On teleport to a region that already has a child agent established (e.g. a neighbour) don't resend all the initial avatar and object data again.
This is unnecessary since it has been received (and data continues to be received) in the existing child connection.0.8-extended
parent
4ec5349192
commit
ad1b5959d3
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@ -1296,7 +1296,7 @@ namespace OpenSim.Groups
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presence.Grouptitle = Title;
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presence.Grouptitle = Title;
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if (! presence.IsChildAgent)
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if (! presence.IsChildAgent)
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presence.SendAvatarDataToAllAgents();
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presence.SendAvatarDataToAllClients();
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}
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}
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}
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}
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}
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}
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@ -71,7 +71,7 @@ namespace OpenSim.Framework
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/// <remarks>
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/// <remarks>
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/// This includes scene object data and the appearance data of other avatars.
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/// This includes scene object data and the appearance data of other avatars.
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/// </remarks>
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/// </remarks>
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void SendInitialDataToMe();
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void SendInitialDataToClient();
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/// <summary>
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/// <summary>
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/// Direction in which the scene presence is looking.
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/// Direction in which the scene presence is looking.
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@ -1741,7 +1741,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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bool tp = (aCircuit.teleportFlags > 0);
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bool tp = (aCircuit.teleportFlags > 0);
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// Let's delay this for TP agents, otherwise the viewer doesn't know where to get resources from
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// Let's delay this for TP agents, otherwise the viewer doesn't know where to get resources from
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if (!tp)
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if (!tp)
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client.SceneAgent.SendInitialDataToMe();
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client.SceneAgent.SendInitialDataToClient();
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}
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}
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}
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}
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else
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else
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@ -251,7 +251,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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private void SendAppearance(ScenePresence sp)
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private void SendAppearance(ScenePresence sp)
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{
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{
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// Send the appearance to everyone in the scene
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// Send the appearance to everyone in the scene
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sp.SendAppearanceToAllOtherAgents();
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sp.SendAppearanceToAllOtherClients();
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// Send animations back to the avatar as well
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// Send animations back to the avatar as well
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sp.Animator.SendAnimPack();
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sp.Animator.SendAnimPack();
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@ -1786,8 +1786,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
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m_entityTransferStateMachine.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.SendOtherAgentsAvatarDataToClient();
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agent.SendOtherAgentsAppearanceToMe();
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agent.SendOtherAgentsAppearanceToClient();
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// Backwards compatibility. Best effort
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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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@ -286,6 +286,11 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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/// <summary>
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/// Set if initial data about the scene (avatars, objects) has been sent to the ControllingClient.
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/// </summary>
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public bool SentInitialDataToClient { get; private set; }
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/// <summary>
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/// <summary>
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/// Copy of the script states while the agent is in transit. This state may
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/// Copy of the script states while the agent is in transit. This state may
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/// need to be placed back in case of transfer fail.
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/// need to be placed back in case of transfer fail.
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@ -1255,7 +1260,7 @@ namespace OpenSim.Region.Framework.Scenes
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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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SendAvatarDataToAllClients();
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// send the animations of the other presences to me
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// send the animations of the other presences to me
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m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
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m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
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@ -1295,7 +1300,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.DebugFormat("[SCENE PRESENCE]: Forcing viewers to update the avatar name for " + Name);
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m_log.DebugFormat("[SCENE PRESENCE]: Forcing viewers to update the avatar name for " + Name);
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UseFakeGroupTitle = true;
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UseFakeGroupTitle = true;
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SendAvatarDataToAllAgents(false);
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SendAvatarDataToAllClients(false);
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Util.FireAndForget(o =>
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Util.FireAndForget(o =>
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{
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{
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@ -1306,7 +1311,7 @@ namespace OpenSim.Region.Framework.Scenes
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Thread.Sleep(5000);
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Thread.Sleep(5000);
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UseFakeGroupTitle = false;
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UseFakeGroupTitle = false;
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SendAvatarDataToAllAgents(false);
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SendAvatarDataToAllClients(false);
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});
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});
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}
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}
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@ -1741,9 +1746,9 @@ namespace OpenSim.Region.Framework.Scenes
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// Tell the client that we're totally ready
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// Tell the client that we're totally ready
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ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
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ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
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// Remember in HandleUseCircuitCode, we delayed this to here
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// Child agents send initial data up in LLUDPServer.HandleUseCircuitCode()
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if (m_teleportFlags > 0)
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if (!SentInitialDataToClient)
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SendInitialDataToMe();
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SendInitialDataToClient();
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// m_log.DebugFormat("[SCENE PRESENCE] Completed movement");
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// m_log.DebugFormat("[SCENE PRESENCE] Completed movement");
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@ -2651,7 +2656,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (satOnObject)
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if (satOnObject)
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{
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{
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SendAvatarDataToAllAgents();
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SendAvatarDataToAllClients();
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m_requestedSitTargetID = 0;
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m_requestedSitTargetID = 0;
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part.RemoveSittingAvatar(this);
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part.RemoveSittingAvatar(this);
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@ -2946,7 +2951,7 @@ namespace OpenSim.Region.Framework.Scenes
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Animator.TrySetMovementAnimation("SIT_GROUND");
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Animator.TrySetMovementAnimation("SIT_GROUND");
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else
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else
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Animator.TrySetMovementAnimation("SIT");
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Animator.TrySetMovementAnimation("SIT");
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SendAvatarDataToAllAgents();
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SendAvatarDataToAllClients();
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part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
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part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
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}
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}
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@ -3061,7 +3066,7 @@ namespace OpenSim.Region.Framework.Scenes
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sitAnimation = part.SitAnimation;
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sitAnimation = part.SitAnimation;
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}
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}
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Animator.TrySetMovementAnimation(sitAnimation);
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Animator.TrySetMovementAnimation(sitAnimation);
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SendAvatarDataToAllAgents();
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SendAvatarDataToAllClients();
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TriggerScenePresenceUpdated();
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TriggerScenePresenceUpdated();
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}
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}
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}
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}
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@ -3184,7 +3189,7 @@ namespace OpenSim.Region.Framework.Scenes
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// grab the latest PhysicsActor velocity, whereas m_velocity is often
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// grab the latest PhysicsActor velocity, whereas m_velocity is often
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// storing a requested force instead of an actual traveling velocity
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// storing a requested force instead of an actual traveling velocity
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if (Appearance.AvatarSize != m_lastSize && !IsLoggingIn)
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if (Appearance.AvatarSize != m_lastSize && !IsLoggingIn)
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SendAvatarDataToAllAgents();
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SendAvatarDataToAllClients();
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// Allow any updates for sitting avatars to that llSetPrimitiveLinkParams() can work for very
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// Allow any updates for sitting avatars to that llSetPrimitiveLinkParams() can work for very
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// small increments (e.g. sit position adjusters). An alternative may be to eliminate the tolerance
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// small increments (e.g. sit position adjusters). An alternative may be to eliminate the tolerance
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@ -3338,16 +3343,22 @@ namespace OpenSim.Region.Framework.Scenes
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ControllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations);
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ControllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations);
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}
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}
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public void SendInitialDataToMe()
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public void SendInitialDataToClient()
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{
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{
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SentInitialDataToClient = true;
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// Send all scene object to the new client
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// Send all scene object to the new client
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Util.RunThreadNoTimeout(delegate
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Util.RunThreadNoTimeout(delegate
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{
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{
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m_log.DebugFormat(
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"[SCENE PRESENCE]: Sending initial data to {0} agent {1} in {2}, tp flags {3}",
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IsChildAgent ? "child" : "root", Name, Scene.Name, m_teleportFlags);
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// we created a new ScenePresence (a new child agent) in a fresh region.
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// we created a new ScenePresence (a new child agent) in a fresh region.
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// Request info about all the (root) agents in this region
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// Request info about all the (root) agents in this region
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// Note: This won't send data *to* other clients in that region (children don't send)
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// Note: This won't send data *to* other clients in that region (children don't send)
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SendOtherAgentsAvatarDataToMe();
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SendOtherAgentsAvatarDataToClient();
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SendOtherAgentsAppearanceToMe();
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SendOtherAgentsAppearanceToClient();
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EntityBase[] entities = Scene.Entities.GetEntities();
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EntityBase[] entities = Scene.Entities.GetEntities();
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foreach (EntityBase e in entities)
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foreach (EntityBase e in entities)
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@ -3356,7 +3367,7 @@ namespace OpenSim.Region.Framework.Scenes
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((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient);
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((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient);
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}
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}
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}, "SendInitialDataToMe", null);
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}, "SendInitialDataToClient", null);
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}
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}
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/// <summary>
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/// <summary>
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@ -3389,10 +3400,10 @@ namespace OpenSim.Region.Framework.Scenes
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// getting other avatars information was initiated elsewhere immediately after the child circuit connected... don't do it
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// getting other avatars information was initiated elsewhere immediately after the child circuit connected... don't do it
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// again here... this comes after the cached appearance check because the avatars
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// again here... this comes after the cached appearance check because the avatars
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// appearance goes into the avatar update packet
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// appearance goes into the avatar update packet
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SendAvatarDataToAllAgents();
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SendAvatarDataToAllClients();
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// This invocation always shows up in the viewer logs as an error. Is it needed?
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// This invocation always shows up in the viewer logs as an error. Is it needed?
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SendAppearanceToAgent(this);
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SendAppearanceToClient(this);
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// If we are using the the cached appearance then send it out to everyone
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// If we are using the the cached appearance then send it out to everyone
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if (cachedappearance)
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if (cachedappearance)
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@ -3402,20 +3413,20 @@ namespace OpenSim.Region.Framework.Scenes
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// If the avatars baked textures are all in the cache, then we have a
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// If the avatars baked textures are all in the cache, then we have a
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// complete appearance... send it out, if not, then we'll send it when
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// complete appearance... send it out, if not, then we'll send it when
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// the avatar finishes updating its appearance
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// the avatar finishes updating its appearance
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SendAppearanceToAllOtherAgents();
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SendAppearanceToAllOtherClients();
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}
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}
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}
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}
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public void SendAvatarDataToAllAgents()
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public void SendAvatarDataToAllClients()
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{
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{
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SendAvatarDataToAllAgents(true);
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SendAvatarDataToAllClients(true);
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}
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}
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/// <summary>
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/// <summary>
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/// Send this agent's avatar data to all other root and child agents in the scene
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/// Send this agent's avatar data to all other root and child agents in the scene
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/// This agent must be root. This avatar will receive its own update.
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/// This agent must be root. This avatar will receive its own update.
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/// </summary>
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/// </summary>
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public void SendAvatarDataToAllAgents(bool full)
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public void SendAvatarDataToAllClients(bool full)
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{
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{
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//m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAllAgents: {0} ({1})", Name, UUID);
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//m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAllAgents: {0} ({1})", Name, UUID);
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// only send update from root agents to other clients; children are only "listening posts"
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// only send update from root agents to other clients; children are only "listening posts"
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@ -3434,7 +3445,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
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m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
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{
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{
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if (full)
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if (full)
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SendAvatarDataToAgent(scenePresence);
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SendAvatarDataToClient(scenePresence);
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else
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else
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scenePresence.ControllingClient.SendAvatarDataImmediate(this);
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scenePresence.ControllingClient.SendAvatarDataImmediate(this);
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count++;
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count++;
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@ -3447,7 +3458,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// Send avatar data for all other root agents to this agent, this agent
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/// Send avatar data for all other root agents to this agent, this agent
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/// can be either a child or root
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/// can be either a child or root
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/// </summary>
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/// </summary>
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public void SendOtherAgentsAvatarDataToMe()
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public void SendOtherAgentsAvatarDataToClient()
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{
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{
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int count = 0;
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int count = 0;
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m_scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence)
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m_scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence)
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@ -3456,7 +3467,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (scenePresence.UUID == UUID)
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if (scenePresence.UUID == UUID)
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return;
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return;
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scenePresence.SendAvatarDataToAgent(this);
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scenePresence.SendAvatarDataToClient(this);
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count++;
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count++;
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});
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});
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@ -3467,9 +3478,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// Send avatar data to an agent.
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/// Send avatar data to an agent.
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/// </summary>
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/// </summary>
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/// <param name="avatar"></param>
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/// <param name="avatar"></param>
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public void SendAvatarDataToAgent(ScenePresence avatar)
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public void SendAvatarDataToClient(ScenePresence avatar)
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{
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{
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//m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAgent from {0} ({1}) to {2} ({3})", Name, UUID, avatar.Name, avatar.UUID);
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//m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToClient from {0} ({1}) to {2} ({3})", Name, UUID, avatar.Name, avatar.UUID);
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avatar.ControllingClient.SendAvatarDataImmediate(this);
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avatar.ControllingClient.SendAvatarDataImmediate(this);
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Animator.SendAnimPackToClient(avatar.ControllingClient);
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Animator.SendAnimPackToClient(avatar.ControllingClient);
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@ -3479,9 +3490,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// Send this agent's appearance to all other root and child agents in the scene
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/// Send this agent's appearance to all other root and child agents in the scene
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/// This agent must be root.
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/// This agent must be root.
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/// </summary>
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/// </summary>
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public void SendAppearanceToAllOtherAgents()
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public void SendAppearanceToAllOtherClients()
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{
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{
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// m_log.DebugFormat("[SCENE PRESENCE] SendAppearanceToAllOtherAgents: {0} {1}", Name, UUID);
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// m_log.DebugFormat("[SCENE PRESENCE] SendAppearanceToAllOtherClients: {0} {1}", Name, UUID);
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// only send update from root agents to other clients; children are only "listening posts"
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// only send update from root agents to other clients; children are only "listening posts"
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if (IsChildAgent)
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if (IsChildAgent)
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@ -3500,7 +3511,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (scenePresence.UUID == UUID)
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if (scenePresence.UUID == UUID)
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return;
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return;
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SendAppearanceToAgent(scenePresence);
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SendAppearanceToClient(scenePresence);
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count++;
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count++;
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});
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});
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@ -3511,9 +3522,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// Send appearance from all other root agents to this agent. this agent
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/// Send appearance from all other root agents to this agent. this agent
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/// can be either root or child
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/// can be either root or child
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/// </summary>
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/// </summary>
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public void SendOtherAgentsAppearanceToMe()
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public void SendOtherAgentsAppearanceToClient()
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{
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{
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// m_log.DebugFormat("[SCENE PRESENCE] SendOtherAgentsAppearanceToMe: {0} {1}", Name, UUID);
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// m_log.DebugFormat("[SCENE PRESENCE] SendOtherAgentsAppearanceToClient {0} {1}", Name, UUID);
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int count = 0;
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int count = 0;
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m_scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence)
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m_scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence)
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@ -3522,7 +3533,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (scenePresence.UUID == UUID)
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if (scenePresence.UUID == UUID)
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return;
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return;
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scenePresence.SendAppearanceToAgent(this);
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scenePresence.SendAppearanceToClient(this);
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count++;
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count++;
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});
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});
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@ -3533,7 +3544,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// Send appearance data to an agent.
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/// Send appearance data to an agent.
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/// </summary>
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/// </summary>
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/// <param name="avatar"></param>
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/// <param name="avatar"></param>
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public void SendAppearanceToAgent(ScenePresence avatar)
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public void SendAppearanceToClient(ScenePresence avatar)
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{
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{
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Sending appearance data from {0} {1} to {2} {3}", Name, m_uuid, avatar.Name, avatar.UUID);
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// "[SCENE PRESENCE]: Sending appearance data from {0} {1} to {2} {3}", Name, m_uuid, avatar.Name, avatar.UUID);
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@ -1381,7 +1381,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
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presence.Grouptitle = Title;
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presence.Grouptitle = Title;
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if (! presence.IsChildAgent)
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if (! presence.IsChildAgent)
|
||||||
presence.SendAvatarDataToAllAgents();
|
presence.SendAvatarDataToAllClients();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue