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authorTeravus Ovares2007-12-10 00:46:56 +0000
committerTeravus Ovares2007-12-10 00:46:56 +0000
commite595f82489ae91c2a913f2ac8445b3d5dbe160d0 (patch)
tree3c4c3ca6c42fefb3904f8eb211bfb38bac52ef0d /OpenSim/Region/Environment
parentAdded a call to m_host.SendFullUpdateToAllClients(). (diff)
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* Hooked up the GridComm event ChildDataUpdate to the scene.
* Added List<RegionInfo> m_neighbours to Scene * Hooked up the OnRegionUp event to m_neighbours list * Modified RegionInfo to have a bool commFailTF value so that we can skip neighbors that fail. (when the region comes up, this gets reset to false and the region will try again. * Added SetChildAgentThrottle(byte[]) to IClientAPI * Several other insignificant changes related to passing child pertanant agent data from sim to sim.
Diffstat (limited to 'OpenSim/Region/Environment')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs47
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneCommunicationService.cs43
-rw-r--r--OpenSim/Region/Environment/Scenes/ScenePresence.cs14
3 files changed, 103 insertions, 1 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 6bdb8a3..b6ca566 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -60,6 +60,7 @@ namespace OpenSim.Region.Environment.Scenes
60 protected Timer m_restartWaitTimer = new Timer(); 60 protected Timer m_restartWaitTimer = new Timer();
61 61
62 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 62 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
63 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
63 64
64 public InnerScene m_innerScene; 65 public InnerScene m_innerScene;
65 66
@@ -266,13 +267,37 @@ namespace OpenSim.Region.Environment.Scenes
266 267
267 public override bool OtherRegionUp(RegionInfo otherRegion) 268 public override bool OtherRegionUp(RegionInfo otherRegion)
268 { 269 {
269 // Another region is up. We have to tell all our ScenePresences about it 270 // Another region is up.
271 // We have to tell all our ScenePresences about it..
272 //and add it to the neighbor list.
270 273
271 274
272 if (RegionInfo.RegionHandle != otherRegion.RegionHandle) 275 if (RegionInfo.RegionHandle != otherRegion.RegionHandle)
273 { 276 {
274 if ((Math.Abs(otherRegion.RegionLocX - RegionInfo.RegionLocX) <= 1) && (Math.Abs(otherRegion.RegionLocY - RegionInfo.RegionLocY) <= 1)) 277 if ((Math.Abs(otherRegion.RegionLocX - RegionInfo.RegionLocX) <= 1) && (Math.Abs(otherRegion.RegionLocY - RegionInfo.RegionLocY) <= 1))
275 { 278 {
279 for (int i = 0; i < m_neighbours.Count; i++)
280 {
281 // The purpose of this loop is to re-update the known neighbors
282 // when another region comes up on top of another one.
283 // The latest region in that location ends up in the
284 // 'known neighbors list'
285 // Additionally, the commFailTF property gets reset to false.
286 if (m_neighbours[i].RegionHandle == otherRegion.RegionHandle)
287 {
288 m_neighbours[i] = otherRegion;
289 }
290 }
291
292 // If the value isn't in the neighbours, add it.
293 // If the RegionInfo isn't exact but is for the same XY World location,
294 // then the above loop will fix that.
295
296 if (!(m_neighbours.Contains(otherRegion)))
297 {
298 m_neighbours.Add(otherRegion);
299 }
300
276 if (!(m_regionRestartNotifyList.Contains(otherRegion))) 301 if (!(m_regionRestartNotifyList.Contains(otherRegion)))
277 { 302 {
278 m_regionRestartNotifyList.Add(otherRegion); 303 m_regionRestartNotifyList.Add(otherRegion);
@@ -1112,6 +1137,7 @@ namespace OpenSim.Region.Environment.Scenes
1112 m_sceneGridService.OnAvatarCrossingIntoRegion += AgentCrossing; 1137 m_sceneGridService.OnAvatarCrossingIntoRegion += AgentCrossing;
1113 m_sceneGridService.OnCloseAgentConnection += CloseConnection; 1138 m_sceneGridService.OnCloseAgentConnection += CloseConnection;
1114 m_sceneGridService.OnRegionUp += OtherRegionUp; 1139 m_sceneGridService.OnRegionUp += OtherRegionUp;
1140 m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
1115 1141
1116 m_sceneGridService.KillObject = SendKillObject; 1142 m_sceneGridService.KillObject = SendKillObject;
1117 } 1143 }
@@ -1121,6 +1147,7 @@ namespace OpenSim.Region.Environment.Scenes
1121 /// </summary> 1147 /// </summary>
1122 public void UnRegisterReginWithComms() 1148 public void UnRegisterReginWithComms()
1123 { 1149 {
1150 m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
1124 m_sceneGridService.OnRegionUp -= OtherRegionUp; 1151 m_sceneGridService.OnRegionUp -= OtherRegionUp;
1125 m_sceneGridService.OnExpectUser -= NewUserConnection; 1152 m_sceneGridService.OnExpectUser -= NewUserConnection;
1126 m_sceneGridService.OnAvatarCrossingIntoRegion -= AgentCrossing; 1153 m_sceneGridService.OnAvatarCrossingIntoRegion -= AgentCrossing;
@@ -1182,6 +1209,24 @@ namespace OpenSim.Region.Environment.Scenes
1182 } 1209 }
1183 } 1210 }
1184 1211
1212 public virtual bool IncomingChildAgentDataUpdate(ulong regionHandle, ChildAgentDataUpdate cAgentData)
1213 {
1214 ScenePresence childAgentUpdate = GetScenePresence(new LLUUID(cAgentData.AgentID));
1215 if (!(childAgentUpdate.Equals(null)))
1216 {
1217 // I can't imagine *yet* why we would get an update if the agent is a root agent..
1218 // however to avoid a race condition crossing borders..
1219 if (childAgentUpdate.IsChildAgent)
1220 {
1221 //Send Data to ScenePresence
1222 childAgentUpdate.ChildAgentDataUpdate(cAgentData);
1223 // Not Implemented:
1224 //TODO: Do we need to pass the message on to one of our neighbors?
1225
1226 }
1227 }
1228 return true;
1229 }
1185 /// <summary> 1230 /// <summary>
1186 /// 1231 ///
1187 /// </summary> 1232 /// </summary>
diff --git a/OpenSim/Region/Environment/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Environment/Scenes/SceneCommunicationService.cs
index 04228de..4d2379b 100644
--- a/OpenSim/Region/Environment/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneCommunicationService.cs
@@ -23,6 +23,7 @@ namespace OpenSim.Region.Environment.Scenes
23 public event CloseAgentConnection OnCloseAgentConnection; 23 public event CloseAgentConnection OnCloseAgentConnection;
24 public event PrimCrossing OnPrimCrossingIntoRegion; 24 public event PrimCrossing OnPrimCrossingIntoRegion;
25 public event RegionUp OnRegionUp; 25 public event RegionUp OnRegionUp;
26 public event ChildAgentUpdate OnChildAgentUpdate;
26 27
27 public KillObjectDelegate KillObject; 28 public KillObjectDelegate KillObject;
28 public string _debugRegionName = ""; 29 public string _debugRegionName = "";
@@ -59,6 +60,8 @@ namespace OpenSim.Region.Environment.Scenes
59 regionCommsHost.OnPrimCrossingIntoRegion += PrimCrossing; 60 regionCommsHost.OnPrimCrossingIntoRegion += PrimCrossing;
60 regionCommsHost.OnCloseAgentConnection += CloseConnection; 61 regionCommsHost.OnCloseAgentConnection += CloseConnection;
61 regionCommsHost.OnRegionUp += newRegionUp; 62 regionCommsHost.OnRegionUp += newRegionUp;
63 regionCommsHost.OnChildAgentUpdate += ChildAgentUpdate;
64
62 } 65 }
63 else 66 else
64 { 67 {
@@ -70,6 +73,7 @@ namespace OpenSim.Region.Environment.Scenes
70 { 73 {
71 if (regionCommsHost != null) 74 if (regionCommsHost != null)
72 { 75 {
76 regionCommsHost.OnChildAgentUpdate -= ChildAgentUpdate;
73 regionCommsHost.OnRegionUp -= newRegionUp; 77 regionCommsHost.OnRegionUp -= newRegionUp;
74 regionCommsHost.OnExpectUser -= NewUserConnection; 78 regionCommsHost.OnExpectUser -= NewUserConnection;
75 regionCommsHost.OnAvatarCrossingIntoRegion -= AgentCrossing; 79 regionCommsHost.OnAvatarCrossingIntoRegion -= AgentCrossing;
@@ -105,6 +109,14 @@ namespace OpenSim.Region.Environment.Scenes
105 } 109 }
106 return true; 110 return true;
107 } 111 }
112 protected bool ChildAgentUpdate(ulong regionHandle, ChildAgentDataUpdate cAgentData)
113 {
114 if (OnChildAgentUpdate != null)
115 OnChildAgentUpdate(regionHandle, cAgentData);
116
117
118 return true;
119 }
108 120
109 protected void AgentCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position, bool isFlying) 121 protected void AgentCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position, bool isFlying)
110 { 122 {
@@ -262,6 +274,37 @@ namespace OpenSim.Region.Environment.Scenes
262 274
263 //bool val = m_commsProvider.InterRegion.RegionUp(new SearializableRegionInfo(region)); 275 //bool val = m_commsProvider.InterRegion.RegionUp(new SearializableRegionInfo(region));
264 } 276 }
277 public delegate void SendChildAgentDataUpdateDelegate(ulong regionHandle, ChildAgentDataUpdate cAgentData);
278
279 private void SendChildAgentDataUpdateAsync(ulong regionHandle, ChildAgentDataUpdate cAgentData)
280 {
281 MainLog.Instance.Notice("INTERGRID", "Informing a neighbor about my agent.");
282 bool regionAccepted = m_commsProvider.InterRegion.ChildAgentUpdate(regionHandle,cAgentData);
283
284 if (regionAccepted)
285 {
286 MainLog.Instance.Notice("INTERGRID", "Completed sending a neighbor an update about my agent");
287 }
288 else
289 {
290 MainLog.Instance.Notice("INTERGRID", "Failed sending a neighbor an update about my agent");
291 }
292 }
293 private void SendChildAgentDataUpdateCompleted(IAsyncResult iar)
294 {
295 SendChildAgentDataUpdateDelegate icon = (SendChildAgentDataUpdateDelegate)iar.AsyncState;
296 icon.EndInvoke(iar);
297 }
298 public void SendChildAgentDataUpdate(ulong regionHandle, ChildAgentDataUpdate cAgentData)
299 {
300 // This assumes that we know what our neighbors are.
301 SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;
302 d.BeginInvoke(regionHandle, cAgentData,
303 SendChildAgentDataUpdateCompleted,
304 d);
305
306 }
307
265 308
266 /// <summary> 309 /// <summary>
267 /// 310 ///
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index f8571a9..ebd08b4 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -53,6 +53,7 @@ namespace OpenSim.Region.Environment.Scenes
53 private uint m_requestedSitTargetID = 0; 53 private uint m_requestedSitTargetID = 0;
54 private LLVector3 m_requestedSitOffset = new LLVector3(); 54 private LLVector3 m_requestedSitOffset = new LLVector3();
55 private float m_sitAvatarHeight = 2.0f; 55 private float m_sitAvatarHeight = 2.0f;
56 private float m_godlevel = 0;
56 57
57 private bool m_isTyping = false; 58 private bool m_isTyping = false;
58 private bool m_setAlwaysRun = false; 59 private bool m_setAlwaysRun = false;
@@ -1255,7 +1256,20 @@ namespace OpenSim.Region.Environment.Scenes
1255 respondPacket.AgentData = adb; 1256 respondPacket.AgentData = adb;
1256 ControllingClient.OutPacket(respondPacket, ThrottleOutPacketType.Task); 1257 ControllingClient.OutPacket(respondPacket, ThrottleOutPacketType.Task);
1257 } 1258 }
1259 public void ChildAgentDataUpdate(ChildAgentDataUpdate cAgentData)
1260 {
1261 //
1262 m_DrawDistance = cAgentData.drawdistance;
1263 m_pos = new LLVector3(cAgentData.Position.x, cAgentData.Position.y, cAgentData.Position.z);
1264 m_CameraCenter = new Vector3(cAgentData.cameraPosition.x, cAgentData.cameraPosition.y, cAgentData.cameraPosition.z);
1265 m_godlevel = cAgentData.godlevel;
1266 ControllingClient.SetChildAgentThrottle(cAgentData.throttles);
1267 //cAgentData.AVHeight;
1268 //cAgentData.regionHandle;
1269 //m_velocity = cAgentData.Velocity;
1270
1258 1271
1272 }
1259 /// <summary> 1273 /// <summary>
1260 /// 1274 ///
1261 /// </summary> 1275 /// </summary>