parent
96921c402c
commit
d1841ca94d
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@ -347,6 +347,12 @@ namespace OpenSim.Framework
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return (x + y - (min >> 1) - (min >> 2) + (min >> 4));
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}
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public static bool IsOutsideView(uint oldx, uint newx, uint oldy, uint newy)
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{
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// Eventually this will be a function of the draw distance / camera position too.
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return ((Math.Abs((int)(oldx - newx)) > 1) || (Math.Abs((int)(oldy - newy)) > 1));
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}
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public static string FieldToString(byte[] bytes)
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{
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return FieldToString(bytes, String.Empty);
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@ -644,6 +644,7 @@ namespace OpenSim.Region.Communications.Hypergrid
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public override bool TellRegionToCloseChildConnection(ulong regionHandle, UUID agentID)
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{
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m_log.Debug("[HGrid]: TellRegion " + regionHandle + " ToCloseChildConnection for " + agentID);
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RegionInfo regInfo = null;
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try
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{
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@ -222,25 +222,28 @@ namespace OpenSim.Region.Environment.Scenes.Hypergrid
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KiPrimitive(avatar.LocalId);
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}
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avatar.Close();
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uint newRegionX = (uint)(reg.RegionHandle >> 40);
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uint newRegionY = (((uint)(reg.RegionHandle)) >> 8);
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uint oldRegionX = (uint)(m_regionInfo.RegionHandle >> 40);
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uint oldRegionY = (((uint)(m_regionInfo.RegionHandle)) >> 8);
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// Let's close some children agents
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if (isHyperLink) // close them all
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SendCloseChildAgentConnections(avatar.UUID, avatar.GetKnownRegionList());
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else // close just a few
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avatar.CloseChildAgents(newRegionX, newRegionY);
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avatar.Close();
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// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
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///
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/// Hypergrid mod: extra check for isHyperLink
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///
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if ((Util.fast_distance2d((int)(newRegionX - oldRegionX), (int)(newRegionY - oldRegionY)) > 3) || isHyperLink)
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//if ((Util.fast_distance2d((int)(newRegionX - oldRegionX), (int)(newRegionY - oldRegionY)) > 1) || isHyperLink)
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//if (((int)Math.Abs((int)(newRegionX - oldRegionX)) > 1) || ((int)Math.Abs((int)(newRegionY - oldRegionY)) > 1) || isHyperLink)
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if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
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{
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//SendCloseChildAgentConnections(avatar.UUID, avatar.GetKnownRegionList());
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SendCloseChildAgentConnections(avatar.UUID, childRegions);
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if (eq != null)
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{
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OSD Item = EventQueueHelper.DisableSimulator(m_regionInfo.RegionHandle);
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eq.Enqueue(Item, avatar.UUID);
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}
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Thread.Sleep(2000);
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CloseConnection(avatar.UUID);
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}
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// if (teleport success) // seems to be always success here
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@ -52,6 +52,7 @@ using Caps = OpenSim.Framework.Communications.Capabilities.Caps;
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using Image = System.Drawing.Image;
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using TPFlags = OpenSim.Framework.Constants.TeleportFlags;
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using Timer = System.Timers.Timer;
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using OSD = OpenMetaverse.StructuredData.OSD;
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namespace OpenSim.Region.Environment.Scenes
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{
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@ -2807,9 +2808,10 @@ namespace OpenSim.Region.Environment.Scenes
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capsPaths[agent.AgentID] = agent.CapsPath;
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AddCapsHandler(agent.AgentID);
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if (!agent.child)
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{
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AddCapsHandler(agent.AgentID);
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// Honor parcel landing type and position.
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ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
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@ -3027,7 +3029,18 @@ namespace OpenSim.Region.Environment.Scenes
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// }
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// Tell a single agent to disconnect from the region.
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// This sends DisableSimulator over UDP, but that doesn't seem to be working
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// well with the latest LL viewer, so we're sending it also via the EQ
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presence.ControllingClient.SendShutdownConnectionNotice();
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IEventQueue eq = RequestModuleInterface<IEventQueue>();
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if (eq != null)
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{
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OSD Item = EventQueueHelper.DisableSimulator(m_regInfo.RegionHandle);
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eq.Enqueue(Item, agentID);
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m_log.Debug("[Scene]: Enqueuing DisableSimulator for " + agentID + " in region " + m_regInfo.RegionName);
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Thread.Sleep(2000);
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}
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RemoveCapsHandler(agentID);
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presence.ControllingClient.Close(true);
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}
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@ -230,7 +230,7 @@ namespace OpenSim.Region.Environment.Scenes
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protected bool CloseConnection(UUID agentID)
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{
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m_log.Debug("[INTERREGION]: Incoming Agent Close Request for agent: " + agentID);
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handlerCloseAgentConnection = OnCloseAgentConnection;
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if (handlerCloseAgentConnection != null)
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{
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@ -727,24 +727,31 @@ namespace OpenSim.Region.Environment.Scenes
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KiPrimitive(avatar.LocalId);
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}
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avatar.Close();
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uint newRegionX = (uint)(reg.RegionHandle >> 40);
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uint newRegionY = (((uint)(reg.RegionHandle)) >> 8);
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uint oldRegionX = (uint)(m_regionInfo.RegionHandle >> 40);
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uint oldRegionY = (((uint)(m_regionInfo.RegionHandle)) >> 8);
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if (Util.fast_distance2d((int)(newRegionX - oldRegionX), (int)(newRegionY - oldRegionY)) > 3)
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// Let's close some children agents
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avatar.CloseChildAgents(newRegionX, newRegionY);
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avatar.Close();
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// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
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// This is a little too fast of a distance computation... it's not consistent with the rule
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// of having child agents in exactly the adjacent regions. Some topologies result in orphan
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// children
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//if (Util.fast_distance2d((int)(newRegionX - oldRegionX), (int)(newRegionY - oldRegionY)) > 3)
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//if (((int)Math.Abs((int)(newRegionX - oldRegionX)) > 1) || ((int)Math.Abs((int)(newRegionY - oldRegionY)) > 1))
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if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
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{
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//SendCloseChildAgentConnections(avatar.UUID,avatar.GetKnownRegionList());
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SendCloseChildAgentConnections(avatar.UUID, childRegions);
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if (eq != null)
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{
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OSD Item = EventQueueHelper.DisableSimulator(m_regionInfo.RegionHandle);
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eq.Enqueue(Item, avatar.UUID);
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}
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Thread.Sleep(2000);
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//SendCloseChildAgentConnections(avatar.UUID, childRegions);
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CloseConnection(avatar.UUID);
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}
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// if (teleport success) // seems to be always success here
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// the user may change their profile information in other region,
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// so the userinfo in UserProfileCache is not reliable any more, delete it
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@ -2373,7 +2373,10 @@ namespace OpenSim.Region.Environment.Scenes
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CrossAttachmentsIntoNewRegion(neighbourHandle, true);
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// m_scene.SendKillObject(m_localId);
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// Next, let's close the child agent connections that are too far away.
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CloseChildAgents(neighbourx, neighboury);
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// m_scene.SendKillObject(m_localId);
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m_scene.NotifyMyCoarseLocationChange();
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// the user may change their profile information in other region,
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@ -2391,6 +2394,44 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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/// <summary>
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/// Computes which child agents to close when the scene presence moves to another region.
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/// Removes those regions from m_knownRegions.
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/// </summary>
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/// <param name="newRegionX">The new region's x on the map</param>
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/// <param name="newRegionY">The new region's y on the map</param>
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/// <returns></returns>
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public void CloseChildAgents(uint newRegionX, uint newRegionY)
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{
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List<ulong> byebyeRegions = new List<ulong>();
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foreach (ulong handle in m_knownChildRegions)
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{
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uint x, y;
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Utils.LongToUInts(handle, out x, out y);
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x = x / Constants.RegionSize;
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y = y / Constants.RegionSize;
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if (Util.IsOutsideView(x, newRegionX, y, newRegionY))
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{
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Console.WriteLine("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs(x-newRegionX));
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Console.WriteLine("---> y: " + y + "; newy:" + newRegionY);
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byebyeRegions.Add(handle);
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}
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}
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foreach (ulong handle in byebyeRegions)
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{
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RemoveNeighbourRegion(handle);
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}
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if (byebyeRegions.Count > 0)
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{
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m_log.Info("[AVATAR]: Closing " + byebyeRegions.Count + " child agents");
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m_scene.SceneGridService.SendCloseChildAgentConnections(m_controllingClient.AgentId, byebyeRegions);
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}
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}
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#endregion
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/// <summary>
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