try to improve vehicles crossing with Xengine. Lag seems main issue now, but needs testing, specially the fail cases, that most likelly need more work
parent
6b54c741ca
commit
5becc16acf
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@ -2607,7 +2607,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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return neighbourRegion;
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}
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/* not in use. -> CrossPrimGroupIntoNewRegion
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/// <summary>
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/// Move the given scene object into a new region depending on which region its absolute position has moved
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/// into.
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@ -2672,7 +2672,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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grp.ScheduleGroupForFullUpdate();
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}
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}
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*/
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/// <summary>
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/// Move the given scene object into a new region
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/// </summary>
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@ -2682,7 +2682,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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/// true if the crossing itself was successful, false on failure
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/// FIMXE: we still return true if the crossing object was not successfully deleted from the originating region
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/// </returns>
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public bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent)
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public bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent, bool removeScripts)
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{
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//m_log.Debug(" >>> CrossPrimGroupIntoNewRegion <<<");
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@ -2714,7 +2714,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// We remove the object here
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try
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{
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grp.Scene.DeleteSceneObject(grp, silent);
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grp.Scene.DeleteSceneObject(grp, silent, removeScripts);
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}
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catch (Exception e)
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{
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@ -2764,7 +2764,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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"[ENTITY TRANSFER MODULE]: Sending attachment {0} to region {1}",
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clone.UUID, destination.RegionName);
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CrossPrimGroupIntoNewRegion(destination, Vector3.Zero, clone, silent);
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CrossPrimGroupIntoNewRegion(destination, Vector3.Zero, clone, silent,true);
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}
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}
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@ -96,8 +96,8 @@ namespace OpenSim.Region.Framework.Interfaces
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GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out string version, out Vector3 newpos);
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GridRegion GetObjectDestination(SceneObjectGroup grp, Vector3 targetPosition, out Vector3 newpos);
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bool checkAgentAccessToRegion(ScenePresence agent, GridRegion destiny, Vector3 position, out string version, out string reason);
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void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
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bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent);
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// void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
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bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent, bool removeScripts);
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ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);
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@ -2177,7 +2177,7 @@ namespace OpenSim.Region.Framework.Scenes
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//// stored in the GridService, because that's what the world map module uses
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//// to send the map image UUIDs (of other regions) to the viewer...
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if (m_generateMaptiles)
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RegenerateMaptile();
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RegenerateMaptile();
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GridRegion region = new GridRegion(RegionInfo);
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string error = GridService.RegisterRegion(RegionInfo.ScopeID, region);
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@ -2709,6 +2709,8 @@ namespace OpenSim.Region.Framework.Scenes
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{
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m_sceneGraph.updateScenePartGroup(part, grp);
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}
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/* not in use, outdate by async method
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/// <summary>
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/// Move the given scene object into a new region depending on which region its absolute position has moved
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/// into.
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@ -2757,6 +2759,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (EntityTransferModule != null)
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EntityTransferModule.Cross(grp, attemptedPosition, silent);
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}
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*/
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// Simple test to see if a position is in the current region.
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// This test is mostly used to see if a region crossing is necessary.
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@ -672,7 +672,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (sog.m_linkedAvatars.Count == 0)
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{
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entityTransfer.CrossPrimGroupIntoNewRegion(destination, newpos, sog, true);
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entityTransfer.CrossPrimGroupIntoNewRegion(destination, newpos, sog, true, true);
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return sog;
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}
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@ -716,7 +716,7 @@ namespace OpenSim.Region.Framework.Scenes
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av.ParentID = 0;
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}
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if (entityTransfer.CrossPrimGroupIntoNewRegion(destination, newpos, sog, true))
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if (entityTransfer.CrossPrimGroupIntoNewRegion(destination, newpos, sog, true, false))
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{
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foreach (avtocrossInfo avinfo in avsToCross)
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{
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@ -730,14 +730,24 @@ namespace OpenSim.Region.Framework.Scenes
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// CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
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// d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
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entityTransfer.CrossAgentToNewRegionAsync(av, newpos, destination, av.Flying, version);
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if(av.IsChildAgent)
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if (av.IsChildAgent)
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{
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// avatar crossed do some extra cleanup
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if (av.ParentUUID != UUID.Zero)
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{
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av.ClearControls();
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av.ParentPart = null;
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}
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}
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else
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{
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// avatar cross failed we need do dedicated standUp
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// part of it was done at CrossAgentToNewRegionAsync
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// so for now just remove the sog controls
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// this may need extra care
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av.UnRegisterSeatControls(sog.UUID);
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}
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av.ParentUUID = UUID.Zero;
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// In any case
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av.IsInTransit = false;
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m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar already in transit {0} to {1}", av.Name, val);
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}
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avsToCross.Clear();
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sog.RemoveScriptInstances(true);
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return sog;
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}
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else // cross failed, put avas back ??
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@ -805,6 +816,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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/* outdated
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private void CrossAgentToNewRegionCompleted(ScenePresence agent)
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{
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//// If the cross was successful, this agent is a child agent
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m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
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}
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*/
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public override Vector3 Velocity
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{
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get { return RootPart.Velocity; }
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@ -5264,7 +5264,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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private void UnRegisterSeatControls(UUID obj)
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public void UnRegisterSeatControls(UUID obj)
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{
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List<UUID> takers = new List<UUID>();
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