diff --git a/OpenSim/Region/Environment/Scenes/Hypergrid/HGSceneCommunicationService.cs b/OpenSim/Region/Environment/Scenes/Hypergrid/HGSceneCommunicationService.cs
index ced5b864d9..78d5725903 100644
--- a/OpenSim/Region/Environment/Scenes/Hypergrid/HGSceneCommunicationService.cs
+++ b/OpenSim/Region/Environment/Scenes/Hypergrid/HGSceneCommunicationService.cs
@@ -196,20 +196,20 @@ namespace OpenSim.Region.Environment.Scenes.Hypergrid
agent.InventoryFolder = UUID.Zero;
agent.startpos = position;
agent.child = true;
+ if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
+ {
+ // brand new agent, let's create a new caps seed
+ agent.CapsPath = Util.GetRandomCapsPath();
+ }
+
+ if (!m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agent))
+ {
+ avatar.ControllingClient.SendTeleportFailed("Destination is not accepting teleports.");
+ return;
+ }
+
if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY) || isHyperLink)
{
- Thread.Sleep(2000);
-
- // brand new agent
- agent.CapsPath = Util.GetRandomCapsPath();
- if (!m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agent))
- {
- avatar.ControllingClient.SendTeleportFailed("Destination is not accepting teleports.");
- return;
- }
-
- Thread.Sleep(3000);
-
// TODO Should construct this behind a method
capsPath =
"http://" + reg.ExternalHostName + ":" + reg.HttpPort
@@ -220,6 +220,11 @@ namespace OpenSim.Region.Environment.Scenes.Hypergrid
OSD Item = EventQueueHelper.EnableSimulator(realHandle, endPoint);
eq.Enqueue(Item, avatar.UUID);
+ // ES makes the client send a UseCircuitCode message to the destination,
+ // which triggers a bunch of things there.
+ // So let's wait
+ Thread.Sleep(2000);
+
Item = EventQueueHelper.EstablishAgentCommunication(avatar.UUID, endPoint.ToString(), capsPath);
eq.Enqueue(Item, avatar.UUID);
}
@@ -237,8 +242,8 @@ namespace OpenSim.Region.Environment.Scenes.Hypergrid
+ "/CAPS/" + agent.CapsPath + "0000/";
}
- m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId,
- position, false);
+ //m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId,
+ // position, false);
//if (!m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId,
// position, false))
@@ -251,7 +256,9 @@ namespace OpenSim.Region.Environment.Scenes.Hypergrid
// return;
//}
- Thread.Sleep(7000);
+ avatar.MakeChildAgent();
+ // CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it
+ avatar.CrossAttachmentsIntoNewRegion(reg.RegionHandle, true);
m_log.DebugFormat(
"[CAPS]: Sending new CAPS seed url {0} to client {1}", agent.CapsPath, avatar.UUID);
@@ -276,9 +283,6 @@ namespace OpenSim.Region.Environment.Scenes.Hypergrid
/// Hypergrid mod stop
///
- avatar.MakeChildAgent();
- Thread.Sleep(3000);
- avatar.CrossAttachmentsIntoNewRegion(reg.RegionHandle, true);
if (KiPrimitive != null)
{
KiPrimitive(avatar.LocalId);
@@ -293,7 +297,11 @@ namespace OpenSim.Region.Environment.Scenes.Hypergrid
///
if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY) || isHyperLink)
{
- Thread.Sleep(5000);
+ // FinishTeleport makes the client send CompleteMovementIntoRegion (at the destination), which
+ // trigers a whole shebang of things there. So let's wait plenty before we disconnect.
+ // The user is already there anyway.
+ Thread.Sleep(8000);
+ avatar.Close();
CloseConnection(avatar.UUID);
}
// if (teleport success) // seems to be always success here
diff --git a/OpenSim/Region/Environment/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Environment/Scenes/SceneCommunicationService.cs
index 2b30c0d72d..98ea879967 100644
--- a/OpenSim/Region/Environment/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneCommunicationService.cs
@@ -531,7 +531,7 @@ namespace OpenSim.Region.Environment.Scenes
//bool val = m_commsProvider.InterRegion.RegionUp(new SerializableRegionInfo(region));
}
- public delegate void SendChildAgentDataUpdateDelegate(ChildAgentDataUpdate cAgentData, ScenePresence presence);
+ public delegate void SendChildAgentDataUpdateDelegate(ChildAgentDataUpdate cAgentData, ulong regionHandle);
///
/// This informs all neighboring regions about the settings of it's child agent.
@@ -540,30 +540,28 @@ namespace OpenSim.Region.Environment.Scenes
/// This contains information, such as, Draw Distance, Camera location, Current Position, Current throttle settings, etc.
///
///
- private void SendChildAgentDataUpdateAsync(ChildAgentDataUpdate cAgentData, ScenePresence presence)
+ private void SendChildAgentDataUpdateAsync(ChildAgentDataUpdate cAgentData, ulong regionHandle)
{
//m_log.Info("[INTERGRID]: Informing neighbors about my agent in " + presence.Scene.RegionInfo.RegionName);
+ //bool regionAccepted = m_commsProvider.InterRegion.ChildAgentUpdate(regionHandle, cAgentData);
try
{
- foreach (ulong regionHandle in presence.KnownChildRegionHandles)
- {
- bool regionAccepted = m_commsProvider.InterRegion.ChildAgentUpdate(regionHandle, cAgentData);
-
- if (regionAccepted)
- {
- //m_log.Info("[INTERGRID]: Completed sending a neighbor an update about my agent");
- }
- else
- {
- //m_log.Info("[INTERGRID]: Failed sending a neighbor an update about my agent");
- }
- }
+ m_commsProvider.InterRegion.ChildAgentUpdate(regionHandle, cAgentData);
}
- catch (InvalidOperationException)
+ catch
{
- // We're ignoring a collection was modified error because this data gets old and outdated fast.
+ // Ignore; we did our best
}
+ //if (regionAccepted)
+ //{
+ // //m_log.Info("[INTERGRID]: Completed sending a neighbor an update about my agent");
+ //}
+ //else
+ //{
+ // //m_log.Info("[INTERGRID]: Failed sending a neighbor an update about my agent");
+ //}
+
}
private void SendChildAgentDataUpdateCompleted(IAsyncResult iar)
@@ -575,27 +573,37 @@ namespace OpenSim.Region.Environment.Scenes
public void SendChildAgentDataUpdate(ChildAgentDataUpdate cAgentData, ScenePresence presence)
{
// This assumes that we know what our neighbors are.
- SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;
- d.BeginInvoke(cAgentData,presence,
- SendChildAgentDataUpdateCompleted,
- d);
+ try
+ {
+ foreach (ulong regionHandle in presence.KnownChildRegionHandles)
+ {
+
+ SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;
+ d.BeginInvoke(cAgentData, regionHandle,
+ SendChildAgentDataUpdateCompleted,
+ d);
+ }
+ }
+ catch (InvalidOperationException)
+ {
+ // We're ignoring a collection was modified error because this data gets old and outdated fast.
+ }
+
}
- public delegate void SendCloseChildAgentDelegate(UUID agentID, List regionlst);
+ public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
///
/// This Closes child agents on neighboring regions
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
///
- protected void SendCloseChildAgentAsync(UUID agentID, List regionlst)
+ protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
{
- foreach (ulong regionHandle in regionlst)
- {
- m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
- //bool regionAccepted = m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
- // let's do our best, but there's not much we can do if the neighbour doesn't accept.
- m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
+ m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
+ //bool regionAccepted = m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
+ // let's do our best, but there's not much we can do if the neighbour doesn't accept.
+ m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
//if (regionAccepted)
//{
@@ -608,7 +616,6 @@ namespace OpenSim.Region.Environment.Scenes
//}
- }
//// We remove the list of known regions from the agent's known region list through an event
//// to scene, because, if an agent logged of, it's likely that there will be no scene presence
//// by the time we get to this part of the method.
@@ -627,11 +634,13 @@ namespace OpenSim.Region.Environment.Scenes
public void SendCloseChildAgentConnections(UUID agentID, List regionslst)
{
- // This assumes that we know what our neighbors are.
- SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
- d.BeginInvoke(agentID, regionslst,
- SendCloseChildAgentCompleted,
- d);
+ foreach (ulong handle in regionslst)
+ {
+ SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
+ d.BeginInvoke(agentID, handle,
+ SendCloseChildAgentCompleted,
+ d);
+ }
}
///
@@ -681,6 +690,8 @@ namespace OpenSim.Region.Environment.Scenes
public virtual void RequestTeleportToLocation(ScenePresence avatar, ulong regionHandle, Vector3 position,
Vector3 lookAt, uint teleportFlags)
{
+ m_log.DebugFormat("[SCENE COMMUNICATION SERVICE] RequestTeleportToLocation {0} ", position.ToString());
+
if (!avatar.Scene.Permissions.CanTeleport(avatar.UUID))
return;
@@ -784,18 +795,18 @@ namespace OpenSim.Region.Environment.Scenes
agent.child = true;
if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
{
- Thread.Sleep(2000);
-
- // brand new agent
+ // brand new agent, let's create a new caps seed
agent.CapsPath = Util.GetRandomCapsPath();
- if (!m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agent))
- {
- avatar.ControllingClient.SendTeleportFailed("Destination is not accepting teleports.");
- return;
- }
+ }
- Thread.Sleep(3000);
+ if (!m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agent))
+ {
+ avatar.ControllingClient.SendTeleportFailed("Destination is not accepting teleports.");
+ return;
+ }
+ if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
+ {
// TODO Should construct this behind a method
capsPath =
"http://" + reg.ExternalHostName + ":" + reg.HttpPort
@@ -806,6 +817,11 @@ namespace OpenSim.Region.Environment.Scenes
OSD Item = EventQueueHelper.EnableSimulator(reg.RegionHandle, endPoint);
eq.Enqueue(Item, avatar.UUID);
+ // ES makes the client send a UseCircuitCode message to the destination,
+ // which triggers a bunch of things there.
+ // So let's wait
+ Thread.Sleep(2000);
+
Item = EventQueueHelper.EstablishAgentCommunication(avatar.UUID, endPoint.ToString(), capsPath);
eq.Enqueue(Item, avatar.UUID);
}
@@ -824,8 +840,9 @@ namespace OpenSim.Region.Environment.Scenes
// Expect avatar crossing is a heavy-duty function at the destination.
// That is where MakeRoot is called, which fetches appearance and inventory.
// Plus triggers OnMakeRoot, which spawns a series of asynchronous updates.
- m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId,
- position, false);
+ //m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId,
+ // position, false);
+
//{
// avatar.ControllingClient.SendTeleportFailed("Problem with destination.");
// // We should close that agent we just created over at destination...
@@ -835,7 +852,9 @@ namespace OpenSim.Region.Environment.Scenes
// return;
//}
- Thread.Sleep(7000);
+ avatar.MakeChildAgent();
+ // CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it
+ avatar.CrossAttachmentsIntoNewRegion(reg.RegionHandle, true);
m_log.DebugFormat(
"[CAPS]: Sending new CAPS seed url {0} to client {1}", capsPath, avatar.UUID);
@@ -853,9 +872,6 @@ namespace OpenSim.Region.Environment.Scenes
teleportFlags, capsPath);
}
- avatar.MakeChildAgent();
- Thread.Sleep(3000);
- avatar.CrossAttachmentsIntoNewRegion(reg.RegionHandle, true);
if (KiPrimitive != null)
{
KiPrimitive(avatar.LocalId);
@@ -866,7 +882,11 @@ namespace OpenSim.Region.Environment.Scenes
if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
{
- Thread.Sleep(5000);
+ // FinishTeleport makes the client send CompleteMovementIntoRegion (at the destination), which
+ // trigers a whole shebang of things there. So let's wait plenty before we disconnect.
+ // The user is already there anyway.
+ Thread.Sleep(8000);
+ avatar.Close();
CloseConnection(avatar.UUID);
}
@@ -879,8 +899,6 @@ namespace OpenSim.Region.Environment.Scenes
m_log.InfoFormat("User {0} is going to another region, profile cache removed", avatar.UUID);
}
- // Close this ScenePresence too
- //avatar.Close();
}
else