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
parent
1441758bc6
commit
25983f20a0
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@ -240,9 +240,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
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{
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ScenePresence sp = scene.GetScenePresence(client.AgentId);
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IEntityTransferModule transferMod = scene.RequestModuleInterface<IEntityTransferModule>();
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IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
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if (transferMod != null && sp != null && eq != null)
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transferMod.DoTeleport(sp, gatekeeper, finalDestination, im.Position + new Vector3(0.5f, 0.5f, 0f), Vector3.UnitX, teleportflags, eq);
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if (transferMod != null && sp != null)
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transferMod.DoTeleport(
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sp, gatekeeper, finalDestination, im.Position + new Vector3(0.5f, 0.5f, 0f),
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Vector3.UnitX, teleportflags);
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}
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}
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}
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@ -162,8 +162,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (!sp.Scene.Permissions.CanTeleport(sp.UUID))
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return;
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IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
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// Reset animations; the viewer does that in teleports.
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sp.Animator.ResetAnimations();
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@ -175,9 +173,41 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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{
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destinationRegionName = sp.Scene.RegionInfo.RegionName;
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TeleportAgentWithinRegion(sp, position, lookAt, teleportFlags);
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}
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else // Another region possibly in another simulator
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{
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GridRegion finalDestination;
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TeleportAgentToDifferentRegion(
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sp, regionHandle, position, lookAt, teleportFlags, out finalDestination);
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if (finalDestination != null)
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destinationRegionName = finalDestination.RegionName;
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}
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[ENTITY TRANSFER MODULE]: Exception on teleport of {0} from {1}@{2} to {3}@{4}: {5}{6}",
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sp.Name, sp.AbsolutePosition, sp.Scene.RegionInfo.RegionName, position, destinationRegionName,
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e.Message, e.StackTrace);
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sp.ControllingClient.SendTeleportFailed("Internal error");
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}
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}
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/// <summary>
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/// Teleports the agent within its current region.
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/// </summary>
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/// <param name="sp"></param>
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/// <param name="position"></param>
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/// <param name="lookAt"></param>
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/// <param name="teleportFlags"></param
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private void TeleportAgentWithinRegion(ScenePresence sp, Vector3 position, Vector3 lookAt, uint teleportFlags)
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{
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Teleport for {0} to {1} within {2}",
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sp.Name, position, destinationRegionName);
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sp.Name, position, sp.Scene.RegionInfo.RegionName);
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// Teleport within the same region
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if (IsOutsideRegion(sp.Scene, position) || position.Z < 0)
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@ -218,7 +248,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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sp.Scene.EventManager.TriggerOnScriptChangedEvent(grp.LocalId, (uint)Changed.TELEPORT);
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}
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}
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else // Another region possibly in another simulator
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/// <summary>
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/// Teleports the agent to a different region.
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/// </summary>
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/// <param name='sp'></param>
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/// <param name='regionHandle'>/param>
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/// <param name='position'></param>
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/// <param name='lookAt'></param>
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/// <param name='teleportFlags'></param>
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/// <param name='finalDestination'></param>
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private void TeleportAgentToDifferentRegion(
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ScenePresence sp, ulong regionHandle, Vector3 position,
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Vector3 lookAt, uint teleportFlags, out GridRegion finalDestination)
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{
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uint x = 0, y = 0;
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Utils.LongToUInts(regionHandle, out x, out y);
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@ -226,7 +268,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (reg != null)
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{
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GridRegion finalDestination = GetFinalDestination(reg);
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finalDestination = GetFinalDestination(reg);
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if (finalDestination == null)
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{
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m_log.WarnFormat(
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@ -237,8 +280,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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return;
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}
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destinationRegionName = finalDestination.RegionName;
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uint curX = 0, curY = 0;
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Utils.LongToUInts(sp.Scene.RegionInfo.RegionHandle, out curX, out curY);
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int curCellX = (int)(curX / Constants.RegionSize);
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@ -275,13 +316,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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//
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// This is it
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//
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DoTeleport(sp, reg, finalDestination, position, lookAt, teleportFlags, eq);
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DoTeleport(sp, reg, finalDestination, position, lookAt, teleportFlags);
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//
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//
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//
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}
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else
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{
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finalDestination = null;
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// TP to a place that doesn't exist (anymore)
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// Inform the viewer about that
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sp.ControllingClient.SendTeleportFailed("The region you tried to teleport to doesn't exist anymore");
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@ -300,20 +343,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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sp.ControllingClient.SendMapBlock(blocks, 0);
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}
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}
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[ENTITY TRANSFER MODULE]: Exception on teleport of {0} from {1}@{2} to {3}@{4}: {5}{6}",
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sp.Name, sp.AbsolutePosition, sp.Scene.RegionInfo.RegionName, position, destinationRegionName,
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e.Message, e.StackTrace);
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sp.ControllingClient.SendTeleportFailed("Internal error");
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}
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}
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public void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination, Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq)
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public void DoTeleport(
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ScenePresence sp, GridRegion reg, GridRegion finalDestination,
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Vector3 position, Vector3 lookAt, uint teleportFlags)
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{
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IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
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if (reg == null || finalDestination == null)
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{
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sp.ControllingClient.SendTeleportFailed("Unable to locate destination");
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@ -241,13 +241,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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return;
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}
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IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
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GridRegion homeGatekeeper = MakeRegion(aCircuit);
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m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: teleporting user {0} {1} home to {2} via {3}:{4}",
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aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName);
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DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq);
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DoTeleport(
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sp, homeGatekeeper, finalDestination,
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position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
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}
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/// <summary>
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@ -287,17 +288,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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{
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ScenePresence sp = scene.GetScenePresence(remoteClient.AgentId);
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IEntityTransferModule transferMod = scene.RequestModuleInterface<IEntityTransferModule>();
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IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
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if (transferMod != null && sp != null && eq != null)
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transferMod.DoTeleport(sp, gatekeeper, finalDestination, lm.Position,
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Vector3.UnitX, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaLandmark), eq);
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if (transferMod != null && sp != null)
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transferMod.DoTeleport(
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sp, gatekeeper, finalDestination, lm.Position, Vector3.UnitX,
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(uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaLandmark));
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}
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}
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// can't find the region: Tell viewer and abort
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remoteClient.SendTeleportFailed("The teleport destination could not be found.");
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}
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#endregion
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@ -37,12 +37,41 @@ namespace OpenSim.Region.Framework.Interfaces
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{
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public interface IEntityTransferModule
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{
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void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position,
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Vector3 lookAt, uint teleportFlags);
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/// <summary>
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/// Teleport an agent within the same or to a different region.
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/// </summary>
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/// <param name='agent'></param>
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/// <param name='regionHandle'>
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/// The handle of the destination region. If it's the same as the region currently
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/// occupied by the agent then the teleport will be within that region.
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/// </param>
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/// <param name='position'></param>
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/// <param name='lookAt'></param>
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/// <param name='teleportFlags'></param>
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void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags);
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void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
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Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq);
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/// <summary>
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/// Teleport an agent directly to a given region without checking whether the region should be subsituted.
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/// </summary>
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/// <remarks>
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/// Please use Teleport() instead unless you know exactly what you're doing.
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/// Do not use for same region teleports.
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/// </remarks>
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/// <param name='sp'></param>
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/// <param name='reg'></param>
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/// <param name='finalDestination'>/param>
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/// <param name='position'></param>
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/// <param name='lookAt'></param>
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/// <param name='teleportFlags'></param>
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void DoTeleport(
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ScenePresence sp, GridRegion reg, GridRegion finalDestination,
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Vector3 position, Vector3 lookAt, uint teleportFlags);
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/// <summary>
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/// Teleports the agent for the given client to their home destination.
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/// </summary>
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/// <param name='id'></param>
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/// <param name='client'></param>
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void TeleportHome(UUID id, IClientAPI client);
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bool Cross(ScenePresence agent, bool isFlying);
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