send correct caps seed on CreateAgent to a nearby region
parent
251a3dcf0d
commit
e99fea3398
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@ -740,9 +740,27 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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agentCircuit.Id0 = currentAgentCircuit.Id0;
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agentCircuit.Id0 = currentAgentCircuit.Id0;
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}
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}
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IClientIPEndpoint ipepClient;
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if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
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if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
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{
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{
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// brand new agent, let's create a new caps seed
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Determined that region {0} at {1},{2} needs new child agent for agent {3} from {4}",
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finalDestination.RegionName, newRegionX, newRegionY, sp.Name, Scene.Name);
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//sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent...");
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#region IP Translation for NAT
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// Uses ipepClient above
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if (sp.ClientView.TryGet(out ipepClient))
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{
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endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
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}
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#endregion
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agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
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}
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else
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{
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agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle);
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if (agentCircuit.CapsPath == null)
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agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
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agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
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}
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}
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@ -769,6 +787,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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"[ENTITY TRANSFER MODULE]: Using TP V1 for {0} going from {1} to {2}",
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"[ENTITY TRANSFER MODULE]: Using TP V1 for {0} going from {1} to {2}",
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sp.Name, Scene.Name, finalDestination.RegionName);
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sp.Name, Scene.Name, finalDestination.RegionName);
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string capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
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// Let's create an agent there if one doesn't exist yet.
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// Let's create an agent there if one doesn't exist yet.
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// NOTE: logout will always be false for a non-HG teleport.
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// NOTE: logout will always be false for a non-HG teleport.
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bool logout = false;
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bool logout = false;
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@ -812,24 +832,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// OK, it got this agent. Let's close some child agents
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// OK, it got this agent. Let's close some child agents
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sp.CloseChildAgents(newRegionX, newRegionY);
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sp.CloseChildAgents(newRegionX, newRegionY);
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IClientIPEndpoint ipepClient;
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string capsPath = String.Empty;
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if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
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if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
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{
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{
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Determined that region {0} at {1},{2} needs new child agent for incoming agent {3} from {4}",
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finalDestination.RegionName, newRegionX, newRegionY, sp.Name, Scene.Name);
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//sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent...");
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#region IP Translation for NAT
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// Uses ipepClient above
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if (sp.ClientView.TryGet(out ipepClient))
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{
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endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
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}
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#endregion
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capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
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if (m_eqModule != null)
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if (m_eqModule != null)
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{
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{
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// The EnableSimulator message makes the client establish a connection with the destination
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// The EnableSimulator message makes the client establish a connection with the destination
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@ -859,11 +863,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint);
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sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint);
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}
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}
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}
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}
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else
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{
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agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle);
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capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
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}
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// Let's send a full update of the agent. This is a synchronous call.
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// Let's send a full update of the agent. This is a synchronous call.
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AgentData agent = new AgentData();
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AgentData agent = new AgentData();
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@ -1028,6 +1027,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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ulong destinationHandle = finalDestination.RegionHandle;
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ulong destinationHandle = finalDestination.RegionHandle;
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AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
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AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
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string capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);;
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// Let's create an agent there if one doesn't exist yet.
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// Let's create an agent there if one doesn't exist yet.
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// NOTE: logout will always be false for a non-HG teleport.
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// NOTE: logout will always be false for a non-HG teleport.
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bool logout = false;
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bool logout = false;
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@ -1068,29 +1069,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// Past this point we have to attempt clean up if the teleport fails, so update transfer state.
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// Past this point we have to attempt clean up if the teleport fails, so update transfer state.
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m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
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m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
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IClientIPEndpoint ipepClient;
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string capsPath = String.Empty;
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if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
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{
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Determined that region {0} at {1},{2} needs new child agent for agent {3} from {4}",
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finalDestination.RegionName, newRegionX, newRegionY, sp.Name, Scene.Name);
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//sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent...");
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#region IP Translation for NAT
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// Uses ipepClient above
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if (sp.ClientView.TryGet(out ipepClient))
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{
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endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
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}
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#endregion
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capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
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}
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else
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{
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agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle);
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capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
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}
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// We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator,
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// We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator,
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// where that neighbour simulator could otherwise request a child agent create on the source which then
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// where that neighbour simulator could otherwise request a child agent create on the source which then
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