* Tweak the caps manager so that the NPCAvatar works again.
parent
4ce5c894cf
commit
4cbf0444df
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@ -581,7 +581,10 @@ namespace OpenSim.Region.CoreModules.World.Land
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}
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}
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lock (m_landIDList)
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lock (m_landIDList)
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{
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{
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if (m_landList.ContainsKey(m_landIDList[x / 4, y / 4]))
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return m_landList[m_landIDList[x / 4, y / 4]];
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return m_landList[m_landIDList[x / 4, y / 4]];
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else
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return null;
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}
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}
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}
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}
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@ -360,15 +360,33 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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// we're going to be using the above code once neighbour cache is correct. Currently it doesn't appear to be
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// we're going to be using the above code once neighbour cache is correct. Currently it doesn't appear to be
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// So we're temporarily going back to the old method of grabbing it from the Grid Server Every time :/
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// So we're temporarily going back to the old method of grabbing it from the Grid Server Every time :/
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if (m_regionInfo != null)
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{
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neighbours =
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neighbours =
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m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
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m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
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}
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else
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{
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m_log.Debug("[ENABLENEIGHBOURCHILDAGENTS]: m_regionInfo was null in EnableNeighbourChildAgents, is this a NPC?");
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}
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/// We need to find the difference between the new regions where there are no child agents
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/// We need to find the difference between the new regions where there are no child agents
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/// and the regions where there are already child agents. We only send notification to the former.
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/// and the regions where there are already child agents. We only send notification to the former.
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List<ulong> neighbourHandles = NeighbourHandles(neighbours); // on this region
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List<ulong> neighbourHandles = NeighbourHandles(neighbours); // on this region
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neighbourHandles.Add(avatar.Scene.RegionInfo.RegionHandle); // add this region too
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neighbourHandles.Add(avatar.Scene.RegionInfo.RegionHandle); // add this region too
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List<ulong> previousRegionNeighbourHandles
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List<ulong> previousRegionNeighbourHandles ;
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= new List<ulong>(avatar.Scene.CapsModule.GetChildrenSeeds(avatar.UUID).Keys);
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if (avatar.Scene.CapsModule != null)
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{
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previousRegionNeighbourHandles =
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new List<ulong>(avatar.Scene.CapsModule.GetChildrenSeeds(avatar.UUID).Keys);
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}
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else
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{
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previousRegionNeighbourHandles = new List<ulong>();
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}
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List<ulong> newRegions = NewNeighbours(neighbourHandles, previousRegionNeighbourHandles);
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List<ulong> newRegions = NewNeighbours(neighbourHandles, previousRegionNeighbourHandles);
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List<ulong> oldRegions = OldNeighbours(neighbourHandles, previousRegionNeighbourHandles);
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List<ulong> oldRegions = OldNeighbours(neighbourHandles, previousRegionNeighbourHandles);
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@ -381,8 +399,12 @@ namespace OpenSim.Region.Framework.Scenes
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avatar.DropOldNeighbours(oldRegions);
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avatar.DropOldNeighbours(oldRegions);
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/// Collect as many seeds as possible
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/// Collect as many seeds as possible
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Dictionary<ulong, string> seeds
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Dictionary<ulong, string> seeds;
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if (avatar.Scene.CapsModule != null)
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seeds
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= new Dictionary<ulong, string>(avatar.Scene.CapsModule.GetChildrenSeeds(avatar.UUID));
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= new Dictionary<ulong, string>(avatar.Scene.CapsModule.GetChildrenSeeds(avatar.UUID));
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else
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seeds = new Dictionary<ulong, string>();
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//m_log.Debug(" !!! No. of seeds: " + seeds.Count);
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//m_log.Debug(" !!! No. of seeds: " + seeds.Count);
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if (!seeds.ContainsKey(avatar.Scene.RegionInfo.RegionHandle))
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if (!seeds.ContainsKey(avatar.Scene.RegionInfo.RegionHandle))
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@ -419,8 +441,12 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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a.ChildrenCapSeeds = new Dictionary<ulong, string>(seeds);
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a.ChildrenCapSeeds = new Dictionary<ulong, string>(seeds);
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}
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}
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if (avatar.Scene.CapsModule != null)
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{
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// These two are the same thing!
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// These two are the same thing!
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avatar.Scene.CapsModule.SetChildrenSeed(avatar.UUID, seeds);
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avatar.Scene.CapsModule.SetChildrenSeed(avatar.UUID, seeds);
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}
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avatar.KnownRegions = seeds;
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avatar.KnownRegions = seeds;
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//avatar.Scene.DumpChildrenSeeds(avatar.UUID);
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//avatar.Scene.DumpChildrenSeeds(avatar.UUID);
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//avatar.DumpKnownRegions();
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//avatar.DumpKnownRegions();
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@ -538,7 +538,13 @@ namespace OpenSim.Region.Framework.Scenes
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public void AdjustKnownSeeds()
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public void AdjustKnownSeeds()
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{
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{
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Dictionary<ulong, string> seeds = Scene.CapsModule.GetChildrenSeeds(UUID);
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Dictionary<ulong, string> seeds;
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if (Scene.CapsModule != null)
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seeds = Scene.CapsModule.GetChildrenSeeds(UUID);
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else
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seeds = new Dictionary<ulong, string>();
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List<ulong> old = new List<ulong>();
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List<ulong> old = new List<ulong>();
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foreach (ulong handle in seeds.Keys)
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foreach (ulong handle in seeds.Keys)
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{
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{
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@ -552,7 +558,10 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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DropOldNeighbours(old);
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DropOldNeighbours(old);
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if (Scene.CapsModule != null)
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Scene.CapsModule.SetChildrenSeed(UUID, seeds);
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Scene.CapsModule.SetChildrenSeed(UUID, seeds);
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KnownRegions = seeds;
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KnownRegions = seeds;
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//m_log.Debug(" ++++++++++AFTER+++++++++++++ ");
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//m_log.Debug(" ++++++++++AFTER+++++++++++++ ");
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//DumpKnownRegions();
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//DumpKnownRegions();
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@ -1044,7 +1044,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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public bool AddGenericPacketHandler(string MethodName, GenericMessage handler)
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public bool AddGenericPacketHandler(string MethodName, GenericMessage handler)
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{
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{
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throw new NotImplementedException();
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//throw new NotImplementedException();
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return false;
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}
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}
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public void SendAvatarClassifiedReply(UUID targetID, UUID[] classifiedID, string[] name)
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public void SendAvatarClassifiedReply(UUID targetID, UUID[] classifiedID, string[] name)
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@ -42,8 +42,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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// {
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// {
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// NPCAvatar testAvatar = new NPCAvatar("Jack", "NPC", new Vector3(128, 128, 40), scene);
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// NPCAvatar testAvatar = new NPCAvatar("Jack", "NPC", new Vector3(128, 128, 40), scene);
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// NPCAvatar testAvatar2 = new NPCAvatar("Jill", "NPC", new Vector3(136, 128, 40), scene);
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// NPCAvatar testAvatar2 = new NPCAvatar("Jill", "NPC", new Vector3(136, 128, 40), scene);
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// scene.AddNewClient(testAvatar, false);
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// scene.AddNewClient(testAvatar);
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// scene.AddNewClient(testAvatar2, false);
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// scene.AddNewClient(testAvatar2);
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// }
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// }
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}
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}
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