On a new client circuit, send the initial reply ack to let the client know it's live before sending other data.
This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before. This may stop some avatars appearing grey on login. This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces0.7.2-post-fixes
parent
6ba4cbc259
commit
5268334c61
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@ -703,6 +703,12 @@ namespace OpenSim.Framework
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UUID AgentId { get; }
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UUID AgentId { get; }
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/// <summary>
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/// The scene agent for this client. This will only be set if the client has an agent in a scene (i.e. if it
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/// is connected).
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/// </summary>
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ISceneAgent SceneAgent { get; }
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UUID SessionId { get; }
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UUID SessionId { get; }
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UUID SecureSessionId { get; }
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UUID SecureSessionId { get; }
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@ -68,12 +68,16 @@ 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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/// Register the new client with the scene. The client starts off as a child agent - the later agent crossing
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/// Add a new client and create a presence for it. All clients except initial login clients will starts off as a child agent
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/// 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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void AddNewClient(IClientAPI client, PresenceType type);
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/// <returns>
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/// The scene agent if the new client was added.
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/// Null if the required scene agent already existed or no scene agent was added because the required client circuit doesn't exist.
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/// </returns>
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ISceneAgent AddNewClient(IClientAPI client, PresenceType type);
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/// <summary>
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/// <summary>
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/// Remove the given client from the scene.
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/// Remove the given client from the scene.
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@ -0,0 +1,68 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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namespace OpenSim.Framework
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{
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/// <summary>
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/// An agent in the scene.
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/// </summary>
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/// <remarks>
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/// Interface is a work in progress. Please feel free to add other required properties and methods.
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/// </remarks>
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public interface ISceneAgent : ISceneEntity
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{
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/// <value>
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/// The client controlling this presence
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/// </value>
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IClientAPI ControllingClient { get; }
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/// <summary>
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/// What type of presence is this? User, NPC, etc.
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/// </summary>
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PresenceType PresenceType { get; }
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/// <summary>
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/// Avatar appearance data.
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/// </summary>
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/// <remarks>
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// Because appearance setting is in a module, we actually need
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// to give it access to our appearance directly, otherwise we
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// get a synchronization issue.
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/// </remarks>
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AvatarAppearance Appearance { get; set; }
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/// <summary>
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/// Send initial scene data to the client controlling this agent
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/// </summary>
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/// <remarks>
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/// This includes scene object data and the appearance data of other avatars.
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/// </remarks>
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void SendInitialDataToMe();
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}
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}
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@ -379,6 +379,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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set { m_startpos = value; }
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set { m_startpos = value; }
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}
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}
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public UUID AgentId { get { return m_agentId; } }
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public UUID AgentId { get { return m_agentId; } }
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public ISceneAgent SceneAgent { get; private set; }
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public UUID ActiveGroupId { get { return m_activeGroupID; } }
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public UUID ActiveGroupId { get { return m_activeGroupID; } }
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public string ActiveGroupName { get { return m_activeGroupName; } }
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public string ActiveGroupName { get { return m_activeGroupName; } }
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public ulong ActiveGroupPowers { get { return m_activeGroupPowers; } }
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public ulong ActiveGroupPowers { get { return m_activeGroupPowers; } }
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@ -508,6 +509,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Remove ourselves from the scene
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// Remove ourselves from the scene
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m_scene.RemoveClient(AgentId, true);
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m_scene.RemoveClient(AgentId, true);
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SceneAgent = null;
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// We can't reach into other scenes and close the connection
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// We can't reach into other scenes and close the connection
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// We need to do this over grid communications
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// We need to do this over grid communications
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@ -687,7 +689,7 @@ 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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SceneAgent = m_scene.AddNewClient(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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@ -894,11 +894,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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IPEndPoint remoteEndPoint = (IPEndPoint)buffer.RemoteEndPoint;
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IPEndPoint remoteEndPoint = (IPEndPoint)buffer.RemoteEndPoint;
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// Begin the process of adding the client to the simulator
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// Begin the process of adding the client to the simulator
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AddNewClient((UseCircuitCodePacket)packet, remoteEndPoint);
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IClientAPI client = AddNewClient((UseCircuitCodePacket)packet, remoteEndPoint);
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// Send ack
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// Send ack straight away to let the viewer know that the connection is active.
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SendAckImmediate(remoteEndPoint, packet.Header.Sequence);
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SendAckImmediate(remoteEndPoint, packet.Header.Sequence);
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// FIXME: Nasty - this is the only way we currently know if Scene.AddNewClient() failed to find a
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// circuit and bombed out early. That check might be pointless since authorization is established
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// up here.
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if (client != null && client.SceneAgent != null)
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client.SceneAgent.SendInitialDataToMe();
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[LLUDPSERVER]: Handling UseCircuitCode request from {0} took {1}ms",
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// "[LLUDPSERVER]: Handling UseCircuitCode request from {0} took {1}ms",
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// buffer.RemoteEndPoint, (DateTime.Now - startTime).Milliseconds);
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// buffer.RemoteEndPoint, (DateTime.Now - startTime).Milliseconds);
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@ -933,7 +939,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return sessionInfo.Authorised;
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return sessionInfo.Authorised;
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}
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}
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private void AddNewClient(UseCircuitCodePacket useCircuitCode, IPEndPoint remoteEndPoint)
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/// <summary>
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/// Add a new client.
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/// </summary>
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/// <param name="useCircuitCode"></param>
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/// <param name="remoteEndPoint"></param>
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/// <returns>
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/// The client that was added or null if the client failed authorization or already existed.
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/// </returns>
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private IClientAPI AddNewClient(UseCircuitCodePacket useCircuitCode, IPEndPoint remoteEndPoint)
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{
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{
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UUID agentID = useCircuitCode.CircuitCode.ID;
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UUID agentID = useCircuitCode.CircuitCode.ID;
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UUID sessionID = useCircuitCode.CircuitCode.SessionID;
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UUID sessionID = useCircuitCode.CircuitCode.SessionID;
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@ -942,7 +956,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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AuthenticateResponse sessionInfo;
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AuthenticateResponse sessionInfo;
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if (IsClientAuthorized(useCircuitCode, out sessionInfo))
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if (IsClientAuthorized(useCircuitCode, out sessionInfo))
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{
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{
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AddClient(circuitCode, agentID, sessionID, remoteEndPoint, sessionInfo);
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return AddClient(circuitCode, agentID, sessionID, remoteEndPoint, sessionInfo);
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}
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}
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else
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else
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{
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{
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@ -950,38 +964,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_log.WarnFormat(
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m_log.WarnFormat(
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"[LLUDPSERVER]: Connection request for client {0} connecting with unnotified circuit code {1} from {2}",
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"[LLUDPSERVER]: Connection request for client {0} connecting with unnotified circuit code {1} from {2}",
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useCircuitCode.CircuitCode.ID, useCircuitCode.CircuitCode.Code, remoteEndPoint);
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useCircuitCode.CircuitCode.ID, useCircuitCode.CircuitCode.Code, remoteEndPoint);
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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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protected virtual void AddClient(uint circuitCode, UUID agentID, UUID sessionID, IPEndPoint remoteEndPoint, AuthenticateResponse sessionInfo)
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/// <summary>
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/// Add a client.
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/// </summary>
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/// <param name="circuitCode"></param>
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/// <param name="agentID"></param>
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/// <param name="sessionID"></param>
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/// <param name="remoteEndPoint"></param>
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/// <param name="sessionInfo"></param>
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/// <returns>The client if it was added. Null if the client already existed.</returns>
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protected virtual IClientAPI AddClient(
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uint circuitCode, UUID agentID, UUID sessionID, IPEndPoint remoteEndPoint, AuthenticateResponse sessionInfo)
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{
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{
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IClientAPI client = null;
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// In priciple there shouldn't be more than one thread here, ever.
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// In priciple there shouldn't be more than one thread here, ever.
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// But in case that happens, we need to synchronize this piece of code
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// But in case that happens, we need to synchronize this piece of code
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// because it's too important
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// because it's too important
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lock (this)
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lock (this)
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{
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{
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IClientAPI existingClient;
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if (!m_scene.TryGetClient(agentID, out client))
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if (!m_scene.TryGetClient(agentID, out existingClient))
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{
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{
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// Create the LLUDPClient
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LLUDPClient udpClient = new LLUDPClient(this, ThrottleRates, m_throttle, circuitCode, agentID, remoteEndPoint, m_defaultRTO, m_maxRTO);
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LLUDPClient udpClient = new LLUDPClient(this, ThrottleRates, m_throttle, circuitCode, agentID, remoteEndPoint, m_defaultRTO, m_maxRTO);
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// Create the LLClientView
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LLClientView client = new LLClientView(remoteEndPoint, m_scene, this, udpClient, sessionInfo, agentID, sessionID, circuitCode);
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client = new LLClientView(remoteEndPoint, m_scene, this, udpClient, sessionInfo, agentID, sessionID, circuitCode);
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client.OnLogout += LogoutHandler;
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client.OnLogout += LogoutHandler;
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client.DisableFacelights = m_disableFacelights;
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((LLClientView)client).DisableFacelights = m_disableFacelights;
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// Start the IClientAPI
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client.Start();
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client.Start();
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}
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}
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}
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return client;
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else
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{
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m_log.WarnFormat("[LLUDPSERVER]: Ignoring a repeated UseCircuitCode from {0} at {1} for circuit {2}",
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existingClient.AgentId, remoteEndPoint, circuitCode);
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}
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}
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}
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}
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private void RemoveClient(LLUDPClient udpClient)
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private void RemoveClient(LLUDPClient udpClient)
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@ -53,9 +53,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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public override void Update() {}
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public override void Update() {}
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public override void LoadWorldMap() {}
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public override void LoadWorldMap() {}
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public override void AddNewClient(IClientAPI client, PresenceType type)
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public override ISceneAgent AddNewClient(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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// FIXME
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return null;
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}
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}
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public override void RemoveClient(UUID agentID, bool someReason) {}
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public override void RemoveClient(UUID agentID, bool someReason) {}
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@ -38,28 +38,8 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <remarks>
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/// <remarks>
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/// Interface is a work in progress. Please feel free to add other required properties and methods.
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/// Interface is a work in progress. Please feel free to add other required properties and methods.
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/// </remarks>
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/// </remarks>
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public interface IScenePresence : ISceneEntity
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public interface IScenePresence : ISceneAgent
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{
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{
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/// <value>
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/// The client controlling this presence
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/// </value>
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IClientAPI ControllingClient { get; }
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/// <summary>
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/// What type of presence is this? User, NPC, etc.
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/// </summary>
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PresenceType PresenceType { get; }
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/// <summary>
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/// Avatar appearance data.
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/// </summary>
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/// <remarks>
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// Because appearance setting is in a module, we actually need
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// to give it access to our appearance directly, otherwise we
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// get a synchronization issue.
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/// </remarks>
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AvatarAppearance Appearance { get; set; }
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/// <summary>
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/// <summary>
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/// The AttachmentsModule synchronizes on this to avoid race conditions between commands to add and remove attachments.
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/// The AttachmentsModule synchronizes on this to avoid race conditions between commands to add and remove attachments.
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/// </summary>
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/// </summary>
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@ -2472,13 +2472,13 @@ namespace OpenSim.Region.Framework.Scenes
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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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public override void AddNewClient(IClientAPI client, PresenceType type)
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public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type)
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{
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{
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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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bool vialogin = false;
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bool vialogin = false;
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if (aCircuit == null) // no good, didn't pass NewUserConnection successfully
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if (aCircuit == null) // no good, didn't pass NewUserConnection successfully
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return;
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return null;
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vialogin = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 ||
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vialogin = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 ||
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(aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
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(aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
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@ -2532,6 +2532,8 @@ namespace OpenSim.Region.Framework.Scenes
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EventManager.TriggerOnNewClient(client);
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EventManager.TriggerOnNewClient(client);
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if (vialogin)
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if (vialogin)
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EventManager.TriggerOnClientLogin(client);
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EventManager.TriggerOnClientLogin(client);
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return sp;
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}
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}
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/// <summary>
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/// <summary>
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@ -175,7 +175,7 @@ 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 void AddNewClient(IClientAPI client, PresenceType type);
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public abstract ISceneAgent AddNewClient(IClientAPI client, PresenceType type);
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public abstract void RemoveClient(UUID agentID, bool closeChildAgents);
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public abstract void RemoveClient(UUID agentID, bool closeChildAgents);
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public bool TryGetScenePresence(UUID agentID, out object scenePresence)
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public bool TryGetScenePresence(UUID agentID, out object scenePresence)
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@ -768,18 +768,6 @@ namespace OpenSim.Region.Framework.Scenes
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AdjustKnownSeeds();
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AdjustKnownSeeds();
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// TODO: I think, this won't send anything, as we are still a child here...
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Animator.TrySetMovementAnimation("STAND");
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// we created a new ScenePresence (a new child agent) in a fresh region.
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// Request info about all the (root) agents in this region
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|
||||||
// Note: This won't send data *to* other clients in that region (children don't send)
|
|
||||||
|
|
||||||
// MIC: This gets called again in CompleteMovement
|
|
||||||
// SendInitialFullUpdateToAllClients();
|
|
||||||
SendOtherAgentsAvatarDataToMe();
|
|
||||||
SendOtherAgentsAppearanceToMe();
|
|
||||||
|
|
||||||
RegisterToEvents();
|
RegisterToEvents();
|
||||||
SetDirectionVectors();
|
SetDirectionVectors();
|
||||||
|
|
||||||
|
@ -1142,9 +1130,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
{
|
{
|
||||||
// DateTime startTime = DateTime.Now;
|
// DateTime startTime = DateTime.Now;
|
||||||
|
|
||||||
m_log.DebugFormat(
|
// m_log.DebugFormat(
|
||||||
"[SCENE PRESENCE]: Completing movement of {0} into region {1}",
|
// "[SCENE PRESENCE]: Completing movement of {0} into region {1}",
|
||||||
client.Name, Scene.RegionInfo.RegionName);
|
// client.Name, Scene.RegionInfo.RegionName);
|
||||||
|
|
||||||
Vector3 look = Velocity;
|
Vector3 look = Velocity;
|
||||||
if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
|
if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
|
||||||
|
@ -1175,8 +1163,13 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
//m_log.DebugFormat("[SCENE PRESENCE] Completed movement");
|
//m_log.DebugFormat("[SCENE PRESENCE] Completed movement");
|
||||||
|
|
||||||
|
<<<<<<< HEAD
|
||||||
m_controllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
|
m_controllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
|
||||||
SendInitialData();
|
SendInitialData();
|
||||||
|
=======
|
||||||
|
ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
|
||||||
|
ValidateAndSendAppearanceAndAgentData();
|
||||||
|
>>>>>>> f61e548... On a new client circuit, send the initial reply ack to let the client know it's live before sending other data.
|
||||||
|
|
||||||
// Create child agents in neighbouring regions
|
// Create child agents in neighbouring regions
|
||||||
if (openChildAgents && !m_isChildAgent)
|
if (openChildAgents && !m_isChildAgent)
|
||||||
|
@ -2505,11 +2498,31 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
m_controllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations);
|
m_controllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void SendInitialDataToMe()
|
||||||
|
{
|
||||||
|
// we created a new ScenePresence (a new child agent) in a fresh region.
|
||||||
|
// Request info about all the (root) agents in this region
|
||||||
|
// Note: This won't send data *to* other clients in that region (children don't send)
|
||||||
|
SendOtherAgentsAvatarDataToMe();
|
||||||
|
SendOtherAgentsAppearanceToMe();
|
||||||
|
|
||||||
|
// Send all scene object to the new client
|
||||||
|
Util.FireAndForget(delegate
|
||||||
|
{
|
||||||
|
EntityBase[] entities = Scene.Entities.GetEntities();
|
||||||
|
foreach(EntityBase e in entities)
|
||||||
|
{
|
||||||
|
if (e != null && e is SceneObjectGroup)
|
||||||
|
((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Do everything required once a client completes its movement into a region and becomes
|
/// Do everything required once a client completes its movement into a region and becomes
|
||||||
/// a root agent.
|
/// a root agent.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private void SendInitialData()
|
private void ValidateAndSendAppearanceAndAgentData()
|
||||||
{
|
{
|
||||||
//m_log.DebugFormat("[SCENE PRESENCE] SendInitialData: {0} ({1})", Name, UUID);
|
//m_log.DebugFormat("[SCENE PRESENCE] SendInitialData: {0} ({1})", Name, UUID);
|
||||||
// Moved this into CompleteMovement to ensure that m_appearance is initialized before
|
// Moved this into CompleteMovement to ensure that m_appearance is initialized before
|
||||||
|
|
|
@ -55,6 +55,8 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
|
||||||
|
|
||||||
private UUID m_agentID = UUID.Random();
|
private UUID m_agentID = UUID.Random();
|
||||||
|
|
||||||
|
public ISceneAgent SceneAgent { get; private set; }
|
||||||
|
|
||||||
private string m_username;
|
private string m_username;
|
||||||
private string m_nick;
|
private string m_nick;
|
||||||
|
|
||||||
|
@ -547,6 +549,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
|
||||||
|
|
||||||
m_connected = false;
|
m_connected = false;
|
||||||
m_client.Close();
|
m_client.Close();
|
||||||
|
SceneAgent = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
public UUID SessionId
|
public UUID SessionId
|
||||||
|
@ -890,12 +893,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
|
||||||
|
|
||||||
public void Start()
|
public void Start()
|
||||||
{
|
{
|
||||||
Scene.AddNewClient(this, PresenceType.User);
|
SceneAgent = m_scene.AddNewClient(this, PresenceType.User);
|
||||||
|
|
||||||
// Mimicking LLClientView which gets always set appearance from client.
|
// Mimicking LLClientView which gets always set appearance from client.
|
||||||
Scene scene = (Scene)Scene;
|
|
||||||
AvatarAppearance appearance;
|
AvatarAppearance appearance;
|
||||||
scene.GetAvatarAppearance(this, out appearance);
|
m_scene.GetAvatarAppearance(this, out appearance);
|
||||||
OnSetAppearance(this, appearance.Texture, (byte[])appearance.VisualParams.Clone());
|
OnSetAppearance(this, appearance.Texture, (byte[])appearance.VisualParams.Clone());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -43,7 +43,6 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
||||||
private readonly UUID m_uuid = UUID.Random();
|
private readonly UUID m_uuid = UUID.Random();
|
||||||
private readonly Scene m_scene;
|
private readonly Scene m_scene;
|
||||||
|
|
||||||
|
|
||||||
public NPCAvatar(string firstname, string lastname, Vector3 position, Scene scene)
|
public NPCAvatar(string firstname, string lastname, Vector3 position, Scene scene)
|
||||||
{
|
{
|
||||||
m_firstname = firstname;
|
m_firstname = firstname;
|
||||||
|
@ -57,6 +56,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
||||||
get { return m_scene; }
|
get { return m_scene; }
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public ISceneAgent SceneAgent { get { throw new NotImplementedException(); } }
|
||||||
|
|
||||||
public void Say(string message)
|
public void Say(string message)
|
||||||
{
|
{
|
||||||
SendOnChatFromClient(message, ChatTypeEnum.Say);
|
SendOnChatFromClient(message, ChatTypeEnum.Say);
|
||||||
|
@ -841,6 +842,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
||||||
|
|
||||||
public void Start()
|
public void Start()
|
||||||
{
|
{
|
||||||
|
// We never start the client, so always fail.
|
||||||
|
throw new NotImplementedException();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Stop()
|
public void Stop()
|
||||||
|
|
|
@ -54,7 +54,7 @@ namespace OpenSim.Tests.Common.Mock
|
||||||
public Scene TeleportTargetScene;
|
public Scene TeleportTargetScene;
|
||||||
private TestClient TeleportSceneClient;
|
private TestClient TeleportSceneClient;
|
||||||
|
|
||||||
private IScene m_scene;
|
private Scene m_scene;
|
||||||
|
|
||||||
// Properties so that we can get at received data for test purposes
|
// Properties so that we can get at received data for test purposes
|
||||||
public List<UUID> ReceivedOfflineNotifications { get; private set; }
|
public List<UUID> ReceivedOfflineNotifications { get; private set; }
|
||||||
|
@ -324,6 +324,8 @@ namespace OpenSim.Tests.Common.Mock
|
||||||
/// </value>
|
/// </value>
|
||||||
private UUID m_agentId;
|
private UUID m_agentId;
|
||||||
|
|
||||||
|
public ISceneAgent SceneAgent { get { throw new NotImplementedException(); } }
|
||||||
|
|
||||||
/// <value>
|
/// <value>
|
||||||
/// The last caps seed url that this client was given.
|
/// The last caps seed url that this client was given.
|
||||||
/// </value>
|
/// </value>
|
||||||
|
@ -437,7 +439,7 @@ namespace OpenSim.Tests.Common.Mock
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="agentData"></param>
|
/// <param name="agentData"></param>
|
||||||
/// <param name="scene"></param>
|
/// <param name="scene"></param>
|
||||||
public TestClient(AgentCircuitData agentData, IScene scene)
|
public TestClient(AgentCircuitData agentData, Scene scene)
|
||||||
{
|
{
|
||||||
m_agentId = agentData.AgentID;
|
m_agentId = agentData.AgentID;
|
||||||
m_firstName = agentData.firstname;
|
m_firstName = agentData.firstname;
|
||||||
|
@ -899,6 +901,7 @@ namespace OpenSim.Tests.Common.Mock
|
||||||
|
|
||||||
public void Start()
|
public void Start()
|
||||||
{
|
{
|
||||||
|
throw new NotImplementedException();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Stop()
|
public void Stop()
|
||||||
|
|
Loading…
Reference in New Issue