Merge branch 'master' of /home/opensim/var/repo/opensim
commit
c1467e7fe1
|
@ -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);
|
|
||||||
|
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
|
||||||
AgentHasMovedAway(agent, false);
|
|
||||||
|
if (m_eqModule != null)
|
||||||
// the user may change their profile information in other region,
|
{
|
||||||
// so the userinfo in UserProfileCache is not reliable any more, delete it
|
m_eqModule.CrossRegion(
|
||||||
// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
|
neighbourHandle, pos, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint,
|
||||||
if (agent.Scene.NeedSceneCacheClear(agent.UUID))
|
capsPath, agent.UUID, agent.ControllingClient.SessionId);
|
||||||
{
|
}
|
||||||
m_log.DebugFormat(
|
else
|
||||||
"[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
|
{
|
||||||
}
|
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;
|
||||||
|
|
Loading…
Reference in New Issue