EXPERIMENTAL: yet another variation of ES/EAC/TPFinish
parent
e1404adac6
commit
8d98d287bd
|
@ -744,30 +744,30 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||||
#endregion
|
#endregion
|
||||||
capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
|
capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
|
||||||
|
|
||||||
if (m_eqModule != null)
|
//if (m_eqModule != null)
|
||||||
{
|
//{
|
||||||
// The EnableSimulator message makes the client establish a connection with the destination
|
// // The EnableSimulator message makes the client establish a connection with the destination
|
||||||
// simulator by sending the initial UseCircuitCode UDP packet to the destination containing the
|
// // simulator by sending the initial UseCircuitCode UDP packet to the destination containing the
|
||||||
// correct circuit code.
|
// // correct circuit code.
|
||||||
m_eqModule.EnableSimulator(destinationHandle, endPoint, sp.UUID);
|
// m_eqModule.EnableSimulator(destinationHandle, endPoint, sp.UUID);
|
||||||
|
|
||||||
// XXX: Is this wait necessary? We will always end up waiting on UpdateAgent for the destination
|
// // XXX: Is this wait necessary? We will always end up waiting on UpdateAgent for the destination
|
||||||
// simulator to confirm that it has established communication with the viewer.
|
// // simulator to confirm that it has established communication with the viewer.
|
||||||
Thread.Sleep(200);
|
// Thread.Sleep(200);
|
||||||
|
|
||||||
// At least on LL 3.3.4 for teleports between different regions on the same simulator this appears
|
// // At least on LL 3.3.4 for teleports between different regions on the same simulator this appears
|
||||||
// unnecessary - teleport will succeed and SEED caps will be requested without it (though possibly
|
// // unnecessary - teleport will succeed and SEED caps will be requested without it (though possibly
|
||||||
// only on TeleportFinish). This is untested for region teleport between different simulators
|
// // only on TeleportFinish). This is untested for region teleport between different simulators
|
||||||
// though this probably also works.
|
// // though this probably also works.
|
||||||
m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
|
// m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
|
||||||
}
|
//}
|
||||||
else
|
//else
|
||||||
{
|
//{
|
||||||
// XXX: This is a little misleading since we're information the client of its avatar destination,
|
// // XXX: This is a little misleading since we're information the client of its avatar destination,
|
||||||
// which may or may not be a neighbour region of the source region. This path is probably little
|
// // which may or may not be a neighbour region of the source region. This path is probably little
|
||||||
// used anyway (with EQ being the one used). But it is currently being used for test code.
|
// // used anyway (with EQ being the one used). But it is currently being used for test code.
|
||||||
sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint);
|
// sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint);
|
||||||
}
|
//}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -796,6 +796,21 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator,
|
||||||
|
// where that neighbour simulator could otherwise request a child agent create on the source which then
|
||||||
|
// closes our existing agent which is still signalled as root.
|
||||||
|
sp.IsChildAgent = true;
|
||||||
|
|
||||||
|
if (m_eqModule != null)
|
||||||
|
{
|
||||||
|
m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4,
|
||||||
|
teleportFlags, capsPath);
|
||||||
|
}
|
||||||
|
|
||||||
// A common teleport failure occurs when we can send CreateAgent to the
|
// A common teleport failure occurs when we can send CreateAgent to the
|
||||||
// destination region but the viewer cannot establish the connection (e.g. due to network issues between
|
// destination region but the viewer cannot establish the connection (e.g. due to network issues between
|
||||||
// the viewer and the destination). In this case, UpdateAgent timesout after 10 seconds, although then
|
// the viewer and the destination). In this case, UpdateAgent timesout after 10 seconds, although then
|
||||||
|
@ -838,21 +853,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||||
"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}",
|
"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}",
|
||||||
capsPath, sp.Scene.RegionInfo.RegionName, sp.Name);
|
capsPath, sp.Scene.RegionInfo.RegionName, sp.Name);
|
||||||
|
|
||||||
// We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator,
|
|
||||||
// where that neighbour simulator could otherwise request a child agent create on the source which then
|
|
||||||
// closes our existing agent which is still signalled as root.
|
|
||||||
sp.IsChildAgent = true;
|
|
||||||
|
|
||||||
if (m_eqModule != null)
|
|
||||||
{
|
|
||||||
m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4,
|
|
||||||
teleportFlags, capsPath);
|
|
||||||
}
|
|
||||||
|
|
||||||
// TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which
|
// TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which
|
||||||
// trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation
|
// trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation
|
||||||
// that the client contacted the destination before we close things here.
|
// that the client contacted the destination before we close things here.
|
||||||
|
|
Loading…
Reference in New Issue