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

avinationmerge
UbitUmarov 2015-09-14 16:40:01 +01:00
parent 6b54c741ca
commit 5becc16acf
5 changed files with 28 additions and 13 deletions

View File

@ -2607,7 +2607,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
return neighbourRegion;
}
/* not in use. -> CrossPrimGroupIntoNewRegion
/// <summary>
/// Move the given scene object into a new region depending on which region its absolute position has moved
/// into.
@ -2672,7 +2672,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
grp.ScheduleGroupForFullUpdate();
}
}
*/
/// <summary>
/// Move the given scene object into a new region
/// </summary>
@ -2682,7 +2682,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
/// true if the crossing itself was successful, false on failure
/// FIMXE: we still return true if the crossing object was not successfully deleted from the originating region
/// </returns>
public bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent)
public bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent, bool removeScripts)
{
//m_log.Debug(" >>> CrossPrimGroupIntoNewRegion <<<");
@ -2714,7 +2714,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// We remove the object here
try
{
grp.Scene.DeleteSceneObject(grp, silent);
grp.Scene.DeleteSceneObject(grp, silent, removeScripts);
}
catch (Exception e)
{
@ -2764,7 +2764,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
"[ENTITY TRANSFER MODULE]: Sending attachment {0} to region {1}",
clone.UUID, destination.RegionName);
CrossPrimGroupIntoNewRegion(destination, Vector3.Zero, clone, silent);
CrossPrimGroupIntoNewRegion(destination, Vector3.Zero, clone, silent,true);
}
}

View File

@ -96,8 +96,8 @@ namespace OpenSim.Region.Framework.Interfaces
GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out string version, out Vector3 newpos);
GridRegion GetObjectDestination(SceneObjectGroup grp, Vector3 targetPosition, out Vector3 newpos);
bool checkAgentAccessToRegion(ScenePresence agent, GridRegion destiny, Vector3 position, out string version, out string reason);
void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent);
// void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent, bool removeScripts);
ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);

View File

@ -2177,7 +2177,7 @@ namespace OpenSim.Region.Framework.Scenes
//// stored in the GridService, because that's what the world map module uses
//// to send the map image UUIDs (of other regions) to the viewer...
if (m_generateMaptiles)
RegenerateMaptile();
RegenerateMaptile();
GridRegion region = new GridRegion(RegionInfo);
string error = GridService.RegisterRegion(RegionInfo.ScopeID, region);
@ -2709,6 +2709,8 @@ namespace OpenSim.Region.Framework.Scenes
{
m_sceneGraph.updateScenePartGroup(part, grp);
}
/* not in use, outdate by async method
/// <summary>
/// Move the given scene object into a new region depending on which region its absolute position has moved
/// into.
@ -2757,6 +2759,7 @@ namespace OpenSim.Region.Framework.Scenes
if (EntityTransferModule != null)
EntityTransferModule.Cross(grp, attemptedPosition, silent);
}
*/
// Simple test to see if a position is in the current region.
// This test is mostly used to see if a region crossing is necessary.

View File

@ -672,7 +672,7 @@ namespace OpenSim.Region.Framework.Scenes
if (sog.m_linkedAvatars.Count == 0)
{
entityTransfer.CrossPrimGroupIntoNewRegion(destination, newpos, sog, true);
entityTransfer.CrossPrimGroupIntoNewRegion(destination, newpos, sog, true, true);
return sog;
}
@ -716,7 +716,7 @@ namespace OpenSim.Region.Framework.Scenes
av.ParentID = 0;
}
if (entityTransfer.CrossPrimGroupIntoNewRegion(destination, newpos, sog, true))
if (entityTransfer.CrossPrimGroupIntoNewRegion(destination, newpos, sog, true, false))
{
foreach (avtocrossInfo avinfo in avsToCross)
{
@ -730,14 +730,24 @@ namespace OpenSim.Region.Framework.Scenes
// CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
// d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
entityTransfer.CrossAgentToNewRegionAsync(av, newpos, destination, av.Flying, version);
if(av.IsChildAgent)
if (av.IsChildAgent)
{
// avatar crossed do some extra cleanup
if (av.ParentUUID != UUID.Zero)
{
av.ClearControls();
av.ParentPart = null;
}
}
else
{
// avatar cross failed we need do dedicated standUp
// part of it was done at CrossAgentToNewRegionAsync
// so for now just remove the sog controls
// this may need extra care
av.UnRegisterSeatControls(sog.UUID);
}
av.ParentUUID = UUID.Zero;
// In any case
av.IsInTransit = false;
@ -748,6 +758,7 @@ namespace OpenSim.Region.Framework.Scenes
m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar already in transit {0} to {1}", av.Name, val);
}
avsToCross.Clear();
sog.RemoveScriptInstances(true);
return sog;
}
else // cross failed, put avas back ??
@ -805,6 +816,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
/* outdated
private void CrossAgentToNewRegionCompleted(ScenePresence agent)
{
//// If the cross was successful, this agent is a child agent
@ -829,7 +841,7 @@ namespace OpenSim.Region.Framework.Scenes
m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
}
*/
public override Vector3 Velocity
{
get { return RootPart.Velocity; }

View File

@ -5264,7 +5264,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
private void UnRegisterSeatControls(UUID obj)
public void UnRegisterSeatControls(UUID obj)
{
List<UUID> takers = new List<UUID>();