* More refactoring to prepare for draw distance based agent sim notification.
parent
baea4b793d
commit
eac9bc6889
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@ -64,6 +64,16 @@ namespace OpenSim.Framework
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m_internalEndPoint = new IPEndPoint(IPAddress.Parse("0.0.0.0"), (int) port);
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}
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public SimpleRegionInfo(RegionInfo ConvertFrom)
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{
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m_regionLocX = ConvertFrom.RegionLocX;
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m_regionLocY = ConvertFrom.RegionLocY;
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m_internalEndPoint = ConvertFrom.InternalEndPoint;
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m_externalHostName = ConvertFrom.ExternalHostName;
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m_remotingPort = ConvertFrom.RemotingPort;
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RemotingAddress = ConvertFrom.RemotingAddress;
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RegionID = LLUUID.Zero;
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}
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public LLUUID RegionID = LLUUID.Zero;
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@ -238,6 +248,16 @@ namespace OpenSim.Framework
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RemotingAddress = ConvertFrom.RemotingAddress;
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RegionID = LLUUID.Zero;
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}
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public RegionInfo(SimpleRegionInfo ConvertFrom)
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{
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m_regionLocX = ConvertFrom.RegionLocX;
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m_regionLocY = ConvertFrom.RegionLocY;
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m_internalEndPoint = ConvertFrom.InternalEndPoint;
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m_externalHostName = ConvertFrom.ExternalHostName;
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m_remotingPort = ConvertFrom.RemotingPort;
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RemotingAddress = ConvertFrom.RemotingAddress;
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RegionID = LLUUID.Zero;
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}
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//not in use, should swap to nini though.
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public void LoadFromNiniSource(IConfigSource source)
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{
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@ -271,6 +271,11 @@ namespace OpenSim.Region.Environment.Scenes
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// We have to tell all our ScenePresences about it..
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// and add it to the neighbor list.
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// We only add it to the neighbor list if it's within 1 region from here.
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// Agents may have draw distance values that cross two regions though, so
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// we add it to the notify list regardless of distance.
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// We'll check the agent's draw distance before notifying them though.
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if (RegionInfo.RegionHandle != otherRegion.RegionHandle)
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{
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@ -297,7 +302,6 @@ namespace OpenSim.Region.Environment.Scenes
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{
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m_neighbours.Add(otherRegion);
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}
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if (!(m_regionRestartNotifyList.Contains(otherRegion)))
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{
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m_regionRestartNotifyList.Add(otherRegion);
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@ -313,6 +317,9 @@ namespace OpenSim.Region.Environment.Scenes
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MainLog.Instance.Verbose("INTERGRID", "Got notice about Region at X:" + otherRegion.RegionLocX.ToString() + " Y:" + otherRegion.RegionLocY.ToString() + " but it was too far away to send to the client");
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}
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}
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return true;
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}
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@ -1250,7 +1257,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="presence"></param>
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public void InformClientOfNeighbours(ScenePresence presence)
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{
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m_sceneGridService.EnableNeighbourChildAgents(presence);
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m_sceneGridService.EnableNeighbourChildAgents(presence, m_neighbours);
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}
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/// <summary>
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@ -1260,7 +1267,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="region"></param>
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public void InformClientOfNeighbor(ScenePresence presence, RegionInfo region)
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{
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m_sceneGridService.InformNeighborChildAgent(presence, region);
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m_sceneGridService.InformNeighborChildAgent(presence, region, m_neighbours);
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}
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/// <summary>
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@ -191,14 +191,24 @@ namespace OpenSim.Region.Environment.Scenes
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/// <summary>
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///
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/// </summary>
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public void EnableNeighbourChildAgents(ScenePresence avatar)
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public void EnableNeighbourChildAgents(ScenePresence avatar, List<RegionInfo> lstneighbours)
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{
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List<SimpleRegionInfo> neighbours =
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m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
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List<SimpleRegionInfo> neighbours = new List<SimpleRegionInfo>();
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//m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
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for (int i = 0; i < lstneighbours.Count; i++)
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{
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// We don't want to keep sending to regions that consistently fail on comms.
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if (!(lstneighbours[i].commFailTF))
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{
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neighbours.Add(new SimpleRegionInfo(lstneighbours[i]));
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}
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}
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if (neighbours != null)
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{
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for (int i = 0; i < neighbours.Count; i++)
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{
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AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo();
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agent.BaseFolder = LLUUID.Zero;
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agent.InventoryFolder = LLUUID.Zero;
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@ -212,7 +222,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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}
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public void InformNeighborChildAgent(ScenePresence avatar, RegionInfo region)
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public void InformNeighborChildAgent(ScenePresence avatar, RegionInfo region, List<RegionInfo> neighbours)
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{
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AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo();
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agent.BaseFolder = LLUUID.Zero;
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@ -257,7 +267,7 @@ namespace OpenSim.Region.Environment.Scenes
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List<SimpleRegionInfo> neighbours = new List<SimpleRegionInfo>();
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// This stays uncached because we don't already know about our neighbors at this point.
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neighbours = m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
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if (neighbours != null)
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{
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