change XMLIrpgGroups attach to events, using the more correct
\addons\Groups\... modelavinationmerge
parent
2cc8e90bd2
commit
a0f26dc6ec
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@ -1158,177 +1158,182 @@ namespace OpenSim.Region.Framework.Scenes
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m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
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/* this is now done by groups module on TriggerOnMakeRootAgent(this) below
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at least XmlIRpcGroups
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UUID groupUUID = UUID.Zero;
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string GroupName = string.Empty;
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ulong groupPowers = 0;
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// ----------------------------------
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// Previous Agent Difference - AGNI sends an unsolicited AgentDataUpdate upon root agent status
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try
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{
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if (gm != null)
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{
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groupUUID = ControllingClient.ActiveGroupId;
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GroupRecord record = gm.GetGroupRecord(groupUUID);
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if (record != null)
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GroupName = record.GroupName;
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GroupMembershipData groupMembershipData = gm.GetMembershipData(groupUUID, m_uuid);
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if (groupMembershipData != null)
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groupPowers = groupMembershipData.GroupPowers;
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}
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ControllingClient.SendAgentDataUpdate(m_uuid, groupUUID, Firstname, Lastname, groupPowers, GroupName,
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Grouptitle);
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}
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catch (Exception e)
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{
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m_log.Debug("[AGENTUPDATE]: " + e.ToString());
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}
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// ------------------------------------
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if (ParentID == 0)
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{
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// Moved this from SendInitialData to ensure that Appearance is initialized
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// before the inventory is processed in MakeRootAgent. This fixes a race condition
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// related to the handling of attachments
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if (m_scene.TestBorderCross(pos, Cardinals.E))
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{
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Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
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pos.X = crossedBorder.BorderLine.Z - 1;
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}
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if (m_scene.TestBorderCross(pos, Cardinals.N))
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{
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Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
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pos.Y = crossedBorder.BorderLine.Z - 1;
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}
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CheckAndAdjustLandingPoint(ref pos);
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if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
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{
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m_log.WarnFormat(
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"[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
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pos, Name, UUID);
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if (pos.X < 0f) pos.X = 0f;
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if (pos.Y < 0f) pos.Y = 0f;
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if (pos.Z < 0f) pos.Z = 0f;
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}
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float localAVHeight = 1.56f;
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if (Appearance.AvatarHeight > 0)
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localAVHeight = Appearance.AvatarHeight;
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float posZLimit = 0;
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if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
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posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
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float newPosZ = posZLimit + localAVHeight / 2;
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if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
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{
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pos.Z = newPosZ;
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}
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AbsolutePosition = pos;
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if (m_teleportFlags == TeleportFlags.Default)
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{
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Vector3 vel = Velocity;
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AddToPhysicalScene(isFlying);
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if (PhysicsActor != null)
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PhysicsActor.SetMomentum(vel);
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}
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else
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AddToPhysicalScene(isFlying);
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// XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a
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// location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it
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// since it requires a physics actor to be present. If it is left any later, then physics appears to reset
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// the value to a negative position which does not trigger the border cross.
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// This may not be the best location for this.
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CheckForBorderCrossing();
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if (ForceFly)
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{
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Flying = true;
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}
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else if (FlyDisabled)
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{
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Flying = false;
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}
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}
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// Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
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// avatar to return to the standing position in mid-air. On login it looks like this is being sent
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// elsewhere anyway
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// Animator.SendAnimPack();
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m_scene.SwapRootAgentCount(false);
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// The initial login scene presence is already root when it gets here
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// and it has already rezzed the attachments and started their scripts.
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// We do the following only for non-login agents, because their scripts
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// haven't started yet.
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/* moved down
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if (PresenceType == PresenceType.Npc || (TeleportFlags & TeleportFlags.ViaLogin) != 0)
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{
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// Viewers which have a current outfit folder will actually rez their own attachments. However,
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// viewers without (e.g. v1 viewers) will not, so we still need to make this call.
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if (Scene.AttachmentsModule != null)
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Util.FireAndForget(
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o =>
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// ----------------------------------
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// Previous Agent Difference - AGNI sends an unsolicited AgentDataUpdate upon root agent status
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try
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{
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// if (PresenceType != PresenceType.Npc && Util.FireAndForgetMethod != FireAndForgetMethod.None)
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// System.Threading.Thread.Sleep(7000);
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Scene.AttachmentsModule.RezAttachments(this);
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});
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}
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else
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{
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// We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT
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// and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
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// be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
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// not transporting the required data.
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//
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// We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT
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// and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
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// be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
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// not transporting the required data.
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//
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// We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of
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// the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here
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// which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status.
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//
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// FIXME: In theory, this deadlock should not arise since scripts should not be processing events until ResumeScripts().
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// But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing
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// is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the
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// script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine.
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//
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// One cannot simply iterate over attachments in a fire and forget thread because this would no longer
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// be locked, allowing race conditions if other code changes the attachments list.
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List<SceneObjectGroup> attachments = GetAttachments();
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if (attachments.Count > 0)
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{
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m_log.DebugFormat(
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"[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
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// Resume scripts this possible should also be moved down after sending the avatar to viewer ?
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foreach (SceneObjectGroup sog in attachments)
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{
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// sending attachments before the avatar ?
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// moved to completemovement where it already was
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// sog.ScheduleGroupForFullUpdate();
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sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
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sog.ResumeScripts();
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}
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}
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}
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if (gm != null)
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{
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groupUUID = ControllingClient.ActiveGroupId;
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GroupRecord record = gm.GetGroupRecord(groupUUID);
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if (record != null)
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GroupName = record.GroupName;
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GroupMembershipData groupMembershipData = gm.GetMembershipData(groupUUID, m_uuid);
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if (groupMembershipData != null)
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groupPowers = groupMembershipData.GroupPowers;
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}
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ControllingClient.SendAgentDataUpdate(m_uuid, groupUUID, Firstname, Lastname, groupPowers, GroupName,
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Grouptitle);
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}
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catch (Exception e)
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{
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m_log.Debug("[AGENTUPDATE]: " + e.ToString());
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}
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// ------------------------------------
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*/
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if (ParentID == 0)
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{
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// Moved this from SendInitialData to ensure that Appearance is initialized
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// before the inventory is processed in MakeRootAgent. This fixes a race condition
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// related to the handling of attachments
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if (m_scene.TestBorderCross(pos, Cardinals.E))
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{
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Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
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pos.X = crossedBorder.BorderLine.Z - 1;
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}
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if (m_scene.TestBorderCross(pos, Cardinals.N))
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{
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Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
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pos.Y = crossedBorder.BorderLine.Z - 1;
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}
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CheckAndAdjustLandingPoint(ref pos);
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if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
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{
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m_log.WarnFormat(
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"[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
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pos, Name, UUID);
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if (pos.X < 0f) pos.X = 0f;
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if (pos.Y < 0f) pos.Y = 0f;
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if (pos.Z < 0f) pos.Z = 0f;
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}
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float localAVHeight = 1.56f;
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if (Appearance.AvatarHeight > 0)
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localAVHeight = Appearance.AvatarHeight;
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float posZLimit = 0;
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if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
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posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
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float newPosZ = posZLimit + localAVHeight / 2;
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if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
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{
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pos.Z = newPosZ;
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}
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AbsolutePosition = pos;
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if (m_teleportFlags == TeleportFlags.Default)
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{
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Vector3 vel = Velocity;
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AddToPhysicalScene(isFlying);
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if (PhysicsActor != null)
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PhysicsActor.SetMomentum(vel);
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}
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else
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AddToPhysicalScene(isFlying);
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// XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a
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// location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it
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// since it requires a physics actor to be present. If it is left any later, then physics appears to reset
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// the value to a negative position which does not trigger the border cross.
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// This may not be the best location for this.
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CheckForBorderCrossing();
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if (ForceFly)
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{
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Flying = true;
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}
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else if (FlyDisabled)
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{
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Flying = false;
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}
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}
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// Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
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// avatar to return to the standing position in mid-air. On login it looks like this is being sent
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// elsewhere anyway
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// Animator.SendAnimPack();
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m_scene.SwapRootAgentCount(false);
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// The initial login scene presence is already root when it gets here
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// and it has already rezzed the attachments and started their scripts.
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// We do the following only for non-login agents, because their scripts
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// haven't started yet.
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/* moved down
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if (PresenceType == PresenceType.Npc || (TeleportFlags & TeleportFlags.ViaLogin) != 0)
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{
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// Viewers which have a current outfit folder will actually rez their own attachments. However,
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// viewers without (e.g. v1 viewers) will not, so we still need to make this call.
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if (Scene.AttachmentsModule != null)
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Util.FireAndForget(
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o =>
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{
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// if (PresenceType != PresenceType.Npc && Util.FireAndForgetMethod != FireAndForgetMethod.None)
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// System.Threading.Thread.Sleep(7000);
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Scene.AttachmentsModule.RezAttachments(this);
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});
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}
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else
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{
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// We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT
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// and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
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// be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
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// not transporting the required data.
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//
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// We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT
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// and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
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// be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
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// not transporting the required data.
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//
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// We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of
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// the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here
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// which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status.
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//
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// FIXME: In theory, this deadlock should not arise since scripts should not be processing events until ResumeScripts().
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// But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing
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// is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the
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// script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine.
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//
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// One cannot simply iterate over attachments in a fire and forget thread because this would no longer
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// be locked, allowing race conditions if other code changes the attachments list.
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List<SceneObjectGroup> attachments = GetAttachments();
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if (attachments.Count > 0)
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{
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m_log.DebugFormat(
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"[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
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// Resume scripts this possible should also be moved down after sending the avatar to viewer ?
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foreach (SceneObjectGroup sog in attachments)
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{
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// sending attachments before the avatar ?
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// moved to completemovement where it already was
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// sog.ScheduleGroupForFullUpdate();
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sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
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sog.ResumeScripts();
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}
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}
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}
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*/
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/*
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SendAvatarDataToAllAgents();
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@ -195,6 +195,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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}
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scene.EventManager.OnNewClient += OnNewClient;
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scene.EventManager.OnMakeRootAgent += OnMakeRoot;
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scene.EventManager.OnMakeChildAgent += OnMakeChild;
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scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage;
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// The InstantMessageModule itself doesn't do this,
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// so lets see if things explode if we don't do it
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@ -245,19 +247,34 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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#endregion
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#region EventHandlers
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private void OnMakeRoot(ScenePresence sp)
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{
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if (m_debugEnabled) m_log.DebugFormat("[Groups]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name);
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sp.ControllingClient.OnUUIDGroupNameRequest += HandleUUIDGroupNameRequest;
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// Used for Notices and Group Invites/Accept/Reject
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sp.ControllingClient.OnInstantMessage += OnInstantMessage;
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// Send client their groups information.
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// SendAgentGroupDataUpdate(sp.ControllingClient, sp.UUID);
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// only send data viwer will ask rest later
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OnAgentDataUpdateRequest(sp.ControllingClient, sp.UUID, sp.UUID);
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}
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private void OnMakeChild(ScenePresence sp)
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{
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if (m_debugEnabled) m_log.DebugFormat("[Groups]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name);
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sp.ControllingClient.OnUUIDGroupNameRequest -= HandleUUIDGroupNameRequest;
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sp.ControllingClient.OnInstantMessage -= OnInstantMessage;
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}
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private void OnNewClient(IClientAPI client)
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{
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if (m_debugEnabled) m_log.DebugFormat("[GROUPS]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name);
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client.OnUUIDGroupNameRequest += HandleUUIDGroupNameRequest;
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client.OnAgentDataUpdateRequest += OnAgentDataUpdateRequest;
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client.OnRequestAvatarProperties += OnRequestAvatarProperties;
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// Used for Notices and Group Invites/Accept/Reject
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client.OnInstantMessage += OnInstantMessage;
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// Send client their groups information.
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SendAgentGroupDataUpdate(client, client.AgentId);
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}
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private void OnRequestAvatarProperties(IClientAPI remoteClient, UUID avatarID)
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