Merge branch 'master' into careminster
Conflicts: OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.csavinationmerge
commit
710381e838
|
@ -49,8 +49,10 @@ namespace OpenSim.Region.ClientStack.Linden.Tests
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private TestScene m_scene;
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[SetUp]
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public void SetUp()
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public override void SetUp()
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{
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base.SetUp();
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uint port = 9999;
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uint sslPort = 9998;
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@ -7206,7 +7206,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (handlerUpdatePrimFlags != null)
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{
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byte[] data = Pack.ToBytes();
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// byte[] data = Pack.ToBytes();
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// 46,47,48 are special positions within the packet
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// This may change so perhaps we need a better way
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// of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?)
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@ -66,6 +66,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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/// </summary>
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public bool WaitForAgentArrivedAtDestination { get; set; }
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/// <summary>
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/// If true then we ask the viewer to disable teleport cancellation and ignore teleport requests.
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/// </summary>
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/// <remarks>
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/// This is useful in situations where teleport is very likely to always succeed and we want to avoid a
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/// situation where avatars can be come 'stuck' due to a failed teleport cancellation. Unfortunately, the
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/// nature of the teleport protocol makes it extremely difficult (maybe impossible) to make teleport
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/// cancellation consistently suceed.
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/// </remarks>
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public bool DisableInterRegionTeleportCancellation { get; set; }
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protected bool m_Enabled = false;
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public Scene Scene { get; private set; }
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@ -116,6 +127,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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IConfig transferConfig = source.Configs["EntityTransfer"];
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if (transferConfig != null)
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{
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DisableInterRegionTeleportCancellation
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= transferConfig.GetBoolean("DisableInterRegionTeleportCancellation", false);
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WaitForAgentArrivedAtDestination
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= transferConfig.GetBoolean("wait_for_callback", WaitForAgentArrivedAtDestinationDefault);
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@ -150,6 +164,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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{
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client.OnTeleportHomeRequest += TriggerTeleportHome;
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client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
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if (!DisableInterRegionTeleportCancellation)
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client.OnTeleportCancel += OnClientCancelTeleport;
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}
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public virtual void Close() {}
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@ -168,6 +185,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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#region Agent Teleports
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private void OnClientCancelTeleport(IClientAPI client)
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{
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m_entityTransferStateMachine.UpdateInTransit(client.AgentId, AgentTransferState.Cancelling);
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Received teleport cancel request from {0} in {1}", client.Name, Scene.Name);
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}
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public void Teleport(ScenePresence sp, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags)
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{
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if (sp.Scene.Permissions.IsGridGod(sp.UUID))
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@ -524,6 +549,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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else if (sp.Flying)
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teleportFlags |= (uint)TeleportFlags.IsFlying;
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if (DisableInterRegionTeleportCancellation)
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teleportFlags |= (uint)TeleportFlags.DisableCancel;
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// At least on LL 3.3.4, this is not strictly necessary - a teleport will succeed without sending this to
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// the viewer. However, it might mean that the viewer does not see the black teleport screen (untested).
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sp.ControllingClient.SendTeleportStart(teleportFlags);
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@ -572,6 +600,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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return;
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}
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if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling)
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{
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after CreateAgent on client request",
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sp.Name, finalDestination.RegionName, sp.Scene.Name);
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return;
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}
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// Past this point we have to attempt clean up if the teleport fails, so update transfer state.
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m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
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@ -636,7 +673,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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return;
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}
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sp.ControllingClient.SendTeleportProgress(teleportFlags | (uint)TeleportFlags.DisableCancel, "sending_dest");
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if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling)
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{
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after UpdateAgent on client request",
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sp.Name, finalDestination.RegionName, sp.Scene.Name);
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CleanupAbortedInterRegionTeleport(sp, finalDestination);
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return;
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}
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}",
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@ -719,14 +765,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// }
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}
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protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout)
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/// <summary>
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/// Clean up an inter-region teleport that did not complete, either because of simulator failure or cancellation.
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/// </summary>
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/// <remarks>
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/// All operations here must be idempotent so that we can call this method at any point in the teleport process
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/// up until we send the TeleportFinish event quene event to the viewer.
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/// <remarks>
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/// <param name='sp'> </param>
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/// <param name='finalDestination'></param>
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protected virtual void CleanupAbortedInterRegionTeleport(ScenePresence sp, GridRegion finalDestination)
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{
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m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
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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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ReInstantiateScripts(sp);
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@ -734,7 +785,20 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// Finally, kill the agent we just created at the destination.
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Scene.SimulationService.CloseAgent(finalDestination, sp.UUID);
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}
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/// <summary>
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/// Signal that the inter-region teleport failed and perform cleanup.
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/// </summary>
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/// <param name='sp'></param>
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/// <param name='finalDestination'></param>
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/// <param name='logout'></param>
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protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout)
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{
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CleanupAbortedInterRegionTeleport(sp, finalDestination);
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sp.ControllingClient.SendTeleportFailed(
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string.Format("Problems connecting to destination {0}", finalDestination.RegionName));
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sp.Scene.EventManager.TriggerTeleportFail(sp.ControllingClient, logout);
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}
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@ -2082,7 +2146,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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public bool IsInTransit(UUID id)
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{
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return m_entityTransferStateMachine.IsInTransit(id);
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return m_entityTransferStateMachine.GetAgentTransferState(id) != null;
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}
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protected void ReInstantiateScripts(ScenePresence sp)
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@ -51,8 +51,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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/// This is a state machine.
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///
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/// [Entry] => Preparing
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/// Preparing => { Transferring || CleaningUp || [Exit] }
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/// Transferring => { ReceivedAtDestination || CleaningUp }
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/// Preparing => { Transferring || Cancelling || CleaningUp || [Exit] }
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/// Transferring => { ReceivedAtDestination || Cancelling || CleaningUp }
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/// Cancelling => CleaningUp
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/// ReceivedAtDestination => CleaningUp
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/// CleaningUp => [Exit]
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///
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@ -64,7 +65,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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Preparing, // The agent is being prepared for transfer
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Transferring, // The agent is in the process of being transferred to a destination
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ReceivedAtDestination, // The destination has notified us that the agent has been successfully received
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CleaningUp // The agent is being changed to child/removed after a transfer
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CleaningUp, // The agent is being changed to child/removed after a transfer
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Cancelling // The user has cancelled the teleport but we have yet to act upon this.
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}
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/// <summary>
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@ -115,42 +117,110 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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/// <param name='newState'></param>
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/// <returns></returns>
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/// <exception cref='Exception'>Illegal transitions will throw an Exception</exception>
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internal void UpdateInTransit(UUID id, AgentTransferState newState)
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internal bool UpdateInTransit(UUID id, AgentTransferState newState)
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{
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bool transitionOkay = false;
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// We don't want to throw an exception on cancel since this can come it at any time.
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bool failIfNotOkay = true;
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// Should be a failure message if failure is not okay.
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string failureMessage = null;
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AgentTransferState? oldState = null;
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lock (m_agentsInTransit)
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{
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// Illegal to try and update an agent that's not actually in transit.
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if (!m_agentsInTransit.ContainsKey(id))
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throw new Exception(
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string.Format(
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"Agent with ID {0} is not registered as in transit in {1}",
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id, m_mod.Scene.RegionInfo.RegionName));
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{
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if (newState != AgentTransferState.Cancelling)
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failureMessage = string.Format(
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"Agent with ID {0} is not registered as in transit in {1}",
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id, m_mod.Scene.RegionInfo.RegionName);
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else
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failIfNotOkay = false;
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}
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else
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{
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oldState = m_agentsInTransit[id];
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AgentTransferState oldState = m_agentsInTransit[id];
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if (newState == AgentTransferState.CleaningUp && oldState != AgentTransferState.CleaningUp)
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{
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transitionOkay = true;
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}
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else if (newState == AgentTransferState.Transferring && oldState == AgentTransferState.Preparing)
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{
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transitionOkay = true;
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}
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else if (newState == AgentTransferState.ReceivedAtDestination && oldState == AgentTransferState.Transferring)
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{
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transitionOkay = true;
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}
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else
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{
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if (newState == AgentTransferState.Cancelling
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&& (oldState == AgentTransferState.Preparing || oldState == AgentTransferState.Transferring))
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{
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transitionOkay = true;
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}
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else
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{
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failIfNotOkay = false;
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}
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}
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bool transitionOkay = false;
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if (newState == AgentTransferState.CleaningUp && oldState != AgentTransferState.CleaningUp)
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transitionOkay = true;
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else if (newState == AgentTransferState.Transferring && oldState == AgentTransferState.Preparing)
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transitionOkay = true;
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else if (newState == AgentTransferState.ReceivedAtDestination && oldState == AgentTransferState.Transferring)
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transitionOkay = true;
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if (!transitionOkay)
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failureMessage
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= string.Format(
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"Agent with ID {0} is not allowed to move from old transit state {1} to new state {2} in {3}",
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id, oldState, newState, m_mod.Scene.RegionInfo.RegionName);
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}
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if (transitionOkay)
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{
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m_agentsInTransit[id] = newState;
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else
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throw new Exception(
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string.Format(
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"Agent with ID {0} is not allowed to move from old transit state {1} to new state {2} in {3}",
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id, oldState, newState, m_mod.Scene.RegionInfo.RegionName));
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// m_log.DebugFormat(
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// "[ENTITY TRANSFER STATE MACHINE]: Changed agent with id {0} from state {1} to {2} in {3}",
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// id, oldState, newState, m_mod.Scene.Name);
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}
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else if (failIfNotOkay)
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{
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throw new Exception(failureMessage);
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}
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// else
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// {
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// if (oldState != null)
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// m_log.DebugFormat(
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// "[ENTITY TRANSFER STATE MACHINE]: Ignored change of agent with id {0} from state {1} to {2} in {3}",
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// id, oldState, newState, m_mod.Scene.Name);
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// else
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// m_log.DebugFormat(
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// "[ENTITY TRANSFER STATE MACHINE]: Ignored change of agent with id {0} to state {1} in {2} since agent not in transit",
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// id, newState, m_mod.Scene.Name);
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// }
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}
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return transitionOkay;
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}
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internal bool IsInTransit(UUID id)
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/// <summary>
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/// Gets the current agent transfer state.
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/// </summary>
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/// <returns>Null if the agent is not in transit</returns>
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/// <param name='id'>
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/// Identifier.
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/// </param>
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internal AgentTransferState? GetAgentTransferState(UUID id)
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{
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lock (m_agentsInTransit)
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return m_agentsInTransit.ContainsKey(id);
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{
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if (!m_agentsInTransit.ContainsKey(id))
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return null;
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else
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return m_agentsInTransit[id];
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}
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}
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/// <summary>
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|
@ -203,14 +273,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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lock (m_agentsInTransit)
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{
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if (!IsInTransit(id))
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AgentTransferState? currentState = GetAgentTransferState(id);
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|
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if (currentState == null)
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throw new Exception(
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string.Format(
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"Asked to wait for destination callback for agent with ID {0} in {1} but agent is not in transit",
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id, m_mod.Scene.RegionInfo.RegionName));
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AgentTransferState currentState = m_agentsInTransit[id];
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if (currentState != AgentTransferState.Transferring && currentState != AgentTransferState.ReceivedAtDestination)
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throw new Exception(
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string.Format(
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|
|
|
@ -516,6 +516,9 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
|
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foreach (string line in GetLines(data, dataDelim))
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{
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string nextLine = line.Trim();
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// m_log.DebugFormat("[VECTOR RENDER MODULE]: Processing line '{0}'", nextLine);
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//replace with switch, or even better, do some proper parsing
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if (nextLine.StartsWith("MoveTo"))
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{
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|
@ -829,6 +832,8 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
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float y = Convert.ToSingle(yVal, CultureInfo.InvariantCulture);
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PointF point = new PointF(x, y);
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points[i / 2] = point;
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// m_log.DebugFormat("[VECTOR RENDER MODULE]: Got point {0}", points[i / 2]);
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}
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}
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}
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|
|
|
@ -662,13 +662,18 @@ namespace SecondLife
|
|||
{
|
||||
string severity = CompErr.IsWarning ? "Warning" : "Error";
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KeyValuePair<int, int> lslPos;
|
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KeyValuePair<int, int> errorPos;
|
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|
||||
// Show 5 errors max, but check entire list for errors
|
||||
|
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if (severity == "Error")
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{
|
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lslPos = FindErrorPosition(CompErr.Line, CompErr.Column, m_lineMaps[assembly]);
|
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// C# scripts will not have a linemap since theres no line translation involved.
|
||||
if (!m_lineMaps.ContainsKey(assembly))
|
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errorPos = new KeyValuePair<int, int>(CompErr.Line, CompErr.Column);
|
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else
|
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errorPos = FindErrorPosition(CompErr.Line, CompErr.Column, m_lineMaps[assembly]);
|
||||
|
||||
string text = CompErr.ErrorText;
|
||||
|
||||
// Use LSL type names
|
||||
|
@ -678,7 +683,7 @@ namespace SecondLife
|
|||
// The Second Life viewer's script editor begins
|
||||
// countingn lines and columns at 0, so we subtract 1.
|
||||
errtext += String.Format("({0},{1}): {4} {2}: {3}\n",
|
||||
lslPos.Key - 1, lslPos.Value - 1,
|
||||
errorPos.Key - 1, errorPos.Value - 1,
|
||||
CompErr.ErrorNumber, text, severity);
|
||||
hadErrors = true;
|
||||
}
|
||||
|
|
|
@ -209,7 +209,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
|
|||
+= (itemId, evp) => m_lslApi.llHTTPResponse(evp.Params[0].ToString(), 200, testResponse);
|
||||
|
||||
// Console.WriteLine("Trying {0}", returnedUri);
|
||||
HttpWebRequest webRequest = (HttpWebRequest)WebRequest.Create(returnedUri);
|
||||
|
||||
AssertHttpResponse(returnedUri, testResponse);
|
||||
|
||||
|
|
|
@ -537,6 +537,13 @@
|
|||
; shout_distance = 100
|
||||
|
||||
|
||||
[EntityTransfer]
|
||||
;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
|
||||
;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
|
||||
;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
|
||||
;DisableInterRegionTeleportCancellation = false
|
||||
|
||||
|
||||
[Messaging]
|
||||
;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
|
||||
;; Module to handle offline messaging. The core module requires an external
|
||||
|
|
|
@ -624,6 +624,11 @@
|
|||
; Minimum user level required for HyperGrid teleports
|
||||
LevelHGTeleport = 0
|
||||
|
||||
; Determine whether the cancel button is shown at all during teleports.
|
||||
; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
|
||||
; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
|
||||
DisableInterRegionTeleportCancellation = false
|
||||
|
||||
|
||||
[Messaging]
|
||||
; Control which region module is used for instant messaging.
|
||||
|
|
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