Add configurable SpawnPointRouting

Will use one of three selected methods to route avatar landing
	points when using Telehubs. The setting is in [Startup] using
        SpawnPointRouting = closest/random/sequence

	closest: The default setting. Routes avatar to the nearest SpawnPoint
	to the location.

	random: Picks random SpawnPoints to land the avatar.

	sequence: Follows a sequence to place the avatar on the next available
	SpawnPoint location

Conflicts:

	OpenSim/Region/Framework/Scenes/Scene.cs
integration
BlueWall 2012-05-13 17:11:44 -04:00
parent 8b958e7e74
commit 7c229c8b81
2 changed files with 146 additions and 38 deletions

View File

@ -569,6 +569,15 @@ namespace OpenSim.Region.Framework.Scenes
get { return m_sceneGraph.Entities; }
}
// can be closest/random/sequence
private string m_SpawnPointRouting = "closest";
// used in sequence see: SpawnPoint()
private int m_SpawnPoint;
public string SpawnPointRouting
{
get { return m_SpawnPointRouting; }
}
#endregion Properties
#region Constructors
@ -586,7 +595,7 @@ namespace OpenSim.Region.Framework.Scenes
Random random = new Random();
m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue/2))+(uint)(uint.MaxValue/4);
m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue / 2)) + (uint)(uint.MaxValue / 4);
m_moduleLoader = moduleLoader;
m_authenticateHandler = authen;
m_sceneGridService = sceneGridService;
@ -678,7 +687,7 @@ namespace OpenSim.Region.Framework.Scenes
{
IConfig startupConfig = m_config.Configs["Startup"];
m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance);
m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
if (!m_useBackup)
m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
@ -711,7 +720,7 @@ namespace OpenSim.Region.Framework.Scenes
m_clampPrimSize = true;
}
m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete);
m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
m_dontPersistBefore =
@ -723,6 +732,8 @@ namespace OpenSim.Region.Framework.Scenes
m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
m_SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
IConfig packetConfig = m_config.Configs["PacketPool"];
if (packetConfig != null)
{
@ -3389,7 +3400,7 @@ namespace OpenSim.Region.Framework.Scenes
public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, out string reason, bool requirePresenceLookup)
{
bool vialogin = ((teleportFlags & (uint)TPFlags.ViaLogin) != 0 ||
(teleportFlags & (uint)TPFlags.ViaHGLogin) != 0);
(teleportFlags & (uint)TPFlags.ViaHGLogin) != 0);
bool viahome = ((teleportFlags & (uint)TPFlags.ViaHome) != 0);
bool godlike = ((teleportFlags & (uint)TPFlags.Godlike) != 0);
@ -3405,8 +3416,17 @@ namespace OpenSim.Region.Framework.Scenes
// Don't disable this log message - it's too helpful
m_log.DebugFormat(
"[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, IP {6}, viewer {7}, teleportflags ({8}), position {9})",
RegionInfo.RegionName, (agent.child ? "child" : "root"),agent.firstname, agent.lastname,
agent.AgentID, agent.circuitcode, agent.IPAddress, agent.Viewer, ((TPFlags)teleportFlags).ToString(), agent.startpos);
RegionInfo.RegionName,
(agent.child ? "child" : "root"),
agent.firstname,
agent.lastname,
agent.AgentID,
agent.circuitcode,
agent.IPAddress,
agent.Viewer,
((TPFlags)teleportFlags).ToString(),
agent.startpos
);
if (LoginsDisabled)
{
@ -3421,7 +3441,11 @@ namespace OpenSim.Region.Framework.Scenes
// We have a zombie from a crashed session.
// Or the same user is trying to be root twice here, won't work.
// Kill it.
m_log.DebugFormat("[SCENE]: Zombie scene presence detected for {0} in {1}", agent.AgentID, RegionInfo.RegionName);
m_log.DebugFormat(
"[SCENE]: Zombie scene presence detected for {0} in {1}",
agent.AgentID,
RegionInfo.RegionName
);
sp.ControllingClient.Close();
sp = null;
}
@ -3445,8 +3469,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (!VerifyUserPresence(agent, out reason))
return false;
}
catch (Exception e)
} catch (Exception e)
{
m_log.ErrorFormat(
"[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace);
@ -3458,8 +3481,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (!AuthorizeUser(agent, out reason))
return false;
}
catch (Exception e)
} catch (Exception e)
{
m_log.ErrorFormat(
"[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
@ -3476,8 +3498,7 @@ namespace OpenSim.Region.Framework.Scenes
CapsModule.SetAgentCapsSeeds(agent);
CapsModule.CreateCaps(agent.AgentID);
}
}
else
} else
{
// Let the SP know how we got here. This has a lot of interesting
// uses down the line.
@ -3500,7 +3521,7 @@ namespace OpenSim.Region.Framework.Scenes
agent.teleportFlags = teleportFlags;
m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
if (vialogin)
if (vialogin)
{
// CleanDroppedAttachments();
@ -3541,8 +3562,7 @@ namespace OpenSim.Region.Framework.Scenes
agent.startpos.Z = 720;
}
}
}
else
} else
{
if (agent.startpos.X > EastBorders[0].BorderLine.Z)
{
@ -3568,10 +3588,19 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject);
// Can have multiple SpawnPoints
List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
if ( spawnpoints.Count > 1)
if (spawnpoints.Count > 1)
{
// We have multiple SpawnPoints, Route the agent to a random one
agent.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count)].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
// We have multiple SpawnPoints, Route the agent to a random or sequential one
if (SpawnPointRouting == "random")
agent.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
telehub.AbsolutePosition,
telehub.GroupRotation
);
else
agent.startpos = spawnpoints[SpawnPoint()].GetLocation(
telehub.AbsolutePosition,
telehub.GroupRotation
);
}
else
{
@ -5257,5 +5286,19 @@ namespace OpenSim.Region.Framework.Scenes
}
}
}
// manage and select spawn points in sequence
public int SpawnPoint()
{
int spawnpoints = RegionInfo.RegionSettings.SpawnPoints().Count;
if (spawnpoints == 0)
return 0;
m_SpawnPoint++;
if (m_SpawnPoint > spawnpoints)
m_SpawnPoint = 1;
return m_SpawnPoint - 1;
}
}
}

View File

@ -3934,28 +3934,93 @@ namespace OpenSim.Region.Framework.Scenes
if (spawnPoints.Length == 0)
return;
float distance = 9999;
int closest = -1;
int index;
bool selected = false;
for (int i = 0 ; i < spawnPoints.Length ; i++)
switch (m_scene.SpawnPointRouting)
{
Vector3 spawnPosition = spawnPoints[i].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
Vector3 offset = spawnPosition - pos;
float d = Vector3.Mag(offset);
if (d >= distance)
continue;
ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y);
if (land == null)
continue;
if (land.IsEitherBannedOrRestricted(UUID))
continue;
distance = d;
closest = i;
}
if (closest == -1)
return;
case "closest":
pos = spawnPoints[closest].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
float distance = 9999;
int closest = -1;
for (int i = 0; i < spawnPoints.Length; i++)
{
Vector3 spawnPosition = spawnPoints[i].GetLocation(
telehub.AbsolutePosition,
telehub.GroupRotation
);
Vector3 offset = spawnPosition - pos;
float d = Vector3.Mag(offset);
if (d >= distance)
continue;
ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y);
if (land == null)
continue;
if (land.IsEitherBannedOrRestricted(UUID))
continue;
distance = d;
closest = i;
}
if (closest == -1)
return;
pos = spawnPoints[closest].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
return;
case "random":
do
{
index = Util.RandomClass.Next(spawnPoints.Length - 1);
Vector3 spawnPosition = spawnPoints[index].GetLocation(
telehub.AbsolutePosition,
telehub.GroupRotation
);
// SpawnPoint sp = spawnPoints[index];
ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y);
if (land == null || land.IsEitherBannedOrRestricted(UUID))
selected = false;
else
selected = true;
} while ( selected == false);
pos = spawnPoints[index].GetLocation(
telehub.AbsolutePosition,
telehub.GroupRotation
);
return;
case "sequence":
do
{
index = m_scene.SpawnPoint();
Vector3 spawnPosition = spawnPoints[index].GetLocation(
telehub.AbsolutePosition,
telehub.GroupRotation
);
// SpawnPoint sp = spawnPoints[index];
ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y);
if (land == null || land.IsEitherBannedOrRestricted(UUID))
selected = false;
else
selected = true;
} while (selected == false);
pos = spawnPoints[index].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
;
return;
default:
return;
}
}
}
}