diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 62dea0705b..5387910191 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1158,177 +1158,182 @@ namespace OpenSim.Region.Framework.Scenes m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); +/* this is now done by groups module on TriggerOnMakeRootAgent(this) below + at least XmlIRpcGroups UUID groupUUID = UUID.Zero; string GroupName = string.Empty; ulong groupPowers = 0; - // ---------------------------------- - // Previous Agent Difference - AGNI sends an unsolicited AgentDataUpdate upon root agent status - try - { + + + + // ---------------------------------- + // Previous Agent Difference - AGNI sends an unsolicited AgentDataUpdate upon root agent status + try + { - if (gm != null) - { - groupUUID = ControllingClient.ActiveGroupId; - GroupRecord record = gm.GetGroupRecord(groupUUID); - if (record != null) - GroupName = record.GroupName; - GroupMembershipData groupMembershipData = gm.GetMembershipData(groupUUID, m_uuid); - if (groupMembershipData != null) - groupPowers = groupMembershipData.GroupPowers; - } - ControllingClient.SendAgentDataUpdate(m_uuid, groupUUID, Firstname, Lastname, groupPowers, GroupName, - Grouptitle); - } - catch (Exception e) - { - m_log.Debug("[AGENTUPDATE]: " + e.ToString()); - } - // ------------------------------------ - - if (ParentID == 0) - { - // Moved this from SendInitialData to ensure that Appearance is initialized - // before the inventory is processed in MakeRootAgent. This fixes a race condition - // related to the handling of attachments - - if (m_scene.TestBorderCross(pos, Cardinals.E)) - { - Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); - pos.X = crossedBorder.BorderLine.Z - 1; - } - - if (m_scene.TestBorderCross(pos, Cardinals.N)) - { - Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); - pos.Y = crossedBorder.BorderLine.Z - 1; - } - - CheckAndAdjustLandingPoint(ref pos); - - if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) - { - m_log.WarnFormat( - "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", - pos, Name, UUID); - - if (pos.X < 0f) pos.X = 0f; - if (pos.Y < 0f) pos.Y = 0f; - if (pos.Z < 0f) pos.Z = 0f; - } - - float localAVHeight = 1.56f; - if (Appearance.AvatarHeight > 0) - localAVHeight = Appearance.AvatarHeight; - - float posZLimit = 0; - - if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) - posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; - - float newPosZ = posZLimit + localAVHeight / 2; - if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) - { - pos.Z = newPosZ; - } - AbsolutePosition = pos; - - if (m_teleportFlags == TeleportFlags.Default) - { - Vector3 vel = Velocity; - AddToPhysicalScene(isFlying); - if (PhysicsActor != null) - PhysicsActor.SetMomentum(vel); - } - else - AddToPhysicalScene(isFlying); - - // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a - // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it - // since it requires a physics actor to be present. If it is left any later, then physics appears to reset - // the value to a negative position which does not trigger the border cross. - // This may not be the best location for this. - CheckForBorderCrossing(); - - if (ForceFly) - { - Flying = true; - } - else if (FlyDisabled) - { - Flying = false; - } - } - // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying - // avatar to return to the standing position in mid-air. On login it looks like this is being sent - // elsewhere anyway - // Animator.SendAnimPack(); - - m_scene.SwapRootAgentCount(false); - - // The initial login scene presence is already root when it gets here - // and it has already rezzed the attachments and started their scripts. - // We do the following only for non-login agents, because their scripts - // haven't started yet. -/* moved down - if (PresenceType == PresenceType.Npc || (TeleportFlags & TeleportFlags.ViaLogin) != 0) - { - // Viewers which have a current outfit folder will actually rez their own attachments. However, - // viewers without (e.g. v1 viewers) will not, so we still need to make this call. - if (Scene.AttachmentsModule != null) - Util.FireAndForget( - o => - { -// if (PresenceType != PresenceType.Npc && Util.FireAndForgetMethod != FireAndForgetMethod.None) -// System.Threading.Thread.Sleep(7000); - - Scene.AttachmentsModule.RezAttachments(this); - }); - } - else - - { - // We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT - // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently - // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are - // not transporting the required data. - // - // We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT - // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently - // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are - // not transporting the required data. - // - // We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of - // the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here - // which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status. - // - // FIXME: In theory, this deadlock should not arise since scripts should not be processing events until ResumeScripts(). - // But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing - // is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the - // script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine. - // - // One cannot simply iterate over attachments in a fire and forget thread because this would no longer - // be locked, allowing race conditions if other code changes the attachments list. - - List attachments = GetAttachments(); - - if (attachments.Count > 0) - { - m_log.DebugFormat( - "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); - - // Resume scripts this possible should also be moved down after sending the avatar to viewer ? - foreach (SceneObjectGroup sog in attachments) - { -// sending attachments before the avatar ? -// moved to completemovement where it already was -// sog.ScheduleGroupForFullUpdate(); - sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); - sog.ResumeScripts(); - } - } - } + if (gm != null) + { + groupUUID = ControllingClient.ActiveGroupId; + GroupRecord record = gm.GetGroupRecord(groupUUID); + if (record != null) + GroupName = record.GroupName; + GroupMembershipData groupMembershipData = gm.GetMembershipData(groupUUID, m_uuid); + if (groupMembershipData != null) + groupPowers = groupMembershipData.GroupPowers; + } + ControllingClient.SendAgentDataUpdate(m_uuid, groupUUID, Firstname, Lastname, groupPowers, GroupName, + Grouptitle); + } + catch (Exception e) + { + m_log.Debug("[AGENTUPDATE]: " + e.ToString()); + } + // ------------------------------------ */ + if (ParentID == 0) + { + // Moved this from SendInitialData to ensure that Appearance is initialized + // before the inventory is processed in MakeRootAgent. This fixes a race condition + // related to the handling of attachments + + if (m_scene.TestBorderCross(pos, Cardinals.E)) + { + Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); + pos.X = crossedBorder.BorderLine.Z - 1; + } + + if (m_scene.TestBorderCross(pos, Cardinals.N)) + { + Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); + pos.Y = crossedBorder.BorderLine.Z - 1; + } + + CheckAndAdjustLandingPoint(ref pos); + + if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) + { + m_log.WarnFormat( + "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", + pos, Name, UUID); + + if (pos.X < 0f) pos.X = 0f; + if (pos.Y < 0f) pos.Y = 0f; + if (pos.Z < 0f) pos.Z = 0f; + } + + float localAVHeight = 1.56f; + if (Appearance.AvatarHeight > 0) + localAVHeight = Appearance.AvatarHeight; + + float posZLimit = 0; + + if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) + posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; + + float newPosZ = posZLimit + localAVHeight / 2; + if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) + { + pos.Z = newPosZ; + } + AbsolutePosition = pos; + + if (m_teleportFlags == TeleportFlags.Default) + { + Vector3 vel = Velocity; + AddToPhysicalScene(isFlying); + if (PhysicsActor != null) + PhysicsActor.SetMomentum(vel); + } + else + AddToPhysicalScene(isFlying); + + // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a + // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it + // since it requires a physics actor to be present. If it is left any later, then physics appears to reset + // the value to a negative position which does not trigger the border cross. + // This may not be the best location for this. + CheckForBorderCrossing(); + + if (ForceFly) + { + Flying = true; + } + else if (FlyDisabled) + { + Flying = false; + } + } + // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying + // avatar to return to the standing position in mid-air. On login it looks like this is being sent + // elsewhere anyway + // Animator.SendAnimPack(); + + m_scene.SwapRootAgentCount(false); + + // The initial login scene presence is already root when it gets here + // and it has already rezzed the attachments and started their scripts. + // We do the following only for non-login agents, because their scripts + // haven't started yet. + /* moved down + if (PresenceType == PresenceType.Npc || (TeleportFlags & TeleportFlags.ViaLogin) != 0) + { + // Viewers which have a current outfit folder will actually rez their own attachments. However, + // viewers without (e.g. v1 viewers) will not, so we still need to make this call. + if (Scene.AttachmentsModule != null) + Util.FireAndForget( + o => + { + // if (PresenceType != PresenceType.Npc && Util.FireAndForgetMethod != FireAndForgetMethod.None) + // System.Threading.Thread.Sleep(7000); + + Scene.AttachmentsModule.RezAttachments(this); + }); + } + else + + { + // We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT + // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently + // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are + // not transporting the required data. + // + // We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT + // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently + // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are + // not transporting the required data. + // + // We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of + // the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here + // which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status. + // + // FIXME: In theory, this deadlock should not arise since scripts should not be processing events until ResumeScripts(). + // But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing + // is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the + // script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine. + // + // One cannot simply iterate over attachments in a fire and forget thread because this would no longer + // be locked, allowing race conditions if other code changes the attachments list. + + List attachments = GetAttachments(); + + if (attachments.Count > 0) + { + m_log.DebugFormat( + "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); + + // Resume scripts this possible should also be moved down after sending the avatar to viewer ? + foreach (SceneObjectGroup sog in attachments) + { + // sending attachments before the avatar ? + // moved to completemovement where it already was + // sog.ScheduleGroupForFullUpdate(); + sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); + sog.ResumeScripts(); + } + } + } + */ /* SendAvatarDataToAllAgents(); diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs index d2a682884b..27644653ed 100644 --- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs @@ -195,6 +195,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups } scene.EventManager.OnNewClient += OnNewClient; + scene.EventManager.OnMakeRootAgent += OnMakeRoot; + scene.EventManager.OnMakeChildAgent += OnMakeChild; scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage; // The InstantMessageModule itself doesn't do this, // so lets see if things explode if we don't do it @@ -245,19 +247,34 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups #endregion #region EventHandlers + + private void OnMakeRoot(ScenePresence sp) + { + if (m_debugEnabled) m_log.DebugFormat("[Groups]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name); + + sp.ControllingClient.OnUUIDGroupNameRequest += HandleUUIDGroupNameRequest; + // Used for Notices and Group Invites/Accept/Reject + sp.ControllingClient.OnInstantMessage += OnInstantMessage; + // Send client their groups information. +// SendAgentGroupDataUpdate(sp.ControllingClient, sp.UUID); + // only send data viwer will ask rest later + OnAgentDataUpdateRequest(sp.ControllingClient, sp.UUID, sp.UUID); + } + + private void OnMakeChild(ScenePresence sp) + { + if (m_debugEnabled) m_log.DebugFormat("[Groups]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name); + + sp.ControllingClient.OnUUIDGroupNameRequest -= HandleUUIDGroupNameRequest; + sp.ControllingClient.OnInstantMessage -= OnInstantMessage; + } + private void OnNewClient(IClientAPI client) { if (m_debugEnabled) m_log.DebugFormat("[GROUPS]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name); - client.OnUUIDGroupNameRequest += HandleUUIDGroupNameRequest; client.OnAgentDataUpdateRequest += OnAgentDataUpdateRequest; client.OnRequestAvatarProperties += OnRequestAvatarProperties; - - // Used for Notices and Group Invites/Accept/Reject - client.OnInstantMessage += OnInstantMessage; - - // Send client their groups information. - SendAgentGroupDataUpdate(client, client.AgentId); } private void OnRequestAvatarProperties(IClientAPI remoteClient, UUID avatarID)