This commit is a major change on the TP process. Several things were wrong and/or broken. (a) ExpectAvatarCrossing is redundant (and bad) because the client triggers the same method on the receiving region after it receives TeleportFinish. (b) At least two of the *Async methods in SceneCommunicationService weren't asynchronous at all; I made them be asynchronous. Crossing fingers...
parent
69fe246fcc
commit
339fd602db
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@ -196,20 +196,20 @@ namespace OpenSim.Region.Environment.Scenes.Hypergrid
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agent.InventoryFolder = UUID.Zero;
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agent.startpos = position;
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agent.child = true;
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if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY) || isHyperLink)
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if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
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{
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Thread.Sleep(2000);
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// brand new agent
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// brand new agent, let's create a new caps seed
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agent.CapsPath = Util.GetRandomCapsPath();
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}
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if (!m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agent))
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{
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avatar.ControllingClient.SendTeleportFailed("Destination is not accepting teleports.");
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return;
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}
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Thread.Sleep(3000);
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if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY) || isHyperLink)
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{
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// TODO Should construct this behind a method
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capsPath =
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"http://" + reg.ExternalHostName + ":" + reg.HttpPort
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@ -220,6 +220,11 @@ namespace OpenSim.Region.Environment.Scenes.Hypergrid
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OSD Item = EventQueueHelper.EnableSimulator(realHandle, endPoint);
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eq.Enqueue(Item, avatar.UUID);
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// ES makes the client send a UseCircuitCode message to the destination,
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// which triggers a bunch of things there.
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// So let's wait
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Thread.Sleep(2000);
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Item = EventQueueHelper.EstablishAgentCommunication(avatar.UUID, endPoint.ToString(), capsPath);
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eq.Enqueue(Item, avatar.UUID);
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}
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@ -237,8 +242,8 @@ namespace OpenSim.Region.Environment.Scenes.Hypergrid
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+ "/CAPS/" + agent.CapsPath + "0000/";
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}
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m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId,
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position, false);
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//m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId,
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// position, false);
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//if (!m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId,
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// position, false))
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@ -251,7 +256,9 @@ namespace OpenSim.Region.Environment.Scenes.Hypergrid
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// return;
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//}
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Thread.Sleep(7000);
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avatar.MakeChildAgent();
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// CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it
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avatar.CrossAttachmentsIntoNewRegion(reg.RegionHandle, true);
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m_log.DebugFormat(
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"[CAPS]: Sending new CAPS seed url {0} to client {1}", agent.CapsPath, avatar.UUID);
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@ -276,9 +283,6 @@ namespace OpenSim.Region.Environment.Scenes.Hypergrid
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/// Hypergrid mod stop
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///
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avatar.MakeChildAgent();
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Thread.Sleep(3000);
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avatar.CrossAttachmentsIntoNewRegion(reg.RegionHandle, true);
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if (KiPrimitive != null)
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{
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KiPrimitive(avatar.LocalId);
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@ -293,7 +297,11 @@ namespace OpenSim.Region.Environment.Scenes.Hypergrid
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///
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if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY) || isHyperLink)
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{
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Thread.Sleep(5000);
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// FinishTeleport makes the client send CompleteMovementIntoRegion (at the destination), which
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// trigers a whole shebang of things there. So let's wait plenty before we disconnect.
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// The user is already there anyway.
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Thread.Sleep(8000);
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avatar.Close();
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CloseConnection(avatar.UUID);
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}
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// if (teleport success) // seems to be always success here
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@ -531,7 +531,7 @@ namespace OpenSim.Region.Environment.Scenes
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//bool val = m_commsProvider.InterRegion.RegionUp(new SerializableRegionInfo(region));
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}
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public delegate void SendChildAgentDataUpdateDelegate(ChildAgentDataUpdate cAgentData, ScenePresence presence);
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public delegate void SendChildAgentDataUpdateDelegate(ChildAgentDataUpdate cAgentData, ulong regionHandle);
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/// <summary>
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/// This informs all neighboring regions about the settings of it's child agent.
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@ -540,29 +540,27 @@ namespace OpenSim.Region.Environment.Scenes
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/// This contains information, such as, Draw Distance, Camera location, Current Position, Current throttle settings, etc.
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///
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/// </summary>
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private void SendChildAgentDataUpdateAsync(ChildAgentDataUpdate cAgentData, ScenePresence presence)
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private void SendChildAgentDataUpdateAsync(ChildAgentDataUpdate cAgentData, ulong regionHandle)
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{
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//m_log.Info("[INTERGRID]: Informing neighbors about my agent in " + presence.Scene.RegionInfo.RegionName);
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//bool regionAccepted = m_commsProvider.InterRegion.ChildAgentUpdate(regionHandle, cAgentData);
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try
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{
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foreach (ulong regionHandle in presence.KnownChildRegionHandles)
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m_commsProvider.InterRegion.ChildAgentUpdate(regionHandle, cAgentData);
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}
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catch
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{
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bool regionAccepted = m_commsProvider.InterRegion.ChildAgentUpdate(regionHandle, cAgentData);
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// Ignore; we did our best
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}
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if (regionAccepted)
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{
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//m_log.Info("[INTERGRID]: Completed sending a neighbor an update about my agent");
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}
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else
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{
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//m_log.Info("[INTERGRID]: Failed sending a neighbor an update about my agent");
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}
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}
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}
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catch (InvalidOperationException)
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{
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// We're ignoring a collection was modified error because this data gets old and outdated fast.
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}
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//if (regionAccepted)
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//{
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// //m_log.Info("[INTERGRID]: Completed sending a neighbor an update about my agent");
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//}
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//else
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//{
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// //m_log.Info("[INTERGRID]: Failed sending a neighbor an update about my agent");
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//}
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}
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@ -575,23 +573,33 @@ namespace OpenSim.Region.Environment.Scenes
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public void SendChildAgentDataUpdate(ChildAgentDataUpdate cAgentData, ScenePresence presence)
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{
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// This assumes that we know what our neighbors are.
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try
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{
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foreach (ulong regionHandle in presence.KnownChildRegionHandles)
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{
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SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;
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d.BeginInvoke(cAgentData,presence,
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d.BeginInvoke(cAgentData, regionHandle,
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SendChildAgentDataUpdateCompleted,
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d);
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}
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}
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catch (InvalidOperationException)
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{
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// We're ignoring a collection was modified error because this data gets old and outdated fast.
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}
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public delegate void SendCloseChildAgentDelegate(UUID agentID, List<ulong> regionlst);
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}
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public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
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/// <summary>
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/// This Closes child agents on neighboring regions
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/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
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/// </summary>
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protected void SendCloseChildAgentAsync(UUID agentID, List<ulong> regionlst)
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protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
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{
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foreach (ulong regionHandle in regionlst)
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{
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m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
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//bool regionAccepted = m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
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// let's do our best, but there's not much we can do if the neighbour doesn't accept.
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@ -608,7 +616,6 @@ namespace OpenSim.Region.Environment.Scenes
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//}
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}
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//// We remove the list of known regions from the agent's known region list through an event
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//// to scene, because, if an agent logged of, it's likely that there will be no scene presence
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//// by the time we get to this part of the method.
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@ -627,12 +634,14 @@ namespace OpenSim.Region.Environment.Scenes
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public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
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{
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// This assumes that we know what our neighbors are.
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foreach (ulong handle in regionslst)
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{
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SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
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d.BeginInvoke(agentID, regionslst,
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d.BeginInvoke(agentID, handle,
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SendCloseChildAgentCompleted,
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d);
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}
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}
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/// <summary>
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/// Helper function to request neighbors from grid-comms
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@ -681,6 +690,8 @@ namespace OpenSim.Region.Environment.Scenes
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public virtual void RequestTeleportToLocation(ScenePresence avatar, ulong regionHandle, Vector3 position,
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Vector3 lookAt, uint teleportFlags)
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{
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m_log.DebugFormat("[SCENE COMMUNICATION SERVICE] RequestTeleportToLocation {0} ", position.ToString());
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if (!avatar.Scene.Permissions.CanTeleport(avatar.UUID))
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return;
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@ -784,18 +795,18 @@ namespace OpenSim.Region.Environment.Scenes
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agent.child = true;
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if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
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{
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Thread.Sleep(2000);
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// brand new agent
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// brand new agent, let's create a new caps seed
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agent.CapsPath = Util.GetRandomCapsPath();
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}
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if (!m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agent))
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{
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avatar.ControllingClient.SendTeleportFailed("Destination is not accepting teleports.");
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return;
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}
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Thread.Sleep(3000);
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if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
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{
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// TODO Should construct this behind a method
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capsPath =
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"http://" + reg.ExternalHostName + ":" + reg.HttpPort
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@ -806,6 +817,11 @@ namespace OpenSim.Region.Environment.Scenes
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OSD Item = EventQueueHelper.EnableSimulator(reg.RegionHandle, endPoint);
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eq.Enqueue(Item, avatar.UUID);
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// ES makes the client send a UseCircuitCode message to the destination,
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// which triggers a bunch of things there.
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// So let's wait
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Thread.Sleep(2000);
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Item = EventQueueHelper.EstablishAgentCommunication(avatar.UUID, endPoint.ToString(), capsPath);
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eq.Enqueue(Item, avatar.UUID);
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}
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@ -824,8 +840,9 @@ namespace OpenSim.Region.Environment.Scenes
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// Expect avatar crossing is a heavy-duty function at the destination.
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// That is where MakeRoot is called, which fetches appearance and inventory.
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// Plus triggers OnMakeRoot, which spawns a series of asynchronous updates.
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m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId,
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position, false);
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//m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId,
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// position, false);
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//{
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// avatar.ControllingClient.SendTeleportFailed("Problem with destination.");
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// // We should close that agent we just created over at destination...
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@ -835,7 +852,9 @@ namespace OpenSim.Region.Environment.Scenes
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// return;
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//}
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Thread.Sleep(7000);
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avatar.MakeChildAgent();
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// CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it
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avatar.CrossAttachmentsIntoNewRegion(reg.RegionHandle, true);
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m_log.DebugFormat(
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"[CAPS]: Sending new CAPS seed url {0} to client {1}", capsPath, avatar.UUID);
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@ -853,9 +872,6 @@ namespace OpenSim.Region.Environment.Scenes
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teleportFlags, capsPath);
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}
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avatar.MakeChildAgent();
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Thread.Sleep(3000);
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avatar.CrossAttachmentsIntoNewRegion(reg.RegionHandle, true);
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if (KiPrimitive != null)
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{
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KiPrimitive(avatar.LocalId);
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@ -866,7 +882,11 @@ namespace OpenSim.Region.Environment.Scenes
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if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
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{
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Thread.Sleep(5000);
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// FinishTeleport makes the client send CompleteMovementIntoRegion (at the destination), which
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// trigers a whole shebang of things there. So let's wait plenty before we disconnect.
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// The user is already there anyway.
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Thread.Sleep(8000);
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avatar.Close();
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CloseConnection(avatar.UUID);
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}
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@ -879,8 +899,6 @@ namespace OpenSim.Region.Environment.Scenes
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m_log.InfoFormat("User {0} is going to another region, profile cache removed", avatar.UUID);
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}
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// Close this ScenePresence too
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//avatar.Close();
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}
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else
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