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authorDiva Canto2011-12-22 09:30:06 -0800
committerDiva Canto2011-12-22 09:30:06 -0800
commit469955889ed5499ed1dbb8fcc224d6912c651d06 (patch)
tree1894f1923f66ad37ffd72380361ea5c7370a6433 /OpenSim/Region
parentAnd a typo fix (diff)
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Region crossings redone: (1) removed WaitForCallback. Now that we are passing the entire agent with attachs in one big message we don't necessarily need to wait for confirmation. The callback sometimes is problematic and it adds delay to the process. (2) Z velocity sent to the viewer = 0. This is an heuristic; the Z velocity usually is negative, and it makes the viewer move the avie down. This only matters while the agent is in transit and therefore not being physically simulated by neither region. As soon as the receiving region receives CompleteMovement from the viewer, the position and velocity get corrected.
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs71
1 files changed, 32 insertions, 39 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index 87f292c..b9d5d32 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -676,9 +676,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
676 Vector3 eastCross = new Vector3(boundaryDistance, 0, 0); 676 Vector3 eastCross = new Vector3(boundaryDistance, 0, 0);
677 Vector3 westCross = new Vector3(-1 * boundaryDistance, 0, 0); 677 Vector3 westCross = new Vector3(-1 * boundaryDistance, 0, 0);
678 678
679 // distance to edge that will trigger crossing
680
681
682 // distance into new region to place avatar 679 // distance into new region to place avatar
683 const float enterDistance = 0.5f; 680 const float enterDistance = 0.5f;
684 681
@@ -960,29 +957,31 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
960 m_log.DebugFormat( 957 m_log.DebugFormat(
961 "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.", 958 "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.",
962 agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName); 959 agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName);
963 960
964 pos = pos + (agent.Velocity); 961 pos = pos + agent.Velocity;
965 962 Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
963
964 agent.RemoveFromPhysicalScene();
966 SetInTransit(agent.UUID); 965 SetInTransit(agent.UUID);
967 AgentData cAgent = new AgentData(); 966
967 AgentData cAgent = new AgentData();
968 agent.CopyTo(cAgent); 968 agent.CopyTo(cAgent);
969 cAgent.Position = pos; 969 cAgent.Position = pos;
970 if (isFlying) 970 if (isFlying)
971 cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY; 971 cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
972 cAgent.CallbackURI = m_scene.RegionInfo.ServerURI + 972
973 "agent/" + agent.UUID.ToString() + "/" + m_scene.RegionInfo.RegionID.ToString() + "/release/"; 973 // We don't need the callback anymnore
974 974 cAgent.CallbackURI = String.Empty;
975
975 if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent)) 976 if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
976 { 977 {
977 // region doesn't take it 978 // region doesn't take it
978 ReInstantiateScripts(agent); 979 ReInstantiateScripts(agent);
980 agent.AddToPhysicalScene(isFlying);
979 ResetFromTransit(agent.UUID); 981 ResetFromTransit(agent.UUID);
980 return agent; 982 return agent;
981 } 983 }
982 984
983 // Next, let's close the child agent connections that are too far away.
984 agent.CloseChildAgents(neighbourx, neighboury);
985
986 //AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo(); 985 //AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
987 agent.ControllingClient.RequestClientInfo(); 986 agent.ControllingClient.RequestClientInfo();
988 987
@@ -999,11 +998,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
999 string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps); 998 string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
1000 999
1001 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); 1000 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
1002 1001
1003 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>(); 1002 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
1004 if (eq != null) 1003 if (eq != null)
1005 { 1004 {
1006 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, 1005 eq.CrossRegion(neighbourHandle, pos, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint,
1007 capsPath, agent.UUID, agent.ControllingClient.SessionId); 1006 capsPath, agent.UUID, agent.ControllingClient.SessionId);
1008 } 1007 }
1009 else 1008 else
@@ -1011,32 +1010,26 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1011 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, 1010 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
1012 capsPath); 1011 capsPath);
1013 } 1012 }
1014 1013
1015 if (!WaitForCallback(agent.UUID)) 1014 // SUCCESS!
1016 {
1017 m_log.Debug("[ENTITY TRANSFER MODULE]: Callback never came in crossing agent");
1018 ReInstantiateScripts(agent);
1019 ResetFromTransit(agent.UUID);
1020
1021 // Yikes! We should just have a ref to scene here.
1022 //agent.Scene.InformClientOfNeighbours(agent);
1023 EnableChildAgents(agent);
1024
1025 return agent;
1026 }
1027
1028 agent.MakeChildAgent(); 1015 agent.MakeChildAgent();
1029 1016 ResetFromTransit(agent.UUID);
1017
1030 // now we have a child agent in this region. Request all interesting data about other (root) agents 1018 // now we have a child agent in this region. Request all interesting data about other (root) agents
1031 agent.SendOtherAgentsAvatarDataToMe(); 1019 agent.SendOtherAgentsAvatarDataToMe();
1032 agent.SendOtherAgentsAppearanceToMe(); 1020 agent.SendOtherAgentsAppearanceToMe();
1033 1021
1034 // Backwards compatibility 1022 // Backwards compatibility. Best effort
1035 if (version == "Unknown" || version == string.Empty) 1023 if (version == "Unknown" || version == string.Empty)
1036 { 1024 {
1037 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Old neighbor, passing attachments one by one..."); 1025 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
1026 Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
1038 CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true); 1027 CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
1039 } 1028 }
1029
1030
1031 // Next, let's close the child agent connections that are too far away.
1032 agent.CloseChildAgents(neighbourx, neighboury);
1040 1033
1041 AgentHasMovedAway(agent, false); 1034 AgentHasMovedAway(agent, false);
1042 1035
@@ -1069,16 +1062,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1069 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState; 1062 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
1070 ScenePresence agent = icon.EndInvoke(iar); 1063 ScenePresence agent = icon.EndInvoke(iar);
1071 1064
1072 // If the cross was successful, this agent is a child agent 1065 //// If the cross was successful, this agent is a child agent
1073 if (agent.IsChildAgent) 1066 //if (agent.IsChildAgent)
1074 agent.Reset(); 1067 // agent.Reset();
1075 else // Not successful 1068 //else // Not successful
1076 agent.RestoreInCurrentScene(); 1069 // agent.RestoreInCurrentScene();
1077 1070
1078 // In any case 1071 // In any case
1079 agent.IsInTransit = false; 1072 agent.IsInTransit = false;
1080 1073
1081 //m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname); 1074 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
1082 } 1075 }
1083 1076
1084 #endregion 1077 #endregion