Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
d7115cfd46
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@ -179,13 +179,24 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (!sp.Scene.Permissions.CanTeleport(sp.UUID))
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return;
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// Reset animations; the viewer does that in teleports.
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sp.Animator.ResetAnimations();
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string destinationRegionName = "(not found)";
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// Record that this agent is in transit so that we can prevent simultaneous requests and do later detection
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// of whether the destination region completes the teleport.
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if (!m_entityTransferStateMachine.SetInTransit(sp.UUID))
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{
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Ignoring teleport request of {0} {1} to {2}@{3} - agent is already in transit.",
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sp.Name, sp.UUID, position, regionHandle);
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return;
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}
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try
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{
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// Reset animations; the viewer does that in teleports.
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sp.Animator.ResetAnimations();
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if (regionHandle == sp.Scene.RegionInfo.RegionHandle)
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{
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destinationRegionName = sp.Scene.RegionInfo.RegionName;
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@ -194,14 +205,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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}
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else // Another region possibly in another simulator
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{
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GridRegion finalDestination;
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GridRegion finalDestination = null;
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try
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{
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TeleportAgentToDifferentRegion(
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sp, regionHandle, position, lookAt, teleportFlags, out finalDestination);
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}
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finally
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{
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if (finalDestination != null)
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destinationRegionName = finalDestination.RegionName;
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}
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}
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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@ -209,11 +225,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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sp.Name, sp.AbsolutePosition, sp.Scene.RegionInfo.RegionName, position, destinationRegionName,
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e.Message, e.StackTrace);
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// Make sure that we clear the in-transit flag so that future teleport attempts don't always fail.
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m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
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sp.ControllingClient.SendTeleportFailed("Internal error");
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}
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finally
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{
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m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
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}
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}
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/// <summary>
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@ -229,15 +246,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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"[ENTITY TRANSFER MODULE]: Teleport for {0} to {1} within {2}",
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sp.Name, position, sp.Scene.RegionInfo.RegionName);
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if (!m_entityTransferStateMachine.SetInTransit(sp.UUID))
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{
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Ignoring within region teleport request of {0} {1} to {2} - agent is already in transit.",
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sp.Name, sp.UUID, position);
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return;
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}
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// Teleport within the same region
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if (IsOutsideRegion(sp.Scene, position) || position.Z < 0)
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{
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@ -282,7 +290,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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}
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m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
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m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
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}
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/// <summary>
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@ -336,7 +343,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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//
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// This is it
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//
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DoTeleport(sp, reg, finalDestination, position, lookAt, teleportFlags);
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DoTeleportInternal(sp, reg, finalDestination, position, lookAt, teleportFlags);
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//
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//
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//
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@ -391,6 +398,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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&& Math.Abs(sourceRegion.RegionLocY - destRegion.RegionCoordY) <= MaxTransferDistance;
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}
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/// <summary>
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/// Wraps DoTeleportInternal() and manages the transfer state.
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/// </summary>
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public void DoTeleport(
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ScenePresence sp, GridRegion reg, GridRegion finalDestination,
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Vector3 position, Vector3 lookAt, uint teleportFlags)
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@ -406,11 +416,36 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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return;
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}
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try
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{
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DoTeleportInternal(sp, reg, finalDestination, position, lookAt, teleportFlags);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[ENTITY TRANSFER MODULE]: Exception on teleport of {0} from {1}@{2} to {3}@{4}: {5}{6}",
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sp.Name, sp.AbsolutePosition, sp.Scene.RegionInfo.RegionName, position, finalDestination.RegionName,
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e.Message, e.StackTrace);
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sp.ControllingClient.SendTeleportFailed("Internal error");
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}
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finally
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{
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m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
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}
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}
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/// <summary>
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/// Teleports the agent to another region.
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/// This method doesn't manage the transfer state; the caller must do that.
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/// </summary>
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private void DoTeleportInternal(
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ScenePresence sp, GridRegion reg, GridRegion finalDestination,
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Vector3 position, Vector3 lookAt, uint teleportFlags)
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{
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if (reg == null || finalDestination == null)
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{
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sp.ControllingClient.SendTeleportFailed("Unable to locate destination");
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m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
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return;
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}
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@ -430,8 +465,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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sourceRegion.RegionName, sourceRegion.RegionLocX, sourceRegion.RegionLocY,
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MaxTransferDistance));
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m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
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return;
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}
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@ -450,7 +483,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (endPoint.Address == null)
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{
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sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
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m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
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return;
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}
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@ -472,7 +504,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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finalDestination, sp.ControllingClient.AgentId, Vector3.Zero, out version, out reason))
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{
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sp.ControllingClient.SendTeleportFailed(reason);
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m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: {0} was stopped from teleporting from {1} to {2} because {3}",
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@ -528,7 +559,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout))
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{
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sp.ControllingClient.SendTeleportFailed(String.Format("Teleport refused: {0}", reason));
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m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Teleport of {0} from {1} to {2} was refused because {3}",
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@ -682,8 +712,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// "[ENTITY TRANSFER MODULE]: User {0} is going to another region, profile cache removed",
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// sp.UUID);
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// }
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m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
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}
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protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout)
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@ -703,8 +731,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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Scene.SimulationService.CloseAgent(finalDestination, sp.UUID);
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sp.Scene.EventManager.TriggerTeleportFail(sp.ControllingClient, logout);
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m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
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}
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protected virtual bool CreateAgent(ScenePresence sp, GridRegion reg, GridRegion finalDestination, AgentCircuitData agentCircuit, uint teleportFlags, out string reason, out bool logout)
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@ -1133,10 +1159,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (neighbourRegion == null)
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return agent;
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if (!m_entityTransferStateMachine.SetInTransit(agent.UUID))
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{
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m_log.ErrorFormat(
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"[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2} - agent is already in transit",
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agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName);
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return agent;
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}
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bool transitWasReset = false;
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try
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{
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m_entityTransferStateMachine.SetInTransit(agent.UUID);
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ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
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m_log.DebugFormat(
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@ -1174,7 +1208,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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ReInstantiateScripts(agent);
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agent.AddToPhysicalScene(isFlying);
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m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
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return agent;
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}
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@ -1222,6 +1255,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// FIXME: Possibly this should occur lower down after other commands to close other agents,
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// but not sure yet what the side effects would be.
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m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
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transitWasReset = true;
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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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@ -1261,6 +1295,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// TODO: Might be worth attempting other restoration here such as reinstantiation of scripts, etc.
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}
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finally
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{
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if (!transitWasReset)
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m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
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}
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return agent;
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}
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@ -657,6 +657,12 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_inTransit;
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/// <summary>
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/// This signals whether the presence is in transit between neighbouring regions.
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/// </summary>
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/// <remarks>
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/// It is not set when the presence is teleporting or logging in/out directly to a region.
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/// </remarks>
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public bool IsInTransit
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{
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get { return m_inTransit; }
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