Merge branch 'master' into httptests

httptests
UbitUmarov 2017-06-02 06:26:20 +01:00
commit de153c2b62
7 changed files with 285 additions and 177 deletions

View File

@ -500,13 +500,13 @@ namespace OpenSim.Region.ClientStack.Linden
responsedata["http_protocol_version"] = "HTTP/1.0";
return responsedata;
}
/* this is not a event message
public void DisableSimulator(ulong handle, UUID avatarID)
{
OSD item = EventQueueHelper.DisableSimulator(handle);
Enqueue(item, avatarID);
}
*/
public virtual void EnableSimulator(ulong handle, IPEndPoint endPoint, UUID avatarID, int regionSizeX, int regionSizeY)
{
if (DebugLevel > 0)

View File

@ -90,7 +90,7 @@ namespace OpenSim.Region.ClientStack.Linden
return BuildEvent("EnableSimulator", llsdBody);
}
/*
public static OSD DisableSimulator(ulong handle)
{
//OSDMap llsdSimInfo = new OSDMap(1);
@ -105,7 +105,7 @@ namespace OpenSim.Region.ClientStack.Linden
return BuildEvent("DisableSimulator", llsdBody);
}
*/
public static OSD CrossRegion(ulong handle, Vector3 pos, Vector3 lookAt,
IPEndPoint newRegionExternalEndPoint,
string capsURL, UUID agentID, UUID sessionID,

View File

@ -843,6 +843,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
sp.Name, Scene.Name, finalDestination.RegionName);
string capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
List<ulong> childRegionsToClose = sp.GetChildAgentsToClose(destinationHandle, finalDestination.RegionSizeX, finalDestination.RegionSizeY);
if(agentCircuit.ChildrenCapSeeds != null)
{
foreach(ulong handler in childRegionsToClose)
{
agentCircuit.ChildrenCapSeeds.Remove(handler);
}
}
// Let's create an agent there if one doesn't exist yet.
// NOTE: logout will always be false for a non-HG teleport.
@ -1026,7 +1034,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
return;
}
/*
// TODO: This may be 0.6. Check if still needed
// For backwards compatibility
@ -1040,7 +1047,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
sp.CloseChildAgents(logout, destinationHandle, finalDestination.RegionSizeX, finalDestination.RegionSizeY);
if(logout)
sp.closeAllChildAgents();
else
sp.CloseChildAgents(childRegionsToClose);
// call HG hook
AgentHasMovedAway(sp, logout);
@ -1066,9 +1076,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// This sleep can be increased if necessary. However, whilst it's active,
// an agent cannot teleport back to this region if it has teleported away.
Thread.Sleep(2000);
// if (m_eqModule != null && !sp.DoNotCloseAfterTeleport)
// m_eqModule.DisableSimulator(sourceRegionHandle,sp.UUID);
Thread.Sleep(500);
sp.Scene.CloseAgent(sp.UUID, false);
}
sp.IsInTransit = false;
@ -1078,7 +1085,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
IPEndPoint endPoint, uint teleportFlags, bool OutSideViewRange, EntityTransferContext ctx, out string reason)
{
ulong destinationHandle = finalDestination.RegionHandle;
AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
List<ulong> childRegionsToClose = sp.GetChildAgentsToClose(destinationHandle, finalDestination.RegionSizeX, finalDestination.RegionSizeY);
if(agentCircuit.ChildrenCapSeeds != null)
{
foreach(ulong handler in childRegionsToClose)
{
agentCircuit.ChildrenCapSeeds.Remove(handler);
}
}
string capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);;
@ -1178,20 +1194,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
"[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1}. Keeping avatar in {2}",
sp.Name, finalDestination.RegionName, sp.Scene.Name);
Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established.");
Fail(sp, finalDestination, logout, agentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established.");
sp.IsInTransit = false;
return;
}
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
// Need to signal neighbours whether child agents may need closing irrespective of whether this
// one needed closing. We also need to close child agents as quickly as possible to avoid complicated
// race conditions with rapid agent releporting (e.g. from A1 to a non-neighbour B, back
// to a neighbour A2 then off to a non-neighbour C). Closing child agents any later requires complex
// distributed checks to avoid problems in rapid reteleporting scenarios and where child agents are
// abandoned without proper close by viewer but then re-used by an incoming connection.
sp.CloseChildAgents(logout, destinationHandle, finalDestination.RegionSizeX, finalDestination.RegionSizeY);
if(logout)
sp.closeAllChildAgents();
else
sp.CloseChildAgents(childRegionsToClose);
sp.HasMovedAway(!(OutSideViewRange || logout));
@ -1217,10 +1230,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// DECREASING THE WAIT TIME HERE WILL EITHER RESULT IN A VIEWER CRASH OR
// IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS.
Thread.Sleep(25000);
// if (m_eqModule != null && !sp.DoNotCloseAfterTeleport)
// m_eqModule.DisableSimulator(sourceRegionHandle,sp.UUID);
// Thread.Sleep(1000);
Thread.Sleep(15000);
// OK, it got this agent. Let's close everything
// If we shouldn't close the agent due to some other region renewing the connection
@ -1230,13 +1240,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
sp.Scene.CloseAgent(sp.UUID, false);
}
/*
else
{
// now we have a child agent in this region.
sp.Reset();
}
*/
sp.IsInTransit = false;
}
@ -1641,54 +1644,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
icon.EndInvoke(iar);
}
/// <summary>
/// This Closes child agents on neighbouring regions
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
/// </summary>
public ScenePresence CrossAgentToNewRegionAsync(
ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
bool isFlying, EntityTransferContext ctx)
{
try
{
m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: new region={1} at <{2},{3}>. newpos={4}",
LogHeader, neighbourRegion.RegionName, neighbourRegion.RegionLocX, neighbourRegion.RegionLocY, pos);
if (neighbourRegion == null)
{
m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: invalid destiny", LogHeader);
return agent;
}
IPEndPoint endpoint = neighbourRegion.ExternalEndPoint;
if(endpoint == null)
{
m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: failed to resolve neighbour address {0} ",neighbourRegion.ExternalHostName);
return agent;
}
m_entityTransferStateMachine.SetInTransit(agent.UUID);
agent.RemoveFromPhysicalScene();
if (!CrossAgentIntoNewRegionMain(agent, pos, neighbourRegion, isFlying, ctx))
{
m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: cross main failed. Resetting transfer state", LogHeader);
m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
return agent;
}
CrossAgentToNewRegionPost(agent, pos, neighbourRegion, endpoint, isFlying, ctx);
}
catch (Exception e)
{
m_log.Error(string.Format("{0}: CrossAgentToNewRegionAsync: failed with exception ", LogHeader), e);
}
return agent;
}
public bool CrossAgentCreateFarChild(ScenePresence agent, GridRegion neighbourRegion, Vector3 pos, EntityTransferContext ctx)
{
ulong regionhandler = neighbourRegion.RegionHandle;
@ -1728,8 +1683,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
m_log.DebugFormat("CrossAgentCreateFarChild failed to resolve neighbour address {0}", neighbourRegion.ExternalHostName);
return false;
}
if (Scene.SimulationService.CreateAgent(source, neighbourRegion, agentCircuit, (int)TeleportFlags.Default, ctx, out reason))
if (!Scene.SimulationService.CreateAgent(source, neighbourRegion, agentCircuit, (int)TeleportFlags.Default, ctx, out reason))
{
agent.RemoveNeighbourRegion(regionhandler);
return false;
}
string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
int newSizeX = neighbourRegion.RegionSizeX;
int newSizeY = neighbourRegion.RegionSizeY;
@ -1752,26 +1711,71 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
return true;
}
agent.RemoveNeighbourRegion(regionhandler);
return false;
/// <summary>
/// This Closes child agents on neighbouring regions
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
/// </summary>
public ScenePresence CrossAgentToNewRegionAsync(
ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
bool isFlying, EntityTransferContext ctx)
{
try
{
m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: new region={1} at <{2},{3}>. newpos={4}",
LogHeader, neighbourRegion.RegionName, neighbourRegion.RegionLocX, neighbourRegion.RegionLocY, pos);
if (neighbourRegion == null)
{
m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: invalid destiny", LogHeader);
return agent;
}
public bool CrossAgentIntoNewRegionMain(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, EntityTransferContext ctx)
IPEndPoint endpoint = neighbourRegion.ExternalEndPoint;
if(endpoint == null)
{
m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: failed to resolve neighbour address {0} ",neighbourRegion.ExternalHostName);
return agent;
}
m_entityTransferStateMachine.SetInTransit(agent.UUID);
agent.RemoveFromPhysicalScene();
if (!CrossAgentIntoNewRegionMain(agent, pos, neighbourRegion, endpoint, isFlying, ctx))
{
m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: cross main failed. Resetting transfer state", LogHeader);
m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
}
}
catch (Exception e)
{
m_log.Error(string.Format("{0}: CrossAgentToNewRegionAsync: failed with exception ", LogHeader), e);
}
return agent;
}
public bool CrossAgentIntoNewRegionMain(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
IPEndPoint endpoint, bool isFlying, EntityTransferContext ctx)
{
int ts = Util.EnvironmentTickCount();
bool sucess = true;
string reason = String.Empty;
List<ulong> childRegionsToClose = null;
try
{
AgentData cAgent = new AgentData();
agent.CopyTo(cAgent,true);
// agent.Appearance.WearableCacheItems = null;
cAgent.Position = pos;
cAgent.ChildrenCapSeeds = agent.KnownRegions;
childRegionsToClose = agent.GetChildAgentsToClose(neighbourRegion.RegionHandle, neighbourRegion.RegionSizeX, neighbourRegion.RegionSizeY);
if(cAgent.ChildrenCapSeeds != null)
{
foreach(ulong regh in childRegionsToClose)
cAgent.ChildrenCapSeeds.Remove(regh);
}
if (isFlying)
cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
@ -1806,7 +1810,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
m_log.DebugFormat("[CrossAgentIntoNewRegionMain] ok, time {0}ms",Util.EnvironmentTickCountSubtract(ts));
}
catch (Exception e)
{
@ -1818,19 +1821,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
return false;
}
return true;
}
public void CrossAgentToNewRegionPost(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
IPEndPoint endpoint, bool isFlying, EntityTransferContext ctx)
{
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;
return false;
}
// No turning back
@ -1865,7 +1861,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
agent.CloseChildAgents(false, neighbourRegion.RegionHandle, neighbourRegion.RegionSizeX, neighbourRegion.RegionSizeY);
if(childRegionsToClose != null)
agent.CloseChildAgents(childRegionsToClose);
// this may need the attachments
@ -1877,20 +1874,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// but not sure yet what the side effects would be.
m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
// 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");
//Scene.DumpChildrenSeeds(UUID);
//DumpKnownRegions();
return;
return true;
}
private void CrossAgentToNewRegionCompleted(IAsyncResult iar)

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@ -39,7 +39,7 @@ namespace OpenSim.Region.Framework.Interfaces
bool Enqueue(OSD o, UUID avatarID);
// These are required to decouple Scenes from EventQueueHelper
void DisableSimulator(ulong handle, UUID avatarID);
// void DisableSimulator(ulong handle, UUID avatarID);
void EnableSimulator(ulong handle, IPEndPoint endPoint, UUID avatarID, int regionSizeX, int regionSizeY);
void EstablishAgentCommunication(UUID avatarID, IPEndPoint endPoint,
string capsPath, ulong regionHandle, int regionSizeX, int regionSizeY);

View File

@ -618,13 +618,147 @@ namespace OpenSim.Region.Framework.Scenes.Animation
int rnditerations = 3;
BinBVHAnimation anim = new BinBVHAnimation();
List<string> parts = new List<string>();
parts.Add("mPelvis"); parts.Add("mHead"); parts.Add("mTorso");
parts.Add("mHipLeft"); parts.Add("mHipRight"); parts.Add("mHipLeft"); parts.Add("mKneeLeft");
parts.Add("mKneeRight"); parts.Add("mCollarLeft"); parts.Add("mCollarRight"); parts.Add("mNeck");
parts.Add("mElbowLeft"); parts.Add("mElbowRight"); parts.Add("mWristLeft"); parts.Add("mWristRight");
parts.Add("mShoulderLeft"); parts.Add("mShoulderRight"); parts.Add("mAnkleLeft"); parts.Add("mAnkleRight");
parts.Add("mEyeRight"); parts.Add("mChest"); parts.Add("mToeLeft"); parts.Add("mToeRight");
parts.Add("mFootLeft"); parts.Add("mFootRight"); parts.Add("mEyeLeft");
/// Torso and Head
parts.Add("mPelvis");
parts.Add("mTorso");
parts.Add("mChest");
parts.Add("mNeck");
parts.Add("mHead");
parts.Add("mSkull");
parts.Add("mEyeRight");
parts.Add("mEyeLeft");
/// Arms
parts.Add("mCollarLeft");
parts.Add("mShoulderLeft");
parts.Add("mElbowLeft");
parts.Add("mWristLeft");
parts.Add("mCollarRight");
parts.Add("mShoulderRight");
parts.Add("mElbowRight");
parts.Add("mWristRight");
/// Legs
parts.Add("mHipLeft");
parts.Add("mKneeLeft");
parts.Add("mAnkleLeft");
parts.Add("mFootLeft");
parts.Add("mToeLeft");
parts.Add("mHipRight");
parts.Add("mKneeRight");
parts.Add("mAnkleRight");
parts.Add("mFootRight");
parts.Add("mToeRight");
///Hands
parts.Add("mHandThumb1Left");
parts.Add("mHandThumb1Right");
parts.Add("mHandThumb2Left");
parts.Add("mHandThumb2Right");
parts.Add("mHandThumb3Left");
parts.Add("mHandThumb3Right");
parts.Add("mHandIndex1Left");
parts.Add("mHandIndex1Right");
parts.Add("mHandIndex2Left");
parts.Add("mHandIndex2Right");
parts.Add("mHandIndex3Left");
parts.Add("mHandIndex3Right");
parts.Add("mHandMiddle1Left");
parts.Add("mHandMiddle1Right");
parts.Add("mHandMiddle2Left");
parts.Add("mHandMiddle2Right");
parts.Add("mHandMiddle3Left");
parts.Add("mHandMiddle3Right");
parts.Add("mHandRing1Left");
parts.Add("mHandRing1Right");
parts.Add("mHandRing2Left");
parts.Add("mHandRing2Right");
parts.Add("mHandRing3Left");
parts.Add("mHandRing3Right");
parts.Add("mHandPinky1Left");
parts.Add("mHandPinky1Right");
parts.Add("mHandPinky2Left");
parts.Add("mHandPinky2Right");
parts.Add("mHandPinky3Left");
parts.Add("mHandPinky3Right");
///Face
parts.Add("mFaceForeheadLeft");
parts.Add("mFaceForeheadCenter");
parts.Add("mFaceForeheadRight");
parts.Add("mFaceEyebrowOuterLeft");
parts.Add("mFaceEyebrowCenterLeft");
parts.Add("mFaceEyebrowInnerLeft");
parts.Add("mFaceEyebrowOuterRight");
parts.Add("mFaceEyebrowCenterRight");
parts.Add("mFaceEyebrowInnerRight");
parts.Add("mFaceEyeLidUpperLeft");
parts.Add("mFaceEyeLidLowerLeft");
parts.Add("mFaceEyeLidUpperRight");
parts.Add("mFaceEyeLidLowerRight");
parts.Add("mFaceEyeAltLeft");
parts.Add("mFaceEyeAltRight");
parts.Add("mFaceEyecornerInnerLeft");
parts.Add("mFaceEyecornerInnerRight");
parts.Add("mFaceEar1Left");
parts.Add("mFaceEar2Left");
parts.Add("mFaceEar1Right");
parts.Add("mFaceEar2Right");
parts.Add("mFaceNoseLeft");
parts.Add("mFaceNoseCenter");
parts.Add("mFaceNoseRight");
parts.Add("mFaceNoseBase");
parts.Add("mFaceNoseBridge");
parts.Add("mFaceCheekUpperInnerLeft");
parts.Add("mFaceCheekUpperOuterLeft");
parts.Add("mFaceCheekUpperInnerRight");
parts.Add("mFaceCheekUpperOuterRight");
parts.Add("mFaceJaw");
parts.Add("mFaceLipUpperLeft");
parts.Add("mFaceLipUpperCenter");
parts.Add("mFaceLipUpperRight");
parts.Add("mFaceLipCornerLeft");
parts.Add("mFaceLipCornerRight");
parts.Add("mFaceTongueBase");
parts.Add("mFaceTongueTip");
parts.Add("mFaceLipLowerLeft");
parts.Add("mFaceLipLowerCenter");
parts.Add("mFaceLipLowerRight");
parts.Add("mFaceTeethLower");
parts.Add("mFaceTeethUpper");
parts.Add("mFaceChin");
///Spine
parts.Add("mSpine1");
parts.Add("mSpine2");
parts.Add("mSpine3");
parts.Add("mSpine4");
///Wings
parts.Add("mWingsRoot");
parts.Add("mWing1Left");
parts.Add("mWing2Left");
parts.Add("mWing3Left");
parts.Add("mWing4Left");
parts.Add("mWing1Right");
parts.Add("mWing2Right");
parts.Add("mWing3Right");
parts.Add("mWing4Right");
parts.Add("mWing4FanRight");
parts.Add("mWing4FanLeft");
///Hind Limbs
parts.Add("mHindLimbsRoot");
parts.Add("mHindLimb1Left");
parts.Add("mHindLimb2Left");
parts.Add("mHindLimb3Left");
parts.Add("mHindLimb4Left");
parts.Add("mHindLimb1Right");
parts.Add("mHindLimb2Right");
parts.Add("mHindLimb3Right");
parts.Add("mHindLimb4Right");
///Tail
parts.Add("mTail1");
parts.Add("mTail2");
parts.Add("mTail3");
parts.Add("mTail4");
parts.Add("mTail5");
parts.Add("mTail6");
anim.HandPose = 1;
anim.InPoint = 0;
anim.OutPoint = (rnditerations * .10f);

View File

@ -1884,7 +1884,8 @@ namespace OpenSim.Region.Framework.Scenes
{
get
{
return new List<ulong>(KnownRegions.Keys);
lock (m_knownChildRegions)
return new List<ulong>(m_knownChildRegions.Keys);
}
}
@ -4407,26 +4408,15 @@ namespace OpenSim.Region.Framework.Scenes
}
/* useless. Either use MakeChild or delete the presence
public void Reset()
{
// m_log.DebugFormat("[SCENE PRESENCE]: Resetting {0} in {1}", Name, Scene.RegionInfo.RegionName);
// Put the child agent back at the center
AbsolutePosition
= new Vector3(((float)m_scene.RegionInfo.RegionSizeX * 0.5f), ((float)m_scene.RegionInfo.RegionSizeY * 0.5f), 70);
Animator.ResetAnimations();
}
*/
/// <summary>
/// Computes which child agents to close when the scene presence moves to another region.
/// Removes those regions from m_knownRegions.
/// </summary>
/// <param name="newRegionX">The new region's x on the map</param>
/// <param name="newRegionY">The new region's y on the map</param>
/// <param name="newRegionHandle">The new region's handle</param>
/// <param name="newRegionSizeX">The new region's size x</param>
/// <param name="newRegionSizeY">The new region's size y</param>
/// <returns></returns>
public void CloseChildAgents(bool logout, ulong newRegionHandle, int newRegionSizeX, int newRegionSizeY)
public List<ulong> GetChildAgentsToClose(ulong newRegionHandle, int newRegionSizeX, int newRegionSizeY)
{
uint newRegionX, newRegionY;
List<ulong> byebyeRegions = new List<ulong>();
@ -4442,17 +4432,16 @@ namespace OpenSim.Region.Framework.Scenes
foreach (ulong handle in knownRegions)
{
// Don't close the agent on this region yet
if (handle != Scene.RegionInfo.RegionHandle)
{
if (logout)
if(newRegionY == 0) // HG
byebyeRegions.Add(handle);
else
{
Util.RegionHandleToRegionLoc(handle, out x, out y);
if (m_knownChildRegionsSizeInfo.TryGetValue(handle, out regInfo))
{
if (Util.IsOutsideView(RegionViewDistance, x, newRegionX, y, newRegionY,
// if (Util.IsOutsideView(RegionViewDistance, x, newRegionX, y, newRegionY,
// for now need to close all but first order bc RegionViewDistance it the target value not ours
if (Util.IsOutsideView(255, x, newRegionX, y, newRegionY,
regInfo.sizeX, regInfo.sizeY, newRegionSizeX, newRegionSizeY))
{
byebyeRegions.Add(handle);
@ -4464,15 +4453,16 @@ namespace OpenSim.Region.Framework.Scenes
(int)Constants.RegionSize, (int)Constants.RegionSize, newRegionSizeX, newRegionSizeY))
{
byebyeRegions.Add(handle);
// this should not be here
// if(eventQueue != null)
// eventQueue.DisableSimulator(handle,UUID);
}
}
}
}
return byebyeRegions;
}
public void CloseChildAgents(List<ulong> byebyeRegions)
{
byebyeRegions.Remove(Scene.RegionInfo.RegionHandle);
if (byebyeRegions.Count > 0)
{
m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents");

View File

@ -108,12 +108,12 @@ namespace OpenSim.Tests.Common
AddEvent(avatarID, "Enqueue", o);
return true;
}
/*
public void DisableSimulator(ulong handle, UUID avatarID)
{
AddEvent(avatarID, "DisableSimulator", handle);
}
*/
public void EnableSimulator (ulong handle, IPEndPoint endPoint, UUID avatarID, int regionSizeX, int regionSizeY)
{
AddEvent(avatarID, "EnableSimulator", handle);