Merge branch 'master' into careminster
commit
a15a58a7c1
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@ -695,9 +695,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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Vector3 eastCross = new Vector3(boundaryDistance, 0, 0);
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Vector3 eastCross = new Vector3(boundaryDistance, 0, 0);
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Vector3 westCross = new Vector3(-1 * boundaryDistance, 0, 0);
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Vector3 westCross = new Vector3(-1 * boundaryDistance, 0, 0);
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// distance to edge that will trigger crossing
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// distance into new region to place avatar
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// distance into new region to place avatar
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const float enterDistance = 0.5f;
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const float enterDistance = 0.5f;
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@ -979,29 +976,31 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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m_log.DebugFormat(
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.",
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"[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.",
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agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName);
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agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName);
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pos = pos + (agent.Velocity);
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pos = pos + agent.Velocity;
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Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
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agent.RemoveFromPhysicalScene();
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SetInTransit(agent.UUID);
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SetInTransit(agent.UUID);
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AgentData cAgent = new AgentData();
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AgentData cAgent = new AgentData();
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agent.CopyTo(cAgent);
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agent.CopyTo(cAgent);
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cAgent.Position = pos;
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cAgent.Position = pos;
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if (isFlying)
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if (isFlying)
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cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
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cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
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cAgent.CallbackURI = m_scene.RegionInfo.ServerURI +
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"agent/" + agent.UUID.ToString() + "/" + m_scene.RegionInfo.RegionID.ToString() + "/release/";
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// We don't need the callback anymnore
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cAgent.CallbackURI = String.Empty;
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if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
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if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
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{
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{
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// region doesn't take it
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// region doesn't take it
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ReInstantiateScripts(agent);
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ReInstantiateScripts(agent);
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agent.AddToPhysicalScene(isFlying);
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ResetFromTransit(agent.UUID);
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ResetFromTransit(agent.UUID);
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return agent;
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return agent;
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}
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}
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// Next, let's close the child agent connections that are too far away.
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agent.CloseChildAgents(neighbourx, neighboury);
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//AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
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//AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
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agent.ControllingClient.RequestClientInfo();
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agent.ControllingClient.RequestClientInfo();
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@ -1018,11 +1017,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
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string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
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IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
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IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
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if (eq != null)
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if (eq != null)
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{
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{
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eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
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eq.CrossRegion(neighbourHandle, pos, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint,
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capsPath, agent.UUID, agent.ControllingClient.SessionId);
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capsPath, agent.UUID, agent.ControllingClient.SessionId);
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}
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}
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else
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else
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@ -1030,32 +1029,26 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
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agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
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capsPath);
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capsPath);
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}
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}
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if (!WaitForCallback(agent.UUID))
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// SUCCESS!
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{
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m_log.Debug("[ENTITY TRANSFER MODULE]: Callback never came in crossing agent");
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ReInstantiateScripts(agent);
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ResetFromTransit(agent.UUID);
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// Yikes! We should just have a ref to scene here.
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//agent.Scene.InformClientOfNeighbours(agent);
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EnableChildAgents(agent);
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return agent;
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}
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agent.MakeChildAgent();
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agent.MakeChildAgent();
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ResetFromTransit(agent.UUID);
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// now we have a child agent in this region. Request all interesting data about other (root) agents
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// now we have a child agent in this region. Request all interesting data about other (root) agents
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agent.SendOtherAgentsAvatarDataToMe();
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agent.SendOtherAgentsAvatarDataToMe();
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agent.SendOtherAgentsAppearanceToMe();
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agent.SendOtherAgentsAppearanceToMe();
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// Backwards compatibility
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// Backwards compatibility. Best effort
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if (version == "Unknown" || version == string.Empty)
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if (version == "Unknown" || version == string.Empty)
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{
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{
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Old neighbor, passing attachments one by one...");
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
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Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
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CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
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CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
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}
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}
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// Next, let's close the child agent connections that are too far away.
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agent.CloseChildAgents(neighbourx, neighboury);
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AgentHasMovedAway(agent, false);
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AgentHasMovedAway(agent, false);
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@ -1088,16 +1081,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
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CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
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ScenePresence agent = icon.EndInvoke(iar);
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ScenePresence agent = icon.EndInvoke(iar);
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// If the cross was successful, this agent is a child agent
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//// If the cross was successful, this agent is a child agent
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if (agent.IsChildAgent)
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//if (agent.IsChildAgent)
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agent.Reset();
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// agent.Reset();
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else // Not successful
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//else // Not successful
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agent.RestoreInCurrentScene();
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// agent.RestoreInCurrentScene();
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// In any case
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// In any case
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agent.IsInTransit = false;
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agent.IsInTransit = false;
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//m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
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}
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}
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#endregion
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#endregion
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