Merge branch 'ubitworkmaster'
commit
24b4f6ad7b
|
@ -431,6 +431,8 @@ namespace OpenSim.Framework
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// The code to pack textures, visuals, wearables and attachments
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// should be removed; packed appearance contains the full appearance
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// This is retained for backward compatibility only
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/* then lets remove
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if (Appearance.Texture != null)
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{
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byte[] rawtextures = Appearance.Texture.GetBytes();
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@ -459,7 +461,7 @@ namespace OpenSim.Framework
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args["attachments"] = attachs;
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}
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// End of code to remove
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*/
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if ((Controllers != null) && (Controllers.Length > 0))
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{
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OSDArray controls = new OSDArray(Controllers.Length);
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@ -647,6 +649,18 @@ namespace OpenSim.Framework
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// AgentTextures[i++] = o.AsUUID();
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//}
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// packed_appearence should contain all appearance information
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if (args.ContainsKey("packed_appearance") && (args["packed_appearance"]).Type == OSDType.Map)
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{
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m_log.WarnFormat("[CHILDAGENTDATAUPDATE] got packed appearance");
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Appearance = new AvatarAppearance((OSDMap)args["packed_appearance"]);
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}
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else
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{
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// if missing try the old pack method
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m_log.WarnFormat("[CHILDAGENTDATAUPDATE] No packed appearance, checking old method");
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Appearance = new AvatarAppearance();
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// The code to unpack textures, visuals, wearables and attachments
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@ -693,12 +707,13 @@ namespace OpenSim.Framework
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}
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}
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// end of code to remove
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}
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/* moved above
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if (args.ContainsKey("packed_appearance") && (args["packed_appearance"]).Type == OSDType.Map)
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Appearance = new AvatarAppearance((OSDMap)args["packed_appearance"]);
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else
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m_log.WarnFormat("[CHILDAGENTDATAUPDATE] No packed appearance");
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*/
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if ((args["controllers"] != null) && (args["controllers"]).Type == OSDType.Array)
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{
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OSDArray controls = (OSDArray)(args["controllers"]);
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@ -755,6 +755,8 @@ namespace OpenSim.Framework
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/// </summary>
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bool IsActive { get; set; }
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int PingTimeMS { get; }
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/// <summary>
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/// Set if the client is closing due to a logout request
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/// </summary>
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@ -81,7 +81,7 @@ namespace OpenSim.Framework
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/// Number of milliseconds a call can take before it is considered
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/// a "long" call for warning & debugging purposes
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/// </summary>
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public const int LongCallTime = 3000;
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public const int LongCallTime = 500;
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/// <summary>
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/// The maximum length of any data logged because of a long request time.
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@ -208,6 +208,9 @@ namespace OpenSim.Framework
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string errorMessage = "unknown error";
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int tickstart = Util.EnvironmentTickCount();
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int tickdata = 0;
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int tickcompressdata = 0;
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int tickJsondata = 0;
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int compsize = 0;
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string strBuffer = null;
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try
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@ -225,6 +228,8 @@ namespace OpenSim.Framework
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{
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strBuffer = OSDParser.SerializeJsonString(data);
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tickJsondata = Util.EnvironmentTickCountSubtract(tickstart);
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if (DebugLevel >= 5)
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LogOutgoingDetail(strBuffer);
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@ -243,13 +248,19 @@ namespace OpenSim.Framework
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// gets written on the strteam upon Dispose()
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}
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byte[] buf = ms.ToArray();
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tickcompressdata = Util.EnvironmentTickCountSubtract(tickstart);
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request.ContentLength = buf.Length; //Count bytes to send
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compsize = buf.Length;
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using (Stream requestStream = request.GetRequestStream())
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requestStream.Write(buf, 0, (int)buf.Length);
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}
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}
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else
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{
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tickcompressdata = tickJsondata;
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compsize = buffer.Length;
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request.ContentType = "application/json";
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request.ContentLength = buffer.Length; //Count bytes to send
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using (Stream requestStream = request.GetRequestStream())
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@ -291,12 +302,16 @@ namespace OpenSim.Framework
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int tickdiff = Util.EnvironmentTickCountSubtract(tickstart);
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if (tickdiff > LongCallTime)
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m_log.InfoFormat(
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"[WEB UTIL]: Slow ServiceOSD request {0} {1} {2} took {3}ms, {4}ms writing, {5}",
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"[WEB UTIL]: Slow ServiceOSD request {0} {1} {2} took {3}ms, {4}ms writing({5} at Json; {6} at comp), {7} bytes ({8} uncomp): {9}",
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reqnum,
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method,
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url,
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tickdiff,
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tickdata,
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tickJsondata,
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tickcompressdata,
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compsize,
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strBuffer != null ? strBuffer.Length : 0,
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strBuffer != null
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? (strBuffer.Length > MaxRequestDiagLength ? strBuffer.Remove(MaxRequestDiagLength) : strBuffer)
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: "");
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@ -978,15 +978,25 @@ namespace OpenSim
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cdt.AddColumn("Circuit code", 12);
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cdt.AddColumn("Endpoint", 23);
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cdt.AddColumn("Active?", 7);
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cdt.AddColumn("ChildAgent?", 7);
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cdt.AddColumn("ping(ms)", 8);
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SceneManager.ForEachScene(
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s => s.ForEachClient(
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c => cdt.AddRow(
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c =>
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{
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bool child = false;
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if(c.SceneAgent != null && c.SceneAgent.IsChildAgent)
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child = true;
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cdt.AddRow(
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s.Name,
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c.Name,
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c.CircuitCode.ToString(),
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c.RemoteEndPoint.ToString(),
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c.IsActive.ToString())));
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c.IsActive.ToString(),
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child.ToString(),
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c.PingTimeMS);
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}));
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MainConsole.Instance.Output(cdt.ToString());
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}
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@ -358,7 +358,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// protected HashSet<uint> m_attachmentsSent;
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private bool m_deliverPackets = true;
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private int m_animationSequenceNumber = 1;
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private bool m_SendLogoutPacketWhenClosing = true;
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/// <summary>
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@ -419,6 +419,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public ulong ActiveGroupPowers { get { return m_activeGroupPowers; } }
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public bool IsGroupMember(UUID groupID) { return m_groupPowers.ContainsKey(groupID); }
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public int PingTimeMS
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{
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get
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{
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if (UDPClient != null)
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return UDPClient.PingTimeMS;
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return 0;
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}
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}
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/// <summary>
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/// Entity update queues
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/// </summary>
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@ -440,7 +450,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public string Name { get { return FirstName + " " + LastName; } }
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public uint CircuitCode { get { return m_circuitCode; } }
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public int NextAnimationSequenceNumber { get { return m_animationSequenceNumber++; } }
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public int NextAnimationSequenceNumber
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{
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get { return m_udpServer.NextAnimationSequenceNumber; }
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}
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/// <summary>
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/// As well as it's function in IClientAPI, in LLClientView we are locking on this property in order to
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@ -461,6 +474,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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set { m_disableFacelights = value; }
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}
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public bool SendLogoutPacketWhenClosing { set { m_SendLogoutPacketWhenClosing = value; } }
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@ -1638,6 +1652,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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pc.PingID.OldestUnacked = 0;
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OutPacket(pc, ThrottleOutPacketType.Unknown);
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UDPClient.m_lastStartpingTimeMS = Util.EnvironmentTickCount();
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}
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public void SendKillObject(List<uint> localIDs)
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@ -3813,8 +3828,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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SceneObjectPart e = (SceneObjectPart)entity;
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SceneObjectGroup g = e.ParentGroup;
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if (g.RootPart.Shape.State > 30 && g.RootPart.Shape.State < 39) // HUD
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if (g.OwnerID != AgentId)
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if (g.HasPrivateAttachmentPoint && g.OwnerID != AgentId)
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return; // Don't send updates for other people's HUDs
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}
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@ -3932,8 +3946,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (part.ParentGroup.IsAttachment)
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{ // Someone else's HUD, why are we getting these?
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if (part.ParentGroup.OwnerID != AgentId &&
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part.ParentGroup.RootPart.Shape.State > 30 && part.ParentGroup.RootPart.Shape.State < 39)
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if (part.ParentGroup.OwnerID != AgentId && part.ParentGroup.HasPrivateAttachmentPoint)
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continue;
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ScenePresence sp;
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// Owner is not in the sim, don't update it to
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@ -5278,16 +5291,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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byte[] objectData = new byte[76];
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data.CollisionPlane.ToBytes(objectData, 0);
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offsetPosition.ToBytes(objectData, 16);
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Vector3 velocity = new Vector3(0, 0, 0);
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Vector3 acceleration = new Vector3(0, 0, 0);
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rotation.Normalize();
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Vector3 vrot = new Vector3(rotation.X, rotation.Y, rotation.Z);
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data.CollisionPlane.ToBytes(objectData, 0);
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offsetPosition.ToBytes(objectData, 16);
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velocity.ToBytes(objectData, 28);
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acceleration.ToBytes(objectData, 40);
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// data.Velocity.ToBytes(objectData, 28);
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// data.Acceleration.ToBytes(objectData, 40);
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rotation.ToBytes(objectData, 52);
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//data.AngularVelocity.ToBytes(objectData, 64);
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vrot.ToBytes(objectData, 52);
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data.AngularVelocity.ToBytes(objectData, 64);
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ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();
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@ -5343,15 +5357,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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data.RelativePosition.ToBytes(objectData, 0);
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data.Velocity.ToBytes(objectData, 12);
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data.Acceleration.ToBytes(objectData, 24);
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try
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{
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data.RotationOffset.ToBytes(objectData, 36);
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}
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catch (Exception e)
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{
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m_log.Warn("[LLClientView]: exception converting quaternion to bytes, using Quaternion.Identity. Exception: " + e.ToString());
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OpenMetaverse.Quaternion.Identity.ToBytes(objectData, 36);
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}
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Quaternion rotation = data.RotationOffset;
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rotation.Normalize();
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Vector3 vrot = new Vector3(rotation.X, rotation.Y, rotation.Z);
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vrot.ToBytes(objectData, 36);
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data.AngularVelocity.ToBytes(objectData, 48);
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ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();
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|
|
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@ -163,6 +163,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private int m_maxRTO = 60000;
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public bool m_deliverPackets = true;
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|
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public int m_lastStartpingTimeMS;
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public int m_pingMS;
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|
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public int PingTimeMS
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{
|
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get
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{
|
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if (m_pingMS < 10)
|
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return 10;
|
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if(m_pingMS > 2000)
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return 2000;
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return m_pingMS;
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}
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}
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/// <summary>
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/// This is the percentage of the udp texture queue to add to the task queue since
|
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/// textures are now generally handled through http.
|
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|
@ -225,6 +240,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
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|
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// Initialize this to a sane value to prevent early disconnects
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TickLastPacketReceived = Environment.TickCount & Int32.MaxValue;
|
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m_pingMS = (int)(3.0 * server.TickCountResolution); // so filter doesnt start at 0;
|
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}
|
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|
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/// <summary>
|
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|
|
|
@ -293,6 +293,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
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/// <summary>Flag to signal when clients should send pings</summary>
|
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protected bool m_sendPing;
|
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|
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private int m_animationSequenceNumber;
|
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|
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public int NextAnimationSequenceNumber
|
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{
|
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get
|
||||
{
|
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m_animationSequenceNumber++;
|
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if (m_animationSequenceNumber > 2147482624)
|
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m_animationSequenceNumber = 1;
|
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return m_animationSequenceNumber;
|
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}
|
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}
|
||||
|
||||
|
||||
|
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private ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>> m_pendingCache = new ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>>();
|
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|
||||
/// <summary>
|
||||
|
@ -369,16 +384,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
|
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// Measure the resolution of Environment.TickCount
|
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TickCountResolution = 0f;
|
||||
for (int i = 0; i < 5; i++)
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
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int start = Environment.TickCount;
|
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int now = start;
|
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while (now == start)
|
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now = Environment.TickCount;
|
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TickCountResolution += (float)(now - start) * 0.2f;
|
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TickCountResolution += (float)(now - start) * 0.1f;
|
||||
}
|
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m_log.Info("[LLUDPSERVER]: Average Environment.TickCount resolution: " + TickCountResolution + "ms");
|
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TickCountResolution = (float)Math.Ceiling(TickCountResolution);
|
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m_log.Info("[LLUDPSERVER]: Average Environment.TickCount resolution: " + TickCountResolution + "ms");
|
||||
|
||||
#endregion Environment.TickCount Measurement
|
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|
||||
|
@ -386,6 +401,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
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int sceneThrottleBps = 0;
|
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bool usePools = false;
|
||||
|
||||
|
||||
|
||||
IConfig config = configSource.Configs["ClientStack.LindenUDP"];
|
||||
if (config != null)
|
||||
{
|
||||
|
@ -435,6 +452,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
m_throttle = new TokenBucket(null, sceneThrottleBps);
|
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ThrottleRates = new ThrottleRates(configSource);
|
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|
||||
Random rnd = new Random(Util.EnvironmentTickCount());
|
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m_animationSequenceNumber = rnd.Next(11474826);
|
||||
|
||||
if (usePools)
|
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EnablePools();
|
||||
}
|
||||
|
@ -1128,6 +1148,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
pc.PingID.OldestUnacked = 0;
|
||||
|
||||
SendPacket(udpClient, pc, ThrottleOutPacketType.Unknown, false, null);
|
||||
udpClient.m_lastStartpingTimeMS = Util.EnvironmentTickCount();
|
||||
}
|
||||
|
||||
public void CompletePing(LLUDPClient udpClient, byte pingID)
|
||||
|
@ -1577,7 +1598,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
}
|
||||
else if (packet.Type == PacketType.CompletePingCheck)
|
||||
{
|
||||
// We don't currently track client ping times
|
||||
int t = Util.EnvironmentTickCountSubtract(udpClient.m_lastStartpingTimeMS);
|
||||
int c = udpClient.m_pingMS;
|
||||
c = 800 * c + 200 * t;
|
||||
c /= 1000;
|
||||
udpClient.m_pingMS = c;
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -120,10 +120,16 @@ namespace OpenSim.Region.CoreModules.Framework
|
|||
|
||||
public void CreateCaps(UUID agentId, uint circuitCode)
|
||||
{
|
||||
// int ts = Util.EnvironmentTickCount();
|
||||
/* this as no business here...
|
||||
* must be done elsewhere ( and is )
|
||||
int flags = m_scene.GetUserFlags(agentId);
|
||||
|
||||
m_log.ErrorFormat("[CreateCaps]: banCheck {0} ", Util.EnvironmentTickCountSubtract(ts));
|
||||
|
||||
if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId, flags))
|
||||
return;
|
||||
|
||||
*/
|
||||
Caps caps;
|
||||
String capsObjectPath = GetCapsPath(agentId);
|
||||
|
||||
|
@ -133,18 +139,26 @@ namespace OpenSim.Region.CoreModules.Framework
|
|||
{
|
||||
Caps oldCaps = m_capsObjects[circuitCode];
|
||||
|
||||
// if (capsObjectPath == oldCaps.CapsObjectPath)
|
||||
// {
|
||||
// m_log.WarnFormat(
|
||||
// "[CAPS]: Recreating caps for agent {0} in region {1}. Old caps path {2}, new caps path {3}. ",
|
||||
// "[CAPS]: Reusing caps for agent {0} in region {1}. Old caps path {2}, new caps path {3}. ",
|
||||
// agentId, m_scene.RegionInfo.RegionName, oldCaps.CapsObjectPath, capsObjectPath);
|
||||
// return;
|
||||
// }
|
||||
}
|
||||
|
||||
caps = new Caps(MainServer.Instance, m_scene.RegionInfo.ExternalHostName,
|
||||
(MainServer.Instance == null) ? 0: MainServer.Instance.Port,
|
||||
capsObjectPath, agentId, m_scene.RegionInfo.RegionName);
|
||||
|
||||
// m_log.ErrorFormat("[CreateCaps]: new caps {0} ", Util.EnvironmentTickCountSubtract(ts));
|
||||
|
||||
m_capsObjects[circuitCode] = caps;
|
||||
}
|
||||
m_scene.EventManager.TriggerOnRegisterCaps(agentId, caps);
|
||||
// m_log.ErrorFormat("[CreateCaps]: end {0} ", Util.EnvironmentTickCountSubtract(ts));
|
||||
|
||||
}
|
||||
|
||||
public void RemoveCaps(UUID agentId, uint circuitCode)
|
||||
|
|
|
@ -430,7 +430,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
}
|
||||
|
||||
// TODO: Get proper AVG Height
|
||||
float localAVHeight = 1.56f;
|
||||
float localHalfAVHeight = 0.8f;
|
||||
if (sp.Appearance != null)
|
||||
localHalfAVHeight = sp.Appearance.AvatarHeight / 2;
|
||||
|
||||
float posZLimit = 22;
|
||||
|
||||
// TODO: Check other Scene HeightField
|
||||
|
@ -439,10 +442,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
posZLimit = (float)sp.Scene.Heightmap[(int)position.X, (int)position.Y];
|
||||
}
|
||||
|
||||
float newPosZ = posZLimit + localAVHeight;
|
||||
if (posZLimit >= (position.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
|
||||
posZLimit += localHalfAVHeight + 0.1f;
|
||||
|
||||
if ((position.Z < posZLimit) && !(Single.IsInfinity(posZLimit) || Single.IsNaN(posZLimit)))
|
||||
{
|
||||
position.Z = newPosZ;
|
||||
position.Z = posZLimit;
|
||||
}
|
||||
|
||||
if (sp.Flying)
|
||||
|
@ -720,7 +724,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
AgentCircuitData agentCircuit = sp.ControllingClient.RequestClientInfo();
|
||||
agentCircuit.startpos = position;
|
||||
agentCircuit.child = true;
|
||||
agentCircuit.Appearance = sp.Appearance;
|
||||
|
||||
// agentCircuit.Appearance = sp.Appearance;
|
||||
// agentCircuit.Appearance = new AvatarAppearance(sp.Appearance, true, false);
|
||||
agentCircuit.Appearance = new AvatarAppearance();
|
||||
agentCircuit.Appearance.AvatarHeight = sp.Appearance.AvatarHeight;
|
||||
|
||||
if (currentAgentCircuit != null)
|
||||
{
|
||||
agentCircuit.ServiceURLs = currentAgentCircuit.ServiceURLs;
|
||||
|
@ -971,7 +980,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
}
|
||||
|
||||
// May need to logout or other cleanup
|
||||
AgentHasMovedAway(sp, logout);
|
||||
// AgentHasMovedAway(sp, logout);
|
||||
AgentHasMovedAway(sp, true); // until logout use is checked
|
||||
|
||||
// Well, this is it. The agent is over there.
|
||||
KillEntity(sp.Scene, sp.LocalId);
|
||||
|
@ -1138,7 +1148,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
sp.CloseChildAgents(newRegionX, newRegionY);
|
||||
|
||||
// May need to logout or other cleanup
|
||||
AgentHasMovedAway(sp, logout);
|
||||
// AgentHasMovedAway(sp, logout);
|
||||
AgentHasMovedAway(sp, true);
|
||||
|
||||
// Well, this is it. The agent is over there.
|
||||
KillEntity(sp.Scene, sp.LocalId);
|
||||
|
@ -1253,7 +1264,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
protected virtual void AgentHasMovedAway(ScenePresence sp, bool logout)
|
||||
{
|
||||
if (sp.Scene.AttachmentsModule != null)
|
||||
sp.Scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, true);
|
||||
sp.Scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, logout);
|
||||
}
|
||||
|
||||
protected void KillEntity(Scene scene, uint localID)
|
||||
|
@ -1381,10 +1392,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
|
||||
|
||||
#region Agent Crossings
|
||||
|
||||
public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos)
|
||||
{
|
||||
string r = String.Empty;
|
||||
return GetDestination(scene, agentID, pos, out xDest, out yDest, out version, out newpos, out r);
|
||||
}
|
||||
|
||||
public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos, out string reason)
|
||||
{
|
||||
version = String.Empty;
|
||||
reason = String.Empty;
|
||||
newpos = pos;
|
||||
|
||||
// m_log.DebugFormat(
|
||||
|
@ -1499,7 +1516,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
|
||||
GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
|
||||
|
||||
string reason;
|
||||
if (!scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
|
||||
{
|
||||
if (r == null)
|
||||
|
@ -1525,11 +1541,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
uint y;
|
||||
Vector3 newpos;
|
||||
string version;
|
||||
string reason;
|
||||
|
||||
GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos);
|
||||
GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos, out reason);
|
||||
if (neighbourRegion == null)
|
||||
{
|
||||
agent.ControllingClient.SendAlertMessage("Cannot region cross into void");
|
||||
if (reason == String.Empty)
|
||||
agent.ControllingClient.SendAlertMessage("Cannot cross to region");
|
||||
else
|
||||
agent.ControllingClient.SendAlertMessage("Cannot cross to region: " + reason);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -1656,10 +1676,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
|
||||
public bool CrossAgentIntoNewRegionMain(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying)
|
||||
{
|
||||
int ts = Util.EnvironmentTickCount();
|
||||
try
|
||||
{
|
||||
|
||||
AgentData cAgent = new AgentData();
|
||||
agent.CopyTo(cAgent);
|
||||
|
||||
// agent.Appearance.WearableCacheItems = null;
|
||||
|
||||
cAgent.Position = pos + agent.Velocity;
|
||||
if (isFlying)
|
||||
cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
|
||||
|
@ -1686,6 +1711,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
return false;
|
||||
}
|
||||
|
||||
m_log.DebugFormat("[CrossAgentIntoNewRegionMain] ok, time {0}ms",Util.EnvironmentTickCountSubtract(ts));
|
||||
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
|
@ -1703,6 +1730,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
public void CrossAgentToNewRegionPost(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
|
||||
bool isFlying, string version)
|
||||
{
|
||||
|
||||
agent.ControllingClient.RequestClientInfo();
|
||||
|
||||
string agentcaps;
|
||||
|
@ -1714,6 +1742,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
}
|
||||
|
||||
// No turning back
|
||||
|
||||
|
||||
|
||||
agent.IsChildAgent = true;
|
||||
|
||||
string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
|
||||
|
@ -1737,12 +1768,25 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
capsPath);
|
||||
}
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
// 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);
|
||||
|
||||
// this may need the attachments
|
||||
agent.parcelRegionCross();
|
||||
|
||||
AgentHasMovedAway(agent, true);
|
||||
|
||||
agent.MakeChildAgent();
|
||||
|
||||
// FIXME: Possibly this should occur lower down after other commands to close other agents,
|
||||
|
@ -1756,16 +1800,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
// agent.SendOtherAgentsAvatarDataToMe();
|
||||
// agent.SendOtherAgentsAppearanceToMe();
|
||||
|
||||
agent.parcelRegionCross(false);
|
||||
|
||||
// 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;
|
||||
|
@ -1777,7 +1811,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
|
||||
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
|
||||
|
@ -1817,7 +1851,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
#region Enable Child Agent
|
||||
|
||||
/// <summary>
|
||||
/// This informs a single neighbouring region about agent "avatar".
|
||||
/// This informs a single neighbouring region about agent "avatar", and avatar about it
|
||||
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
|
||||
/// </summary>
|
||||
/// <param name="sp"></param>
|
||||
|
@ -1833,8 +1867,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
agent.startpos = new Vector3(128, 128, 70);
|
||||
agent.child = true;
|
||||
|
||||
//agent.Appearance = sp.Appearance;
|
||||
agent.Appearance = new AvatarAppearance(sp.Appearance, true, false); // guess this should be a lot less
|
||||
agent.Appearance = new AvatarAppearance();
|
||||
agent.Appearance.AvatarHeight = sp.Appearance.AvatarHeight;
|
||||
|
||||
agent.CapsPath = CapsUtil.GetRandomCapsObjectPath();
|
||||
|
||||
|
@ -1866,6 +1900,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
agent.Id0 = currentAgentCircuit.Id0;
|
||||
}
|
||||
|
||||
Thread.Sleep(200); // the original delay that was at InformClientOfNeighbourAsync start
|
||||
|
||||
IPEndPoint external = region.ExternalEndPoint;
|
||||
if (external != null)
|
||||
{
|
||||
|
@ -1884,6 +1920,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
|
||||
/// <summary>
|
||||
/// This informs all neighbouring regions about agent "avatar".
|
||||
/// and as important informs the avatar about then
|
||||
/// </summary>
|
||||
/// <param name="sp"></param>
|
||||
public void EnableChildAgents(ScenePresence sp)
|
||||
|
@ -1900,58 +1937,46 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
m_log.Debug("[ENTITY TRANSFER MODULE]: m_regionInfo was null in EnableChildAgents, is this a NPC?");
|
||||
}
|
||||
|
||||
/// We need to find the difference between the new regions where there are no child agents
|
||||
/// and the regions where there are already child agents. We only send notification to the former.
|
||||
List<ulong> neighbourHandles = NeighbourHandles(neighbours); // on this region
|
||||
neighbourHandles.Add(sp.Scene.RegionInfo.RegionHandle); // add this region too
|
||||
List<ulong> previousRegionNeighbourHandles;
|
||||
LinkedList<ulong> previousRegionNeighbourHandles;
|
||||
|
||||
if (sp.Scene.CapsModule != null)
|
||||
{
|
||||
previousRegionNeighbourHandles =
|
||||
new List<ulong>(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID).Keys);
|
||||
}
|
||||
else
|
||||
{
|
||||
previousRegionNeighbourHandles = new List<ulong>();
|
||||
}
|
||||
|
||||
List<ulong> newRegions = NewNeighbours(neighbourHandles, previousRegionNeighbourHandles);
|
||||
List<ulong> oldRegions = OldNeighbours(neighbourHandles, previousRegionNeighbourHandles);
|
||||
|
||||
// Dump("Current Neighbors", neighbourHandles);
|
||||
// Dump("Previous Neighbours", previousRegionNeighbourHandles);
|
||||
// Dump("New Neighbours", newRegions);
|
||||
// Dump("Old Neighbours", oldRegions);
|
||||
|
||||
/// Update the scene presence's known regions here on this region
|
||||
sp.DropOldNeighbours(oldRegions);
|
||||
|
||||
/// Collect as many seeds as possible
|
||||
Dictionary<ulong, string> seeds;
|
||||
if (sp.Scene.CapsModule != null)
|
||||
seeds = new Dictionary<ulong, string>(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID));
|
||||
else
|
||||
seeds = new Dictionary<ulong, string>();
|
||||
|
||||
//m_log.Debug(" !!! No. of seeds: " + seeds.Count);
|
||||
if (sp.Scene.CapsModule != null)
|
||||
{
|
||||
seeds = new Dictionary<ulong, string>(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID));
|
||||
previousRegionNeighbourHandles = new LinkedList<ulong>(seeds.Keys);
|
||||
}
|
||||
else
|
||||
{
|
||||
seeds = new Dictionary<ulong, string>();
|
||||
previousRegionNeighbourHandles = new LinkedList<ulong>();
|
||||
}
|
||||
|
||||
if (!seeds.ContainsKey(sp.Scene.RegionInfo.RegionHandle))
|
||||
seeds.Add(sp.Scene.RegionInfo.RegionHandle, sp.ControllingClient.RequestClientInfo().CapsPath);
|
||||
|
||||
/// Create the necessary child agents
|
||||
AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
|
||||
|
||||
List<ulong> newneighbours = new List<ulong>();
|
||||
List<AgentCircuitData> cagents = new List<AgentCircuitData>();
|
||||
|
||||
ulong currentRegionHandler = sp.Scene.RegionInfo.RegionHandle;
|
||||
|
||||
foreach (GridRegion neighbour in neighbours)
|
||||
{
|
||||
if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle)
|
||||
{
|
||||
AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
|
||||
ulong handler = neighbour.RegionHandle;
|
||||
|
||||
if (handler == currentRegionHandler)
|
||||
continue;
|
||||
|
||||
AgentCircuitData agent = sp.ControllingClient.RequestClientInfo();
|
||||
agent.BaseFolder = UUID.Zero;
|
||||
agent.InventoryFolder = UUID.Zero;
|
||||
agent.startpos = sp.AbsolutePosition + CalculateOffset(sp, neighbour);
|
||||
agent.child = true;
|
||||
// agent.Appearance = sp.Appearance;
|
||||
agent.Appearance = new AvatarAppearance(sp.Appearance, true, false); // guess this should be a lot less
|
||||
agent.Appearance = new AvatarAppearance();
|
||||
agent.Appearance.AvatarHeight = sp.Appearance.AvatarHeight;
|
||||
|
||||
if (currentAgentCircuit != null)
|
||||
{
|
||||
agent.ServiceURLs = currentAgentCircuit.ServiceURLs;
|
||||
|
@ -1962,19 +1987,27 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
agent.Id0 = currentAgentCircuit.Id0;
|
||||
}
|
||||
|
||||
if (newRegions.Contains(neighbour.RegionHandle))
|
||||
if (previousRegionNeighbourHandles.Contains(handler))
|
||||
{
|
||||
agent.CapsPath = CapsUtil.GetRandomCapsObjectPath();
|
||||
sp.AddNeighbourRegion(neighbour.RegionHandle, agent.CapsPath);
|
||||
seeds.Add(neighbour.RegionHandle, agent.CapsPath);
|
||||
previousRegionNeighbourHandles.Remove(handler);
|
||||
agent.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, handler);
|
||||
}
|
||||
else
|
||||
{
|
||||
agent.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, neighbour.RegionHandle);
|
||||
newneighbours.Add(handler);
|
||||
agent.CapsPath = CapsUtil.GetRandomCapsObjectPath();
|
||||
sp.AddNeighbourRegion(handler, agent.CapsPath);
|
||||
seeds.Add(handler, agent.CapsPath);
|
||||
}
|
||||
|
||||
cagents.Add(agent);
|
||||
}
|
||||
|
||||
//sp.DropOldNeighbours(previousRegionNeighbourHandles);
|
||||
foreach (ulong handle in previousRegionNeighbourHandles)
|
||||
{
|
||||
sp.RemoveNeighbourRegion(handle);
|
||||
Scene.CapsModule.DropChildSeed(sp.UUID, handle);
|
||||
}
|
||||
|
||||
/// Update all child agent with everyone's seeds
|
||||
|
@ -1987,34 +2020,23 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
{
|
||||
sp.Scene.CapsModule.SetChildrenSeed(sp.UUID, seeds);
|
||||
}
|
||||
|
||||
sp.KnownRegions = seeds;
|
||||
//avatar.Scene.DumpChildrenSeeds(avatar.UUID);
|
||||
//avatar.DumpKnownRegions();
|
||||
|
||||
bool newAgent = false;
|
||||
int count = 0;
|
||||
foreach (GridRegion neighbour in neighbours)
|
||||
Util.FireAndForget(delegate
|
||||
{
|
||||
//m_log.WarnFormat("--> Going to send child agent to {0}", neighbour.RegionName);
|
||||
// Don't do it if there's already an agent in that region
|
||||
if (newRegions.Contains(neighbour.RegionHandle))
|
||||
newAgent = true;
|
||||
else
|
||||
newAgent = false;
|
||||
// continue;
|
||||
Thread.Sleep(200); // the original delay that was at InformClientOfNeighbourAsync start
|
||||
int count = 0;
|
||||
bool newagent;
|
||||
|
||||
if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle)
|
||||
foreach (GridRegion neighbour in neighbours)
|
||||
{
|
||||
try
|
||||
{
|
||||
// Let's put this back at sync, so that it doesn't clog
|
||||
// the network, especially for regions in the same physical server.
|
||||
// We're really not in a hurry here.
|
||||
InformClientOfNeighbourAsync(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent);
|
||||
//InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
|
||||
//d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
|
||||
// InformClientOfNeighbourCompleted,
|
||||
// d);
|
||||
newagent = newneighbours.Contains(neighbour.RegionHandle);
|
||||
InformClientOfNeighbourAsync(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newagent);
|
||||
}
|
||||
|
||||
catch (ArgumentOutOfRangeException)
|
||||
|
@ -2041,11 +2063,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
|
||||
// XXX: Well, decided to swallow the exception instead for now. Let us see how that goes.
|
||||
// throw e;
|
||||
|
||||
}
|
||||
}
|
||||
count++;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
Vector3 CalculateOffset(ScenePresence sp, GridRegion neighbour)
|
||||
|
@ -2079,11 +2100,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
private void InformClientOfNeighbourAsync(ScenePresence sp, AgentCircuitData a, GridRegion reg,
|
||||
IPEndPoint endPoint, bool newAgent)
|
||||
{
|
||||
// Let's wait just a little to give time to originating regions to catch up with closing child agents
|
||||
// after a cross here
|
||||
Thread.Sleep(500);
|
||||
|
||||
Scene scene = sp.Scene;
|
||||
if (!newAgent)
|
||||
return;
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: Informing {0} {1} about neighbour {2} {3} at ({4},{5})",
|
||||
|
@ -2097,6 +2116,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
|
||||
if (regionAccepted && newAgent)
|
||||
{
|
||||
// give time for createAgent to finish, since it is async and does grid services access
|
||||
Thread.Sleep(500);
|
||||
|
||||
if (m_eqModule != null)
|
||||
{
|
||||
#region IP Translation for NAT
|
||||
|
|
|
@ -557,6 +557,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
/// <param name="objectIDs"></param>
|
||||
public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs)
|
||||
{
|
||||
/*
|
||||
if (m_scenePresence.IsChildAgent)
|
||||
return;
|
||||
|
||||
|
@ -571,6 +572,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
{
|
||||
client.SendAnimations(animations, seqs, m_scenePresence.ControllingClient.AgentId, objectIDs);
|
||||
});
|
||||
*/
|
||||
m_scenePresence.SendAnimPack(animations, seqs, objectIDs);
|
||||
}
|
||||
|
||||
public void SendAnimPackToClient(IClientAPI client)
|
||||
|
@ -602,7 +605,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
|
||||
m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs);
|
||||
|
||||
SendAnimPack(animIDs, sequenceNums, objectIDs);
|
||||
// SendAnimPack(animIDs, sequenceNums, objectIDs);
|
||||
m_scenePresence.SendAnimPack(animIDs, sequenceNums, objectIDs);
|
||||
}
|
||||
|
||||
public string GetAnimName(UUID animId)
|
||||
|
|
|
@ -92,6 +92,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
uint priority;
|
||||
|
||||
|
||||
// HACK
|
||||
return GetPriorityByBestAvatarResponsiveness(client, entity);
|
||||
|
||||
|
||||
switch (m_scene.UpdatePrioritizationScheme)
|
||||
{
|
||||
case UpdatePrioritizationSchemes.Time:
|
||||
|
@ -157,12 +162,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
|
||||
{
|
||||
uint pqueue = ComputeDistancePriority(client,entity,false);
|
||||
uint pqueue = 2; // keep compiler happy
|
||||
|
||||
ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
|
||||
if (presence != null)
|
||||
{
|
||||
if (!presence.IsChildAgent)
|
||||
{
|
||||
// All avatars other than our own go into pqueue 1
|
||||
if (entity is ScenePresence)
|
||||
|
@ -174,13 +177,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (((SceneObjectPart)entity).ParentGroup.IsAttachment)
|
||||
return 1;
|
||||
|
||||
pqueue = ComputeDistancePriority(client, entity, false);
|
||||
|
||||
// Non physical prims are lower priority than physical prims
|
||||
PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
|
||||
if (physActor == null || !physActor.IsPhysical)
|
||||
pqueue++;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
pqueue = ComputeDistancePriority(client, entity, false);
|
||||
|
||||
return pqueue;
|
||||
}
|
||||
|
|
|
@ -1754,7 +1754,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </param>
|
||||
public void CompleteMovement(IClientAPI client, bool openChildAgents)
|
||||
{
|
||||
// DateTime startTime = DateTime.Now;
|
||||
int ts = Util.EnvironmentTickCount();
|
||||
|
||||
m_log.InfoFormat(
|
||||
"[SCENE PRESENCE]: Completing movement of {0} into region {1} in position {2}",
|
||||
|
@ -1767,6 +1767,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// Make sure it's not a login agent. We don't want to wait for updates during login
|
||||
if (!isNPC && (m_teleportFlags & TeleportFlags.ViaLogin) == 0)
|
||||
{
|
||||
|
||||
// Let's wait until UpdateAgent (called by departing region) is done
|
||||
if (!WaitForUpdateAgent(client))
|
||||
// The sending region never sent the UpdateAgent data, we have to refuse
|
||||
|
@ -1786,6 +1787,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
AbsolutePosition = pos;
|
||||
}
|
||||
*/
|
||||
|
||||
m_log.DebugFormat("[CompleteMovement] WaitForUpdateAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts));
|
||||
|
||||
bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
|
||||
if (!MakeRootAgent(AbsolutePosition, flying))
|
||||
{
|
||||
|
@ -1796,6 +1800,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return;
|
||||
}
|
||||
|
||||
m_log.DebugFormat("[CompleteMovement] MakeRootAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts));
|
||||
|
||||
Vector3 look = Lookat;
|
||||
if ((Math.Abs(look.X) < 0.01) && (Math.Abs(look.Y) < 0.01))
|
||||
{
|
||||
|
@ -1806,6 +1812,17 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
look = new Vector3(0.99f, 0.042f, 0);
|
||||
}
|
||||
|
||||
if (!IsChildAgent)
|
||||
{
|
||||
InventoryFolderBase cof = m_scene.InventoryService.GetFolderForType(client.AgentId, (AssetType)46);
|
||||
if (cof == null)
|
||||
COF = UUID.Zero;
|
||||
else
|
||||
COF = cof.ID;
|
||||
|
||||
m_log.DebugFormat("[ScenePresence]: CompleteMovement COF for {0} is {1}", client.AgentId, COF);
|
||||
}
|
||||
|
||||
// Tell the client that we're totally ready
|
||||
ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
|
||||
|
||||
|
@ -1816,6 +1833,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
// m_log.DebugFormat("[SCENE PRESENCE] Completed movement");
|
||||
|
||||
m_log.DebugFormat("[CompleteMovement] MoveAgentIntoRegion: {0}ms", Util.EnvironmentTickCountSubtract(ts));
|
||||
|
||||
if (!string.IsNullOrEmpty(m_callbackURI))
|
||||
{
|
||||
// We cannot sleep here since this would hold up the inbound packet processing thread, as
|
||||
|
@ -1844,6 +1863,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// client.Name, client.AgentId, m_scene.RegionInfo.RegionName);
|
||||
// }
|
||||
|
||||
m_log.DebugFormat("[CompleteMovement] ReleaseAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts));
|
||||
|
||||
m_previusParcelHide = false;
|
||||
m_previusParcelUUID = UUID.Zero;
|
||||
m_currentParcelHide = false;
|
||||
|
@ -1856,15 +1877,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (!IsChildAgent)
|
||||
{
|
||||
newhide = m_currentParcelHide;
|
||||
m_currentParcelHide = false;
|
||||
|
||||
// take this region out of children Neighbours list
|
||||
// possible should be done elsewhere
|
||||
DropThisRootRegionFromNeighbours();
|
||||
|
||||
ValidateAndSendAppearanceAndAgentData();
|
||||
|
||||
m_log.DebugFormat("[CompleteMovement] ValidateAndSendAppearanceAndAgentData: {0}ms", Util.EnvironmentTickCountSubtract(ts));
|
||||
|
||||
// attachments
|
||||
if (isNPC || (TeleportFlags & TeleportFlags.ViaLogin) != 0)
|
||||
{
|
||||
|
@ -1877,23 +1895,46 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
else
|
||||
{
|
||||
List<SceneObjectGroup> attachments = GetAttachments();
|
||||
|
||||
if (attachments.Count > 0)
|
||||
if (m_attachments.Count > 0)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
|
||||
|
||||
List<uint> kk = new List<uint>();
|
||||
|
||||
// Resume scripts this possible should also be moved down after sending the avatar to viewer ?
|
||||
foreach (SceneObjectGroup sog in attachments)
|
||||
foreach (SceneObjectGroup sog in m_attachments)
|
||||
{
|
||||
sog.ScheduleGroupForFullUpdate();
|
||||
foreach (SceneObjectPart part in sog.Parts)
|
||||
kk.Add(part.LocalId);
|
||||
|
||||
sog.SendFullUpdateToClient(ControllingClient);
|
||||
SendFullUpdateToClient(ControllingClient);
|
||||
|
||||
// sog.ScheduleGroupForFullUpdate();
|
||||
m_scene.ForEachScenePresence(delegate(ScenePresence p)
|
||||
{
|
||||
if (p == this)
|
||||
return;
|
||||
if (sog.HasPrivateAttachmentPoint)
|
||||
return;
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200)
|
||||
return;
|
||||
|
||||
p.ControllingClient.SendKillObject(kk);
|
||||
sog.SendFullUpdateToClient(p.ControllingClient);
|
||||
SendFullUpdateToClient(p.ControllingClient); // resend our data by updates path
|
||||
});
|
||||
|
||||
sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
|
||||
sog.ResumeScripts();
|
||||
kk.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_log.DebugFormat("[CompleteMovement] attachments: {0}ms", Util.EnvironmentTickCountSubtract(ts));
|
||||
|
||||
// Create child agents in neighbouring regions
|
||||
if (openChildAgents)
|
||||
{
|
||||
|
@ -1903,10 +1944,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
m_log.DebugFormat("[CompleteMovement] openChildAgents: {0}ms", Util.EnvironmentTickCountSubtract(ts));
|
||||
|
||||
// send the rest of the world
|
||||
if (m_teleportFlags > 0 && !isNPC)
|
||||
if (m_teleportFlags > 0 && !isNPC || m_currentParcelHide)
|
||||
SendInitialDataToMe();
|
||||
|
||||
m_log.DebugFormat("[CompleteMovement] SendInitialDataToMe: {0}ms", Util.EnvironmentTickCountSubtract(ts));
|
||||
|
||||
if (!IsChildAgent)
|
||||
{
|
||||
// moved from makeroot missing in sendInitialDataToMe
|
||||
|
@ -1923,6 +1968,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
|
||||
if (friendsModule != null)
|
||||
friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
|
||||
|
||||
m_log.DebugFormat("[CompleteMovement] friendsModule: {0}ms", Util.EnvironmentTickCountSubtract(ts));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1931,11 +1978,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_inTransit = false;
|
||||
}
|
||||
// if hide force a check
|
||||
if (!IsChildAgent && newhide)
|
||||
{
|
||||
ParcelLoginCheck(m_currentParcelUUID);
|
||||
m_currentParcelHide = newhide;
|
||||
}
|
||||
// if (!IsChildAgent && newhide)
|
||||
// {
|
||||
// ParcelLoginCheck(m_currentParcelUUID);
|
||||
// m_currentParcelHide = newhide;
|
||||
// }
|
||||
|
||||
m_log.DebugFormat("[CompleteMovement] end: {0}ms", Util.EnvironmentTickCountSubtract(ts));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -2776,34 +2825,15 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (satOnObject)
|
||||
{
|
||||
// SendAvatarDataToAllAgents();
|
||||
m_requestedSitTargetID = 0;
|
||||
|
||||
part.RemoveSittingAvatar(UUID);
|
||||
|
||||
part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
|
||||
}
|
||||
|
||||
else if (PhysicsActor == null)
|
||||
AddToPhysicalScene(false);
|
||||
SendAvatarDataToAllAgents();
|
||||
}
|
||||
|
||||
Animator.TrySetMovementAnimation("STAND");
|
||||
|
||||
if (satOnObject)
|
||||
{
|
||||
ILandObject land = m_scene.LandChannel.GetLandObject(AbsolutePosition.X,AbsolutePosition.Y);
|
||||
if (land != null)
|
||||
{
|
||||
UUID parcelID = land.LandData.GlobalID;
|
||||
if (m_currentParcelUUID != parcelID)
|
||||
currentParcelUUID = parcelID;
|
||||
else
|
||||
SendAvatarDataToAllAgents();
|
||||
}
|
||||
else
|
||||
SendAvatarDataToAllAgents();
|
||||
}
|
||||
|
||||
TriggerScenePresenceUpdated();
|
||||
}
|
||||
|
||||
|
@ -3078,11 +3108,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
ParentPart = part;
|
||||
ParentID = part.LocalId;
|
||||
|
||||
SendAvatarDataToAllAgents();
|
||||
|
||||
if(status == 3)
|
||||
Animator.TrySetMovementAnimation("SIT_GROUND");
|
||||
else
|
||||
Animator.TrySetMovementAnimation("SIT");
|
||||
SendAvatarDataToAllAgents();
|
||||
|
||||
|
||||
part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
|
||||
}
|
||||
|
@ -3182,13 +3215,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
Velocity = Vector3.Zero;
|
||||
RemoveFromPhysicalScene();
|
||||
|
||||
SendAvatarDataToAllAgents();
|
||||
|
||||
String sitAnimation = "SIT";
|
||||
if (!String.IsNullOrEmpty(part.SitAnimation))
|
||||
{
|
||||
sitAnimation = part.SitAnimation;
|
||||
}
|
||||
Animator.TrySetMovementAnimation(sitAnimation);
|
||||
SendAvatarDataToAllAgents();
|
||||
TriggerScenePresenceUpdated();
|
||||
}
|
||||
}
|
||||
|
@ -3349,8 +3383,30 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
#region Update Client(s)
|
||||
|
||||
public void SendUpdateToAgent(ScenePresence p)
|
||||
{
|
||||
IClientAPI remoteClient = p.ControllingClient;
|
||||
|
||||
if (remoteClient.IsActive)
|
||||
{
|
||||
//m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity);
|
||||
remoteClient.SendEntityUpdate(this, PrimUpdateFlags.FullUpdate);
|
||||
m_scene.StatsReporter.AddAgentUpdates(1);
|
||||
}
|
||||
}
|
||||
|
||||
public void SendFullUpdateToClient(IClientAPI remoteClient)
|
||||
{
|
||||
if (remoteClient.IsActive)
|
||||
{
|
||||
//m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity);
|
||||
remoteClient.SendEntityUpdate(this, PrimUpdateFlags.FullUpdate);
|
||||
m_scene.StatsReporter.AddAgentUpdates(1);
|
||||
}
|
||||
}
|
||||
|
||||
// this is diferente from SendTerseUpdateToClient
|
||||
// this sends bypassing ententies updates
|
||||
// this sends bypassing entities updates
|
||||
public void SendAgentTerseUpdate(ISceneEntity p)
|
||||
{
|
||||
ControllingClient.SendAgentTerseUpdate(p);
|
||||
|
@ -3377,7 +3433,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
public void SendTerseUpdateToAgentClient(ScenePresence p)
|
||||
public void SendTerseUpdateToAgent(ScenePresence p)
|
||||
{
|
||||
IClientAPI remoteClient = p.ControllingClient;
|
||||
|
||||
|
@ -3396,6 +3452,18 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_scene.StatsReporter.AddAgentUpdates(1);
|
||||
}
|
||||
|
||||
public void SendTerseUpdateToAgentNF(ScenePresence p)
|
||||
{
|
||||
IClientAPI remoteClient = p.ControllingClient;
|
||||
if (remoteClient.IsActive)
|
||||
{
|
||||
//m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity);
|
||||
remoteClient.SendEntityUpdate(this, PrimUpdateFlags.FullUpdate);
|
||||
m_scene.StatsReporter.AddAgentUpdates(1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// vars to support reduced update frequency when velocity is unchanged
|
||||
private Vector3 lastVelocitySentToAllClients = Vector3.Zero;
|
||||
private Vector3 lastPositionSentToAllClients = Vector3.Zero;
|
||||
|
@ -3437,7 +3505,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
// Console.WriteLine("Scheduled update for {0} in {1}", Name, Scene.Name);
|
||||
// m_scene.ForEachClient(SendTerseUpdateToClient);
|
||||
m_scene.ForEachScenePresence(SendTerseUpdateToAgentClient);
|
||||
m_scene.ForEachScenePresence(SendTerseUpdateToAgent);
|
||||
}
|
||||
TriggerScenePresenceUpdated();
|
||||
}
|
||||
|
@ -3478,8 +3546,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
landch.sendClientInitialLandInfo(ControllingClient);
|
||||
}
|
||||
}
|
||||
SendOtherAgentsAvatarDataToMe();
|
||||
SendOtherAgentsAppearanceToMe();
|
||||
|
||||
SendOtherAgentsAvatarFullToMe();
|
||||
|
||||
EntityBase[] entities = Scene.Entities.GetEntities();
|
||||
foreach (EntityBase e in entities)
|
||||
|
@ -3512,36 +3580,52 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// If we aren't using a cached appearance, then clear out the baked textures
|
||||
if (!cachedappearance)
|
||||
{
|
||||
// Appearance.ResetAppearance();
|
||||
// save what ????
|
||||
// maybe needed so the tryretry repair works?
|
||||
if (m_scene.AvatarFactory != null)
|
||||
m_scene.AvatarFactory.QueueAppearanceSave(UUID);
|
||||
}
|
||||
|
||||
bool newhide = m_currentParcelHide;
|
||||
m_currentParcelHide = false;
|
||||
|
||||
// This agent just became root. We are going to tell everyone about it. The process of
|
||||
// getting other avatars information was initiated elsewhere immediately after the child circuit connected... don't do it
|
||||
// again here... this comes after the cached appearance check because the avatars
|
||||
// appearance goes into the avatar update packet
|
||||
SendAvatarDataToAllAgents();
|
||||
|
||||
// This invocation always shows up in the viewer logs as an error. Is it needed?
|
||||
// send all information we have
|
||||
// possible not needed since viewer should ask about it
|
||||
// least it all ask for baked
|
||||
if (newhide)
|
||||
{
|
||||
ParcelLoginCheck(m_currentParcelUUID);
|
||||
m_currentParcelHide = true;
|
||||
}
|
||||
|
||||
SendAppearanceToAgent(this);
|
||||
|
||||
// If we are using the the cached appearance then send it out to everyone
|
||||
// send even grays
|
||||
if (cachedappearance)
|
||||
{
|
||||
// m_log.DebugFormat("[SCENE PRESENCE]: Baked textures are in the cache for {0} in {1}", Name, m_scene.Name);
|
||||
// If the avatars baked textures are all in the cache, then we have a
|
||||
// complete appearance... send it out, if not, then we'll send it when
|
||||
// the avatar finishes updating its appearance
|
||||
// if (cachedappearance)
|
||||
// {
|
||||
SendAppearanceToAllOtherAgents();
|
||||
// }
|
||||
if(Animator!= null)
|
||||
Animator.SendAnimPack();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Send avatar full data appearance and animations for all other root agents to this agent, this agent
|
||||
/// can be either a child or root
|
||||
/// </summary>
|
||||
public void SendOtherAgentsAvatarFullToMe()
|
||||
{
|
||||
int count = 0;
|
||||
m_scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence)
|
||||
{
|
||||
// only send information about other root agents
|
||||
if (scenePresence.UUID == UUID)
|
||||
return;
|
||||
|
||||
scenePresence.SendAvatarDataToAgent(this);
|
||||
scenePresence.SendAppearanceToAgent(this);
|
||||
scenePresence.SendAnimPackToAgent(this);
|
||||
// for now attachments are sent with all SOG
|
||||
count++;
|
||||
});
|
||||
|
||||
m_scene.StatsReporter.AddAgentUpdates(count);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -3573,27 +3657,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_scene.StatsReporter.AddAgentUpdates(count);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Send avatar data for all other root agents to this agent, this agent
|
||||
/// can be either a child or root
|
||||
/// </summary>
|
||||
public void SendOtherAgentsAvatarDataToMe()
|
||||
{
|
||||
int count = 0;
|
||||
|
||||
m_scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence)
|
||||
{
|
||||
// only send information about other root agents
|
||||
if (scenePresence.UUID == UUID)
|
||||
return;
|
||||
|
||||
scenePresence.SendAvatarDataToAgent(this);
|
||||
count++;
|
||||
});
|
||||
|
||||
m_scene.StatsReporter.AddAgentUpdates(count);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Send avatar data to an agent.
|
||||
/// </summary>
|
||||
|
@ -3604,7 +3667,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (ParcelHideThisAvatar && currentParcelUUID != avatar.currentParcelUUID && avatar.GodLevel < 200)
|
||||
return;
|
||||
avatar.ControllingClient.SendAvatarDataImmediate(this);
|
||||
Animator.SendAnimPackToClient(avatar.ControllingClient);
|
||||
}
|
||||
|
||||
public void SendAvatarDataToAgentNF(ScenePresence avatar)
|
||||
{
|
||||
avatar.ControllingClient.SendAvatarDataImmediate(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -3638,28 +3705,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_scene.StatsReporter.AddAgentUpdates(count);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Send appearance from all other root agents to this agent. this agent
|
||||
/// can be either root or child
|
||||
/// </summary>
|
||||
public void SendOtherAgentsAppearanceToMe()
|
||||
{
|
||||
// m_log.DebugFormat("[SCENE PRESENCE] SendOtherAgentsAppearanceToMe: {0} {1}", Name, UUID);
|
||||
|
||||
int count = 0;
|
||||
m_scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence)
|
||||
{
|
||||
// only send information about other root agents
|
||||
if (scenePresence.UUID == UUID)
|
||||
return;
|
||||
|
||||
scenePresence.SendAppearanceToAgent(this);
|
||||
count++;
|
||||
});
|
||||
|
||||
m_scene.StatsReporter.AddAgentUpdates(count);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Send appearance data to an agent.
|
||||
/// </summary>
|
||||
|
@ -3674,6 +3719,30 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
UUID, Appearance.VisualParams, Appearance.Texture.GetBytes());
|
||||
}
|
||||
|
||||
public void SendAnimPackToAgent(ScenePresence p)
|
||||
{
|
||||
if (IsChildAgent || Animator == null)
|
||||
return;
|
||||
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200)
|
||||
return;
|
||||
|
||||
Animator.SendAnimPackToClient(p.ControllingClient);
|
||||
}
|
||||
|
||||
public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs)
|
||||
{
|
||||
if (IsChildAgent)
|
||||
return;
|
||||
|
||||
m_scene.ForEachScenePresence(delegate(ScenePresence p)
|
||||
{
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200)
|
||||
return;
|
||||
p.ControllingClient.SendAnimations(animations, seqs, ControllingClient.AgentId, objectIDs);
|
||||
});
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Significant Movement Method
|
||||
|
@ -4193,13 +4262,15 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
catch { }
|
||||
|
||||
Animator.ResetAnimations();
|
||||
|
||||
// FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
|
||||
if (cAgent.Anims != null)
|
||||
Animator.Animations.FromArray(cAgent.Anims);
|
||||
if (cAgent.DefaultAnim != null)
|
||||
Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero);
|
||||
if (cAgent.AnimState != null)
|
||||
Animator.Animations.SetImplicitDefaultAnimation(cAgent.AnimState.AnimID, cAgent.AnimState.SequenceNum, UUID.Zero);
|
||||
if (cAgent.Anims != null)
|
||||
Animator.Animations.FromArray(cAgent.Anims);
|
||||
|
||||
if (Scene.AttachmentsModule != null)
|
||||
Scene.AttachmentsModule.CopyAttachments(cAgent, this);
|
||||
|
@ -4653,18 +4724,186 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return validated;
|
||||
}
|
||||
|
||||
|
||||
public void SendAttachmentsToClient(IClientAPI client)
|
||||
public void SendAttachmentsToAllAgents()
|
||||
{
|
||||
lock (m_attachments)
|
||||
{
|
||||
foreach (SceneObjectGroup gobj in m_attachments)
|
||||
foreach (SceneObjectGroup sog in m_attachments)
|
||||
{
|
||||
gobj.SendFullUpdateToClient(client);
|
||||
m_scene.ForEachScenePresence(delegate(ScenePresence p)
|
||||
{
|
||||
if (p != this && sog.HasPrivateAttachmentPoint)
|
||||
return;
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200)
|
||||
return;
|
||||
sog.SendFullUpdateToClient(p.ControllingClient);
|
||||
SendFullUpdateToClient(p.ControllingClient); // resend our data by updates path
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// send attachments to a client without filters except for huds
|
||||
// for now they are checked in several places down the line...
|
||||
public void SendAttachmentsToAgentNF(ScenePresence p)
|
||||
{
|
||||
lock (m_attachments)
|
||||
{
|
||||
foreach (SceneObjectGroup sog in m_attachments)
|
||||
{
|
||||
if (p == this || !sog.HasPrivateAttachmentPoint)
|
||||
sog.SendFullUpdateToClient(p.ControllingClient);
|
||||
}
|
||||
SendFullUpdateToClient(p.ControllingClient); // resend our data by updates path
|
||||
}
|
||||
}
|
||||
|
||||
public void SendAttachmentsToAgentNFPK(ScenePresence p)
|
||||
{
|
||||
lock (m_attachments)
|
||||
{
|
||||
List<uint> pk = new List<uint>();
|
||||
foreach (SceneObjectGroup sog in m_attachments)
|
||||
{
|
||||
foreach (SceneObjectPart part in sog.Parts)
|
||||
pk.Add(part.LocalId);
|
||||
}
|
||||
|
||||
p.ControllingClient.SendKillObject(pk);
|
||||
|
||||
foreach (SceneObjectGroup sog in m_attachments)
|
||||
{
|
||||
if (p == this || !sog.HasPrivateAttachmentPoint)
|
||||
sog.SendFullUpdateToClient(p.ControllingClient);
|
||||
}
|
||||
SendFullUpdateToClient(p.ControllingClient); // resend our data by updates path
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void SendAttachmentScheduleUpdate(SceneObjectGroup sog)
|
||||
{
|
||||
if (IsChildAgent)
|
||||
return;
|
||||
|
||||
m_scene.ForEachScenePresence(delegate(ScenePresence p)
|
||||
{
|
||||
if (p != this && sog.HasPrivateAttachmentPoint)
|
||||
return;
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200)
|
||||
return;
|
||||
|
||||
SceneObjectPart[] parts = sog.Parts;
|
||||
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
{
|
||||
SceneObjectPart part = parts[i];
|
||||
if (part.UpdateFlag == UpdateRequired.TERSE)
|
||||
{
|
||||
p.ControllingClient.SendEntityUpdate(part,
|
||||
PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
|
||||
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
|
||||
part.UpdateFlag = 0;
|
||||
}
|
||||
else if (part.UpdateFlag == UpdateRequired.FULL)
|
||||
{
|
||||
p.ControllingClient.SendEntityUpdate(part, PrimUpdateFlags.FullUpdate);
|
||||
part.UpdateFlag = 0;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
public void SendAttachmentScheduleUpdate(SceneObjectPart part)
|
||||
{
|
||||
if (IsChildAgent)
|
||||
return;
|
||||
|
||||
m_scene.ForEachScenePresence(delegate(ScenePresence p)
|
||||
{
|
||||
if (p != this && part.ParentGroup.HasPrivateAttachmentPoint)
|
||||
return;
|
||||
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200)
|
||||
return;
|
||||
|
||||
if (part.UpdateFlag == UpdateRequired.TERSE)
|
||||
{
|
||||
p.ControllingClient.SendEntityUpdate(part,
|
||||
PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
|
||||
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
|
||||
part.UpdateFlag = 0;
|
||||
}
|
||||
else if (part.UpdateFlag == UpdateRequired.FULL)
|
||||
{
|
||||
p.ControllingClient.SendEntityUpdate(part, PrimUpdateFlags.FullUpdate);
|
||||
part.UpdateFlag = 0;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
public void SendAttachmentUpdate(SceneObjectGroup sog, UpdateRequired UpdateFlag)
|
||||
{
|
||||
if (IsChildAgent)
|
||||
return;
|
||||
|
||||
m_scene.ForEachScenePresence(delegate(ScenePresence p)
|
||||
{
|
||||
if (p != this && sog.HasPrivateAttachmentPoint)
|
||||
return;
|
||||
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200)
|
||||
return;
|
||||
|
||||
SceneObjectPart[] parts = sog.Parts;
|
||||
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
{
|
||||
SceneObjectPart part = parts[i];
|
||||
if (UpdateFlag == UpdateRequired.TERSE)
|
||||
{
|
||||
p.ControllingClient.SendEntityUpdate(part,
|
||||
PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
|
||||
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
|
||||
part.UpdateFlag = 0;
|
||||
}
|
||||
else if (UpdateFlag == UpdateRequired.FULL)
|
||||
{
|
||||
p.ControllingClient.SendEntityUpdate(part, PrimUpdateFlags.FullUpdate);
|
||||
part.UpdateFlag = 0;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
public void SendAttachmentUpdate(SceneObjectPart part, UpdateRequired UpdateFlag)
|
||||
{
|
||||
if (IsChildAgent)
|
||||
return;
|
||||
|
||||
m_scene.ForEachScenePresence(delegate(ScenePresence p)
|
||||
{
|
||||
if (p != this && part.ParentGroup.HasPrivateAttachmentPoint)
|
||||
return;
|
||||
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200)
|
||||
return;
|
||||
|
||||
if (UpdateFlag == UpdateRequired.TERSE)
|
||||
{
|
||||
p.ControllingClient.SendEntityUpdate(part,
|
||||
PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
|
||||
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
|
||||
part.UpdateFlag = 0;
|
||||
}
|
||||
else if (UpdateFlag == UpdateRequired.FULL)
|
||||
{
|
||||
p.ControllingClient.SendEntityUpdate(part, PrimUpdateFlags.FullUpdate);
|
||||
part.UpdateFlag = 0;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Send a script event to this scene presence's attachments
|
||||
/// </summary>
|
||||
|
@ -5436,12 +5675,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
if (p.IsChildAgent)
|
||||
continue;
|
||||
m_log.Debug("[AVATAR]: viewMe: " + Lastname + " " + p.Lastname);
|
||||
ControllingClient.SendAvatarDataImmediate(p);
|
||||
|
||||
p.SendAvatarDataToAgentNF(this);
|
||||
p.SendAppearanceToAgent(this);
|
||||
p.SendAttachmentsToClient(ControllingClient);
|
||||
if (p.Animator != null)
|
||||
p.Animator.SendAnimPackToClient(ControllingClient);
|
||||
p.SendAttachmentsToAgentNFPK(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -5476,7 +5715,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
private void ParcelLoginCheck(UUID currentParcelID)
|
||||
{
|
||||
List<ScenePresence> killsToSendto = new List<ScenePresence>();
|
||||
List<ScenePresence> killsToSendme = new List<ScenePresence>();
|
||||
List<uint> killsToSendme = new List<uint>();
|
||||
List<ScenePresence> viewsToSendto = new List<ScenePresence>();
|
||||
List<ScenePresence> viewsToSendme = new List<ScenePresence>();
|
||||
List<ScenePresence> allpresences = null;
|
||||
|
@ -5492,8 +5731,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
if (p.GodLevel < 200)
|
||||
killsToSendto.Add(p);
|
||||
if (GodLevel < 200 && p.ParcelHideThisAvatar)
|
||||
killsToSendme.Add(p);
|
||||
// if (GodLevel < 200 && p.ParcelHideThisAvatar)
|
||||
// killsToSendme.Add(p.LocalId);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -5517,14 +5756,15 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (killsToSendme.Count > 0)
|
||||
{
|
||||
foreach (ScenePresence p in killsToSendme)
|
||||
m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + killsToSendme.Count.ToString());
|
||||
try
|
||||
{
|
||||
m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname);
|
||||
try { ControllingClient.SendKillObject(new List<uint> { p.LocalId }); }
|
||||
ControllingClient.SendKillObject(killsToSendme);
|
||||
}
|
||||
catch (NullReferenceException) { }
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/*
|
||||
if (viewsToSendto.Count > 0 && PresenceType != PresenceType.Npc)
|
||||
{
|
||||
foreach (ScenePresence p in viewsToSendto)
|
||||
|
@ -5552,19 +5792,19 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
p.Animator.SendAnimPackToClient(ControllingClient);
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
public void parcelRegionCross(bool abort)
|
||||
|
||||
public void parcelRegionCross()
|
||||
{
|
||||
if (!ParcelHideThisAvatar)
|
||||
if (!ParcelHideThisAvatar || GodLevel >= 200)
|
||||
return;
|
||||
|
||||
List<ScenePresence> allpresences = null;
|
||||
allpresences = m_scene.GetScenePresences();
|
||||
|
||||
if (abort)
|
||||
{
|
||||
List<ScenePresence> viewsToSendme = new List<ScenePresence>();
|
||||
List<uint> killsToSendme = new List<uint>();
|
||||
|
||||
foreach (ScenePresence p in allpresences)
|
||||
{
|
||||
|
@ -5573,60 +5813,25 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (p.currentParcelUUID == m_currentParcelUUID)
|
||||
{
|
||||
viewsToSendme.Add(p);
|
||||
}
|
||||
}
|
||||
|
||||
if (viewsToSendme.Count > 0)
|
||||
{
|
||||
foreach (ScenePresence p in viewsToSendme)
|
||||
{
|
||||
if (p.IsChildAgent)
|
||||
continue;
|
||||
// m_log.Debug("[AVATAR]: viewMe: " + Lastname + " " + p.Lastname);
|
||||
ControllingClient.SendAvatarDataImmediate(p);
|
||||
p.SendAppearanceToAgent(this);
|
||||
p.SendAttachmentsToClient(ControllingClient);
|
||||
if (p.Animator != null)
|
||||
p.Animator.SendAnimPackToClient(ControllingClient);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (GodLevel >= 200)
|
||||
return;
|
||||
|
||||
List<ScenePresence> killsToSendme = new List<ScenePresence>();
|
||||
foreach (ScenePresence p in allpresences)
|
||||
{
|
||||
if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
|
||||
continue;
|
||||
|
||||
if (p.currentParcelUUID == m_currentParcelUUID)
|
||||
{
|
||||
killsToSendme.Add(p);
|
||||
killsToSendme.Add(p.LocalId);
|
||||
}
|
||||
}
|
||||
|
||||
if (killsToSendme.Count > 0)
|
||||
{
|
||||
foreach (ScenePresence p in killsToSendme)
|
||||
try
|
||||
{
|
||||
m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname);
|
||||
try { ControllingClient.SendKillObject(new List<uint> { p.LocalId }); }
|
||||
ControllingClient.SendKillObject(killsToSendme);
|
||||
}
|
||||
catch (NullReferenceException) { }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void ParcelCrossCheck(UUID currentParcelID,UUID previusParcelID,
|
||||
bool currentParcelHide, bool previusParcelHide, bool oldhide,bool check)
|
||||
{
|
||||
List<ScenePresence> killsToSendto = new List<ScenePresence>();
|
||||
List<ScenePresence> killsToSendme = new List<ScenePresence>();
|
||||
List<uint> killsToSendme = new List<uint>();
|
||||
List<ScenePresence> viewsToSendto = new List<ScenePresence>();
|
||||
List<ScenePresence> viewsToSendme = new List<ScenePresence>();
|
||||
List<ScenePresence> allpresences = null;
|
||||
|
@ -5697,7 +5902,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if(p.GodLevel < 200)
|
||||
killsToSendto.Add(p); // they dont see me
|
||||
if(GodLevel < 200)
|
||||
killsToSendme.Add(p); // i dont see them
|
||||
killsToSendme.Add(p.LocalId); // i dont see them
|
||||
}
|
||||
// only those on new parcel need see
|
||||
if (currentParcelID == p.currentParcelUUID)
|
||||
|
@ -5746,7 +5951,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// only those old parcel need receive kills
|
||||
if (previusParcelID == p.currentParcelUUID && GodLevel < 200)
|
||||
{
|
||||
killsToSendme.Add(p); // i dont see them
|
||||
killsToSendme.Add(p.LocalId); // i dont see them
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -5773,24 +5978,24 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (killsToSendme.Count > 0)
|
||||
{
|
||||
foreach (ScenePresence p in killsToSendme)
|
||||
m_log.Debug("[AVATAR]: killtoMe: " + Lastname + " " + killsToSendme.Count.ToString());
|
||||
try
|
||||
{
|
||||
m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname);
|
||||
try {ControllingClient.SendKillObject(new List<uint> { p.LocalId }); }
|
||||
catch (NullReferenceException) { }
|
||||
ControllingClient.SendKillObject(killsToSendme);
|
||||
}
|
||||
catch (NullReferenceException) { }
|
||||
|
||||
}
|
||||
|
||||
if (viewsToSendto.Count > 0 && PresenceType != PresenceType.Npc)
|
||||
{
|
||||
foreach (ScenePresence p in viewsToSendto)
|
||||
{
|
||||
p.ControllingClient.SendAvatarDataImmediate(this);
|
||||
// m_log.Debug("[AVATAR]: viewTo: " + Lastname + " " + p.Lastname);
|
||||
SendAvatarDataToAgentNF(p);
|
||||
SendAppearanceToAgent(p);
|
||||
SendAttachmentsToClient(p.ControllingClient);
|
||||
if (Animator != null)
|
||||
Animator.SendAnimPackToClient(p.ControllingClient);
|
||||
SendAttachmentsToAgentNFPK(p);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -5801,11 +6006,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (p.IsChildAgent)
|
||||
continue;
|
||||
// m_log.Debug("[AVATAR]: viewMe: " + Lastname + "<-" + p.Lastname);
|
||||
ControllingClient.SendAvatarDataImmediate(p);
|
||||
|
||||
p.SendAvatarDataToAgentNF(this);
|
||||
p.SendAppearanceToAgent(this);
|
||||
p.SendAttachmentsToClient(ControllingClient);
|
||||
if (p.Animator != null)
|
||||
p.Animator.SendAnimPackToClient(ControllingClient);
|
||||
p.SendAttachmentsToAgentNFPK(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -58,6 +58,8 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
|
|||
|
||||
public ISceneAgent SceneAgent { get; set; }
|
||||
|
||||
public int PingTimeMS { get { return 0; } }
|
||||
|
||||
private string m_username;
|
||||
private string m_nick;
|
||||
|
||||
|
|
|
@ -81,6 +81,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
get { return m_scene; }
|
||||
}
|
||||
|
||||
public int PingTimeMS { get { return 0; } }
|
||||
|
||||
public UUID OwnerID
|
||||
{
|
||||
get { return m_ownerID; }
|
||||
|
|
|
@ -379,6 +379,8 @@ namespace OpenSim.Tests.Common.Mock
|
|||
get { return FirstName + " " + LastName; }
|
||||
}
|
||||
|
||||
public int PingTimeMS { get { return 0; } }
|
||||
|
||||
public bool IsActive
|
||||
{
|
||||
get { return true; }
|
||||
|
|
Loading…
Reference in New Issue