Merge branch 'master' of /home/opensim/var/repo/opensim

integration
BlueWall 2012-05-24 23:01:41 -04:00
commit c1467e7fe1
1 changed files with 105 additions and 99 deletions

View File

@ -1106,119 +1106,123 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
bool isFlying, string version) bool isFlying, string version)
{ {
if (neighbourRegion == null)
return agent;
try try
{ {
SetInTransit(agent.UUID);
ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}", agent.Firstname, agent.Lastname, neighbourx, neighboury, version); m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}",
agent.Firstname, agent.Lastname, neighbourx, neighboury, version);
Scene m_scene = agent.Scene; Scene m_scene = agent.Scene;
if (neighbourRegion != null) if (!agent.ValidateAttachments())
m_log.DebugFormat(
"[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);
pos = pos + agent.Velocity;
Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
agent.RemoveFromPhysicalScene();
AgentData cAgent = new AgentData();
agent.CopyTo(cAgent);
cAgent.Position = pos;
if (isFlying)
cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
// We don't need the callback anymnore
cAgent.CallbackURI = String.Empty;
// Beyond this point, extra cleanup is needed beyond removing transit state
UpdateInTransit(agent.UUID, AgentTransferState.Transferring);
if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
{ {
if (!agent.ValidateAttachments()) // region doesn't take it
m_log.DebugFormat(
"[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);
pos = pos + agent.Velocity;
Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
agent.RemoveFromPhysicalScene();
SetInTransit(agent.UUID);
AgentData cAgent = new AgentData();
agent.CopyTo(cAgent);
cAgent.Position = pos;
if (isFlying)
cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
// We don't need the callback anymnore
cAgent.CallbackURI = String.Empty;
// Beyond this point, extra cleanup is needed beyond removing transit state
UpdateInTransit(agent.UUID, AgentTransferState.Transferring);
if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
{
// region doesn't take it
ReInstantiateScripts(agent);
agent.AddToPhysicalScene(isFlying);
ResetFromTransit(agent.UUID);
return agent;
}
//AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
agent.ControllingClient.RequestClientInfo();
//m_log.Debug("BEFORE CROSS");
//Scene.DumpChildrenSeeds(UUID);
//DumpKnownRegions();
string agentcaps;
if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
{
m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
neighbourRegion.RegionHandle);
return agent;
}
// No turning back
agent.IsChildAgent = true;
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);
if (m_eqModule != null)
{
m_eqModule.CrossRegion(
neighbourHandle, pos, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint,
capsPath, agent.UUID, agent.ControllingClient.SessionId);
}
else
{
agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
capsPath);
}
// SUCCESS!
UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
// Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp); UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
agent.MakeChildAgent(); ReInstantiateScripts(agent);
agent.AddToPhysicalScene(isFlying);
// FIXME: Possibly this should occur lower down after other commands to close other agents,
// but not sure yet what the side effects would be.
ResetFromTransit(agent.UUID); ResetFromTransit(agent.UUID);
// now we have a child agent in this region. Request all interesting data about other (root) agents return agent;
agent.SendOtherAgentsAvatarDataToMe(); }
agent.SendOtherAgentsAppearanceToMe();
// Backwards compatibility. Best effort //AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
if (version == "Unknown" || version == string.Empty) agent.ControllingClient.RequestClientInfo();
{
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);
}
//m_log.Debug("BEFORE CROSS");
//Scene.DumpChildrenSeeds(UUID);
//DumpKnownRegions();
string agentcaps;
if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
{
m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
neighbourRegion.RegionHandle);
return agent;
}
// No turning back
agent.IsChildAgent = true;
// Next, let's close the child agent connections that are too far away. string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
agent.CloseChildAgents(neighbourx, neighboury);
AgentHasMovedAway(agent, false); m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
// the user may change their profile information in other region, if (m_eqModule != null)
// so the userinfo in UserProfileCache is not reliable any more, delete it {
// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE! m_eqModule.CrossRegion(
if (agent.Scene.NeedSceneCacheClear(agent.UUID)) neighbourHandle, pos, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint,
{ capsPath, agent.UUID, agent.ControllingClient.SessionId);
m_log.DebugFormat( }
"[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID); else
} {
agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
capsPath);
}
// SUCCESS!
UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
// Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
agent.MakeChildAgent();
// FIXME: Possibly this should occur lower down after other commands to close other agents,
// but not sure yet what the side effects would be.
ResetFromTransit(agent.UUID);
// now we have a child agent in this region. Request all interesting data about other (root) agents
agent.SendOtherAgentsAvatarDataToMe();
agent.SendOtherAgentsAppearanceToMe();
// Backwards compatibility. Best effort
if (version == "Unknown" || version == string.Empty)
{
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);
}
// Next, let's close the child agent connections that are too far away.
agent.CloseChildAgents(neighbourx, neighboury);
AgentHasMovedAway(agent, false);
// the user may change their profile information in other region,
// so the userinfo in UserProfileCache is not reliable any more, delete it
// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
if (agent.Scene.NeedSceneCacheClear(agent.UUID))
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
} }
//m_log.Debug("AFTER CROSS"); //m_log.Debug("AFTER CROSS");
@ -1230,6 +1234,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
m_log.ErrorFormat( m_log.ErrorFormat(
"[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2}. Exception {3}{4}", "[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2}. Exception {3}{4}",
agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace); agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace);
// TODO: Might be worth attempting other restoration here such as reinstantiation of scripts, etc.
} }
return agent; return agent;