Merge branch 'master' of ssh://3dhosting.de/var/git/careminster
commit
77575ec51b
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@ -1217,13 +1217,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle)
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{
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InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
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try
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{
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//neighbour.ExternalEndPoint may return null, which will be caught
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d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
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InformClientOfNeighbourCompleted,
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d);
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// Let's put this back at sync, so that it doesn't clog
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// the network, especially for regions in the same physical server.
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// We're really not in a hurry here.
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InformClientOfNeighbourAsync(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent);
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//InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
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//d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
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// InformClientOfNeighbourCompleted,
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// d);
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}
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catch (ArgumentOutOfRangeException)
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@ -3395,10 +3395,10 @@ namespace OpenSim.Region.Framework.Scenes
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/// also return a reason.</returns>
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public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, out string reason, bool requirePresenceLookup)
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{
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bool vialogin = ((teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0 ||
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(teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0);
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bool viahome = ((teleportFlags & (uint)Constants.TeleportFlags.ViaHome) != 0);
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bool godlike = ((teleportFlags & (uint)Constants.TeleportFlags.Godlike) != 0);
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bool vialogin = ((teleportFlags & (uint)TPFlags.ViaLogin) != 0 ||
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(teleportFlags & (uint)TPFlags.ViaHGLogin) != 0);
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bool viahome = ((teleportFlags & (uint)TPFlags.ViaHome) != 0);
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bool godlike = ((teleportFlags & (uint)TPFlags.Godlike) != 0);
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reason = String.Empty;
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@ -3411,9 +3411,9 @@ namespace OpenSim.Region.Framework.Scenes
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// Don't disable this log message - it's too helpful
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m_log.DebugFormat(
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"[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, IP {6}, viewer {7}, teleportflags {8}, position {9})",
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"[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, IP {6}, viewer {7}, teleportflags ({8}), position {9})",
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RegionInfo.RegionName, (agent.child ? "child" : "root"),agent.firstname, agent.lastname,
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agent.AgentID, agent.circuitcode, agent.IPAddress, agent.Viewer, teleportFlags, agent.startpos);
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agent.AgentID, agent.circuitcode, agent.IPAddress, agent.Viewer, ((TPFlags)teleportFlags).ToString(), agent.startpos);
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if (LoginsDisabled)
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{
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@ -140,6 +140,7 @@ namespace OpenSim.Region.Framework.Scenes
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icon.EndInvoke(iar);
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}
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ExpiringCache<string, bool> _failedSims = new ExpiringCache<string, bool>();
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public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence)
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{
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// This assumes that we know what our neighbors are.
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@ -156,16 +157,22 @@ namespace OpenSim.Region.Framework.Scenes
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// that the region position is cached or performance will degrade
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Utils.LongToUInts(regionHandle, out x, out y);
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GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
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if (! simulatorList.Contains(dest.ServerURI))
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bool v = true;
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if (! simulatorList.Contains(dest.ServerURI) && !_failedSims.TryGetValue(dest.ServerURI, out v))
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{
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// we havent seen this simulator before, add it to the list
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// and send it an update
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simulatorList.Add(dest.ServerURI);
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// Let move this to sync. Mono definitely does not like async networking.
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if (!m_scene.SimulationService.UpdateAgent(dest, cAgentData))
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// Also if it fails, get it out of the loop for a bit
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_failedSims.Add(dest.ServerURI, true, 120);
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SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;
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d.BeginInvoke(cAgentData, m_regionInfo.ScopeID, dest,
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SendChildAgentDataUpdateCompleted,
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d);
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// Leaving this here as a reminder that we tried, and it sucks.
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//SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;
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//d.BeginInvoke(cAgentData, m_regionInfo.ScopeID, dest,
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// SendChildAgentDataUpdateCompleted,
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// d);
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}
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}
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}
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@ -2787,7 +2787,8 @@ namespace OpenSim.Region.Framework.Scenes
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AgentPosition agentpos = new AgentPosition();
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agentpos.CopyFrom(cadu);
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m_scene.SendOutChildAgentUpdates(agentpos, this);
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// Let's get this out of the update loop
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Util.FireAndForget(delegate { m_scene.SendOutChildAgentUpdates(agentpos, this); });
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}
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}
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