refactor: make ETM.CrossAgentToNewRegionAsync neighbourRegion == null check return earlier to simplify method
parent
9f1fc7ea88
commit
888210ea4a
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@ -1106,119 +1106,121 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
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bool isFlying, string version)
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{
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if (neighbourRegion == null)
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return agent;
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try
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{
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ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}", agent.Firstname, agent.Lastname, neighbourx, neighboury, version);
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}",
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agent.Firstname, agent.Lastname, neighbourx, neighboury, version);
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Scene m_scene = agent.Scene;
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if (neighbourRegion != null)
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if (!agent.ValidateAttachments())
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.",
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agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName);
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pos = pos + agent.Velocity;
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Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
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agent.RemoveFromPhysicalScene();
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SetInTransit(agent.UUID);
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AgentData cAgent = new AgentData();
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agent.CopyTo(cAgent);
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cAgent.Position = pos;
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if (isFlying)
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cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
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// We don't need the callback anymnore
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cAgent.CallbackURI = String.Empty;
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// Beyond this point, extra cleanup is needed beyond removing transit state
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UpdateInTransit(agent.UUID, AgentTransferState.Transferring);
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if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
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{
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if (!agent.ValidateAttachments())
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.",
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agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName);
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pos = pos + agent.Velocity;
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Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
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agent.RemoveFromPhysicalScene();
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SetInTransit(agent.UUID);
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AgentData cAgent = new AgentData();
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agent.CopyTo(cAgent);
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cAgent.Position = pos;
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if (isFlying)
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cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
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// We don't need the callback anymnore
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cAgent.CallbackURI = String.Empty;
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// Beyond this point, extra cleanup is needed beyond removing transit state
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UpdateInTransit(agent.UUID, AgentTransferState.Transferring);
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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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ReInstantiateScripts(agent);
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agent.AddToPhysicalScene(isFlying);
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ResetFromTransit(agent.UUID);
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return agent;
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}
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//AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
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agent.ControllingClient.RequestClientInfo();
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//m_log.Debug("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("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE 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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// No turning back
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agent.IsChildAgent = true;
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string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
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if (m_eqModule != null)
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{
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m_eqModule.CrossRegion(
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neighbourHandle, pos, vel2 /* 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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// SUCCESS!
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UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
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// Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
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UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
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agent.MakeChildAgent();
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// FIXME: Possibly this should occur lower down after other commands to close other agents,
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// but not sure yet what the side effects would be.
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// region doesn't take it
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ReInstantiateScripts(agent);
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agent.AddToPhysicalScene(isFlying);
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ResetFromTransit(agent.UUID);
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return agent;
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}
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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.SendOtherAgentsAvatarDataToMe();
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agent.SendOtherAgentsAppearanceToMe();
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//AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
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agent.ControllingClient.RequestClientInfo();
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// Backwards compatibility. Best effort
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if (version == "Unknown" || version == string.Empty)
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{
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
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Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
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CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
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}
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//m_log.Debug("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("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE 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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// No turning back
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agent.IsChildAgent = true;
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string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
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if (m_eqModule != null)
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{
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m_eqModule.CrossRegion(
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neighbourHandle, pos, vel2 /* 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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// SUCCESS!
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UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
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// Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
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UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
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agent.MakeChildAgent();
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// FIXME: Possibly this should occur lower down after other commands to close other agents,
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// but not sure yet what the side effects would be.
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ResetFromTransit(agent.UUID);
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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.SendOtherAgentsAvatarDataToMe();
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agent.SendOtherAgentsAppearanceToMe();
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// Backwards compatibility. Best effort
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if (version == "Unknown" || version == string.Empty)
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{
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
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Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
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CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
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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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AgentHasMovedAway(agent, false);
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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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// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
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if (agent.Scene.NeedSceneCacheClear(agent.UUID))
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{
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
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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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AgentHasMovedAway(agent, false);
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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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// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
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if (agent.Scene.NeedSceneCacheClear(agent.UUID))
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{
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
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}
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//m_log.Debug("AFTER CROSS");
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