refactor: Rename Scene.AddNewClient() to AddNewAgent() to make it obvious in the code that this is symmetric with CloseAgent()
parent
b16bc7b01c
commit
2cd95fac73
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@ -86,14 +86,14 @@ namespace OpenSim.Framework
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event restart OnRestart;
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event restart OnRestart;
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/// <summary>
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/// <summary>
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/// Add a new agent. All agents except initial login clients will starts off as a child agent
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/// Add a new agent with an attached client. All agents except initial login clients will starts off as a child agent
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/// - the later agent crossing will promote it to a root agent.
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/// - the later agent crossing will promote it to a root agent.
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/// </summary>
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/// </summary>
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/// <param name="client"></param>
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/// <param name="client"></param>
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/// <param name="type">The type of agent to add.</param>
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/// <param name="type">The type of agent to add.</param>
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/// <returns>
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/// <returns>
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/// The scene agent if the new client was added or if an agent that already existed.</returns>
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/// The scene agent if the new client was added or if an agent that already existed.</returns>
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ISceneAgent AddNewClient(IClientAPI client, PresenceType type);
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ISceneAgent AddNewAgent(IClientAPI client, PresenceType type);
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/// <summary>
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/// <summary>
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/// Tell a single agent to disconnect from the region.
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/// Tell a single agent to disconnect from the region.
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@ -750,7 +750,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public virtual void Start()
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public virtual void Start()
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{
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{
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m_scene.AddNewClient(this, PresenceType.User);
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m_scene.AddNewAgent(this, PresenceType.User);
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RefreshGroupMembership();
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RefreshGroupMembership();
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}
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}
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@ -1718,7 +1718,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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else if (client.SceneAgent == null)
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else if (client.SceneAgent == null)
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{
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{
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// This check exists to catch a condition where the new client has been added to the client
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// This check exists to catch a condition where the new client has been added to the client
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// manager but the SceneAgent has not yet been set in Scene.AddNewClient(). If we are too
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// manager but the SceneAgent has not yet been set in Scene.AddNewAgent(). If we are too
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// eager, then the new ScenePresence may not have registered a listener for this messsage
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// eager, then the new ScenePresence may not have registered a listener for this messsage
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// before we try to process it.
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// before we try to process it.
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// XXX: A better long term fix may be to add the SceneAgent before the client is added to
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// XXX: A better long term fix may be to add the SceneAgent before the client is added to
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@ -52,7 +52,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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public override void Update(int frames) {}
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public override void Update(int frames) {}
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public override void LoadWorldMap() {}
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public override void LoadWorldMap() {}
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public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type)
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public override ISceneAgent AddNewAgent(IClientAPI client, PresenceType type)
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{
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{
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client.OnObjectName += RecordObjectNameCall;
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client.OnObjectName += RecordObjectNameCall;
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@ -61,6 +61,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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}
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}
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public override bool CloseAgent(UUID agentID, bool force) { return true; }
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public override bool CloseAgent(UUID agentID, bool force) { return true; }
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public override bool CheckClient(UUID clientId, IPEndPoint endPoint) { return true; }
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public override bool CheckClient(UUID clientId, IPEndPoint endPoint) { return true; }
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public override void OtherRegionUp(GridRegion otherRegion) { }
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public override void OtherRegionUp(GridRegion otherRegion) { }
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@ -144,7 +144,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// Triggered when a new presence is added to the scene
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/// Triggered when a new presence is added to the scene
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/// </summary>
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/// </summary>
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/// <remarks>
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/// <remarks>
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/// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewClient"/> which is used by both
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/// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewAgent"/> which is used by both
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/// <see cref="OpenSim.Framework.PresenceType.User">users</see> and <see cref="OpenSim.Framework.PresenceType.Npc">NPCs</see>
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/// <see cref="OpenSim.Framework.PresenceType.User">users</see> and <see cref="OpenSim.Framework.PresenceType.Npc">NPCs</see>
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/// </remarks>
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/// </remarks>
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public event OnNewPresenceDelegate OnNewPresence;
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public event OnNewPresenceDelegate OnNewPresence;
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@ -155,7 +155,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// Triggered when a presence is removed from the scene
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/// Triggered when a presence is removed from the scene
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/// </summary>
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/// </summary>
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/// <remarks>
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/// <remarks>
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/// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewClient"/> which is used by both
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/// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewAgent"/> which is used by both
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/// <see cref="OpenSim.Framework.PresenceType.User">users</see> and <see cref="OpenSim.Framework.PresenceType.Npc">NPCs</see>
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/// <see cref="OpenSim.Framework.PresenceType.User">users</see> and <see cref="OpenSim.Framework.PresenceType.Npc">NPCs</see>
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///
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///
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/// Triggered under per-agent lock. So if you want to perform any long-running operations, please
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/// Triggered under per-agent lock. So if you want to perform any long-running operations, please
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@ -1102,7 +1102,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.ProcessMoneyTransferRequest"/>
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/// Triggered in <see cref="OpenSim.Region.Framework.Scenes.Scene.ProcessMoneyTransferRequest"/>
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/// via <see cref="OpenSim.Region.Framework.Scenes.Scene.SubscribeToClientGridEvents"/>
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/// via <see cref="OpenSim.Region.Framework.Scenes.Scene.SubscribeToClientGridEvents"/>
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/// via <see cref="OpenSim.Region.Framework.Scenes.Scene.SubscribeToClientEvents"/>
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/// via <see cref="OpenSim.Region.Framework.Scenes.Scene.SubscribeToClientEvents"/>
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/// via <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewClient"/>
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/// via <see cref="OpenSim.Region.Framework.Scenes.Scene.AddNewAgent"/>
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/// </remarks>
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/// </remarks>
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public event MoneyTransferEvent OnMoneyTransfer;
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public event MoneyTransferEvent OnMoneyTransfer;
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@ -2802,7 +2802,7 @@ namespace OpenSim.Region.Framework.Scenes
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#region Add/Remove Avatar Methods
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#region Add/Remove Avatar Methods
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public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type)
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public override ISceneAgent AddNewAgent(IClientAPI client, PresenceType type)
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{
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{
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ScenePresence sp;
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ScenePresence sp;
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bool vialogin;
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bool vialogin;
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@ -2810,7 +2810,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Validation occurs in LLUDPServer
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// Validation occurs in LLUDPServer
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//
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//
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// XXX: A race condition exists here where two simultaneous calls to AddNewClient can interfere with
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// XXX: A race condition exists here where two simultaneous calls to AddNewAgent can interfere with
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// each other. In practice, this does not currently occur in the code.
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// each other. In practice, this does not currently occur in the code.
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AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode);
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AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode);
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@ -2818,9 +2818,9 @@ namespace OpenSim.Region.Framework.Scenes
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// and a simultaneous one that removes it (as can happen if the client is closed at a particular point
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// and a simultaneous one that removes it (as can happen if the client is closed at a particular point
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// whilst connecting).
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// whilst connecting).
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//
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//
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// It would be easier to lock across all NewUserConnection(), AddNewClient() and
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// It would be easier to lock across all NewUserConnection(), AddNewAgent() and
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// RemoveClient() calls for all agents, but this would allow a slow call (e.g. because of slow service
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// RemoveClient() calls for all agents, but this would allow a slow call (e.g. because of slow service
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// response in some module listening to AddNewClient()) from holding up unrelated agent calls.
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// response in some module listening to AddNewAgent()) from holding up unrelated agent calls.
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//
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//
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// In practice, the lock (this) in LLUDPServer.AddNewClient() currently lock across all
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// In practice, the lock (this) in LLUDPServer.AddNewClient() currently lock across all
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// AddNewClient() operations (though not other ops).
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// AddNewClient() operations (though not other ops).
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@ -2837,7 +2837,7 @@ namespace OpenSim.Region.Framework.Scenes
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// XXX: Not sure how good it is to add a new client if a scene presence already exists. Possibly this
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// XXX: Not sure how good it is to add a new client if a scene presence already exists. Possibly this
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// could occur if a viewer crashes and relogs before the old client is kicked out. But this could cause
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// could occur if a viewer crashes and relogs before the old client is kicked out. But this could cause
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// other problems, and possible the code calling AddNewClient() should ensure that no client is already
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// other problems, and possibly the code calling AddNewAgent() should ensure that no client is already
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// connected.
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// connected.
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if (sp == null)
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if (sp == null)
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{
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{
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@ -4306,7 +4306,7 @@ namespace OpenSim.Region.Framework.Scenes
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// We have to wait until the viewer contacts this region
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// We have to wait until the viewer contacts this region
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// after receiving the EnableSimulator HTTP Event Queue message (for the v1 teleport protocol)
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// after receiving the EnableSimulator HTTP Event Queue message (for the v1 teleport protocol)
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// or TeleportFinish (for the v2 teleport protocol). This triggers the viewer to send
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// or TeleportFinish (for the v2 teleport protocol). This triggers the viewer to send
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// a UseCircuitCode packet which in turn calls AddNewClient which finally creates the ScenePresence.
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// a UseCircuitCode packet which in turn calls AddNewAgent which finally creates the ScenePresence.
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ScenePresence sp = WaitGetScenePresence(cAgentData.AgentID);
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ScenePresence sp = WaitGetScenePresence(cAgentData.AgentID);
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if (sp != null)
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if (sp != null)
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@ -216,7 +216,7 @@ namespace OpenSim.Region.Framework.Scenes
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#region Add/Remove Agent/Avatar
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#region Add/Remove Agent/Avatar
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public abstract ISceneAgent AddNewClient(IClientAPI client, PresenceType type);
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public abstract ISceneAgent AddNewAgent(IClientAPI client, PresenceType type);
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public abstract bool CloseAgent(UUID agentID, bool force);
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public abstract bool CloseAgent(UUID agentID, bool force);
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@ -200,7 +200,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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// *** This is the second stage, where the client established a child agent/scene presence using the
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// *** This is the second stage, where the client established a child agent/scene presence using the
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// circuit code given to the scene in stage 1 ***
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// circuit code given to the scene in stage 1 ***
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TestClient client = new TestClient(acd, scene);
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TestClient client = new TestClient(acd, scene);
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scene.AddNewClient(client, PresenceType.User);
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scene.AddNewAgent(client, PresenceType.User);
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Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(agentId), Is.Not.Null);
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Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(agentId), Is.Not.Null);
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Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
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Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
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@ -279,7 +279,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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// string reason;
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// string reason;
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// scene.NewUserConnection(agent, (uint)TeleportFlags.ViaLogin, out reason);
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// scene.NewUserConnection(agent, (uint)TeleportFlags.ViaLogin, out reason);
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// testclient = new TestClient(agent, scene);
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// testclient = new TestClient(agent, scene);
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// scene.AddNewClient(testclient);
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// scene.AddNewAgent(testclient);
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//
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//
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// ScenePresence presence = scene.GetScenePresence(agent1);
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// ScenePresence presence = scene.GetScenePresence(agent1);
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//
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//
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@ -903,7 +903,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
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public void Start()
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public void Start()
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{
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{
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m_scene.AddNewClient(this, PresenceType.User);
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m_scene.AddNewAgent(this, PresenceType.User);
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// Mimicking LLClientView which gets always set appearance from client.
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// Mimicking LLClientView which gets always set appearance from client.
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AvatarAppearance appearance;
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AvatarAppearance appearance;
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@ -175,7 +175,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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{
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{
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scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode,
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scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode,
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acd);
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acd);
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scene.AddNewClient(npcAvatar, PresenceType.Npc);
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scene.AddNewAgent(npcAvatar, PresenceType.Npc);
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ScenePresence sp;
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ScenePresence sp;
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if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
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if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
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@ -84,7 +84,7 @@ namespace OpenSim.Tests.Common
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TestClient neighbourTc = new TestClient(newAgent, neighbourScene);
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TestClient neighbourTc = new TestClient(newAgent, neighbourScene);
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neighbourTcs.Add(neighbourTc);
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neighbourTcs.Add(neighbourTc);
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neighbourScene.AddNewClient(neighbourTc, PresenceType.User);
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neighbourScene.AddNewAgent(neighbourTc, PresenceType.User);
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};
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};
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}
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}
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@ -119,7 +119,7 @@ namespace OpenSim.Tests.Common
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TestClient destinationClient = new TestClient(newAgent, destinationScene);
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TestClient destinationClient = new TestClient(newAgent, destinationScene);
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destinationClients.Add(destinationClient);
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destinationClients.Add(destinationClient);
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destinationScene.AddNewClient(destinationClient, PresenceType.User);
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destinationScene.AddNewAgent(destinationClient, PresenceType.User);
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ThreadPool.UnsafeQueueUserWorkItem(o => destinationClient.CompleteMovement(), null);
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ThreadPool.UnsafeQueueUserWorkItem(o => destinationClient.CompleteMovement(), null);
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};
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};
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Console.WriteLine("NewUserConnection failed: " + reason);
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Console.WriteLine("NewUserConnection failed: " + reason);
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// Stage 2: add the new client as a child agent to the scene
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// Stage 2: add the new client as a child agent to the scene
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scene.AddNewClient(client, PresenceType.User);
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scene.AddNewAgent(client, PresenceType.User);
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return scene.GetScenePresence(client.AgentId);
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return scene.GetScenePresence(client.AgentId);
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}
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}
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