diff options
author | Justin Clark-Casey (justincc) | 2011-12-02 23:56:01 +0000 |
---|---|---|
committer | Justin Clark-Casey (justincc) | 2011-12-02 23:56:01 +0000 |
commit | 054ebe8878cbd1552fe96c0df631f50d5c2409d3 (patch) | |
tree | 4c0231e4fb7d0f830397ed7feb4319c153d3c9c4 /OpenSim | |
parent | Remove pointless Animator.TrySetMovementAnimation("STAND") in ScenePresnece c... (diff) | |
download | opensim-SC-054ebe8878cbd1552fe96c0df631f50d5c2409d3.zip opensim-SC-054ebe8878cbd1552fe96c0df631f50d5c2409d3.tar.gz opensim-SC-054ebe8878cbd1552fe96c0df631f50d5c2409d3.tar.bz2 opensim-SC-054ebe8878cbd1552fe96c0df631f50d5c2409d3.tar.xz |
Stop some places where we're trying to reset animations in child agents where such requests are ignored.
Diffstat (limited to 'OpenSim')
4 files changed, 133 insertions, 116 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index d01f89b..99064c8 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | |||
@@ -495,7 +495,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
495 | // Well, this is it. The agent is over there. | 495 | // Well, this is it. The agent is over there. |
496 | KillEntity(sp.Scene, sp.LocalId); | 496 | KillEntity(sp.Scene, sp.LocalId); |
497 | 497 | ||
498 | |||
499 | // Now let's make it officially a child agent | 498 | // Now let's make it officially a child agent |
500 | sp.MakeChildAgent(); | 499 | sp.MakeChildAgent(); |
501 | 500 | ||
@@ -510,9 +509,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
510 | sp.Scene.IncomingCloseAgent(sp.UUID); | 509 | sp.Scene.IncomingCloseAgent(sp.UUID); |
511 | } | 510 | } |
512 | else | 511 | else |
512 | { | ||
513 | // now we have a child agent in this region. | 513 | // now we have a child agent in this region. |
514 | sp.Reset(); | 514 | sp.Reset(); |
515 | 515 | } | |
516 | 516 | ||
517 | // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE! | 517 | // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE! |
518 | if (sp.Scene.NeedSceneCacheClear(sp.UUID)) | 518 | if (sp.Scene.NeedSceneCacheClear(sp.UUID)) |
@@ -946,111 +946,121 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
946 | ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, | 946 | ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, |
947 | bool isFlying, string version) | 947 | bool isFlying, string version) |
948 | { | 948 | { |
949 | ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); | 949 | try |
950 | |||
951 | m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}", agent.Firstname, agent.Lastname, neighbourx, neighboury, version); | ||
952 | |||
953 | Scene m_scene = agent.Scene; | ||
954 | |||
955 | if (neighbourRegion != null) | ||
956 | { | 950 | { |
957 | if (!agent.ValidateAttachments()) | 951 | ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); |
958 | m_log.DebugFormat( | 952 | |
959 | "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.", | 953 | m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}", agent.Firstname, agent.Lastname, neighbourx, neighboury, version); |
960 | agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName); | 954 | |
961 | 955 | Scene m_scene = agent.Scene; | |
962 | pos = pos + (agent.Velocity); | 956 | |
963 | 957 | if (neighbourRegion != null) | |
964 | SetInTransit(agent.UUID); | ||
965 | AgentData cAgent = new AgentData(); | ||
966 | agent.CopyTo(cAgent); | ||
967 | cAgent.Position = pos; | ||
968 | if (isFlying) | ||
969 | cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY; | ||
970 | cAgent.CallbackURI = m_scene.RegionInfo.ServerURI + | ||
971 | "agent/" + agent.UUID.ToString() + "/" + m_scene.RegionInfo.RegionID.ToString() + "/release/"; | ||
972 | |||
973 | if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent)) | ||
974 | { | 958 | { |
975 | // region doesn't take it | 959 | if (!agent.ValidateAttachments()) |
976 | ReInstantiateScripts(agent); | 960 | m_log.DebugFormat( |
977 | ResetFromTransit(agent.UUID); | 961 | "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.", |
978 | return agent; | 962 | agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName); |
963 | |||
964 | pos = pos + (agent.Velocity); | ||
965 | |||
966 | SetInTransit(agent.UUID); | ||
967 | AgentData cAgent = new AgentData(); | ||
968 | agent.CopyTo(cAgent); | ||
969 | cAgent.Position = pos; | ||
970 | if (isFlying) | ||
971 | cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY; | ||
972 | cAgent.CallbackURI = m_scene.RegionInfo.ServerURI + | ||
973 | "agent/" + agent.UUID.ToString() + "/" + m_scene.RegionInfo.RegionID.ToString() + "/release/"; | ||
974 | |||
975 | if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent)) | ||
976 | { | ||
977 | // region doesn't take it | ||
978 | ReInstantiateScripts(agent); | ||
979 | ResetFromTransit(agent.UUID); | ||
980 | return agent; | ||
981 | } | ||
982 | |||
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(); | ||
987 | agent.ControllingClient.RequestClientInfo(); | ||
988 | |||
989 | //m_log.Debug("BEFORE CROSS"); | ||
990 | //Scene.DumpChildrenSeeds(UUID); | ||
991 | //DumpKnownRegions(); | ||
992 | string agentcaps; | ||
993 | if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps)) | ||
994 | { | ||
995 | m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.", | ||
996 | neighbourRegion.RegionHandle); | ||
997 | return agent; | ||
998 | } | ||
999 | string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps); | ||
1000 | |||
1001 | m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); | ||
1002 | |||
1003 | IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>(); | ||
1004 | if (eq != null) | ||
1005 | { | ||
1006 | eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, | ||
1007 | capsPath, agent.UUID, agent.ControllingClient.SessionId); | ||
1008 | } | ||
1009 | else | ||
1010 | { | ||
1011 | agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, | ||
1012 | capsPath); | ||
1013 | } | ||
1014 | |||
1015 | if (!WaitForCallback(agent.UUID)) | ||
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(); | ||
1029 | |||
1030 | // now we have a child agent in this region. Request all interesting data about other (root) agents | ||
1031 | agent.SendOtherAgentsAvatarDataToMe(); | ||
1032 | agent.SendOtherAgentsAppearanceToMe(); | ||
1033 | |||
1034 | // Backwards compatibility | ||
1035 | if (version == "Unknown" || version == string.Empty) | ||
1036 | { | ||
1037 | m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Old neighbor, passing attachments one by one..."); | ||
1038 | CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true); | ||
1039 | } | ||
1040 | |||
1041 | AgentHasMovedAway(agent, false); | ||
1042 | |||
1043 | // the user may change their profile information in other region, | ||
1044 | // so the userinfo in UserProfileCache is not reliable any more, delete it | ||
1045 | // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE! | ||
1046 | if (agent.Scene.NeedSceneCacheClear(agent.UUID)) | ||
1047 | { | ||
1048 | m_log.DebugFormat( | ||
1049 | "[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID); | ||
1050 | } | ||
979 | } | 1051 | } |
980 | 1052 | ||
981 | // Next, let's close the child agent connections that are too far away. | 1053 | //m_log.Debug("AFTER CROSS"); |
982 | agent.CloseChildAgents(neighbourx, neighboury); | ||
983 | |||
984 | //AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo(); | ||
985 | agent.ControllingClient.RequestClientInfo(); | ||
986 | |||
987 | //m_log.Debug("BEFORE CROSS"); | ||
988 | //Scene.DumpChildrenSeeds(UUID); | 1054 | //Scene.DumpChildrenSeeds(UUID); |
989 | //DumpKnownRegions(); | 1055 | //DumpKnownRegions(); |
990 | string agentcaps; | 1056 | } |
991 | if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps)) | 1057 | catch (Exception e) |
992 | { | 1058 | { |
993 | m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.", | 1059 | m_log.ErrorFormat( |
994 | neighbourRegion.RegionHandle); | 1060 | "[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2}. Exception {3}{4}", |
995 | return agent; | 1061 | agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace); |
996 | } | ||
997 | string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps); | ||
998 | |||
999 | m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); | ||
1000 | |||
1001 | IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>(); | ||
1002 | if (eq != null) | ||
1003 | { | ||
1004 | eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, | ||
1005 | capsPath, agent.UUID, agent.ControllingClient.SessionId); | ||
1006 | } | ||
1007 | else | ||
1008 | { | ||
1009 | agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, | ||
1010 | capsPath); | ||
1011 | } | ||
1012 | |||
1013 | if (!WaitForCallback(agent.UUID)) | ||
1014 | { | ||
1015 | m_log.Debug("[ENTITY TRANSFER MODULE]: Callback never came in crossing agent"); | ||
1016 | ReInstantiateScripts(agent); | ||
1017 | ResetFromTransit(agent.UUID); | ||
1018 | |||
1019 | // Yikes! We should just have a ref to scene here. | ||
1020 | //agent.Scene.InformClientOfNeighbours(agent); | ||
1021 | EnableChildAgents(agent); | ||
1022 | |||
1023 | return agent; | ||
1024 | } | ||
1025 | |||
1026 | agent.MakeChildAgent(); | ||
1027 | |||
1028 | // now we have a child agent in this region. Request all interesting data about other (root) agents | ||
1029 | agent.SendOtherAgentsAvatarDataToMe(); | ||
1030 | agent.SendOtherAgentsAppearanceToMe(); | ||
1031 | |||
1032 | // Backwards compatibility | ||
1033 | if (version == "Unknown" || version == string.Empty) | ||
1034 | { | ||
1035 | m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Old neighbor, passing attachments one by one..."); | ||
1036 | CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true); | ||
1037 | } | ||
1038 | |||
1039 | AgentHasMovedAway(agent, false); | ||
1040 | |||
1041 | // the user may change their profile information in other region, | ||
1042 | // so the userinfo in UserProfileCache is not reliable any more, delete it | ||
1043 | // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE! | ||
1044 | if (agent.Scene.NeedSceneCacheClear(agent.UUID)) | ||
1045 | { | ||
1046 | m_log.DebugFormat( | ||
1047 | "[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID); | ||
1048 | } | ||
1049 | } | 1062 | } |
1050 | 1063 | ||
1051 | //m_log.Debug("AFTER CROSS"); | ||
1052 | //Scene.DumpChildrenSeeds(UUID); | ||
1053 | //DumpKnownRegions(); | ||
1054 | return agent; | 1064 | return agent; |
1055 | } | 1065 | } |
1056 | 1066 | ||
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index 4cf854e..6b1208c 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | |||
@@ -131,8 +131,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
131 | 131 | ||
132 | public void ResetAnimations() | 132 | public void ResetAnimations() |
133 | { | 133 | { |
134 | // m_log.DebugFormat( | ||
135 | // "[SCENE PRESENCE ANIMATOR]: Resetting animations for {0} in {1}", | ||
136 | // m_scenePresence.Name, m_scenePresence.Scene.RegionInfo.RegionName); | ||
137 | |||
134 | m_animations.Clear(); | 138 | m_animations.Clear(); |
135 | TrySetMovementAnimation("STAND"); | ||
136 | } | 139 | } |
137 | 140 | ||
138 | /// <summary> | 141 | /// <summary> |
@@ -155,6 +158,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
155 | SendAnimPack(); | 158 | SendAnimPack(); |
156 | } | 159 | } |
157 | } | 160 | } |
161 | // Don't leave this on since on teleports SP.HandleAgentUpdate() still hammers us for a while after it teleports | ||
162 | // else | ||
163 | // { | ||
164 | // m_log.WarnFormat( | ||
165 | // "[SCENE PRESENCE ANIMATOR]: Tried to set movement animation {0} on child presence {1}", | ||
166 | // anim, m_scenePresence.Name); | ||
167 | // throw new Exception(string.Format("aaargh on setting {0}", anim)); | ||
168 | // } | ||
158 | } | 169 | } |
159 | 170 | ||
160 | /// <summary> | 171 | /// <summary> |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 9a71cd4..3ac6327 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -3700,7 +3700,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3700 | return false; | 3700 | return false; |
3701 | } | 3701 | } |
3702 | 3702 | ||
3703 | |||
3704 | ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID); | 3703 | ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID); |
3705 | 3704 | ||
3706 | if (childAgentUpdate != null) | 3705 | if (childAgentUpdate != null) |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 1c2025c..b93b67d 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -995,13 +995,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
995 | 995 | ||
996 | /// <summary> | 996 | /// <summary> |
997 | /// This turns a root agent into a child agent | 997 | /// This turns a root agent into a child agent |
998 | /// </summary> | ||
999 | /// <remarks> | ||
998 | /// when an agent departs this region for a neighbor, this gets called. | 1000 | /// when an agent departs this region for a neighbor, this gets called. |
999 | /// | 1001 | /// |
1000 | /// It doesn't get called for a teleport. Reason being, an agent that | 1002 | /// It doesn't get called for a teleport. Reason being, an agent that |
1001 | /// teleports out may not end up anywhere near this region | 1003 | /// teleports out may not end up anywhere near this region |
1002 | /// </summary> | 1004 | /// </remarks> |
1003 | public void MakeChildAgent() | 1005 | public void MakeChildAgent() |
1004 | { | 1006 | { |
1007 | m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); | ||
1008 | |||
1005 | // Reset these so that teleporting in and walking out isn't seen | 1009 | // Reset these so that teleporting in and walking out isn't seen |
1006 | // as teleporting back | 1010 | // as teleporting back |
1007 | TeleportFlags = TeleportFlags.Default; | 1011 | TeleportFlags = TeleportFlags.Default; |
@@ -2295,11 +2299,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2295 | { | 2299 | { |
2296 | m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. | 2300 | m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. |
2297 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); | 2301 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); |
2298 | |||
2299 | // TODO: This doesn't prevent the user from walking yet. | ||
2300 | // Setting parent ID would fix this, if we knew what value | ||
2301 | // to use. Or we could add a m_isSitting variable. | ||
2302 | //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); | ||
2303 | SitGround = true; | 2302 | SitGround = true; |
2304 | RemoveFromPhysicalScene(); | 2303 | RemoveFromPhysicalScene(); |
2305 | } | 2304 | } |
@@ -2908,9 +2907,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2908 | 2907 | ||
2909 | public void Reset() | 2908 | public void Reset() |
2910 | { | 2909 | { |
2910 | // m_log.DebugFormat("[SCENE PRESENCE]: Resetting {0} in {1}", Name, Scene.RegionInfo.RegionName); | ||
2911 | |||
2911 | // Put the child agent back at the center | 2912 | // Put the child agent back at the center |
2912 | AbsolutePosition | 2913 | AbsolutePosition |
2913 | = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70); | 2914 | = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70); |
2915 | |||
2914 | Animator.ResetAnimations(); | 2916 | Animator.ResetAnimations(); |
2915 | } | 2917 | } |
2916 | 2918 | ||
@@ -3133,7 +3135,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3133 | } | 3135 | } |
3134 | } | 3136 | } |
3135 | 3137 | ||
3136 | public void CopyFrom(AgentData cAgent) | 3138 | private void CopyFrom(AgentData cAgent) |
3137 | { | 3139 | { |
3138 | m_originRegionID = cAgent.RegionID; | 3140 | m_originRegionID = cAgent.RegionID; |
3139 | 3141 | ||
@@ -3192,13 +3194,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3192 | } | 3194 | } |
3193 | } | 3195 | } |
3194 | catch { } | 3196 | catch { } |
3195 | // Animations | 3197 | |
3196 | try | 3198 | Animator.Animations.FromArray(cAgent.Anims); |
3197 | { | ||
3198 | Animator.ResetAnimations(); | ||
3199 | Animator.Animations.FromArray(cAgent.Anims); | ||
3200 | } | ||
3201 | catch { } | ||
3202 | 3199 | ||
3203 | if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0) | 3200 | if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0) |
3204 | { | 3201 | { |