Added checks for failed UpdateAgent calls.
parent
b9c01a1c42
commit
66619b5996
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@ -396,7 +396,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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agent.Position = position;
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agent.Position = position;
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SetCallbackURL(agent, sp.Scene.RegionInfo);
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SetCallbackURL(agent, sp.Scene.RegionInfo);
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UpdateAgent(reg, finalDestination, agent);
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if (!UpdateAgent(reg, finalDestination, agent))
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{
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// Region doesn't take it
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Fail(sp, finalDestination);
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return;
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}
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m_log.DebugFormat(
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, sp.UUID);
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"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, sp.UUID);
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@ -421,21 +426,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// that the client contacted the destination before we send the attachments and close things here.
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// that the client contacted the destination before we send the attachments and close things here.
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if (!WaitForCallback(sp.UUID))
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if (!WaitForCallback(sp.UUID))
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{
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{
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// Client never contacted destination. Let's restore everything back
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Fail(sp, finalDestination);
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sp.ControllingClient.SendTeleportFailed("Problems connecting to destination.");
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// Fail. Reset it back
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sp.IsChildAgent = false;
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ResetFromTransit(sp.UUID);
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// Yikes! We should just have a ref to scene here.
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//sp.Scene.InformClientOfNeighbours(sp);
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EnableChildAgents(sp);
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// Finally, kill the agent we just created at the destination.
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m_aScene.SimulationService.CloseAgent(finalDestination, sp.UUID);
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return;
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return;
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}
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}
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@ -475,6 +466,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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}
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}
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}
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}
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private void Fail(ScenePresence sp, GridRegion finalDestination)
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{
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// Client never contacted destination. Let's restore everything back
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sp.ControllingClient.SendTeleportFailed("Problems connecting to destination.");
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// Fail. Reset it back
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sp.IsChildAgent = false;
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ResetFromTransit(sp.UUID);
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EnableChildAgents(sp);
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// Finally, kill the agent we just created at the destination.
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m_aScene.SimulationService.CloseAgent(finalDestination, sp.UUID);
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}
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protected virtual bool CreateAgent(ScenePresence sp, GridRegion reg, GridRegion finalDestination, AgentCircuitData agentCircuit, uint teleportFlags, out string reason)
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protected virtual bool CreateAgent(ScenePresence sp, GridRegion reg, GridRegion finalDestination, AgentCircuitData agentCircuit, uint teleportFlags, out string reason)
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{
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{
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@ -813,7 +820,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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cAgent.CallbackURI = "http://" + m_scene.RegionInfo.ExternalHostName + ":" + m_scene.RegionInfo.HttpPort +
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cAgent.CallbackURI = "http://" + m_scene.RegionInfo.ExternalHostName + ":" + m_scene.RegionInfo.HttpPort +
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"/agent/" + agent.UUID.ToString() + "/" + m_scene.RegionInfo.RegionID.ToString() + "/release/";
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"/agent/" + agent.UUID.ToString() + "/" + m_scene.RegionInfo.RegionID.ToString() + "/release/";
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m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent);
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if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
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{
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// region doesn't take it
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ResetFromTransit(agent.UUID);
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return agent;
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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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// 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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agent.CloseChildAgents(neighbourx, neighboury);
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@ -3903,6 +3903,8 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.DebugFormat(
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m_log.DebugFormat(
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"[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);
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"[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);
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// XPTO: if this agent is not allowed here as root, always return false
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// We have to wait until the viewer contacts this region after receiving EAC.
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// We have to wait until the viewer contacts this region after receiving EAC.
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// That calls AddNewClient, which finally creates the ScenePresence
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// That calls AddNewClient, which finally creates the ScenePresence
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ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
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ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
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