Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitwork
commit
402de5fb78
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@ -220,7 +220,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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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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/// <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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@ -988,7 +988,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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agent.IsInTransit = true;
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CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
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d.BeginInvoke(agent, newpos, x, y, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
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d.BeginInvoke(agent, newpos, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
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return true;
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}
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@ -1045,42 +1045,43 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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icon.EndInvoke(iar);
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}
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public bool CrossAgentToNewRegionPrep(ScenePresence agent, GridRegion neighbourRegion)
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{
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if (neighbourRegion == null)
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return false;
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m_entityTransferStateMachine.SetInTransit(agent.UUID);
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agent.RemoveFromPhysicalScene();
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return true;
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}
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/// <summary>
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/// This Closes child agents on neighbouring 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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public ScenePresence CrossAgentToNewRegionAsync(
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ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
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ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
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bool isFlying, string version)
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{
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if (neighbourRegion == null)
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if (!CrossAgentToNewRegionPrep(agent, neighbourRegion))
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return agent;
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if (!CrossAgentIntoNewRegionMain(agent, pos, neighbourRegion, isFlying))
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return agent;
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CrossAgentToNewRegionPost(agent, pos, neighbourRegion, isFlying, version);
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return agent;
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}
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public bool CrossAgentIntoNewRegionMain(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying)
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{
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try
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{
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m_entityTransferStateMachine.SetInTransit(agent.UUID);
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ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}",
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agent.Firstname, agent.Lastname, neighbourx, neighboury, version);
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Scene m_scene = agent.Scene;
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if (!agent.ValidateAttachments())
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.",
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agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName);
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pos = pos + agent.Velocity;
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Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
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agent.RemoveFromPhysicalScene();
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AgentData cAgent = new AgentData();
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agent.CopyTo(cAgent);
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cAgent.Position = pos;
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cAgent.Position = pos + agent.Velocity;
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if (isFlying)
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cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
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@ -1090,7 +1091,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// Beyond this point, extra cleanup is needed beyond removing transit state
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m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.Transferring);
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if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
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if (!agent.Scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
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{
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// region doesn't take it
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m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
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@ -1099,82 +1100,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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agent.AddToPhysicalScene(isFlying);
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m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
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return agent;
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return false;
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}
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//AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
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agent.ControllingClient.RequestClientInfo();
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//m_log.Debug("BEFORE CROSS");
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//Scene.DumpChildrenSeeds(UUID);
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//DumpKnownRegions();
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string agentcaps;
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if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
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{
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m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
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neighbourRegion.RegionHandle);
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return agent;
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}
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// No turning back
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agent.IsChildAgent = true;
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string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
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if (m_eqModule != null)
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{
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m_eqModule.CrossRegion(
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neighbourHandle, pos, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint,
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capsPath, agent.UUID, agent.ControllingClient.SessionId);
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}
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else
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{
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agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
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capsPath);
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}
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// SUCCESS!
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m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
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// Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
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m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
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agent.MakeChildAgent();
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// FIXME: Possibly this should occur lower down after other commands to close other agents,
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// but not sure yet what the side effects would be.
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m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
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// now we have a child agent in this region. Request all interesting data about other (root) agents
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agent.SendOtherAgentsAvatarDataToMe();
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agent.SendOtherAgentsAppearanceToMe();
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// Backwards compatibility. Best effort
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if (version == "Unknown" || version == string.Empty)
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{
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
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Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
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CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
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}
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// Next, let's close the child agent connections that are too far away.
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agent.CloseChildAgents(neighbourx, neighboury);
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AgentHasMovedAway(agent, false);
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// the user may change their profile information in other region,
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// so the userinfo in UserProfileCache is not reliable any more, delete it
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// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
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if (agent.Scene.NeedSceneCacheClear(agent.UUID))
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{
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
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}
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//m_log.Debug("AFTER CROSS");
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//Scene.DumpChildrenSeeds(UUID);
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//DumpKnownRegions();
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}
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catch (Exception e)
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{
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@ -1183,9 +1111,97 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace);
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// TODO: Might be worth attempting other restoration here such as reinstantiation of scripts, etc.
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return false;
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}
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return agent;
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return true;
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}
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public void CrossAgentToNewRegionPost(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
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bool isFlying, string version)
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{
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agent.ControllingClient.RequestClientInfo();
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string agentcaps;
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if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
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{
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m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
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neighbourRegion.RegionHandle);
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return;
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}
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// No turning back
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agent.IsChildAgent = true;
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string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
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Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
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if (m_eqModule != null)
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{
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m_eqModule.CrossRegion(
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neighbourRegion.RegionHandle, pos + agent.Velocity, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint,
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capsPath, agent.UUID, agent.ControllingClient.SessionId);
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}
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else
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{
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agent.ControllingClient.CrossRegion(neighbourRegion.RegionHandle, pos + agent.Velocity, agent.Velocity, neighbourRegion.ExternalEndPoint,
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capsPath);
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}
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// SUCCESS!
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m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
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// Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
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m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
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agent.MakeChildAgent();
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// FIXME: Possibly this should occur lower down after other commands to close other agents,
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// but not sure yet what the side effects would be.
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m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
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// now we have a child agent in this region. Request all interesting data about other (root) agents
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agent.SendOtherAgentsAvatarDataToMe();
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agent.SendOtherAgentsAppearanceToMe();
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// Backwards compatibility. Best effort
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if (version == "Unknown" || version == string.Empty)
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{
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
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Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
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CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
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}
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// Next, let's close the child agent connections that are too far away.
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uint neighbourx;
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uint neighboury;
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Utils.LongToUInts(neighbourRegion.RegionHandle, out neighbourx, out neighboury);
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neighbourx /= Constants.RegionSize;
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neighboury /= Constants.RegionSize;
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agent.CloseChildAgents(neighbourx, neighboury);
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AgentHasMovedAway(agent, false);
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// the user may change their profile information in other region,
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// so the userinfo in UserProfileCache is not reliable any more, delete it
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// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
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if (agent.Scene.NeedSceneCacheClear(agent.UUID))
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{
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
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}
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//m_log.Debug("AFTER CROSS");
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//Scene.DumpChildrenSeeds(UUID);
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//DumpKnownRegions();
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return;
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}
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private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
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@ -188,9 +188,9 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
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args.Type = PollServiceEventArgs.EventType.LslHttp;
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m_HttpServer.AddPollServiceHTTPHandler(uri, args);
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m_log.DebugFormat(
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"[URL MODULE]: Set up incoming request url {0} for {1} in {2} {3}",
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uri, itemID, host.Name, host.LocalId);
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// m_log.DebugFormat(
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// "[URL MODULE]: Set up incoming request url {0} for {1} in {2} {3}",
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// uri, itemID, host.Name, host.LocalId);
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engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_GRANTED", url });
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}
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@ -234,9 +234,9 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
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args.Type = PollServiceEventArgs.EventType.LslHttp;
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m_HttpsServer.AddPollServiceHTTPHandler(uri, args);
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m_log.DebugFormat(
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"[URL MODULE]: Set up incoming secure request url {0} for {1} in {2} {3}",
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uri, itemID, host.Name, host.LocalId);
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// m_log.DebugFormat(
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// "[URL MODULE]: Set up incoming secure request url {0} for {1} in {2} {3}",
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// uri, itemID, host.Name, host.LocalId);
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engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_GRANTED", url });
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}
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|
|
|
@ -35,7 +35,7 @@ using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.Framework.Interfaces
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{
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public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
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public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);
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public interface IEntityTransferModule
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{
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|
@ -76,7 +76,7 @@ namespace OpenSim.Region.Framework.Interfaces
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void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
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ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
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ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);
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}
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|
|
|
@ -581,7 +581,7 @@ namespace OpenSim.Region.Framework.Scenes
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av.IsInTransit = true;
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CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
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d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
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d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
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}
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else
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m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
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|
|
|
@ -3432,7 +3432,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="e"></param>
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public void PhysicsCollisionUpdate(EventArgs e)
|
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{
|
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if (IsChildAgent)
|
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if (IsChildAgent || Animator == null)
|
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return;
|
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|
||||
//if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
|
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|
|
|
@ -438,23 +438,26 @@ namespace OpenSim.Region.Framework.Scenes
|
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}
|
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|
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// Extra statistics that aren't currently sent to clients
|
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lock (m_lastReportedExtraSimStats)
|
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if (m_scene.PhysicsScene != null)
|
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{
|
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m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
|
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|
||||
Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
|
||||
|
||||
if (physicsStats != null)
|
||||
lock (m_lastReportedExtraSimStats)
|
||||
{
|
||||
foreach (KeyValuePair<string, float> tuple in physicsStats)
|
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m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
|
||||
|
||||
Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
|
||||
|
||||
if (physicsStats != null)
|
||||
{
|
||||
// FIXME: An extremely dirty hack to divide MS stats per frame rather than per second
|
||||
// Need to change things so that stats source can indicate whether they are per second or
|
||||
// per frame.
|
||||
if (tuple.Key.EndsWith("MS"))
|
||||
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframe;
|
||||
else
|
||||
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
|
||||
foreach (KeyValuePair<string, float> tuple in physicsStats)
|
||||
{
|
||||
// FIXME: An extremely dirty hack to divide MS stats per frame rather than per second
|
||||
// Need to change things so that stats source can indicate whether they are per second or
|
||||
// per frame.
|
||||
if (tuple.Key.EndsWith("MS"))
|
||||
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframe;
|
||||
else
|
||||
m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -181,8 +181,7 @@ namespace OpenSim.Services.Connectors
|
|||
|
||||
public AssetBase Get(string id)
|
||||
{
|
||||
// string uri = MapServer(id) + "/assets/" + id;
|
||||
string uri = MapServer(id) + "assets/" + id;
|
||||
string uri = Path.Combine(MapServer(id), Path.Combine("assets", id));
|
||||
|
||||
AssetBase asset = null;
|
||||
if (m_Cache != null)
|
||||
|
@ -219,8 +218,7 @@ namespace OpenSim.Services.Connectors
|
|||
return fullAsset.Metadata;
|
||||
}
|
||||
|
||||
// string uri = MapServer(id) + "/assets/" + id + "/metadata";
|
||||
string uri = MapServer(id) + "assets/" + id + "/metadata";
|
||||
string uri = Path.Combine(MapServer(id), Path.Combine("assets", id));
|
||||
|
||||
AssetMetadata asset = SynchronousRestObjectRequester.
|
||||
MakeRequest<int, AssetMetadata>("GET", uri, 0);
|
||||
|
@ -262,8 +260,7 @@ namespace OpenSim.Services.Connectors
|
|||
|
||||
public bool Get(string id, Object sender, AssetRetrieved handler)
|
||||
{
|
||||
// string uri = MapServer(id) + "/assets/" + id;
|
||||
string uri = MapServer(id) + "assets/" + id;
|
||||
string uri = Path.Combine(MapServer(id), Path.Combine("assets", id));
|
||||
|
||||
AssetBase asset = null;
|
||||
if (m_Cache != null)
|
||||
|
@ -382,9 +379,9 @@ namespace OpenSim.Services.Connectors
|
|||
return asset.ID;
|
||||
}
|
||||
|
||||
// string uri = MapServer(asset.FullID.ToString()) + "/assets/";
|
||||
|
||||
string uri = MapServer(asset.FullID.ToString()) + "assets/";
|
||||
string uri = Path.Combine(MapServer(asset.FullID.ToString()), "/assets/");
|
||||
if (!uri.EndsWith("/"))
|
||||
uri += "/";
|
||||
|
||||
string newID = string.Empty;
|
||||
try
|
||||
|
@ -461,8 +458,7 @@ namespace OpenSim.Services.Connectors
|
|||
}
|
||||
asset.Data = data;
|
||||
|
||||
// string uri = MapServer(id) + "/assets/" + id;
|
||||
string uri = MapServer(id) + "assets/" + id;
|
||||
string uri = Path.Combine(MapServer(id), Path.Combine("assets", id));
|
||||
|
||||
if (SynchronousRestObjectRequester.
|
||||
MakeRequest<AssetBase, bool>("POST", uri, asset))
|
||||
|
@ -477,8 +473,7 @@ namespace OpenSim.Services.Connectors
|
|||
|
||||
public bool Delete(string id)
|
||||
{
|
||||
// string uri = MapServer(id) + "/assets/" + id;
|
||||
string uri = MapServer(id) + "assets/" + id;
|
||||
string uri = Path.Combine(MapServer(id), Path.Combine("assets", id));
|
||||
|
||||
if (SynchronousRestObjectRequester.
|
||||
MakeRequest<int, bool>("DELETE", uri, 0))
|
||||
|
|
|
@ -144,44 +144,48 @@ namespace OpenSim.Services.Connectors.Friends
|
|||
|
||||
private bool Call(GridRegion region, Dictionary<string, object> sendData)
|
||||
{
|
||||
string reqString = ServerUtils.BuildQueryString(sendData);
|
||||
//m_log.DebugFormat("[FRIENDS SIM CONNECTOR]: queryString = {0}", reqString);
|
||||
if (region == null)
|
||||
return false;
|
||||
Util.FireAndForget(x => {
|
||||
string reqString = ServerUtils.BuildQueryString(sendData);
|
||||
//m_log.DebugFormat("[FRIENDS SIM CONNECTOR]: queryString = {0}", reqString);
|
||||
if (region == null)
|
||||
return;
|
||||
|
||||
string path = ServicePath();
|
||||
if (!region.ServerURI.EndsWith("/"))
|
||||
path = "/" + path;
|
||||
string uri = region.ServerURI + path;
|
||||
m_log.DebugFormat("[FRIENDS SIM CONNECTOR]: calling {0}", uri);
|
||||
string path = ServicePath();
|
||||
if (!region.ServerURI.EndsWith("/"))
|
||||
path = "/" + path;
|
||||
string uri = region.ServerURI + path;
|
||||
m_log.DebugFormat("[FRIENDS SIM CONNECTOR]: calling {0}", uri);
|
||||
|
||||
try
|
||||
{
|
||||
string reply = SynchronousRestFormsRequester.MakeRequest("POST", uri, reqString);
|
||||
if (reply != string.Empty)
|
||||
try
|
||||
{
|
||||
Dictionary<string, object> replyData = ServerUtils.ParseXmlResponse(reply);
|
||||
|
||||
if (replyData.ContainsKey("RESULT"))
|
||||
string reply = SynchronousRestFormsRequester.MakeRequest("POST", uri, reqString);
|
||||
if (reply != string.Empty)
|
||||
{
|
||||
if (replyData["RESULT"].ToString().ToLower() == "true")
|
||||
return true;
|
||||
Dictionary<string, object> replyData = ServerUtils.ParseXmlResponse(reply);
|
||||
|
||||
if (replyData.ContainsKey("RESULT"))
|
||||
{
|
||||
// if (replyData["RESULT"].ToString().ToLower() == "true")
|
||||
// return;
|
||||
// else
|
||||
return;
|
||||
}
|
||||
else
|
||||
return false;
|
||||
m_log.DebugFormat("[FRIENDS SIM CONNECTOR]: reply data does not contain result field");
|
||||
|
||||
}
|
||||
else
|
||||
m_log.DebugFormat("[FRIENDS SIM CONNECTOR]: reply data does not contain result field");
|
||||
|
||||
m_log.DebugFormat("[FRIENDS SIM CONNECTOR]: received empty reply");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[FRIENDS SIM CONNECTOR]: Exception when contacting remote sim at {0}: {1}", uri, e.Message);
|
||||
}
|
||||
else
|
||||
m_log.DebugFormat("[FRIENDS SIM CONNECTOR]: received empty reply");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[FRIENDS SIM CONNECTOR]: Exception when contacting remote sim at {0}: {1}", uri, e.Message);
|
||||
}
|
||||
|
||||
return false;
|
||||
return;
|
||||
});
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -395,17 +395,18 @@ namespace OpenSim.Services.Connectors.Simulation
|
|||
private bool CloseAgent(GridRegion destination, UUID id, bool ChildOnly)
|
||||
{
|
||||
// m_log.DebugFormat("[REMOTE SIMULATION CONNECTOR]: CloseAgent start");
|
||||
Util.FireAndForget(x => {
|
||||
string uri = destination.ServerURI + AgentPath() + id + "/" + destination.RegionID.ToString() + "/";
|
||||
|
||||
string uri = destination.ServerURI + AgentPath() + id + "/" + destination.RegionID.ToString() + "/";
|
||||
|
||||
try
|
||||
{
|
||||
WebUtil.ServiceOSDRequest(uri, null, "DELETE", 10000, false);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.WarnFormat("[REMOTE SIMULATION CONNECTOR] CloseAgent failed with exception; {0}",e.ToString());
|
||||
}
|
||||
try
|
||||
{
|
||||
WebUtil.ServiceOSDRequest(uri, null, "DELETE", 10000, false);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.WarnFormat("[REMOTE SIMULATION CONNECTOR] CloseAgent failed with exception; {0}",e.ToString());
|
||||
}
|
||||
});
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue