refactor: Split most of EntityTransferModule.Teleport() into its same region and different region teleport components.

DoTeleport() now retrives IEventQueue itself rather than requiring it to be passed in.
0.7.3-extended
Justin Clark-Casey (justincc) 2012-05-01 17:52:30 +01:00
parent 1441758bc6
commit 25983f20a0
4 changed files with 205 additions and 137 deletions

View File

@ -240,9 +240,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
{ {
ScenePresence sp = scene.GetScenePresence(client.AgentId); ScenePresence sp = scene.GetScenePresence(client.AgentId);
IEntityTransferModule transferMod = scene.RequestModuleInterface<IEntityTransferModule>(); IEntityTransferModule transferMod = scene.RequestModuleInterface<IEntityTransferModule>();
IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
if (transferMod != null && sp != null && eq != null) if (transferMod != null && sp != null)
transferMod.DoTeleport(sp, gatekeeper, finalDestination, im.Position + new Vector3(0.5f, 0.5f, 0f), Vector3.UnitX, teleportflags, eq); transferMod.DoTeleport(
sp, gatekeeper, finalDestination, im.Position + new Vector3(0.5f, 0.5f, 0f),
Vector3.UnitX, teleportflags);
} }
} }
} }

View File

@ -162,8 +162,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (!sp.Scene.Permissions.CanTeleport(sp.UUID)) if (!sp.Scene.Permissions.CanTeleport(sp.UUID))
return; return;
IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
// Reset animations; the viewer does that in teleports. // Reset animations; the viewer does that in teleports.
sp.Animator.ResetAnimations(); sp.Animator.ResetAnimations();
@ -175,9 +173,41 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{ {
destinationRegionName = sp.Scene.RegionInfo.RegionName; destinationRegionName = sp.Scene.RegionInfo.RegionName;
TeleportAgentWithinRegion(sp, position, lookAt, teleportFlags);
}
else // Another region possibly in another simulator
{
GridRegion finalDestination;
TeleportAgentToDifferentRegion(
sp, regionHandle, position, lookAt, teleportFlags, out finalDestination);
if (finalDestination != null)
destinationRegionName = finalDestination.RegionName;
}
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ENTITY TRANSFER MODULE]: Exception on teleport of {0} from {1}@{2} to {3}@{4}: {5}{6}",
sp.Name, sp.AbsolutePosition, sp.Scene.RegionInfo.RegionName, position, destinationRegionName,
e.Message, e.StackTrace);
sp.ControllingClient.SendTeleportFailed("Internal error");
}
}
/// <summary>
/// Teleports the agent within its current region.
/// </summary>
/// <param name="sp"></param>
/// <param name="position"></param>
/// <param name="lookAt"></param>
/// <param name="teleportFlags"></param
private void TeleportAgentWithinRegion(ScenePresence sp, Vector3 position, Vector3 lookAt, uint teleportFlags)
{
m_log.DebugFormat( m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Teleport for {0} to {1} within {2}", "[ENTITY TRANSFER MODULE]: Teleport for {0} to {1} within {2}",
sp.Name, position, destinationRegionName); sp.Name, position, sp.Scene.RegionInfo.RegionName);
// Teleport within the same region // Teleport within the same region
if (IsOutsideRegion(sp.Scene, position) || position.Z < 0) if (IsOutsideRegion(sp.Scene, position) || position.Z < 0)
@ -218,7 +248,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
sp.Scene.EventManager.TriggerOnScriptChangedEvent(grp.LocalId, (uint)Changed.TELEPORT); sp.Scene.EventManager.TriggerOnScriptChangedEvent(grp.LocalId, (uint)Changed.TELEPORT);
} }
} }
else // Another region possibly in another simulator
/// <summary>
/// Teleports the agent to a different region.
/// </summary>
/// <param name='sp'></param>
/// <param name='regionHandle'>/param>
/// <param name='position'></param>
/// <param name='lookAt'></param>
/// <param name='teleportFlags'></param>
/// <param name='finalDestination'></param>
private void TeleportAgentToDifferentRegion(
ScenePresence sp, ulong regionHandle, Vector3 position,
Vector3 lookAt, uint teleportFlags, out GridRegion finalDestination)
{ {
uint x = 0, y = 0; uint x = 0, y = 0;
Utils.LongToUInts(regionHandle, out x, out y); Utils.LongToUInts(regionHandle, out x, out y);
@ -226,7 +268,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (reg != null) if (reg != null)
{ {
GridRegion finalDestination = GetFinalDestination(reg); finalDestination = GetFinalDestination(reg);
if (finalDestination == null) if (finalDestination == null)
{ {
m_log.WarnFormat( m_log.WarnFormat(
@ -237,8 +280,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
return; return;
} }
destinationRegionName = finalDestination.RegionName;
uint curX = 0, curY = 0; uint curX = 0, curY = 0;
Utils.LongToUInts(sp.Scene.RegionInfo.RegionHandle, out curX, out curY); Utils.LongToUInts(sp.Scene.RegionInfo.RegionHandle, out curX, out curY);
int curCellX = (int)(curX / Constants.RegionSize); int curCellX = (int)(curX / Constants.RegionSize);
@ -275,13 +316,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// //
// This is it // This is it
// //
DoTeleport(sp, reg, finalDestination, position, lookAt, teleportFlags, eq); DoTeleport(sp, reg, finalDestination, position, lookAt, teleportFlags);
// //
// //
// //
} }
else else
{ {
finalDestination = null;
// TP to a place that doesn't exist (anymore) // TP to a place that doesn't exist (anymore)
// Inform the viewer about that // Inform the viewer about that
sp.ControllingClient.SendTeleportFailed("The region you tried to teleport to doesn't exist anymore"); sp.ControllingClient.SendTeleportFailed("The region you tried to teleport to doesn't exist anymore");
@ -300,20 +343,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
sp.ControllingClient.SendMapBlock(blocks, 0); sp.ControllingClient.SendMapBlock(blocks, 0);
} }
} }
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ENTITY TRANSFER MODULE]: Exception on teleport of {0} from {1}@{2} to {3}@{4}: {5}{6}",
sp.Name, sp.AbsolutePosition, sp.Scene.RegionInfo.RegionName, position, destinationRegionName,
e.Message, e.StackTrace);
sp.ControllingClient.SendTeleportFailed("Internal error"); public void DoTeleport(
} ScenePresence sp, GridRegion reg, GridRegion finalDestination,
} Vector3 position, Vector3 lookAt, uint teleportFlags)
public void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination, Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq)
{ {
IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
if (reg == null || finalDestination == null) if (reg == null || finalDestination == null)
{ {
sp.ControllingClient.SendTeleportFailed("Unable to locate destination"); sp.ControllingClient.SendTeleportFailed("Unable to locate destination");

View File

@ -241,13 +241,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
return; return;
} }
IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
GridRegion homeGatekeeper = MakeRegion(aCircuit); GridRegion homeGatekeeper = MakeRegion(aCircuit);
m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: teleporting user {0} {1} home to {2} via {3}:{4}", m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: teleporting user {0} {1} home to {2} via {3}:{4}",
aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName); aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName);
DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq); DoTeleport(
sp, homeGatekeeper, finalDestination,
position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
} }
/// <summary> /// <summary>
@ -287,17 +288,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{ {
ScenePresence sp = scene.GetScenePresence(remoteClient.AgentId); ScenePresence sp = scene.GetScenePresence(remoteClient.AgentId);
IEntityTransferModule transferMod = scene.RequestModuleInterface<IEntityTransferModule>(); IEntityTransferModule transferMod = scene.RequestModuleInterface<IEntityTransferModule>();
IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
if (transferMod != null && sp != null && eq != null) if (transferMod != null && sp != null)
transferMod.DoTeleport(sp, gatekeeper, finalDestination, lm.Position, transferMod.DoTeleport(
Vector3.UnitX, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaLandmark), eq); sp, gatekeeper, finalDestination, lm.Position, Vector3.UnitX,
(uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaLandmark));
} }
} }
// can't find the region: Tell viewer and abort // can't find the region: Tell viewer and abort
remoteClient.SendTeleportFailed("The teleport destination could not be found."); remoteClient.SendTeleportFailed("The teleport destination could not be found.");
} }
#endregion #endregion

View File

@ -37,12 +37,41 @@ namespace OpenSim.Region.Framework.Interfaces
{ {
public interface IEntityTransferModule public interface IEntityTransferModule
{ {
void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, /// <summary>
Vector3 lookAt, uint teleportFlags); /// Teleport an agent within the same or to a different region.
/// </summary>
/// <param name='agent'></param>
/// <param name='regionHandle'>
/// The handle of the destination region. If it's the same as the region currently
/// occupied by the agent then the teleport will be within that region.
/// </param>
/// <param name='position'></param>
/// <param name='lookAt'></param>
/// <param name='teleportFlags'></param>
void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags);
void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination, /// <summary>
Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq); /// Teleport an agent directly to a given region without checking whether the region should be subsituted.
/// </summary>
/// <remarks>
/// Please use Teleport() instead unless you know exactly what you're doing.
/// Do not use for same region teleports.
/// </remarks>
/// <param name='sp'></param>
/// <param name='reg'></param>
/// <param name='finalDestination'>/param>
/// <param name='position'></param>
/// <param name='lookAt'></param>
/// <param name='teleportFlags'></param>
void DoTeleport(
ScenePresence sp, GridRegion reg, GridRegion finalDestination,
Vector3 position, Vector3 lookAt, uint teleportFlags);
/// <summary>
/// Teleports the agent for the given client to their home destination.
/// </summary>
/// <param name='id'></param>
/// <param name='client'></param>
void TeleportHome(UUID id, IClientAPI client); void TeleportHome(UUID id, IClientAPI client);
bool Cross(ScenePresence agent, bool isFlying); bool Cross(ScenePresence agent, bool isFlying);