Merge branch 'master' into bigmerge
Conflicts: OpenSim/Region/Framework/Scenes/Scene.csavinationmerge
commit
96539ffc79
|
@ -707,6 +707,12 @@ namespace OpenSim.Framework
|
|||
|
||||
UUID AgentId { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The scene agent for this client. This will only be set if the client has an agent in a scene (i.e. if it
|
||||
/// is connected).
|
||||
/// </summary>
|
||||
ISceneAgent SceneAgent { get; }
|
||||
|
||||
UUID SessionId { get; }
|
||||
|
||||
UUID SecureSessionId { get; }
|
||||
|
|
|
@ -68,12 +68,16 @@ namespace OpenSim.Framework
|
|||
event restart OnRestart;
|
||||
|
||||
/// <summary>
|
||||
/// Register the new client with the scene. The client starts off as a child agent - the later agent crossing
|
||||
/// will promote it to a root agent.
|
||||
/// Add a new client and create a presence for it. All clients except initial login clients will starts off as a child agent
|
||||
/// - the later agent crossing will promote it to a root agent.
|
||||
/// </summary>
|
||||
/// <param name="client"></param>
|
||||
/// <param name="type">The type of agent to add.</param>
|
||||
void AddNewClient(IClientAPI client, PresenceType type);
|
||||
/// <returns>
|
||||
/// The scene agent if the new client was added.
|
||||
/// Null if the required scene agent already existed or no scene agent was added because the required client circuit doesn't exist.
|
||||
/// </returns>
|
||||
ISceneAgent AddNewClient(IClientAPI client, PresenceType type);
|
||||
|
||||
/// <summary>
|
||||
/// Remove the given client from the scene.
|
||||
|
|
|
@ -0,0 +1,68 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
|
||||
namespace OpenSim.Framework
|
||||
{
|
||||
/// <summary>
|
||||
/// An agent in the scene.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Interface is a work in progress. Please feel free to add other required properties and methods.
|
||||
/// </remarks>
|
||||
public interface ISceneAgent : ISceneEntity
|
||||
{
|
||||
/// <value>
|
||||
/// The client controlling this presence
|
||||
/// </value>
|
||||
IClientAPI ControllingClient { get; }
|
||||
|
||||
/// <summary>
|
||||
/// What type of presence is this? User, NPC, etc.
|
||||
/// </summary>
|
||||
PresenceType PresenceType { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Avatar appearance data.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
// Because appearance setting is in a module, we actually need
|
||||
// to give it access to our appearance directly, otherwise we
|
||||
// get a synchronization issue.
|
||||
/// </remarks>
|
||||
AvatarAppearance Appearance { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Send initial scene data to the client controlling this agent
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This includes scene object data and the appearance data of other avatars.
|
||||
/// </remarks>
|
||||
void SendInitialDataToMe();
|
||||
}
|
||||
}
|
|
@ -390,6 +390,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
}
|
||||
}
|
||||
public UUID AgentId { get { return m_agentId; } }
|
||||
public ISceneAgent SceneAgent { get; private set; }
|
||||
public UUID ActiveGroupId { get { return m_activeGroupID; } }
|
||||
public string ActiveGroupName { get { return m_activeGroupName; } }
|
||||
public ulong ActiveGroupPowers { get { return m_activeGroupPowers; } }
|
||||
|
@ -531,6 +532,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
|
||||
// Remove ourselves from the scene
|
||||
m_scene.RemoveClient(AgentId, true);
|
||||
SceneAgent = null;
|
||||
|
||||
// We can't reach into other scenes and close the connection
|
||||
// We need to do this over grid communications
|
||||
|
@ -710,7 +712,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
|
||||
public virtual void Start()
|
||||
{
|
||||
m_scene.AddNewClient(this, PresenceType.User);
|
||||
SceneAgent = m_scene.AddNewClient(this, PresenceType.User);
|
||||
|
||||
RefreshGroupMembership();
|
||||
}
|
||||
|
|
|
@ -894,11 +894,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
IPEndPoint remoteEndPoint = (IPEndPoint)buffer.RemoteEndPoint;
|
||||
|
||||
// Begin the process of adding the client to the simulator
|
||||
AddNewClient((UseCircuitCodePacket)packet, remoteEndPoint);
|
||||
IClientAPI client = AddNewClient((UseCircuitCodePacket)packet, remoteEndPoint);
|
||||
|
||||
// Send ack
|
||||
// Send ack straight away to let the viewer know that the connection is active.
|
||||
SendAckImmediate(remoteEndPoint, packet.Header.Sequence);
|
||||
|
||||
// FIXME: Nasty - this is the only way we currently know if Scene.AddNewClient() failed to find a
|
||||
// circuit and bombed out early. That check might be pointless since authorization is established
|
||||
// up here.
|
||||
if (client != null && client.SceneAgent != null)
|
||||
client.SceneAgent.SendInitialDataToMe();
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[LLUDPSERVER]: Handling UseCircuitCode request from {0} took {1}ms",
|
||||
// buffer.RemoteEndPoint, (DateTime.Now - startTime).Milliseconds);
|
||||
|
@ -933,7 +939,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
return sessionInfo.Authorised;
|
||||
}
|
||||
|
||||
private void AddNewClient(UseCircuitCodePacket useCircuitCode, IPEndPoint remoteEndPoint)
|
||||
/// <summary>
|
||||
/// Add a new client.
|
||||
/// </summary>
|
||||
/// <param name="useCircuitCode"></param>
|
||||
/// <param name="remoteEndPoint"></param>
|
||||
/// <returns>
|
||||
/// The client that was added or null if the client failed authorization or already existed.
|
||||
/// </returns>
|
||||
private IClientAPI AddNewClient(UseCircuitCodePacket useCircuitCode, IPEndPoint remoteEndPoint)
|
||||
{
|
||||
UUID agentID = useCircuitCode.CircuitCode.ID;
|
||||
UUID sessionID = useCircuitCode.CircuitCode.SessionID;
|
||||
|
@ -942,7 +956,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
AuthenticateResponse sessionInfo;
|
||||
if (IsClientAuthorized(useCircuitCode, out sessionInfo))
|
||||
{
|
||||
AddClient(circuitCode, agentID, sessionID, remoteEndPoint, sessionInfo);
|
||||
return AddClient(circuitCode, agentID, sessionID, remoteEndPoint, sessionInfo);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -950,38 +964,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
m_log.WarnFormat(
|
||||
"[LLUDPSERVER]: Connection request for client {0} connecting with unnotified circuit code {1} from {2}",
|
||||
useCircuitCode.CircuitCode.ID, useCircuitCode.CircuitCode.Code, remoteEndPoint);
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void AddClient(uint circuitCode, UUID agentID, UUID sessionID, IPEndPoint remoteEndPoint, AuthenticateResponse sessionInfo)
|
||||
/// <summary>
|
||||
/// Add a client.
|
||||
/// </summary>
|
||||
/// <param name="circuitCode"></param>
|
||||
/// <param name="agentID"></param>
|
||||
/// <param name="sessionID"></param>
|
||||
/// <param name="remoteEndPoint"></param>
|
||||
/// <param name="sessionInfo"></param>
|
||||
/// <returns>The client if it was added. Null if the client already existed.</returns>
|
||||
protected virtual IClientAPI AddClient(
|
||||
uint circuitCode, UUID agentID, UUID sessionID, IPEndPoint remoteEndPoint, AuthenticateResponse sessionInfo)
|
||||
{
|
||||
IClientAPI client = null;
|
||||
|
||||
// In priciple there shouldn't be more than one thread here, ever.
|
||||
// But in case that happens, we need to synchronize this piece of code
|
||||
// because it's too important
|
||||
lock (this)
|
||||
{
|
||||
IClientAPI existingClient;
|
||||
|
||||
if (!m_scene.TryGetClient(agentID, out existingClient))
|
||||
if (!m_scene.TryGetClient(agentID, out client))
|
||||
{
|
||||
// Create the LLUDPClient
|
||||
LLUDPClient udpClient = new LLUDPClient(this, ThrottleRates, m_throttle, circuitCode, agentID, remoteEndPoint, m_defaultRTO, m_maxRTO);
|
||||
// Create the LLClientView
|
||||
LLClientView client = new LLClientView(remoteEndPoint, m_scene, this, udpClient, sessionInfo, agentID, sessionID, circuitCode);
|
||||
|
||||
client = new LLClientView(remoteEndPoint, m_scene, this, udpClient, sessionInfo, agentID, sessionID, circuitCode);
|
||||
client.OnLogout += LogoutHandler;
|
||||
|
||||
client.DisableFacelights = m_disableFacelights;
|
||||
((LLClientView)client).DisableFacelights = m_disableFacelights;
|
||||
|
||||
// Start the IClientAPI
|
||||
client.Start();
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("[LLUDPSERVER]: Ignoring a repeated UseCircuitCode from {0} at {1} for circuit {2}",
|
||||
existingClient.AgentId, remoteEndPoint, circuitCode);
|
||||
}
|
||||
}
|
||||
|
||||
return client;
|
||||
}
|
||||
|
||||
private void RemoveClient(LLUDPClient udpClient)
|
||||
|
|
|
@ -53,9 +53,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
|
|||
public override void Update() {}
|
||||
public override void LoadWorldMap() {}
|
||||
|
||||
public override void AddNewClient(IClientAPI client, PresenceType type)
|
||||
public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type)
|
||||
{
|
||||
client.OnObjectName += RecordObjectNameCall;
|
||||
|
||||
// FIXME
|
||||
return null;
|
||||
}
|
||||
|
||||
public override void RemoveClient(UUID agentID, bool someReason) {}
|
||||
|
|
|
@ -38,28 +38,8 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// <remarks>
|
||||
/// Interface is a work in progress. Please feel free to add other required properties and methods.
|
||||
/// </remarks>
|
||||
public interface IScenePresence : ISceneEntity
|
||||
public interface IScenePresence : ISceneAgent
|
||||
{
|
||||
/// <value>
|
||||
/// The client controlling this presence
|
||||
/// </value>
|
||||
IClientAPI ControllingClient { get; }
|
||||
|
||||
/// <summary>
|
||||
/// What type of presence is this? User, NPC, etc.
|
||||
/// </summary>
|
||||
PresenceType PresenceType { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Avatar appearance data.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
// Because appearance setting is in a module, we actually need
|
||||
// to give it access to our appearance directly, otherwise we
|
||||
// get a synchronization issue.
|
||||
/// </remarks>
|
||||
AvatarAppearance Appearance { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The AttachmentsModule synchronizes on this to avoid race conditions between commands to add and remove attachments.
|
||||
/// </summary>
|
||||
|
|
|
@ -2610,17 +2610,17 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
#region Add/Remove Avatar Methods
|
||||
|
||||
/// <summary>
|
||||
/// Add a new client and create a child agent for it.
|
||||
/// Add a new client and create a child scene presence for it.
|
||||
/// </summary>
|
||||
/// <param name="client"></param>
|
||||
/// <param name="type">The type of agent to add.</param>
|
||||
public override void AddNewClient(IClientAPI client, PresenceType type)
|
||||
public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type)
|
||||
{
|
||||
AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode);
|
||||
bool vialogin = false;
|
||||
|
||||
if (aCircuit == null) // no good, didn't pass NewUserConnection successfully
|
||||
return;
|
||||
return null;
|
||||
|
||||
vialogin = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 ||
|
||||
(aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
|
||||
|
@ -2628,60 +2628,61 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
CheckHeartbeat();
|
||||
ScenePresence presence;
|
||||
|
||||
if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here
|
||||
ScenePresence sp = GetScenePresence(client.AgentId);
|
||||
|
||||
// XXX: Not sure how good it is to add a new client if a scene presence already exists. Possibly this
|
||||
// could occur if a viewer crashes and relogs before the old client is kicked out. But this could cause
|
||||
// other problems, and possible the code calling AddNewClient() should ensure that no client is already
|
||||
// connected.
|
||||
if (sp == null)
|
||||
{
|
||||
m_log.Debug("[SCENE]: Adding new agent " + client.Name + " to scene " + RegionInfo.RegionName);
|
||||
m_log.Debug("[SCENE]: Adding new child scene presence " + client.Name + " to scene " + RegionInfo.RegionName);
|
||||
|
||||
m_clientManager.Add(client);
|
||||
SubscribeToClientEvents(client);
|
||||
|
||||
ScenePresence sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
|
||||
sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
|
||||
m_eventManager.TriggerOnNewPresence(sp);
|
||||
|
||||
sp.TeleportFlags = (TeleportFlags)aCircuit.teleportFlags;
|
||||
|
||||
// HERE!!! Do the initial attachments right here
|
||||
// first agent upon login is a root agent by design.
|
||||
// All other AddNewClient calls find aCircuit.child to be true
|
||||
// The first agent upon login is a root agent by design.
|
||||
// For this agent we will have to rez the attachments.
|
||||
// All other AddNewClient calls find aCircuit.child to be true.
|
||||
if (aCircuit.child == false)
|
||||
{
|
||||
// We have to set SP to be a root agent here so that SP.MakeRootAgent() will later not try to
|
||||
// start the scripts again (since this is done in RezAttachments()).
|
||||
// XXX: This is convoluted.
|
||||
sp.IsChildAgent = false;
|
||||
|
||||
if (AttachmentsModule != null)
|
||||
Util.FireAndForget(delegate(object o) { AttachmentsModule.RezAttachments(sp); });
|
||||
}
|
||||
}
|
||||
|
||||
ScenePresence createdSp = GetScenePresence(client.AgentId);
|
||||
if (createdSp != null)
|
||||
else
|
||||
{
|
||||
m_LastLogin = Util.EnvironmentTickCount();
|
||||
|
||||
// Cache the user's name
|
||||
CacheUserName(createdSp, aCircuit);
|
||||
|
||||
EventManager.TriggerOnNewClient(client);
|
||||
if (vialogin)
|
||||
{
|
||||
EventManager.TriggerOnClientLogin(client);
|
||||
|
||||
// Send initial parcel data
|
||||
Vector3 pos = createdSp.AbsolutePosition;
|
||||
ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
|
||||
land.SendLandUpdateToClient(client);
|
||||
}
|
||||
m_log.WarnFormat(
|
||||
"[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence",
|
||||
sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName);
|
||||
}
|
||||
|
||||
// Send all scene object to the new client
|
||||
Util.FireAndForget(delegate
|
||||
m_LastLogin = Util.EnvironmentTickCount();
|
||||
|
||||
// Cache the user's name
|
||||
CacheUserName(sp, aCircuit);
|
||||
|
||||
EventManager.TriggerOnNewClient(client);
|
||||
if (vialogin)
|
||||
{
|
||||
EntityBase[] entities = Entities.GetEntities();
|
||||
foreach(EntityBase e in entities)
|
||||
{
|
||||
if (e != null && e is SceneObjectGroup)
|
||||
((SceneObjectGroup)e).SendFullUpdateToClient(client);
|
||||
}
|
||||
});
|
||||
EventManager.TriggerOnClientLogin(client);
|
||||
// Send initial parcel data
|
||||
Vector3 pos = sp.AbsolutePosition;
|
||||
ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
|
||||
land.SendLandUpdateToClient(client);
|
||||
}
|
||||
|
||||
return sp;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -177,7 +177,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
#region Add/Remove Agent/Avatar
|
||||
|
||||
public abstract void AddNewClient(IClientAPI client, PresenceType type);
|
||||
public abstract ISceneAgent AddNewClient(IClientAPI client, PresenceType type);
|
||||
public abstract void RemoveClient(UUID agentID, bool closeChildAgents);
|
||||
|
||||
public bool TryGetScenePresence(UUID agentID, out object scenePresence)
|
||||
|
|
|
@ -794,15 +794,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
AdjustKnownSeeds();
|
||||
|
||||
// we created a new ScenePresence (a new child agent) in a fresh region.
|
||||
// Request info about all the (root) agents in this region
|
||||
// Note: This won't send data *to* other clients in that region (children don't send)
|
||||
|
||||
// MIC: This gets called again in CompleteMovement
|
||||
// SendInitialFullUpdateToAllClients();
|
||||
SendOtherAgentsAvatarDataToMe();
|
||||
SendOtherAgentsAppearanceToMe();
|
||||
|
||||
RegisterToEvents();
|
||||
SetDirectionVectors();
|
||||
|
||||
|
@ -1207,9 +1198,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
// DateTime startTime = DateTime.Now;
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[SCENE PRESENCE]: Completing movement of {0} into region {1}",
|
||||
client.Name, Scene.RegionInfo.RegionName);
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: Completing movement of {0} into region {1}",
|
||||
// client.Name, Scene.RegionInfo.RegionName);
|
||||
|
||||
Vector3 look = Velocity;
|
||||
if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
|
||||
|
@ -1241,7 +1232,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
//m_log.DebugFormat("[SCENE PRESENCE] Completed movement");
|
||||
|
||||
ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
|
||||
SendInitialData();
|
||||
ValidateAndSendAppearanceAndAgentData();
|
||||
|
||||
// Create child agents in neighbouring regions
|
||||
if (openChildAgents && !IsChildAgent)
|
||||
|
@ -2531,11 +2522,31 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
ControllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations);
|
||||
}
|
||||
|
||||
public void SendInitialDataToMe()
|
||||
{
|
||||
// Send all scene object to the new client
|
||||
Util.FireAndForget(delegate
|
||||
{
|
||||
// we created a new ScenePresence (a new child agent) in a fresh region.
|
||||
// Request info about all the (root) agents in this region
|
||||
// Note: This won't send data *to* other clients in that region (children don't send)
|
||||
SendOtherAgentsAvatarDataToMe();
|
||||
SendOtherAgentsAppearanceToMe();
|
||||
|
||||
EntityBase[] entities = Scene.Entities.GetEntities();
|
||||
foreach(EntityBase e in entities)
|
||||
{
|
||||
if (e != null && e is SceneObjectGroup)
|
||||
((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Do everything required once a client completes its movement into a region and becomes
|
||||
/// a root agent.
|
||||
/// </summary>
|
||||
private void SendInitialData()
|
||||
private void ValidateAndSendAppearanceAndAgentData()
|
||||
{
|
||||
//m_log.DebugFormat("[SCENE PRESENCE] SendInitialData: {0} ({1})", Name, UUID);
|
||||
// Moved this into CompleteMovement to ensure that Appearance is initialized before
|
||||
|
|
|
@ -55,6 +55,8 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
|
|||
|
||||
private UUID m_agentID = UUID.Random();
|
||||
|
||||
public ISceneAgent SceneAgent { get; private set; }
|
||||
|
||||
private string m_username;
|
||||
private string m_nick;
|
||||
|
||||
|
@ -547,6 +549,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
|
|||
|
||||
m_connected = false;
|
||||
m_client.Close();
|
||||
SceneAgent = null;
|
||||
}
|
||||
|
||||
public UUID SessionId
|
||||
|
@ -897,12 +900,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
|
|||
|
||||
public void Start()
|
||||
{
|
||||
Scene.AddNewClient(this, PresenceType.User);
|
||||
SceneAgent = m_scene.AddNewClient(this, PresenceType.User);
|
||||
|
||||
// Mimicking LLClientView which gets always set appearance from client.
|
||||
Scene scene = (Scene)Scene;
|
||||
AvatarAppearance appearance;
|
||||
scene.GetAvatarAppearance(this, out appearance);
|
||||
m_scene.GetAvatarAppearance(this, out appearance);
|
||||
OnSetAppearance(this, appearance.Texture, (byte[])appearance.VisualParams.Clone());
|
||||
}
|
||||
|
||||
|
|
|
@ -43,7 +43,6 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
private readonly UUID m_uuid = UUID.Random();
|
||||
private readonly Scene m_scene;
|
||||
|
||||
|
||||
public NPCAvatar(string firstname, string lastname, Vector3 position, Scene scene)
|
||||
{
|
||||
m_firstname = firstname;
|
||||
|
@ -57,6 +56,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
get { return m_scene; }
|
||||
}
|
||||
|
||||
public ISceneAgent SceneAgent { get { throw new NotImplementedException(); } }
|
||||
|
||||
public void Say(string message)
|
||||
{
|
||||
SendOnChatFromClient(message, ChatTypeEnum.Say);
|
||||
|
@ -845,6 +846,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
|
||||
public void Start()
|
||||
{
|
||||
// We never start the client, so always fail.
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public void Stop()
|
||||
|
|
|
@ -54,7 +54,7 @@ namespace OpenSim.Tests.Common.Mock
|
|||
public Scene TeleportTargetScene;
|
||||
private TestClient TeleportSceneClient;
|
||||
|
||||
private IScene m_scene;
|
||||
private Scene m_scene;
|
||||
|
||||
// Properties so that we can get at received data for test purposes
|
||||
public List<UUID> ReceivedOfflineNotifications { get; private set; }
|
||||
|
@ -325,6 +325,8 @@ namespace OpenSim.Tests.Common.Mock
|
|||
/// </value>
|
||||
private UUID m_agentId;
|
||||
|
||||
public ISceneAgent SceneAgent { get { throw new NotImplementedException(); } }
|
||||
|
||||
/// <value>
|
||||
/// The last caps seed url that this client was given.
|
||||
/// </value>
|
||||
|
@ -438,7 +440,7 @@ namespace OpenSim.Tests.Common.Mock
|
|||
/// </summary>
|
||||
/// <param name="agentData"></param>
|
||||
/// <param name="scene"></param>
|
||||
public TestClient(AgentCircuitData agentData, IScene scene)
|
||||
public TestClient(AgentCircuitData agentData, Scene scene)
|
||||
{
|
||||
m_agentId = agentData.AgentID;
|
||||
m_firstName = agentData.firstname;
|
||||
|
@ -904,6 +906,7 @@ namespace OpenSim.Tests.Common.Mock
|
|||
|
||||
public void Start()
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public void Stop()
|
||||
|
|
Loading…
Reference in New Issue