Merge branch 'master' into careminster

avinationmerge
Melanie 2011-12-22 17:33:31 +00:00
commit a15a58a7c1
1 changed files with 32 additions and 39 deletions

View File

@ -695,9 +695,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
Vector3 eastCross = new Vector3(boundaryDistance, 0, 0); Vector3 eastCross = new Vector3(boundaryDistance, 0, 0);
Vector3 westCross = new Vector3(-1 * boundaryDistance, 0, 0); Vector3 westCross = new Vector3(-1 * boundaryDistance, 0, 0);
// distance to edge that will trigger crossing
// distance into new region to place avatar // distance into new region to place avatar
const float enterDistance = 0.5f; const float enterDistance = 0.5f;
@ -979,29 +976,31 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
m_log.DebugFormat( m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.", "[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); agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName);
pos = pos + (agent.Velocity); pos = pos + agent.Velocity;
Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
agent.RemoveFromPhysicalScene();
SetInTransit(agent.UUID); SetInTransit(agent.UUID);
AgentData cAgent = new AgentData();
AgentData cAgent = new AgentData();
agent.CopyTo(cAgent); agent.CopyTo(cAgent);
cAgent.Position = pos; cAgent.Position = pos;
if (isFlying) if (isFlying)
cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY; cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
cAgent.CallbackURI = m_scene.RegionInfo.ServerURI +
"agent/" + agent.UUID.ToString() + "/" + m_scene.RegionInfo.RegionID.ToString() + "/release/"; // We don't need the callback anymnore
cAgent.CallbackURI = String.Empty;
if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent)) if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
{ {
// region doesn't take it // region doesn't take it
ReInstantiateScripts(agent); ReInstantiateScripts(agent);
agent.AddToPhysicalScene(isFlying);
ResetFromTransit(agent.UUID); ResetFromTransit(agent.UUID);
return agent; return agent;
} }
// Next, let's close the child agent connections that are too far away.
agent.CloseChildAgents(neighbourx, neighboury);
//AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo(); //AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
agent.ControllingClient.RequestClientInfo(); agent.ControllingClient.RequestClientInfo();
@ -1018,11 +1017,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps); 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); m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>(); IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
if (eq != null) if (eq != null)
{ {
eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, eq.CrossRegion(neighbourHandle, pos, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint,
capsPath, agent.UUID, agent.ControllingClient.SessionId); capsPath, agent.UUID, agent.ControllingClient.SessionId);
} }
else else
@ -1030,32 +1029,26 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
capsPath); capsPath);
} }
if (!WaitForCallback(agent.UUID)) // SUCCESS!
{
m_log.Debug("[ENTITY TRANSFER MODULE]: Callback never came in crossing agent");
ReInstantiateScripts(agent);
ResetFromTransit(agent.UUID);
// Yikes! We should just have a ref to scene here.
//agent.Scene.InformClientOfNeighbours(agent);
EnableChildAgents(agent);
return agent;
}
agent.MakeChildAgent(); agent.MakeChildAgent();
ResetFromTransit(agent.UUID);
// now we have a child agent in this region. Request all interesting data about other (root) agents // now we have a child agent in this region. Request all interesting data about other (root) agents
agent.SendOtherAgentsAvatarDataToMe(); agent.SendOtherAgentsAvatarDataToMe();
agent.SendOtherAgentsAppearanceToMe(); agent.SendOtherAgentsAppearanceToMe();
// Backwards compatibility // Backwards compatibility. Best effort
if (version == "Unknown" || version == string.Empty) if (version == "Unknown" || version == string.Empty)
{ {
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Old neighbor, passing attachments one by one..."); 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); CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
} }
// Next, let's close the child agent connections that are too far away.
agent.CloseChildAgents(neighbourx, neighboury);
AgentHasMovedAway(agent, false); AgentHasMovedAway(agent, false);
@ -1088,16 +1081,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState; CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
ScenePresence agent = icon.EndInvoke(iar); ScenePresence agent = icon.EndInvoke(iar);
// If the cross was successful, this agent is a child agent //// If the cross was successful, this agent is a child agent
if (agent.IsChildAgent) //if (agent.IsChildAgent)
agent.Reset(); // agent.Reset();
else // Not successful //else // Not successful
agent.RestoreInCurrentScene(); // agent.RestoreInCurrentScene();
// In any case // In any case
agent.IsInTransit = false; agent.IsInTransit = false;
//m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname); m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
} }
#endregion #endregion