Makes region crossings asynchronous. Moved the bulk of the original code out of ScenePresence and into SceneCommunicationService, where it should be (next to RequestTeleportToLocation). No changes in the crossing mechanism itself, yet. But this change opens the way to doing crossings as slowly as it needs to be, outside the simulator Update loop.
Note: weirdnesses may occur!0.6.3-post-fixes
parent
9177f28710
commit
7a274a7e1d
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@ -3179,6 +3179,11 @@ namespace OpenSim.Region.Framework.Scenes
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return m_sceneGridService.CrossToNeighbouringRegion(regionHandle, agentID, position, isFlying);
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}
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public void CrossAgentToNewRegion(ScenePresence agent, bool isFlying)
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{
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m_sceneGridService.CrossAgentToNewRegion(this, agent, isFlying);
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}
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public void SendOutChildAgentUpdates(AgentPosition cadu, ScenePresence presence)
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{
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m_sceneGridService.SendChildAgentDataUpdate(cadu, presence);
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@ -35,6 +35,7 @@ using OpenMetaverse.StructuredData;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Framework.Communications.Capabilities;
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using OpenSim.Region.Framework.Interfaces;
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using OSD = OpenMetaverse.StructuredData.OSD;
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@ -1018,6 +1019,175 @@ namespace OpenSim.Region.Framework.Scenes
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return m_commsProvider.InterRegion.ExpectAvatarCrossing(regionhandle, agentID, position, isFlying);
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}
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public void CrossAgentToNewRegion(Scene scene, ScenePresence agent, bool isFlying)
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{
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Vector3 pos = agent.AbsolutePosition;
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Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
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uint neighbourx = m_regionInfo.RegionLocX;
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uint neighboury = m_regionInfo.RegionLocY;
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// distance to edge that will trigger crossing
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const float boundaryDistance = 1.7f;
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// distance into new region to place avatar
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const float enterDistance = 0.1f;
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if (pos.X < boundaryDistance)
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{
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neighbourx--;
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newpos.X = Constants.RegionSize - enterDistance;
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}
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else if (pos.X > Constants.RegionSize - boundaryDistance)
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{
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neighbourx++;
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newpos.X = enterDistance;
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}
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if (pos.Y < boundaryDistance)
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{
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neighboury--;
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newpos.Y = Constants.RegionSize - enterDistance;
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}
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else if (pos.Y > Constants.RegionSize - boundaryDistance)
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{
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neighboury++;
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newpos.Y = enterDistance;
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}
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Vector3 vel = agent.Velocity;
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CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
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d.BeginInvoke(agent, newpos, neighbourx, neighboury, isFlying, CrossAgentToNewRegionCompleted, d);
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}
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public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, bool isFlying);
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/// <summary>
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/// This Closes child agents on neighboring regions
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/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
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/// </summary>
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protected ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, bool isFlying)
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{
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m_log.DebugFormat("[SCENE COMM]: Crossing agent {0} {1} to {2}-{3}", agent.Firstname, agent.Lastname, neighbourx, neighboury);
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ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
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SimpleRegionInfo neighbourRegion = RequestNeighbouringRegionInfo(neighbourHandle);
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if (neighbourRegion != null && agent.ValidateAttachments())
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{
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pos = pos + (agent.Velocity);
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CachedUserInfo userInfo = m_commsProvider.UserProfileCacheService.GetUserDetails(agent.UUID);
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if (userInfo != null)
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{
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userInfo.DropInventory();
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}
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else
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{
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m_log.WarnFormat("[SCENE COMM]: No cached user info found for {0} {1} on leaving region {2}",
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agent.Name, agent.UUID, agent.Scene.RegionInfo.RegionName);
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}
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bool crossingSuccessful =
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CrossToNeighbouringRegion(neighbourHandle, agent.ControllingClient.AgentId, pos,
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isFlying);
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if (crossingSuccessful)
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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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agent.CloseChildAgents(neighbourx, neighboury);
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//AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
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agent.ControllingClient.RequestClientInfo();
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//Console.WriteLine("BEFORE CROSS");
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//Scene.DumpChildrenSeeds(UUID);
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//DumpKnownRegions();
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string agentcaps;
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if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
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{
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m_log.ErrorFormat("[SCENE COMM]: No CAPS information for region handle {0}, exiting CrossToNewRegion.",
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neighbourRegion.RegionHandle);
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return agent;
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}
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// TODO Should construct this behind a method
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string capsPath =
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"http://" + neighbourRegion.ExternalHostName + ":" + neighbourRegion.HttpPort
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+ "/CAPS/" + agentcaps /*circuitdata.CapsPath*/ + "0000/";
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m_log.DebugFormat("[CAPS]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
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IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
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if (eq != null)
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{
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eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
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capsPath, agent.UUID, agent.ControllingClient.SessionId);
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}
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else
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{
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agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
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capsPath);
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}
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agent.MakeChildAgent();
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// now we have a child agent in this region. Request all interesting data about other (root) agents
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agent.SendInitialFullUpdateToAllClients();
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agent.CrossAttachmentsIntoNewRegion(neighbourHandle, true);
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// m_scene.SendKillObject(m_localId);
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agent.Scene.NotifyMyCoarseLocationChange();
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// the user may change their profile information in other region,
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// so the userinfo in UserProfileCache is not reliable any more, delete it
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if (agent.Scene.NeedSceneCacheClear(agent.UUID))
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{
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agent.Scene.CommsManager.UserProfileCacheService.RemoveUser(agent.UUID);
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m_log.DebugFormat(
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"[SCENE COMM]: User {0} is going to another region, profile cache removed", agent.UUID);
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}
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}
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else
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{
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//// Restore the user structures that we needed to delete before asking the receiving region
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//// to complete the crossing
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//userInfo.FetchInventory();
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//agent.Scene.CapsModule.AddCapsHandler(agent.UUID);
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}
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}
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//Console.WriteLine("AFTER CROSS");
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//Scene.DumpChildrenSeeds(UUID);
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//DumpKnownRegions();
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return agent;
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}
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private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
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{
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CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
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ScenePresence agent = icon.EndInvoke(iar);
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// If the cross was successful, this agent is a child agent
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if (agent.IsChildAgent)
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{
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// Put the child agent back at the center
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agent.AbsolutePosition = new Vector3(128, 128, 70);
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}
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else // Not successful
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{
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CachedUserInfo userInfo = m_commsProvider.UserProfileCacheService.GetUserDetails(agent.UUID);
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if (userInfo != null)
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{
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userInfo.FetchInventory();
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}
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agent.RestoreInCurrentScene();
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}
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agent.IsInTransit = false;
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//m_log.DebugFormat("[SCENE COMM]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
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}
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public bool PrimCrossToNeighboringRegion(ulong regionhandle, UUID primID, string objData, int XMLMethod)
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{
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return m_commsProvider.InterRegion.InformRegionOfPrimCrossing(regionhandle, primID, objData, XMLMethod);
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@ -547,6 +547,13 @@ namespace OpenSim.Region.Framework.Scenes
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get { return m_animations; }
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}
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private bool m_inTransit;
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public bool IsInTransit
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{
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get { return m_inTransit; }
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set { m_inTransit = value; }
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}
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#endregion
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#region Constructor(s)
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@ -850,7 +857,7 @@ namespace OpenSim.Region.Framework.Scenes
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CachedUserInfo userInfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(m_uuid);
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if (userInfo != null)
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userInfo.FetchInventory();
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userInfo.FetchInventory();
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else
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m_log.ErrorFormat("[SCENE]: Could not find user info for {0} when making it a root agent", m_uuid);
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@ -2377,15 +2384,31 @@ namespace OpenSim.Region.Framework.Scenes
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pos2.Y = pos2.Y + (vel.Y*timeStep);
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pos2.Z = pos2.Z + (vel.Z*timeStep);
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if ((pos2.X < 0) || (pos2.X > Constants.RegionSize))
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if (!IsInTransit)
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{
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CrossToNewRegion();
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if ((pos2.X < 0) || (pos2.X > Constants.RegionSize))
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{
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CrossToNewRegion();
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}
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if ((pos2.Y < 0) || (pos2.Y > Constants.RegionSize))
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{
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CrossToNewRegion();
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}
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}
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else
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{
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RemoveFromPhysicalScene();
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// This constant has been inferred from experimentation
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// I'm not sure what this value should be, so I tried a few values.
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timeStep = 0.04f;
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pos2 = AbsolutePosition;
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pos2.X = pos2.X + (vel.X * timeStep);
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pos2.Y = pos2.Y + (vel.Y * timeStep);
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pos2.Z = pos2.Z + (vel.Z * timeStep);
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m_pos = pos2;
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}
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if ((pos2.Y < 0) || (pos2.Y > Constants.RegionSize))
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{
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CrossToNewRegion();
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}
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}
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/// <summary>
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@ -2396,130 +2419,13 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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protected void CrossToNewRegion()
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{
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Vector3 pos = AbsolutePosition;
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Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
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uint neighbourx = m_regionInfo.RegionLocX;
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uint neighboury = m_regionInfo.RegionLocY;
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m_inTransit = true;
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m_scene.CrossAgentToNewRegion(this, m_physicsActor.Flying);
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}
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// distance to edge that will trigger crossing
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const float boundaryDistance = 1.7f;
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// distance into new region to place avatar
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const float enterDistance = 0.1f;
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if (pos.X < boundaryDistance)
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{
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neighbourx--;
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newpos.X = Constants.RegionSize - enterDistance;
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}
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else if (pos.X > Constants.RegionSize - boundaryDistance)
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{
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neighbourx++;
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newpos.X = enterDistance;
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}
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if (pos.Y < boundaryDistance)
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{
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neighboury--;
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newpos.Y = Constants.RegionSize - enterDistance;
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}
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else if (pos.Y > Constants.RegionSize - boundaryDistance)
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{
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neighboury++;
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newpos.Y = enterDistance;
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}
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Vector3 vel = m_velocity;
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ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
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SimpleRegionInfo neighbourRegion = m_scene.RequestNeighbouringRegionInfo(neighbourHandle);
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if (neighbourRegion != null && ValidateAttachments())
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{
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// When the neighbour is informed of the border crossing, it will set up CAPS handlers for the avatar
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// This means we need to remove the current caps handler here and possibly compensate later,
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// in case both scenes are being hosted on the same region server. Messy
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//m_scene.RemoveCapsHandler(UUID);
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newpos = newpos + (vel);
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CachedUserInfo userInfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(UUID);
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if (userInfo != null)
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{
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userInfo.DropInventory();
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}
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else
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{
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m_log.WarnFormat("[SCENE PRESENCE]: No cached user info found for {0} {1} on leaving region", Name, UUID);
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}
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bool crossingSuccessful =
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m_scene.InformNeighbourOfCrossing(neighbourHandle, m_controllingClient.AgentId, newpos,
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m_physicsActor.Flying);
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if (crossingSuccessful)
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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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CloseChildAgents(neighbourx, neighboury);
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//AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
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m_controllingClient.RequestClientInfo();
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//Console.WriteLine("BEFORE CROSS");
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//Scene.DumpChildrenSeeds(UUID);
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//DumpKnownRegions();
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string agentcaps;
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if (!m_knownChildRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
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{
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m_log.ErrorFormat("[SCENE PRESENCE]: No CAPS information for region handle {0}, exiting CrossToNewRegion.",
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neighbourRegion.RegionHandle);
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return;
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}
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// TODO Should construct this behind a method
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string capsPath =
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"http://" + neighbourRegion.ExternalHostName + ":" + neighbourRegion.HttpPort
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+ "/CAPS/" + agentcaps /*circuitdata.CapsPath*/ + "0000/";
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m_log.DebugFormat("[CAPS]: Sending new CAPS seed url {0} to client {1}", capsPath, m_uuid);
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IEventQueue eq = m_scene.RequestModuleInterface<IEventQueue>();
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if (eq != null)
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{
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eq.CrossRegion(neighbourHandle, newpos, vel, neighbourRegion.ExternalEndPoint,
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capsPath, UUID, ControllingClient.SessionId);
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}
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else
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{
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m_controllingClient.CrossRegion(neighbourHandle, newpos, vel, neighbourRegion.ExternalEndPoint,
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capsPath);
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}
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MakeChildAgent();
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// now we have a child agent in this region. Request all interesting data about other (root) agents
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SendInitialFullUpdateToAllClients();
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CrossAttachmentsIntoNewRegion(neighbourHandle, true);
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// m_scene.SendKillObject(m_localId);
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m_scene.NotifyMyCoarseLocationChange();
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// the user may change their profile information in other region,
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// so the userinfo in UserProfileCache is not reliable any more, delete it
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if (m_scene.NeedSceneCacheClear(UUID))
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{
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m_scene.CommsManager.UserProfileCacheService.RemoveUser(UUID);
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m_log.DebugFormat(
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"[SCENE PRESENCE]: User {0} is going to another region, profile cache removed", UUID);
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}
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}
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else
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{
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// Restore the user structures that we needed to delete before asking the receiving region
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// to complete the crossing
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userInfo.FetchInventory();
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m_scene.CapsModule.AddCapsHandler(UUID);
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}
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}
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//Console.WriteLine("AFTER CROSS");
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//Scene.DumpChildrenSeeds(UUID);
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//DumpKnownRegions();
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public void RestoreInCurrentScene()
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{
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AddToPhysicalScene();
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}
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/// <summary>
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@ -66,11 +66,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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scene2 = SceneSetupHelpers.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000, cm);
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scene3 = SceneSetupHelpers.SetupScene("Neighbour x-1", UUID.Random(), 999, 1000, cm);
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IRegionModule interregionComms = new RESTInterregionComms();
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interregionComms.Initialise(scene, new IniConfigSource());
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interregionComms.Initialise(scene2, new IniConfigSource());
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interregionComms.Initialise(scene3, new IniConfigSource());
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interregionComms.PostInitialise();
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IRegionModule interregionComms = new RESTInterregionComms();
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interregionComms.Initialise(scene, new IniConfigSource());
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interregionComms.Initialise(scene2, new IniConfigSource());
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interregionComms.Initialise(scene3, new IniConfigSource());
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interregionComms.PostInitialise();
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SceneSetupHelpers.SetupSceneModules(scene, new IniConfigSource(), interregionComms);
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SceneSetupHelpers.SetupSceneModules(scene2, new IniConfigSource(), interregionComms);
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SceneSetupHelpers.SetupSceneModules(scene3, new IniConfigSource(), interregionComms);
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@ -203,6 +203,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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scene.RegisterRegionWithGrid();
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scene2.RegisterRegionWithGrid();
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presence.Update();
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// Crossings are asynchronous
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while (presence.IsInTransit) { } ;
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Assert.That(presence.IsChildAgent, Is.True, "Did not complete region cross as expected.");
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Assert.That(presence2.IsChildAgent, Is.False, "Did not receive root status after receiving agent.");
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@ -210,6 +212,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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// Cross Back
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presence2.AbsolutePosition = new Vector3(-1, 3, 100);
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presence2.Update();
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// Crossings are asynchronous
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while (presence.IsInTransit) { };
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Assert.That(presence2.IsChildAgent, Is.True, "Did not return from region as expected.");
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Assert.That(presence.IsChildAgent, Is.False, "Presence was not made root in old region again.");
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