came in crossing agent");
|
||||
ReInstantiateScripts(agent);
|
||||
ResetFromTransit(agent.UUID);
|
||||
|
||||
// Yikes! We should just have a ref to scene here.
|
||||
//agent.Scene.InformClientOfNeighbours(agent);
|
||||
EnableChildAgents(agent);
|
||||
|
||||
return agent;
|
||||
}
|
||||
|
||||
agent.MakeChildAgent();
|
||||
|
||||
// now we have a child agent in this region. Request all interesting data about other (root) agents
|
||||
agent.SendOtherAgentsAvatarDataToMe();
|
||||
agent.SendOtherAgentsAppearanceToMe();
|
||||
|
||||
// Backwards compatibility
|
||||
if (version == "Unknown" || version == string.Empty)
|
||||
{
|
||||
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Old neighbor, passing attachments one by one...");
|
||||
CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
|
||||
}
|
||||
|
||||
AgentHasMovedAway(agent, false);
|
||||
|
||||
// the user may change their profile information in other region,
|
||||
// so the userinfo in UserProfileCache is not reliable any more, delete it
|
||||
// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
|
||||
if (agent.Scene.NeedSceneCacheClear(agent.UUID))
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat(
|
||||
"[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2}. Exception {3}{4}",
|
||||
agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace);
|
||||
}
|
||||
|
||||
//m_log.Debug("AFTER CROSS");
|
||||
//Scene.DumpChildrenSeeds(UUID);
|
||||
//DumpKnownRegions();
|
||||
return agent;
|
||||
}
|
||||
|
||||
|
|
|
@ -131,8 +131,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
|
||||
public void ResetAnimations()
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE ANIMATOR]: Resetting animations for {0} in {1}",
|
||||
// m_scenePresence.Name, m_scenePresence.Scene.RegionInfo.RegionName);
|
||||
|
||||
m_animations.Clear();
|
||||
TrySetMovementAnimation("STAND");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -155,6 +158,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
SendAnimPack();
|
||||
}
|
||||
}
|
||||
// Don't leave this on since on teleports SP.HandleAgentUpdate() still hammers us for a while after it teleports
|
||||
// else
|
||||
// {
|
||||
// m_log.WarnFormat(
|
||||
// "[SCENE PRESENCE ANIMATOR]: Tried to set movement animation {0} on child presence {1}",
|
||||
// anim, m_scenePresence.Name);
|
||||
// throw new Exception(string.Format("aaargh on setting {0}", anim));
|
||||
// }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -3700,7 +3700,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return false;
|
||||
}
|
||||
|
||||
|
||||
ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
|
||||
|
||||
if (childAgentUpdate != null)
|
||||
|
|
|
@ -782,9 +782,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
AdjustKnownSeeds();
|
||||
|
||||
// TODO: I think, this won't send anything, as we are still a child here...
|
||||
Animator.TrySetMovementAnimation("STAND");
|
||||
|
||||
// we created a new ScenePresence (a new child agent) in a fresh region.
|
||||
// Request info about all the (root) agents in this region
|
||||
// Note: This won't send data *to* other clients in that region (children don't send)
|
||||
|
@ -998,13 +995,17 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
/// <summary>
|
||||
/// This turns a root agent into a child agent
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// when an agent departs this region for a neighbor, this gets called.
|
||||
///
|
||||
/// It doesn't get called for a teleport. Reason being, an agent that
|
||||
/// teleports out may not end up anywhere near this region
|
||||
/// </summary>
|
||||
/// </remarks>
|
||||
public void MakeChildAgent()
|
||||
{
|
||||
m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
|
||||
|
||||
// Reset these so that teleporting in and walking out isn't seen
|
||||
// as teleporting back
|
||||
TeleportFlags = TeleportFlags.Default;
|
||||
|
@ -2298,11 +2299,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
|
||||
Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
|
||||
|
||||
// TODO: This doesn't prevent the user from walking yet.
|
||||
// Setting parent ID would fix this, if we knew what value
|
||||
// to use. Or we could add a m_isSitting variable.
|
||||
//Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
|
||||
SitGround = true;
|
||||
RemoveFromPhysicalScene();
|
||||
}
|
||||
|
@ -2911,9 +2907,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public void Reset()
|
||||
{
|
||||
// m_log.DebugFormat("[SCENE PRESENCE]: Resetting {0} in {1}", Name, Scene.RegionInfo.RegionName);
|
||||
|
||||
// Put the child agent back at the center
|
||||
AbsolutePosition
|
||||
= new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70);
|
||||
|
||||
Animator.ResetAnimations();
|
||||
}
|
||||
|
||||
|
@ -3136,7 +3135,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
public void CopyFrom(AgentData cAgent)
|
||||
private void CopyFrom(AgentData cAgent)
|
||||
{
|
||||
m_originRegionID = cAgent.RegionID;
|
||||
|
||||
|
@ -3195,13 +3194,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
catch { }
|
||||
// Animations
|
||||
try
|
||||
{
|
||||
Animator.ResetAnimations();
|
||||
Animator.Animations.FromArray(cAgent.Anims);
|
||||
}
|
||||
catch { }
|
||||
|
||||
Animator.Animations.FromArray(cAgent.Anims);
|
||||
|
||||
if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue