try to be more friendly to HG
parent
0eba5d25c3
commit
dfc142a50f
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@ -1093,16 +1093,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// Well, this is it. The agent is over there.
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// KillEntity(sp.Scene, sp.LocalId);
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sp.HasMovedAway(!OutSideViewRange);
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sp.HasMovedAway(!(OutSideViewRange || logout));
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sp.CloseChildAgents(destinationHandle,finalDestination.RegionSizeX,finalDestination.RegionSizeY);
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// call HG hook
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AgentHasMovedAway(sp, logout);
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sp.CloseChildAgents(logout, destinationHandle, finalDestination.RegionSizeX, finalDestination.RegionSizeY);
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// Now let's make it officially a child agent
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sp.MakeChildAgent(destinationHandle);
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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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if (OutSideViewRange)
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if (NeedsClosing(reg, OutSideViewRange))
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{
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if (!sp.Scene.IncomingPreCloseClient(sp))
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return;
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@ -1227,7 +1230,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
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sp.HasMovedAway(!OutSideViewRange);
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sp.HasMovedAway(!(OutSideViewRange || logout));
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// Need to signal neighbours whether child agents may need closing irrespective of whether this
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// one needed closing. We also need to close child agents as quickly as possible to avoid complicated
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@ -1235,7 +1238,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// to a neighbour A2 then off to a non-neighbour C). Closing child agents any later requires complex
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// distributed checks to avoid problems in rapid reteleporting scenarios and where child agents are
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// abandoned without proper close by viewer but then re-used by an incoming connection.
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sp.CloseChildAgents(destinationHandle, finalDestination.RegionSizeX, finalDestination.RegionSizeY);
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sp.CloseChildAgents(logout, destinationHandle, finalDestination.RegionSizeX, finalDestination.RegionSizeY);
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// AgentHasMovedAway(sp, true);
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// Well, this is it. The agent is over there.
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@ -1244,8 +1247,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// Now let's make it officially a child agent
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sp.MakeChildAgent(destinationHandle);
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//HG hook
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AgentHasMovedAway(sp, logout);
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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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if (OutSideViewRange)
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// go by HG hook
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if (NeedsClosing(reg, OutSideViewRange))
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{
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if (!sp.Scene.IncomingPreCloseClient(sp))
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return;
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@ -1353,10 +1360,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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/// </summary>
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/// <param name='sp'></param>
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/// <param name='logout'></param>
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///
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/// now just a HG hook
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protected virtual void AgentHasMovedAway(ScenePresence sp, bool logout)
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{
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if (sp.Scene.AttachmentsModule != null)
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sp.Scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, logout);
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// if (sp.Scene.AttachmentsModule != null)
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// sp.Scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, logout);
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}
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protected void KillEntity(Scene scene, uint localID)
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@ -1364,6 +1373,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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scene.SendKillObject(new List<uint> { localID });
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}
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// HG hook
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protected virtual GridRegion GetFinalDestination(GridRegion region, UUID agentID, string agentHomeURI, out string message)
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{
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message = null;
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@ -1391,15 +1401,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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return Util.IsOutsideView(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY,
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oldsizeX, oldsizeY, newsizeX, newsizeY);
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}
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/*
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protected virtual bool NeedsClosing(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY,
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uint oldsizeX, uint oldsizeY, uint newsizeX, uint newsizeY, GridRegion reg)
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{
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return Util.IsOutsideView(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY,
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oldsizeX, oldsizeY, newsizeX, newsizeY);
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// HG Hook
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protected virtual bool NeedsClosing(GridRegion reg, bool OutViewRange)
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{
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return OutViewRange;
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}
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*/
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#endregion
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#region Landmark Teleport
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@ -1877,7 +1886,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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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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agent.CloseChildAgents(neighbourRegion.RegionHandle, neighbourRegion.RegionSizeX, neighbourRegion.RegionSizeY);
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agent.CloseChildAgents(false, neighbourRegion.RegionHandle, neighbourRegion.RegionSizeX, neighbourRegion.RegionSizeY);
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// the user may change their profile information in other region,
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@ -238,19 +238,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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return region;
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}
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/* NEEDFIX
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protected override bool NeedsClosing(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg)
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protected override bool NeedsClosing(GridRegion reg, bool OutViewRange)
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{
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if (base.NeedsClosing(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
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if (OutViewRange)
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return true;
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int flags = Scene.GridService.GetRegionFlags(Scene.RegionInfo.ScopeID, reg.RegionID);
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if (flags == -1 || (flags & (int)OpenSim.Framework.RegionFlags.Hyperlink) != 0)
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if (flags == -1 || (flags & (int)OpenSim.Framework.RegionFlags.Hyperlink) != 0)
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return true;
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return false;
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}
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*/
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protected override void AgentHasMovedAway(ScenePresence sp, bool logout)
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{
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base.AgentHasMovedAway(sp, logout);
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