This is the Avination Entity Transfer Module. Surprisingly, it still compiles

but I don't know if it runs. Will probably crash and burn as the supporting
code isn't there yet.
master-beforevarregion
Melanie 2013-12-11 00:12:36 +00:00
parent 8f221a3077
commit 97934e00e6
2 changed files with 226 additions and 251 deletions

View File

@ -409,7 +409,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
/// <param name="sp"></param>
/// <param name="position"></param>
/// <param name="lookAt"></param>
/// <param name="teleportFlags"></param
/// <param name="teleportFlags"></param>
private void TeleportAgentWithinRegion(ScenePresence sp, Vector3 position, Vector3 lookAt, uint teleportFlags)
{
m_log.DebugFormat(
@ -444,11 +444,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
position.Z = newPosZ;
}
if (sp.Flying)
teleportFlags |= (uint)TeleportFlags.IsFlying;
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
sp.ControllingClient.SendTeleportStart(teleportFlags);
sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
sp.TeleportFlags = (Constants.TeleportFlags)teleportFlags;
sp.Velocity = Vector3.Zero;
sp.Teleport(position);
@ -652,8 +656,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
// it's actually doing a lot of work.
IPEndPoint endPoint = finalDestination.ExternalEndPoint;
if (endPoint.Address == null)
if (endPoint == null || endPoint.Address == null)
{
sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
@ -692,6 +695,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// both regions
if (sp.ParentID != (uint)0)
sp.StandUp();
else if (sp.Flying)
teleportFlags |= (uint)TeleportFlags.IsFlying;
if (DisableInterRegionTeleportCancellation)
teleportFlags |= (uint)TeleportFlags.DisableCancel;
@ -1319,11 +1324,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
#region Teleport Home
public virtual void TriggerTeleportHome(UUID id, IClientAPI client)
{
TeleportHome(id, client);
}
public virtual void TriggerTeleportHome(UUID id, IClientAPI client)
{
TeleportHome(id, client);
}
public virtual bool TeleportHome(UUID id, IClientAPI client)
{
m_log.DebugFormat(
@ -1334,6 +1339,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (uinfo != null)
{
if (uinfo.HomeRegionID == UUID.Zero)
{
// can't find the Home region: Tell viewer and abort
client.SendTeleportFailed("You don't have a home position set.");
return false;
}
GridRegion regionInfo = Scene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
if (regionInfo == null)
{
@ -1353,9 +1364,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
else
{
m_log.ErrorFormat(
"[ENTITY TRANSFER MODULE]: No grid user information found for {0} {1}. Cannot send home.",
client.Name, client.AgentId);
// can't find the Home region: Tell viewer and abort
client.SendTeleportFailed("Your home region could not be found.");
}
return false;
}
@ -1365,15 +1375,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
#region Agent Crossings
public bool Cross(ScenePresence agent, bool isFlying)
public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos)
{
Scene scene = agent.Scene;
Vector3 pos = agent.AbsolutePosition;
version = String.Empty;
newpos = new Vector3(pos.X, pos.Y, pos.Z);
// m_log.DebugFormat(
// "[ENTITY TRANSFER MODULE]: Crossing agent {0} at pos {1} in {2}", agent.Name, pos, scene.Name);
Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
uint neighbourx = scene.RegionInfo.RegionLocX;
uint neighboury = scene.RegionInfo.RegionLocY;
const float boundaryDistance = 1.7f;
@ -1394,52 +1403,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
{
Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0)
{
neighboury--;
newpos.Y = Constants.RegionSize - enterDistance;
}
else
{
agent.IsInTransit = true;
neighboury = b.TriggerRegionY;
neighbourx = b.TriggerRegionX;
Vector3 newposition = pos;
newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
agent.ControllingClient.SendAgentAlertMessage(
String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
InformClientToInitiateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
return true;
}
}
Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
{
neighbourx--;
newpos.X = Constants.RegionSize - enterDistance;
}
else
{
agent.IsInTransit = true;
neighboury = ba.TriggerRegionY;
neighbourx = ba.TriggerRegionX;
Vector3 newposition = pos;
newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
agent.ControllingClient.SendAgentAlertMessage(
String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
InformClientToInitiateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
return true;
neighboury--;
newpos.Y = Constants.RegionSize - enterDistance;
}
neighbourx--;
newpos.X = Constants.RegionSize - enterDistance;
}
else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
{
@ -1449,26 +1418,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (scene.TestBorderCross(pos + southCross, Cardinals.S))
{
Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
{
neighboury--;
newpos.Y = Constants.RegionSize - enterDistance;
}
else
{
agent.IsInTransit = true;
neighboury = ba.TriggerRegionY;
neighbourx = ba.TriggerRegionX;
Vector3 newposition = pos;
newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
agent.ControllingClient.SendAgentAlertMessage(
String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
InformClientToInitiateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
return true;
}
neighboury--;
newpos.Y = Constants.RegionSize - enterDistance;
}
else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
{
@ -1480,25 +1431,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
{
Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0)
{
neighboury--;
newpos.Y = Constants.RegionSize - enterDistance;
}
else
{
agent.IsInTransit = true;
neighboury = b.TriggerRegionY;
neighbourx = b.TriggerRegionX;
Vector3 newposition = pos;
newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
agent.ControllingClient.SendAgentAlertMessage(
String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
InformClientToInitiateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
return true;
}
neighboury--;
newpos.Y = Constants.RegionSize - enterDistance;
}
else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
{
@ -1532,19 +1466,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
*/
ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
xDest = neighbourx;
yDest = neighboury;
int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
ulong neighbourHandle = Utils.UIntsToLong((uint)x, (uint)y);
ExpiringCache<ulong, DateTime> r;
DateTime banUntil;
if (m_bannedRegions.TryGetValue(agent.ControllingClient.AgentId, out r))
if (m_bannedRegions.TryGetValue(agentID, out r))
{
if (r.TryGetValue(neighbourHandle, out banUntil))
{
if (DateTime.Now < banUntil)
return false;
return null;
r.Remove(neighbourHandle);
}
}
@ -1556,28 +1493,43 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
string reason;
string version;
if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newpos, out version, out reason))
if (!scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
{
agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
if (r == null)
{
r = new ExpiringCache<ulong, DateTime>();
r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
m_bannedRegions.Add(agent.ControllingClient.AgentId, r, TimeSpan.FromSeconds(45));
m_bannedRegions.Add(agentID, r, TimeSpan.FromSeconds(45));
}
else
{
r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
}
return null;
}
return neighbourRegion;
}
public bool Cross(ScenePresence agent, bool isFlying)
{
uint x;
uint y;
Vector3 newpos;
string version;
GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos);
if (neighbourRegion == null)
{
agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
return false;
}
agent.IsInTransit = true;
CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
d.BeginInvoke(agent, newpos, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
return true;
}
@ -1659,52 +1611,49 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
icon.EndInvoke(iar);
}
public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
public bool CrossAgentToNewRegionPrep(ScenePresence agent, GridRegion neighbourRegion)
{
if (neighbourRegion == null)
return false;
m_entityTransferStateMachine.SetInTransit(agent.UUID);
agent.RemoveFromPhysicalScene();
return true;
}
/// <summary>
/// This Closes child agents on neighbouring regions
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
/// </summary>
protected ScenePresence CrossAgentToNewRegionAsync(
ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
public ScenePresence CrossAgentToNewRegionAsync(
ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
bool isFlying, string version)
{
if (neighbourRegion == null)
return agent;
if (!m_entityTransferStateMachine.SetInTransit(agent.UUID))
if (!CrossAgentToNewRegionPrep(agent, neighbourRegion))
{
m_log.ErrorFormat(
"[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2} - agent is already in transit",
agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName);
m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
return agent;
}
bool transitWasReset = false;
if (!CrossAgentIntoNewRegionMain(agent, pos, neighbourRegion, isFlying))
{
m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
return agent;
}
CrossAgentToNewRegionPost(agent, pos, neighbourRegion, isFlying, version);
return agent;
}
public bool CrossAgentIntoNewRegionMain(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying)
{
try
{
ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}",
agent.Firstname, agent.Lastname, neighbourx, neighboury, version);
Scene m_scene = agent.Scene;
if (!agent.ValidateAttachments())
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.",
agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName);
pos = pos + agent.Velocity;
Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
agent.RemoveFromPhysicalScene();
AgentData cAgent = new AgentData();
AgentData cAgent = new AgentData();
agent.CopyTo(cAgent);
cAgent.Position = pos;
cAgent.Position = pos + agent.Velocity;
if (isFlying)
cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
@ -1714,7 +1663,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// Beyond this point, extra cleanup is needed beyond removing transit state
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.Transferring);
if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
if (!agent.Scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
{
// region doesn't take it
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
@ -1726,72 +1675,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
ReInstantiateScripts(agent);
agent.AddToPhysicalScene(isFlying);
return agent;
return false;
}
//m_log.Debug("BEFORE CROSS");
//Scene.DumpChildrenSeeds(UUID);
//DumpKnownRegions();
string agentcaps;
if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
{
m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
neighbourRegion.RegionHandle);
return agent;
}
// No turning back
agent.IsChildAgent = true;
string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
if (m_eqModule != null)
{
m_eqModule.CrossRegion(
neighbourHandle, pos, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint,
capsPath, agent.UUID, agent.ControllingClient.SessionId);
}
else
{
agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
capsPath);
}
// SUCCESS!
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
// Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
agent.MakeChildAgent();
// FIXME: Possibly this should occur lower down after other commands to close other agents,
// but not sure yet what the side effects would be.
m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
transitWasReset = true;
// now we have a child agent in this region. Request all interesting data about other (root) agents
agent.SendOtherAgentsAvatarDataToMe();
agent.SendOtherAgentsAppearanceToMe();
// Backwards compatibility. Best effort
if (version == "Unknown" || version == string.Empty)
{
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
}
// Next, let's close the child agent connections that are too far away.
agent.CloseChildAgents(neighbourx, neighboury);
AgentHasMovedAway(agent, false);
//m_log.Debug("AFTER CROSS");
//Scene.DumpChildrenSeeds(UUID);
//DumpKnownRegions();
}
catch (Exception e)
{
@ -1800,14 +1686,97 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace);
// TODO: Might be worth attempting other restoration here such as reinstantiation of scripts, etc.
}
finally
{
if (!transitWasReset)
m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
return false;
}
return agent;
return true;
}
public void CrossAgentToNewRegionPost(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
bool isFlying, string version)
{
agent.ControllingClient.RequestClientInfo();
string agentcaps;
if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
{
m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
neighbourRegion.RegionHandle);
return;
}
// No turning back
agent.IsChildAgent = true;
string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
if (m_eqModule != null)
{
m_eqModule.CrossRegion(
neighbourRegion.RegionHandle, pos + agent.Velocity, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint,
capsPath, agent.UUID, agent.ControllingClient.SessionId);
}
else
{
agent.ControllingClient.CrossRegion(neighbourRegion.RegionHandle, pos + agent.Velocity, agent.Velocity, neighbourRegion.ExternalEndPoint,
capsPath);
}
// SUCCESS!
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
// Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
agent.MakeChildAgent();
// FIXME: Possibly this should occur lower down after other commands to close other agents,
// but not sure yet what the side effects would be.
m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
// now we have a child agent in this region. Request all interesting data about other (root) agents
agent.SendOtherAgentsAvatarDataToMe();
agent.SendOtherAgentsAppearanceToMe();
// Backwards compatibility. Best effort
if (version == "Unknown" || version == string.Empty)
{
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
}
// Next, let's close the child agent connections that are too far away.
uint neighbourx;
uint neighboury;
Utils.LongToUInts(neighbourRegion.RegionHandle, out neighbourx, out neighboury);
neighbourx /= Constants.RegionSize;
neighboury /= Constants.RegionSize;
agent.CloseChildAgents(neighbourx, neighboury);
AgentHasMovedAway(agent, false);
// the user may change their profile information in other region,
// so the userinfo in UserProfileCache is not reliable any more, delete it
// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
// if (agent.Scene.NeedSceneCacheClear(agent.UUID))
// {
// m_log.DebugFormat(
// "[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
// }
//m_log.Debug("AFTER CROSS");
//Scene.DumpChildrenSeeds(UUID);
//DumpKnownRegions();
return;
}
private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
@ -1878,10 +1847,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
agent.Id0 = currentAgentCircuit.Id0;
}
InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true,
IPEndPoint external = region.ExternalEndPoint;
if (external != null)
{
InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
d.BeginInvoke(sp, agent, region, external, true,
InformClientOfNeighbourCompleted,
d);
}
}
#endregion
@ -2478,30 +2451,31 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
Utils.LongToUInts(newRegionHandle, out x, out y);
GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
if (destination == null || !CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
if (destination != null)
{
m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID);
// We are going to move the object back to the old position so long as the old position
// is in the region
oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1);
oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1);
oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
grp.RootPart.GroupPosition = oldGroupPosition;
// Need to turn off the physics flags, otherwise the object will continue to attempt to
// move out of the region creating an infinite loop of failed attempts to cross
grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
if (grp.RootPart.KeyframeMotion != null)
grp.RootPart.KeyframeMotion.CrossingFailure();
grp.ScheduleGroupForFullUpdate();
if (CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
return; // we did it
}
// no one or failed lets go back and tell physics to go on
oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 0.5f, (float)Constants.RegionSize - 0.5f);
oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 0.5f, 4096.0f);
grp.AbsolutePosition = oldGroupPosition;
grp.Velocity = Vector3.Zero;
if (grp.RootPart.PhysActor != null)
grp.RootPart.PhysActor.CrossingFailure();
if (grp.RootPart.KeyframeMotion != null)
grp.RootPart.KeyframeMotion.CrossingFailure();
grp.ScheduleGroupForFullUpdate();
}
/// <summary>
/// Move the given scene object into a new region
/// </summary>
@ -2552,17 +2526,30 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
grp, e);
}
}
/*
* done on caller ( not in attachments crossing for now)
else
{
if (!grp.IsDeleted)
{
PhysicsActor pa = grp.RootPart.PhysActor;
if (pa != null)
{
pa.CrossingFailure();
if (grp.RootPart.KeyframeMotion != null)
{
// moved to KeyframeMotion.CrossingFailure
// grp.RootPart.Velocity = Vector3.Zero;
grp.RootPart.KeyframeMotion.CrossingFailure();
// grp.SendGroupRootTerseUpdate();
}
}
}
m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);
}
*/
}
else
{

View File

@ -35,6 +35,8 @@ using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Framework.Interfaces
{
public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);
public interface IEntityTransferModule
{
/// <summary>
@ -50,30 +52,11 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name='teleportFlags'></param>
void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags);
/// <summary>
/// Teleport an agent directly to a given region without checking whether the region should be subsituted.
/// </summary>
/// <remarks>
/// Please use Teleport() instead unless you know exactly what you're doing.
/// Do not use for same region teleports.
/// </remarks>
/// <param name='sp'></param>
/// <param name='reg'></param>
/// <param name='finalDestination'>/param>
/// <param name='position'></param>
/// <param name='lookAt'></param>
/// <param name='teleportFlags'></param>
void DoTeleport(
ScenePresence sp, GridRegion reg, GridRegion finalDestination,
Vector3 position, Vector3 lookAt, uint teleportFlags);
/// <summary>
/// Teleports the agent for the given client to their home destination.
/// </summary>
/// <param name='id'></param>
/// <param name='client'></param>
bool TeleportHome(UUID id, IClientAPI client);
void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
Vector3 position, Vector3 lookAt, uint teleportFlags);
/// <summary>
/// Show whether the given agent is being teleported.
/// </summary>
@ -89,7 +72,12 @@ namespace OpenSim.Region.Framework.Interfaces
void EnableChildAgent(ScenePresence agent, GridRegion region);
GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos);
void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);
}
public interface IUserAgentVerificationModule