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author | UbitUmarov | 2014-08-12 18:28:01 +0100 |
---|---|---|
committer | UbitUmarov | 2014-08-12 18:28:01 +0100 |
commit | a0f26dc6ec2323ffa09070e80564d3dd691408cb (patch) | |
tree | 7bb232f2f61f2e407af4f51a259e23da9167dd2b /OpenSim/Region/Framework | |
parent | remove a land.SendLandUpdateToClient() since its now done for all cases in (diff) | |
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change XMLIrpgGroups attach to events, using the more correct
\addons\Groups\... model
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 307 |
1 files changed, 156 insertions, 151 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 62dea07..5387910 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -1158,177 +1158,182 @@ namespace OpenSim.Region.Framework.Scenes | |||
1158 | 1158 | ||
1159 | m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); | 1159 | m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); |
1160 | 1160 | ||
1161 | /* this is now done by groups module on TriggerOnMakeRootAgent(this) below | ||
1162 | at least XmlIRpcGroups | ||
1161 | UUID groupUUID = UUID.Zero; | 1163 | UUID groupUUID = UUID.Zero; |
1162 | string GroupName = string.Empty; | 1164 | string GroupName = string.Empty; |
1163 | ulong groupPowers = 0; | 1165 | ulong groupPowers = 0; |
1164 | 1166 | ||
1165 | // ---------------------------------- | ||
1166 | // Previous Agent Difference - AGNI sends an unsolicited AgentDataUpdate upon root agent status | ||
1167 | try | ||
1168 | { | ||
1169 | |||
1170 | if (gm != null) | ||
1171 | { | ||
1172 | groupUUID = ControllingClient.ActiveGroupId; | ||
1173 | GroupRecord record = gm.GetGroupRecord(groupUUID); | ||
1174 | if (record != null) | ||
1175 | GroupName = record.GroupName; | ||
1176 | GroupMembershipData groupMembershipData = gm.GetMembershipData(groupUUID, m_uuid); | ||
1177 | if (groupMembershipData != null) | ||
1178 | groupPowers = groupMembershipData.GroupPowers; | ||
1179 | } | ||
1180 | ControllingClient.SendAgentDataUpdate(m_uuid, groupUUID, Firstname, Lastname, groupPowers, GroupName, | ||
1181 | Grouptitle); | ||
1182 | } | ||
1183 | catch (Exception e) | ||
1184 | { | ||
1185 | m_log.Debug("[AGENTUPDATE]: " + e.ToString()); | ||
1186 | } | ||
1187 | // ------------------------------------ | ||
1188 | 1167 | ||
1189 | if (ParentID == 0) | ||
1190 | { | ||
1191 | // Moved this from SendInitialData to ensure that Appearance is initialized | ||
1192 | // before the inventory is processed in MakeRootAgent. This fixes a race condition | ||
1193 | // related to the handling of attachments | ||
1194 | |||
1195 | if (m_scene.TestBorderCross(pos, Cardinals.E)) | ||
1196 | { | ||
1197 | Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); | ||
1198 | pos.X = crossedBorder.BorderLine.Z - 1; | ||
1199 | } | ||
1200 | 1168 | ||
1201 | if (m_scene.TestBorderCross(pos, Cardinals.N)) | ||
1202 | { | ||
1203 | Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); | ||
1204 | pos.Y = crossedBorder.BorderLine.Z - 1; | ||
1205 | } | ||
1206 | 1169 | ||
1207 | CheckAndAdjustLandingPoint(ref pos); | 1170 | // ---------------------------------- |
1171 | // Previous Agent Difference - AGNI sends an unsolicited AgentDataUpdate upon root agent status | ||
1172 | try | ||
1173 | { | ||
1174 | |||
1175 | if (gm != null) | ||
1176 | { | ||
1177 | groupUUID = ControllingClient.ActiveGroupId; | ||
1178 | GroupRecord record = gm.GetGroupRecord(groupUUID); | ||
1179 | if (record != null) | ||
1180 | GroupName = record.GroupName; | ||
1181 | GroupMembershipData groupMembershipData = gm.GetMembershipData(groupUUID, m_uuid); | ||
1182 | if (groupMembershipData != null) | ||
1183 | groupPowers = groupMembershipData.GroupPowers; | ||
1184 | } | ||
1185 | ControllingClient.SendAgentDataUpdate(m_uuid, groupUUID, Firstname, Lastname, groupPowers, GroupName, | ||
1186 | Grouptitle); | ||
1187 | } | ||
1188 | catch (Exception e) | ||
1189 | { | ||
1190 | m_log.Debug("[AGENTUPDATE]: " + e.ToString()); | ||
1191 | } | ||
1192 | // ------------------------------------ | ||
1193 | */ | ||
1194 | if (ParentID == 0) | ||
1195 | { | ||
1196 | // Moved this from SendInitialData to ensure that Appearance is initialized | ||
1197 | // before the inventory is processed in MakeRootAgent. This fixes a race condition | ||
1198 | // related to the handling of attachments | ||
1208 | 1199 | ||
1209 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) | 1200 | if (m_scene.TestBorderCross(pos, Cardinals.E)) |
1210 | { | 1201 | { |
1211 | m_log.WarnFormat( | 1202 | Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); |
1212 | "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", | 1203 | pos.X = crossedBorder.BorderLine.Z - 1; |
1213 | pos, Name, UUID); | 1204 | } |
1214 | 1205 | ||
1215 | if (pos.X < 0f) pos.X = 0f; | 1206 | if (m_scene.TestBorderCross(pos, Cardinals.N)) |
1216 | if (pos.Y < 0f) pos.Y = 0f; | 1207 | { |
1217 | if (pos.Z < 0f) pos.Z = 0f; | 1208 | Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); |
1218 | } | 1209 | pos.Y = crossedBorder.BorderLine.Z - 1; |
1210 | } | ||
1219 | 1211 | ||
1220 | float localAVHeight = 1.56f; | 1212 | CheckAndAdjustLandingPoint(ref pos); |
1221 | if (Appearance.AvatarHeight > 0) | ||
1222 | localAVHeight = Appearance.AvatarHeight; | ||
1223 | 1213 | ||
1224 | float posZLimit = 0; | 1214 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) |
1215 | { | ||
1216 | m_log.WarnFormat( | ||
1217 | "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", | ||
1218 | pos, Name, UUID); | ||
1225 | 1219 | ||
1226 | if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) | 1220 | if (pos.X < 0f) pos.X = 0f; |
1227 | posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; | 1221 | if (pos.Y < 0f) pos.Y = 0f; |
1228 | 1222 | if (pos.Z < 0f) pos.Z = 0f; | |
1229 | float newPosZ = posZLimit + localAVHeight / 2; | 1223 | } |
1230 | if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) | ||
1231 | { | ||
1232 | pos.Z = newPosZ; | ||
1233 | } | ||
1234 | AbsolutePosition = pos; | ||
1235 | 1224 | ||
1236 | if (m_teleportFlags == TeleportFlags.Default) | 1225 | float localAVHeight = 1.56f; |
1237 | { | 1226 | if (Appearance.AvatarHeight > 0) |
1238 | Vector3 vel = Velocity; | 1227 | localAVHeight = Appearance.AvatarHeight; |
1239 | AddToPhysicalScene(isFlying); | ||
1240 | if (PhysicsActor != null) | ||
1241 | PhysicsActor.SetMomentum(vel); | ||
1242 | } | ||
1243 | else | ||
1244 | AddToPhysicalScene(isFlying); | ||
1245 | 1228 | ||
1246 | // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a | 1229 | float posZLimit = 0; |
1247 | // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it | ||
1248 | // since it requires a physics actor to be present. If it is left any later, then physics appears to reset | ||
1249 | // the value to a negative position which does not trigger the border cross. | ||
1250 | // This may not be the best location for this. | ||
1251 | CheckForBorderCrossing(); | ||
1252 | 1230 | ||
1253 | if (ForceFly) | 1231 | if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) |
1254 | { | 1232 | posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; |
1255 | Flying = true; | 1233 | |
1256 | } | 1234 | float newPosZ = posZLimit + localAVHeight / 2; |
1257 | else if (FlyDisabled) | 1235 | if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) |
1258 | { | 1236 | { |
1259 | Flying = false; | 1237 | pos.Z = newPosZ; |
1260 | } | 1238 | } |
1261 | } | 1239 | AbsolutePosition = pos; |
1262 | // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying | ||
1263 | // avatar to return to the standing position in mid-air. On login it looks like this is being sent | ||
1264 | // elsewhere anyway | ||
1265 | // Animator.SendAnimPack(); | ||
1266 | |||
1267 | m_scene.SwapRootAgentCount(false); | ||
1268 | |||
1269 | // The initial login scene presence is already root when it gets here | ||
1270 | // and it has already rezzed the attachments and started their scripts. | ||
1271 | // We do the following only for non-login agents, because their scripts | ||
1272 | // haven't started yet. | ||
1273 | /* moved down | ||
1274 | if (PresenceType == PresenceType.Npc || (TeleportFlags & TeleportFlags.ViaLogin) != 0) | ||
1275 | { | ||
1276 | // Viewers which have a current outfit folder will actually rez their own attachments. However, | ||
1277 | // viewers without (e.g. v1 viewers) will not, so we still need to make this call. | ||
1278 | if (Scene.AttachmentsModule != null) | ||
1279 | Util.FireAndForget( | ||
1280 | o => | ||
1281 | { | ||
1282 | // if (PresenceType != PresenceType.Npc && Util.FireAndForgetMethod != FireAndForgetMethod.None) | ||
1283 | // System.Threading.Thread.Sleep(7000); | ||
1284 | 1240 | ||
1285 | Scene.AttachmentsModule.RezAttachments(this); | 1241 | if (m_teleportFlags == TeleportFlags.Default) |
1286 | }); | 1242 | { |
1287 | } | 1243 | Vector3 vel = Velocity; |
1288 | else | 1244 | AddToPhysicalScene(isFlying); |
1245 | if (PhysicsActor != null) | ||
1246 | PhysicsActor.SetMomentum(vel); | ||
1247 | } | ||
1248 | else | ||
1249 | AddToPhysicalScene(isFlying); | ||
1289 | 1250 | ||
1290 | { | 1251 | // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a |
1291 | // We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT | 1252 | // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it |
1292 | // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently | 1253 | // since it requires a physics actor to be present. If it is left any later, then physics appears to reset |
1293 | // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are | 1254 | // the value to a negative position which does not trigger the border cross. |
1294 | // not transporting the required data. | 1255 | // This may not be the best location for this. |
1295 | // | 1256 | CheckForBorderCrossing(); |
1296 | // We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT | ||
1297 | // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently | ||
1298 | // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are | ||
1299 | // not transporting the required data. | ||
1300 | // | ||
1301 | // We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of | ||
1302 | // the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here | ||
1303 | // which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status. | ||
1304 | // | ||
1305 | // FIXME: In theory, this deadlock should not arise since scripts should not be processing events until ResumeScripts(). | ||
1306 | // But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing | ||
1307 | // is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the | ||
1308 | // script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine. | ||
1309 | // | ||
1310 | // One cannot simply iterate over attachments in a fire and forget thread because this would no longer | ||
1311 | // be locked, allowing race conditions if other code changes the attachments list. | ||
1312 | 1257 | ||
1313 | List<SceneObjectGroup> attachments = GetAttachments(); | 1258 | if (ForceFly) |
1259 | { | ||
1260 | Flying = true; | ||
1261 | } | ||
1262 | else if (FlyDisabled) | ||
1263 | { | ||
1264 | Flying = false; | ||
1265 | } | ||
1266 | } | ||
1267 | // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying | ||
1268 | // avatar to return to the standing position in mid-air. On login it looks like this is being sent | ||
1269 | // elsewhere anyway | ||
1270 | // Animator.SendAnimPack(); | ||
1271 | |||
1272 | m_scene.SwapRootAgentCount(false); | ||
1273 | |||
1274 | // The initial login scene presence is already root when it gets here | ||
1275 | // and it has already rezzed the attachments and started their scripts. | ||
1276 | // We do the following only for non-login agents, because their scripts | ||
1277 | // haven't started yet. | ||
1278 | /* moved down | ||
1279 | if (PresenceType == PresenceType.Npc || (TeleportFlags & TeleportFlags.ViaLogin) != 0) | ||
1280 | { | ||
1281 | // Viewers which have a current outfit folder will actually rez their own attachments. However, | ||
1282 | // viewers without (e.g. v1 viewers) will not, so we still need to make this call. | ||
1283 | if (Scene.AttachmentsModule != null) | ||
1284 | Util.FireAndForget( | ||
1285 | o => | ||
1286 | { | ||
1287 | // if (PresenceType != PresenceType.Npc && Util.FireAndForgetMethod != FireAndForgetMethod.None) | ||
1288 | // System.Threading.Thread.Sleep(7000); | ||
1289 | |||
1290 | Scene.AttachmentsModule.RezAttachments(this); | ||
1291 | }); | ||
1292 | } | ||
1293 | else | ||
1314 | 1294 | ||
1315 | if (attachments.Count > 0) | 1295 | { |
1316 | { | 1296 | // We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT |
1317 | m_log.DebugFormat( | 1297 | // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently |
1318 | "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); | 1298 | // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are |
1299 | // not transporting the required data. | ||
1300 | // | ||
1301 | // We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT | ||
1302 | // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently | ||
1303 | // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are | ||
1304 | // not transporting the required data. | ||
1305 | // | ||
1306 | // We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of | ||
1307 | // the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here | ||
1308 | // which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status. | ||
1309 | // | ||
1310 | // FIXME: In theory, this deadlock should not arise since scripts should not be processing events until ResumeScripts(). | ||
1311 | // But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing | ||
1312 | // is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the | ||
1313 | // script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine. | ||
1314 | // | ||
1315 | // One cannot simply iterate over attachments in a fire and forget thread because this would no longer | ||
1316 | // be locked, allowing race conditions if other code changes the attachments list. | ||
1317 | |||
1318 | List<SceneObjectGroup> attachments = GetAttachments(); | ||
1319 | |||
1320 | if (attachments.Count > 0) | ||
1321 | { | ||
1322 | m_log.DebugFormat( | ||
1323 | "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); | ||
1319 | 1324 | ||
1320 | // Resume scripts this possible should also be moved down after sending the avatar to viewer ? | 1325 | // Resume scripts this possible should also be moved down after sending the avatar to viewer ? |
1321 | foreach (SceneObjectGroup sog in attachments) | 1326 | foreach (SceneObjectGroup sog in attachments) |
1322 | { | 1327 | { |
1323 | // sending attachments before the avatar ? | 1328 | // sending attachments before the avatar ? |
1324 | // moved to completemovement where it already was | 1329 | // moved to completemovement where it already was |
1325 | // sog.ScheduleGroupForFullUpdate(); | 1330 | // sog.ScheduleGroupForFullUpdate(); |
1326 | sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); | 1331 | sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); |
1327 | sog.ResumeScripts(); | 1332 | sog.ResumeScripts(); |
1328 | } | 1333 | } |
1329 | } | 1334 | } |
1330 | } | 1335 | } |
1331 | */ | 1336 | */ |
1332 | /* | 1337 | /* |
1333 | SendAvatarDataToAllAgents(); | 1338 | SendAvatarDataToAllAgents(); |
1334 | 1339 | ||