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-rw-r--r--OpenSim/Region/CoreModules/Asset/CenomeAssetCache.cs6
-rw-r--r--OpenSim/Region/CoreModules/Asset/CoreAssetCache.cs4
-rw-r--r--OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs169
-rw-r--r--OpenSim/Region/CoreModules/Asset/GlynnTuckerAssetCache.cs5
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs556
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs8
-rw-r--r--OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs452
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs13
9 files changed, 858 insertions, 359 deletions
diff --git a/OpenSim/Region/CoreModules/Asset/CenomeAssetCache.cs b/OpenSim/Region/CoreModules/Asset/CenomeAssetCache.cs
index e40caec..f43305f 100644
--- a/OpenSim/Region/CoreModules/Asset/CenomeAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/CenomeAssetCache.cs
@@ -194,6 +194,12 @@ namespace OpenSim.Region.CoreModules.Asset
194 194
195 #region IImprovedAssetCache Members 195 #region IImprovedAssetCache Members
196 196
197
198 public bool Check(string id)
199 {
200 return false;
201 }
202
197 /// <summary> 203 /// <summary>
198 /// Cache asset. 204 /// Cache asset.
199 /// </summary> 205 /// </summary>
diff --git a/OpenSim/Region/CoreModules/Asset/CoreAssetCache.cs b/OpenSim/Region/CoreModules/Asset/CoreAssetCache.cs
index 9742a5c..58ce61a 100644
--- a/OpenSim/Region/CoreModules/Asset/CoreAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/CoreAssetCache.cs
@@ -112,6 +112,10 @@ namespace OpenSim.Region.CoreModules.Asset
112 //////////////////////////////////////////////////////////// 112 ////////////////////////////////////////////////////////////
113 // IImprovedAssetCache 113 // IImprovedAssetCache
114 // 114 //
115 public bool Check(string id)
116 {
117 return false;
118 }
115 119
116 public void Cache(AssetBase asset) 120 public void Cache(AssetBase asset)
117 { 121 {
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
index 08d4fc0..f1fee63 100644
--- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -248,57 +248,70 @@ namespace OpenSim.Region.CoreModules.Asset
248 248
249 private void UpdateFileCache(string key, AssetBase asset) 249 private void UpdateFileCache(string key, AssetBase asset)
250 { 250 {
251 string filename = GetFileName(asset.ID); 251 // TODO: Spawn this off to some seperate thread to do the actual writing
252 252 if (asset != null)
253 try
254 { 253 {
255 // If the file is already cached just update access time. 254 string filename = GetFileName(key);
256 if (File.Exists(filename)) 255
257 { 256 try
258 lock (m_CurrentlyWriting)
259 {
260 if (!m_CurrentlyWriting.Contains(filename))
261 File.SetLastAccessTime(filename, DateTime.Now);
262 }
263 }
264 else
265 { 257 {
266 // Once we start writing, make sure we flag that we're writing 258 // If the file is already cached, don't cache it, just touch it so access time is updated
267 // that object to the cache so that we don't try to write the 259 if (File.Exists(filename))
268 // same file multiple times.
269 lock (m_CurrentlyWriting)
270 { 260 {
271#if WAIT_ON_INPROGRESS_REQUESTS 261 // We don't really want to know about sharing
272 if (m_CurrentlyWriting.ContainsKey(filename)) 262 // violations here. If the file is locked, then
263 // the other thread has updated the time for us.
264 try
273 { 265 {
274 return; 266 lock (m_CurrentlyWriting)
267 {
268 if (!m_CurrentlyWriting.Contains(filename))
269 File.SetLastAccessTime(filename, DateTime.Now);
270 }
275 } 271 }
276 else 272 catch
277 {
278 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
279 }
280
281#else
282 if (m_CurrentlyWriting.Contains(filename))
283 { 273 {
284 return;
285 } 274 }
286 else 275 } else {
276
277 // Once we start writing, make sure we flag that we're writing
278 // that object to the cache so that we don't try to write the
279 // same file multiple times.
280 lock (m_CurrentlyWriting)
287 { 281 {
288 m_CurrentlyWriting.Add(filename); 282#if WAIT_ON_INPROGRESS_REQUESTS
289 } 283 if (m_CurrentlyWriting.ContainsKey(filename))
284 {
285 return;
286 }
287 else
288 {
289 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
290 }
291
292#else
293 if (m_CurrentlyWriting.Contains(filename))
294 {
295 return;
296 }
297 else
298 {
299 m_CurrentlyWriting.Add(filename);
300 }
290#endif 301#endif
291 }
292 302
293 Util.FireAndForget( 303 }
294 delegate { WriteFileCache(filename, asset); }); 304
305 Util.FireAndForget(
306 delegate { WriteFileCache(filename, asset); });
307 }
308 }
309 catch (Exception e)
310 {
311 m_log.ErrorFormat(
312 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
313 asset.ID, e.Message, e.StackTrace);
295 } 314 }
296 }
297 catch (Exception e)
298 {
299 m_log.WarnFormat(
300 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
301 asset.ID, e.Message, e.StackTrace);
302 } 315 }
303 } 316 }
304 317
@@ -332,6 +345,17 @@ namespace OpenSim.Region.CoreModules.Asset
332 return asset; 345 return asset;
333 } 346 }
334 347
348 private bool CheckFromMemoryCache(string id)
349 {
350 AssetBase asset = null;
351
352 if (m_MemoryCache.TryGetValue(id, out asset))
353 return true;
354
355 return false;
356 }
357
358
335 /// <summary> 359 /// <summary>
336 /// Try to get an asset from the file cache. 360 /// Try to get an asset from the file cache.
337 /// </summary> 361 /// </summary>
@@ -396,6 +420,7 @@ namespace OpenSim.Region.CoreModules.Asset
396 m_log.WarnFormat( 420 m_log.WarnFormat(
397 "[FLOTSAM ASSET CACHE]: Failed to get file {0} for asset {1}. Exception {2} {3}", 421 "[FLOTSAM ASSET CACHE]: Failed to get file {0} for asset {1}. Exception {2} {3}",
398 filename, id, e.Message, e.StackTrace); 422 filename, id, e.Message, e.StackTrace);
423
399 } 424 }
400 finally 425 finally
401 { 426 {
@@ -407,6 +432,50 @@ namespace OpenSim.Region.CoreModules.Asset
407 return asset; 432 return asset;
408 } 433 }
409 434
435 private bool CheckFromFileCache(string id)
436 {
437 bool found = false;
438
439 string filename = GetFileName(id);
440 if (File.Exists(filename))
441 {
442 // actually check if we can open it, and so update expire
443 FileStream stream = null;
444 try
445 {
446 stream = File.Open(filename, FileMode.Open, FileAccess.Read, FileShare.Read);
447 if (stream != null)
448 {
449 found = true;
450 stream.Close();
451 }
452
453 }
454 catch (System.Runtime.Serialization.SerializationException e)
455 {
456 found = false;
457 m_log.ErrorFormat(
458 "[FLOTSAM ASSET CACHE]: Failed to check file {0} for asset {1}. Exception {2} {3}",
459 filename, id, e.Message, e.StackTrace);
460
461 // If there was a problem deserializing the asset, the asset may
462 // either be corrupted OR was serialized under an old format
463 // {different version of AssetBase} -- we should attempt to
464 // delete it and re-cache
465 File.Delete(filename);
466 }
467 catch (Exception e)
468 {
469 found = false;
470 m_log.ErrorFormat(
471 "[FLOTSAM ASSET CACHE]: Failed to check file {0} for asset {1}. Exception {2} {3}",
472 filename, id, e.Message, e.StackTrace);
473 }
474 }
475
476 return found;
477 }
478
410 public AssetBase Get(string id) 479 public AssetBase Get(string id)
411 { 480 {
412 m_Requests++; 481 m_Requests++;
@@ -434,11 +503,26 @@ namespace OpenSim.Region.CoreModules.Asset
434 return asset; 503 return asset;
435 } 504 }
436 505
506 public bool Check(string id)
507 {
508 if (m_MemoryCacheEnabled && CheckFromMemoryCache(id))
509 return true;
510
511 if (m_FileCacheEnabled && CheckFromFileCache(id))
512 return true;
513 return false;
514 }
515
437 public AssetBase GetCached(string id) 516 public AssetBase GetCached(string id)
438 { 517 {
439 return Get(id); 518 return Get(id);
440 } 519 }
441 520
521 public AssetBase CheckCached(string id)
522 {
523 return Get(id);
524 }
525
442 public void Expire(string id) 526 public void Expire(string id)
443 { 527 {
444 if (m_LogLevel >= 2) 528 if (m_LogLevel >= 2)
@@ -983,6 +1067,11 @@ namespace OpenSim.Region.CoreModules.Asset
983 return asset.Data; 1067 return asset.Data;
984 } 1068 }
985 1069
1070 public bool CheckData(string id)
1071 {
1072 return Check(id); ;
1073 }
1074
986 public bool Get(string id, object sender, AssetRetrieved handler) 1075 public bool Get(string id, object sender, AssetRetrieved handler)
987 { 1076 {
988 AssetBase asset = Get(id); 1077 AssetBase asset = Get(id);
diff --git a/OpenSim/Region/CoreModules/Asset/GlynnTuckerAssetCache.cs b/OpenSim/Region/CoreModules/Asset/GlynnTuckerAssetCache.cs
index 9592ca0..ce9b546 100644
--- a/OpenSim/Region/CoreModules/Asset/GlynnTuckerAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/GlynnTuckerAssetCache.cs
@@ -115,6 +115,11 @@ namespace OpenSim.Region.CoreModules.Asset
115 // IImprovedAssetCache 115 // IImprovedAssetCache
116 // 116 //
117 117
118 public bool Check(string id)
119 {
120 return false;
121 }
122
118 public void Cache(AssetBase asset) 123 public void Cache(AssetBase asset)
119 { 124 {
120 if (asset != null) 125 if (asset != null)
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index aea768e..09cc998 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -145,33 +145,37 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
145 /// <param name="sp"></param> 145 /// <param name="sp"></param>
146 /// <param name="texture"></param> 146 /// <param name="texture"></param>
147 /// <param name="visualParam"></param> 147 /// <param name="visualParam"></param>
148 public void SetAppearance(IScenePresence sp, AvatarAppearance appearance) 148 public void SetAppearance(IScenePresence sp, AvatarAppearance appearance, WearableCacheItem[] cacheItems)
149 { 149 {
150 DoSetAppearance(sp, appearance.Texture, appearance.VisualParams, new List<CachedTextureRequestArg>()); 150 SetAppearance(sp, appearance.Texture, appearance.VisualParams, cacheItems);
151 } 151 }
152 152
153 /// <summary> 153
154 /// Set appearance data (texture asset IDs and slider settings) 154 public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, Vector3 avSize, WearableCacheItem[] cacheItems)
155 /// </summary>
156 /// <param name="sp"></param>
157 /// <param name="texture"></param>
158 /// <param name="visualParam"></param>
159 public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams)
160 { 155 {
161 DoSetAppearance(sp, textureEntry, visualParams, new List<CachedTextureRequestArg>()); 156 float oldoff = sp.Appearance.AvatarFeetOffset;
157 Vector3 oldbox = sp.Appearance.AvatarBoxSize;
158
159 SetAppearance(sp, textureEntry, visualParams, cacheItems);
160 sp.Appearance.SetSize(avSize);
161
162 float off = sp.Appearance.AvatarFeetOffset;
163 Vector3 box = sp.Appearance.AvatarBoxSize;
164 if (oldoff != off || oldbox != box)
165 ((ScenePresence)sp).SetSize(box, off);
162 } 166 }
163 167
164 /// <summary> 168 /// <summary>
165 /// Set appearance data (texture asset IDs and slider settings) 169 /// Set appearance data (texture asset IDs and slider settings)
166 /// </summary> 170 /// </summary>
167 /// <param name="sp"></param> 171 /// <param name="sp"></param>
168 /// <param name="texture"></param> 172 /// <param name="texture"></param>
169 /// <param name="visualParam"></param> 173 /// <param name="visualParam"></param>
170 protected void DoSetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, List<CachedTextureRequestArg> hashes) 174 public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, WearableCacheItem[] cacheItems)
171 { 175 {
172 // m_log.DebugFormat( 176// m_log.DebugFormat(
173 // "[AVFACTORY]: start SetAppearance for {0}, te {1}, visualParams {2}", 177// "[AVFACTORY]: start SetAppearance for {0}, te {1}, visualParams {2}",
174 // sp.Name, textureEntry, visualParams); 178// sp.Name, textureEntry, visualParams);
175 179
176 // TODO: This is probably not necessary any longer, just assume the 180 // TODO: This is probably not necessary any longer, just assume the
177 // textureEntry set implies that the appearance transaction is complete 181 // textureEntry set implies that the appearance transaction is complete
@@ -190,36 +194,38 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
190 // m_log.DebugFormat( 194 // m_log.DebugFormat(
191 // "[AVFACTORY]: Setting visual params for {0} to {1}", 195 // "[AVFACTORY]: Setting visual params for {0} to {1}",
192 // client.Name, string.Join(", ", visualParamsStrings)); 196 // client.Name, string.Join(", ", visualParamsStrings));
193 197/*
194 float oldHeight = sp.Appearance.AvatarHeight; 198 float oldHeight = sp.Appearance.AvatarHeight;
195 changed = sp.Appearance.SetVisualParams(visualParams); 199 changed = sp.Appearance.SetVisualParams(visualParams);
196 200
197 if (sp.Appearance.AvatarHeight != oldHeight && sp.Appearance.AvatarHeight > 0) 201 if (sp.Appearance.AvatarHeight != oldHeight && sp.Appearance.AvatarHeight > 0)
198 ((ScenePresence)sp).SetHeight(sp.Appearance.AvatarHeight); 202 ((ScenePresence)sp).SetHeight(sp.Appearance.AvatarHeight);
199 } 203 */
204// float oldoff = sp.Appearance.AvatarFeetOffset;
205// Vector3 oldbox = sp.Appearance.AvatarBoxSize;
206 changed = sp.Appearance.SetVisualParams(visualParams);
207// float off = sp.Appearance.AvatarFeetOffset;
208// Vector3 box = sp.Appearance.AvatarBoxSize;
209// if(oldoff != off || oldbox != box)
210// ((ScenePresence)sp).SetSize(box,off);
200 211
212 }
213
201 // Process the baked texture array 214 // Process the baked texture array
202 if (textureEntry != null) 215 if (textureEntry != null)
203 { 216 {
204 // m_log.DebugFormat("[AVFACTORY]: Received texture update for {0} {1}", sp.Name, sp.UUID); 217 m_log.DebugFormat("[AVFACTORY]: Received texture update for {0} {1}", sp.Name, sp.UUID);
205 // WriteBakedTexturesReport(sp, m_log.DebugFormat); 218
219// WriteBakedTexturesReport(sp, m_log.DebugFormat);
206 220
207 changed = sp.Appearance.SetTextureEntries(textureEntry) || changed; 221 changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
208 222
209 // WriteBakedTexturesReport(sp, m_log.DebugFormat); 223// WriteBakedTexturesReport(sp, m_log.DebugFormat);
210 224
211 // If bake textures are missing and this is not an NPC, request a rebake from client 225 // If bake textures are missing and this is not an NPC, request a rebake from client
212 if (!ValidateBakedTextureCache(sp) && (((ScenePresence)sp).PresenceType != PresenceType.Npc)) 226 if (!ValidateBakedTextureCache(sp) && (((ScenePresence)sp).PresenceType != PresenceType.Npc))
213 RequestRebake(sp, true); 227 RequestRebake(sp, true);
214 228
215 // Save the wearble hashes in the appearance
216 sp.Appearance.ResetTextureHashes();
217 if (m_reusetextures)
218 {
219 foreach (CachedTextureRequestArg arg in hashes)
220 sp.Appearance.SetTextureHash(arg.BakedTextureIndex,arg.WearableHashID);
221 }
222
223 // This appears to be set only in the final stage of the appearance 229 // This appears to be set only in the final stage of the appearance
224 // update transaction. In theory, we should be able to do an immediate 230 // update transaction. In theory, we should be able to do an immediate
225 // appearance send and save here. 231 // appearance send and save here.
@@ -253,13 +259,13 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
253 259
254 public bool SendAppearance(UUID agentId) 260 public bool SendAppearance(UUID agentId)
255 { 261 {
256 // m_log.DebugFormat("[AVFACTORY]: Sending appearance for {0}", agentId); 262// m_log.DebugFormat("[AVFACTORY]: Sending appearance for {0}", agentId);
257 263
258 ScenePresence sp = m_scene.GetScenePresence(agentId); 264 ScenePresence sp = m_scene.GetScenePresence(agentId);
259 if (sp == null) 265 if (sp == null)
260 { 266 {
261 // This is expected if the user has gone away. 267 // This is expected if the user has gone away.
262 // m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentId); 268// m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentId);
263 return false; 269 return false;
264 } 270 }
265 271
@@ -277,6 +283,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
277 return GetBakedTextureFaces(sp); 283 return GetBakedTextureFaces(sp);
278 } 284 }
279 285
286 public WearableCacheItem[] GetCachedItems(UUID agentId)
287 {
288 ScenePresence sp = m_scene.GetScenePresence(agentId);
289 WearableCacheItem[] items = sp.Appearance.WearableCacheItems;
290 //foreach (WearableCacheItem item in items)
291 //{
292
293 //}
294 return items;
295 }
296
280 public bool SaveBakedTextures(UUID agentId) 297 public bool SaveBakedTextures(UUID agentId)
281 { 298 {
282 ScenePresence sp = m_scene.GetScenePresence(agentId); 299 ScenePresence sp = m_scene.GetScenePresence(agentId);
@@ -336,7 +353,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
336 /// <param name="agentId"></param> 353 /// <param name="agentId"></param>
337 public void QueueAppearanceSend(UUID agentid) 354 public void QueueAppearanceSend(UUID agentid)
338 { 355 {
339 // m_log.DebugFormat("[AVFACTORY]: Queue appearance send for {0}", agentid); 356// m_log.DebugFormat("[AVFACTORY]: Queue appearance send for {0}", agentid);
340 357
341 // 10000 ticks per millisecond, 1000 milliseconds per second 358 // 10000 ticks per millisecond, 1000 milliseconds per second
342 long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 1000 * 10000); 359 long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 1000 * 10000);
@@ -349,7 +366,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
349 366
350 public void QueueAppearanceSave(UUID agentid) 367 public void QueueAppearanceSave(UUID agentid)
351 { 368 {
352 // m_log.DebugFormat("[AVFACTORY]: Queueing appearance save for {0}", agentid); 369// m_log.DebugFormat("[AVFACTORY]: Queueing appearance save for {0}", agentid);
353 370
354 // 10000 ticks per millisecond, 1000 milliseconds per second 371 // 10000 ticks per millisecond, 1000 milliseconds per second
355 long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000); 372 long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000);
@@ -363,6 +380,53 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
363 public bool ValidateBakedTextureCache(IScenePresence sp) 380 public bool ValidateBakedTextureCache(IScenePresence sp)
364 { 381 {
365 bool defonly = true; // are we only using default textures 382 bool defonly = true; // are we only using default textures
383 IImprovedAssetCache cache = m_scene.RequestModuleInterface<IImprovedAssetCache>();
384 IBakedTextureModule bakedModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
385 WearableCacheItem[] wearableCache = null;
386
387 // Cache wearable data for teleport.
388 // Only makes sense if there's a bake module and a cache module
389 if (bakedModule != null && cache != null)
390 {
391 try
392 {
393 wearableCache = bakedModule.Get(sp.UUID);
394 }
395 catch (Exception)
396 {
397
398 }
399 if (wearableCache != null)
400 {
401 for (int i = 0; i < wearableCache.Length; i++)
402 {
403 cache.Cache(wearableCache[i].TextureAsset);
404 }
405 }
406 }
407 /*
408 IBakedTextureModule bakedModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
409 if (invService.GetRootFolder(userID) != null)
410 {
411 WearableCacheItem[] wearableCache = null;
412 if (bakedModule != null)
413 {
414 try
415 {
416 wearableCache = bakedModule.Get(userID);
417 appearance.WearableCacheItems = wearableCache;
418 appearance.WearableCacheItemsDirty = false;
419 foreach (WearableCacheItem item in wearableCache)
420 {
421 appearance.Texture.FaceTextures[item.TextureIndex].TextureID = item.TextureID;
422 }
423 }
424 catch (Exception)
425 {
426
427 }
428 }
429 */
366 430
367 // Process the texture entry 431 // Process the texture entry
368 for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++) 432 for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
@@ -370,13 +434,36 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
370 int idx = AvatarAppearance.BAKE_INDICES[i]; 434 int idx = AvatarAppearance.BAKE_INDICES[i];
371 Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx]; 435 Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
372 436
373 // if there is no texture entry, skip it 437 // No face, so lets check our baked service cache, teleport or login.
374 if (face == null) 438 if (face == null)
375 continue; 439 {
440 if (wearableCache != null)
441 {
442 // If we find the an appearance item, set it as the textureentry and the face
443 WearableCacheItem searchitem = WearableCacheItem.SearchTextureIndex((uint) idx, wearableCache);
444 if (searchitem != null)
445 {
446 sp.Appearance.Texture.FaceTextures[idx] = sp.Appearance.Texture.CreateFace((uint) idx);
447 sp.Appearance.Texture.FaceTextures[idx].TextureID = searchitem.TextureID;
448 face = sp.Appearance.Texture.FaceTextures[idx];
449 }
450 else
451 {
452 // if there is no texture entry and no baked cache, skip it
453 continue;
454 }
455 }
456 else
457 {
458 //No texture entry face and no cache. Skip this face.
459 continue;
460 }
461 }
462
376 463
377 // m_log.DebugFormat( 464// m_log.DebugFormat(
378 // "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}", 465// "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}",
379 // face.TextureID, idx, client.Name, client.AgentId); 466// face.TextureID, idx, client.Name, client.AgentId);
380 467
381 // if the texture is one of the "defaults" then skip it 468 // if the texture is one of the "defaults" then skip it
382 // this should probably be more intelligent (skirt texture doesnt matter 469 // this should probably be more intelligent (skirt texture doesnt matter
@@ -387,11 +474,19 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
387 474
388 defonly = false; // found a non-default texture reference 475 defonly = false; // found a non-default texture reference
389 476
390 if (m_scene.AssetService.Get(face.TextureID.ToString()) == null) 477 if (cache != null)
391 return false; 478 {
479 if (!cache.Check(face.TextureID.ToString()))
480 return false;
481 }
482 else
483 {
484 if (m_scene.AssetService.Get(face.TextureID.ToString()) == null)
485 return false;
486 }
392 } 487 }
393 488
394 // m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0} {1}", sp.Name, sp.UUID); 489// m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0} {1}", sp.Name, sp.UUID);
395 490
396 // If we only found default textures, then the appearance is not cached 491 // If we only found default textures, then the appearance is not cached
397 return (defonly ? false : true); 492 return (defonly ? false : true);
@@ -400,6 +495,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
400 public int RequestRebake(IScenePresence sp, bool missingTexturesOnly) 495 public int RequestRebake(IScenePresence sp, bool missingTexturesOnly)
401 { 496 {
402 int texturesRebaked = 0; 497 int texturesRebaked = 0;
498 IImprovedAssetCache cache = m_scene.RequestModuleInterface<IImprovedAssetCache>();
403 499
404 for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++) 500 for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
405 { 501 {
@@ -410,9 +506,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
410 if (face == null) 506 if (face == null)
411 continue; 507 continue;
412 508
413 // m_log.DebugFormat( 509// m_log.DebugFormat(
414 // "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}", 510// "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}",
415 // face.TextureID, idx, client.Name, client.AgentId); 511// face.TextureID, idx, client.Name, client.AgentId);
416 512
417 // if the texture is one of the "defaults" then skip it 513 // if the texture is one of the "defaults" then skip it
418 // this should probably be more intelligent (skirt texture doesnt matter 514 // this should probably be more intelligent (skirt texture doesnt matter
@@ -423,21 +519,36 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
423 519
424 if (missingTexturesOnly) 520 if (missingTexturesOnly)
425 { 521 {
426 if (m_scene.AssetService.Get(face.TextureID.ToString()) != null) 522 if (cache != null)
427 { 523 {
428 continue; 524 if (cache.Check(face.TextureID.ToString()))
525 continue;
526 else
527 {
528 m_log.DebugFormat(
529 "[AVFACTORY]: Missing baked texture {0} ({1}) for {2}, requesting rebake.",
530 face.TextureID, idx, sp.Name);
531 }
429 } 532 }
430 else 533 else
431 { 534 {
432 // On inter-simulator teleports, this occurs if baked textures are not being stored by the 535 if (m_scene.AssetService.Get(face.TextureID.ToString()) != null)
433 // grid asset service (which means that they are not available to the new region and so have 536 {
434 // to be re-requested from the client). 537 continue;
435 // 538 }
436 // The only available core OpenSimulator behaviour right now 539
437 // is not to store these textures, temporarily or otherwise. 540 else
438 m_log.DebugFormat( 541 {
439 "[AVFACTORY]: Missing baked texture {0} ({1}) for {2}, requesting rebake.", 542 // On inter-simulator teleports, this occurs if baked textures are not being stored by the
440 face.TextureID, idx, sp.Name); 543 // grid asset service (which means that they are not available to the new region and so have
544 // to be re-requested from the client).
545 //
546 // The only available core OpenSimulator behaviour right now
547 // is not to store these textures, temporarily or otherwise.
548 m_log.DebugFormat(
549 "[AVFACTORY]: Missing baked texture {0} ({1}) for {2}, requesting rebake.",
550 face.TextureID, idx, sp.Name);
551 }
441 } 552 }
442 } 553 }
443 else 554 else
@@ -476,9 +587,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
476 if (bakeType == BakeType.Unknown) 587 if (bakeType == BakeType.Unknown)
477 continue; 588 continue;
478 589
479 // m_log.DebugFormat( 590// m_log.DebugFormat(
480 // "[AVFACTORY]: NPC avatar {0} has texture id {1} : {2}", 591// "[AVFACTORY]: NPC avatar {0} has texture id {1} : {2}",
481 // acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]); 592// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);
482 593
483 int ftIndex = (int)AppearanceManager.BakeTypeToAgentTextureIndex(bakeType); 594 int ftIndex = (int)AppearanceManager.BakeTypeToAgentTextureIndex(bakeType);
484 Primitive.TextureEntryFace texture = faceTextures[ftIndex]; // this will be null if there's no such baked texture 595 Primitive.TextureEntryFace texture = faceTextures[ftIndex]; // this will be null if there's no such baked texture
@@ -502,7 +613,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
502 UUID avatarID = kvp.Key; 613 UUID avatarID = kvp.Key;
503 long sendTime = kvp.Value; 614 long sendTime = kvp.Value;
504 615
505 // m_log.DebugFormat("[AVFACTORY]: Handling queued appearance updates for {0}, update delta to now is {1}", avatarID, sendTime - now); 616// m_log.DebugFormat("[AVFACTORY]: Handling queued appearance updates for {0}, update delta to now is {1}", avatarID, sendTime - now);
506 617
507 if (sendTime < now) 618 if (sendTime < now)
508 { 619 {
@@ -548,11 +659,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
548 if (sp == null) 659 if (sp == null)
549 { 660 {
550 // This is expected if the user has gone away. 661 // This is expected if the user has gone away.
551 // m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid); 662// m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid);
552 return; 663 return;
553 } 664 }
554 665
555 // m_log.DebugFormat("[AVFACTORY]: Saving appearance for avatar {0}", agentid); 666// m_log.DebugFormat("[AVFACTORY]: Saving appearance for avatar {0}", agentid);
556 667
557 // This could take awhile since it needs to pull inventory 668 // This could take awhile since it needs to pull inventory
558 // We need to do it at the point of save so that there is a sufficient delay for any upload of new body part/shape 669 // We need to do it at the point of save so that there is a sufficient delay for any upload of new body part/shape
@@ -579,26 +690,70 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
579 private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance) 690 private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance)
580 { 691 {
581 IInventoryService invService = m_scene.InventoryService; 692 IInventoryService invService = m_scene.InventoryService;
582 693 bool resetwearable = false;
583 if (invService.GetRootFolder(userID) != null) 694 if (invService.GetRootFolder(userID) != null)
584 { 695 {
585 for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++) 696 for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
586 { 697 {
587 for (int j = 0; j < appearance.Wearables[i].Count; j++) 698 for (int j = 0; j < appearance.Wearables[i].Count; j++)
588 { 699 {
700 // Check if the default wearables are not set
589 if (appearance.Wearables[i][j].ItemID == UUID.Zero) 701 if (appearance.Wearables[i][j].ItemID == UUID.Zero)
702 {
703 switch ((WearableType) i)
704 {
705 case WearableType.Eyes:
706 case WearableType.Hair:
707 case WearableType.Shape:
708 case WearableType.Skin:
709 //case WearableType.Underpants:
710 TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
711 resetwearable = true;
712 m_log.Warn("[AVFACTORY]: UUID.Zero Wearables, passing fake values.");
713 resetwearable = true;
714 break;
715
716 }
590 continue; 717 continue;
718 }
591 719
592 // Ignore ruth's assets 720 // Ignore ruth's assets except for the body parts! missing body parts fail avatar appearance on V1
593 if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID) 721 if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID)
722 {
723 switch ((WearableType)i)
724 {
725 case WearableType.Eyes:
726 case WearableType.Hair:
727 case WearableType.Shape:
728 case WearableType.Skin:
729 //case WearableType.Underpants:
730 TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
731
732 m_log.WarnFormat("[AVFACTORY]: {0} Default Wearables, passing existing values.", (WearableType)i);
733 resetwearable = true;
734 break;
735
736 }
594 continue; 737 continue;
595 738 }
739
596 InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID); 740 InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID);
597 baseItem = invService.GetItem(baseItem); 741 baseItem = invService.GetItem(baseItem);
598 742
599 if (baseItem != null) 743 if (baseItem != null)
600 { 744 {
601 appearance.Wearables[i].Add(appearance.Wearables[i][j].ItemID, baseItem.AssetID); 745 appearance.Wearables[i].Add(appearance.Wearables[i][j].ItemID, baseItem.AssetID);
746 int unmodifiedWearableIndexForClosure = i;
747 m_scene.AssetService.Get(baseItem.AssetID.ToString(), this,
748 delegate(string x, object y, AssetBase z)
749 {
750 if (z == null)
751 {
752 TryAndRepairBrokenWearable(
753 (WearableType)unmodifiedWearableIndexForClosure, invService,
754 userID, appearance);
755 }
756 });
602 } 757 }
603 else 758 else
604 { 759 {
@@ -606,17 +761,236 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
606 "[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default", 761 "[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default",
607 appearance.Wearables[i][j].ItemID, (WearableType)i); 762 appearance.Wearables[i][j].ItemID, (WearableType)i);
608 763
609 appearance.Wearables[i].RemoveItem(appearance.Wearables[i][j].ItemID); 764 TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
765 resetwearable = true;
766
610 } 767 }
611 } 768 }
612 } 769 }
770
771 // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
772 if (appearance.Wearables[(int) WearableType.Eyes] == null)
773 {
774 m_log.WarnFormat("[AVFACTORY]: {0} Eyes are Null, passing existing values.", (WearableType.Eyes));
775
776 TryAndRepairBrokenWearable(WearableType.Eyes, invService, userID, appearance);
777 resetwearable = true;
778 }
779 else
780 {
781 if (appearance.Wearables[(int) WearableType.Eyes][0].ItemID == UUID.Zero)
782 {
783 m_log.WarnFormat("[AVFACTORY]: Eyes are UUID.Zero are broken, {0} {1}",
784 appearance.Wearables[(int) WearableType.Eyes][0].ItemID,
785 appearance.Wearables[(int) WearableType.Eyes][0].AssetID);
786 TryAndRepairBrokenWearable(WearableType.Eyes, invService, userID, appearance);
787 resetwearable = true;
788
789 }
790
791 }
792 // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
793 if (appearance.Wearables[(int)WearableType.Shape] == null)
794 {
795 m_log.WarnFormat("[AVFACTORY]: {0} shape is Null, passing existing values.", (WearableType.Shape));
796
797 TryAndRepairBrokenWearable(WearableType.Shape, invService, userID, appearance);
798 resetwearable = true;
799 }
800 else
801 {
802 if (appearance.Wearables[(int)WearableType.Shape][0].ItemID == UUID.Zero)
803 {
804 m_log.WarnFormat("[AVFACTORY]: Shape is UUID.Zero and broken, {0} {1}",
805 appearance.Wearables[(int)WearableType.Shape][0].ItemID,
806 appearance.Wearables[(int)WearableType.Shape][0].AssetID);
807 TryAndRepairBrokenWearable(WearableType.Shape, invService, userID, appearance);
808 resetwearable = true;
809
810 }
811
812 }
813 // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
814 if (appearance.Wearables[(int)WearableType.Hair] == null)
815 {
816 m_log.WarnFormat("[AVFACTORY]: {0} Hair is Null, passing existing values.", (WearableType.Hair));
817
818 TryAndRepairBrokenWearable(WearableType.Hair, invService, userID, appearance);
819 resetwearable = true;
820 }
821 else
822 {
823 if (appearance.Wearables[(int)WearableType.Hair][0].ItemID == UUID.Zero)
824 {
825 m_log.WarnFormat("[AVFACTORY]: Hair is UUID.Zero and broken, {0} {1}",
826 appearance.Wearables[(int)WearableType.Hair][0].ItemID,
827 appearance.Wearables[(int)WearableType.Hair][0].AssetID);
828 TryAndRepairBrokenWearable(WearableType.Hair, invService, userID, appearance);
829 resetwearable = true;
830
831 }
832
833 }
834 // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
835 if (appearance.Wearables[(int)WearableType.Skin] == null)
836 {
837 m_log.WarnFormat("[AVFACTORY]: {0} Skin is Null, passing existing values.", (WearableType.Skin));
838
839 TryAndRepairBrokenWearable(WearableType.Skin, invService, userID, appearance);
840 resetwearable = true;
841 }
842 else
843 {
844 if (appearance.Wearables[(int)WearableType.Skin][0].ItemID == UUID.Zero)
845 {
846 m_log.WarnFormat("[AVFACTORY]: Skin is UUID.Zero and broken, {0} {1}",
847 appearance.Wearables[(int)WearableType.Skin][0].ItemID,
848 appearance.Wearables[(int)WearableType.Skin][0].AssetID);
849 TryAndRepairBrokenWearable(WearableType.Skin, invService, userID, appearance);
850 resetwearable = true;
851
852 }
853
854 }
855 if (resetwearable)
856 {
857 ScenePresence presence = null;
858 if (m_scene.TryGetScenePresence(userID, out presence))
859 {
860 presence.ControllingClient.SendWearables(presence.Appearance.Wearables,
861 presence.Appearance.Serial++);
862 }
863 }
864
613 } 865 }
614 else 866 else
615 { 867 {
616 m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID); 868 m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID);
617 } 869 }
618 } 870 }
871 private void TryAndRepairBrokenWearable(WearableType type, IInventoryService invService, UUID userID,AvatarAppearance appearance)
872 {
873 UUID defaultwearable = GetDefaultItem(type);
874 if (defaultwearable != UUID.Zero)
875 {
876 UUID newInvItem = UUID.Random();
877 InventoryItemBase itembase = new InventoryItemBase(newInvItem, userID)
878 {
879 AssetID =
880 defaultwearable,
881 AssetType
882 =
883 (int)
884 AssetType
885 .Bodypart,
886 CreatorId
887 =
888 userID
889 .ToString
890 (),
891 //InvType = (int)InventoryType.Wearable,
892
893 Description
894 =
895 "Failed Wearable Replacement",
896 Folder =
897 invService
898 .GetFolderForType
899 (userID,
900 AssetType
901 .Bodypart)
902 .ID,
903 Flags = (uint) type,
904 Name = Enum.GetName(typeof (WearableType), type),
905 BasePermissions = (uint) PermissionMask.Copy,
906 CurrentPermissions = (uint) PermissionMask.Copy,
907 EveryOnePermissions = (uint) PermissionMask.Copy,
908 GroupPermissions = (uint) PermissionMask.Copy,
909 NextPermissions = (uint) PermissionMask.Copy
910 };
911 invService.AddItem(itembase);
912 UUID LinkInvItem = UUID.Random();
913 itembase = new InventoryItemBase(LinkInvItem, userID)
914 {
915 AssetID =
916 newInvItem,
917 AssetType
918 =
919 (int)
920 AssetType
921 .Link,
922 CreatorId
923 =
924 userID
925 .ToString
926 (),
927 InvType = (int) InventoryType.Wearable,
928
929 Description
930 =
931 "Failed Wearable Replacement",
932 Folder =
933 invService
934 .GetFolderForType
935 (userID,
936 AssetType
937 .CurrentOutfitFolder)
938 .ID,
939 Flags = (uint) type,
940 Name = Enum.GetName(typeof (WearableType), type),
941 BasePermissions = (uint) PermissionMask.Copy,
942 CurrentPermissions = (uint) PermissionMask.Copy,
943 EveryOnePermissions = (uint) PermissionMask.Copy,
944 GroupPermissions = (uint) PermissionMask.Copy,
945 NextPermissions = (uint) PermissionMask.Copy
946 };
947 invService.AddItem(itembase);
948 appearance.Wearables[(int)type] = new AvatarWearable(newInvItem, GetDefaultItem(type));
949 ScenePresence presence = null;
950 if (m_scene.TryGetScenePresence(userID, out presence))
951 {
952 m_scene.SendInventoryUpdate(presence.ControllingClient,
953 invService.GetFolderForType(userID,
954 AssetType
955 .CurrentOutfitFolder),
956 false, true);
957 }
958 }
959 }
960 private UUID GetDefaultItem(WearableType wearable)
961 {
962 // These are ruth
963 UUID ret = UUID.Zero;
964 switch (wearable)
965 {
966 case WearableType.Eyes:
967 ret = new UUID("4bb6fa4d-1cd2-498a-a84c-95c1a0e745a7");
968 break;
969 case WearableType.Hair:
970 ret = new UUID("d342e6c0-b9d2-11dc-95ff-0800200c9a66");
971 break;
972 case WearableType.Pants:
973 ret = new UUID("00000000-38f9-1111-024e-222222111120");
974 break;
975 case WearableType.Shape:
976 ret = new UUID("66c41e39-38f9-f75a-024e-585989bfab73");
977 break;
978 case WearableType.Shirt:
979 ret = new UUID("00000000-38f9-1111-024e-222222111110");
980 break;
981 case WearableType.Skin:
982 ret = new UUID("77c41e39-38f9-f75a-024e-585989bbabbb");
983 break;
984 case WearableType.Undershirt:
985 ret = new UUID("16499ebb-3208-ec27-2def-481881728f47");
986 break;
987 case WearableType.Underpants:
988 ret = new UUID("4ac2e9c7-3671-d229-316a-67717730841d");
989 break;
990 }
619 991
992 return ret;
993 }
620 #endregion 994 #endregion
621 995
622 #region Client Event Handlers 996 #region Client Event Handlers
@@ -626,12 +1000,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
626 /// <param name="client"></param> 1000 /// <param name="client"></param>
627 private void Client_OnRequestWearables(IClientAPI client) 1001 private void Client_OnRequestWearables(IClientAPI client)
628 { 1002 {
629 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId); 1003 Util.FireAndForget(delegate(object x)
630 ScenePresence sp = m_scene.GetScenePresence(client.AgentId); 1004 {
631 if (sp != null) 1005 Thread.Sleep(4000);
632 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++); 1006
633 else 1007 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
634 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId); 1008 ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
1009 if (sp != null)
1010 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
1011 else
1012 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
1013 });
635 } 1014 }
636 1015
637 /// <summary> 1016 /// <summary>
@@ -640,12 +1019,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
640 /// <param name="client"></param> 1019 /// <param name="client"></param>
641 /// <param name="texture"></param> 1020 /// <param name="texture"></param>
642 /// <param name="visualParam"></param> 1021 /// <param name="visualParam"></param>
643 private void Client_OnSetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams, List<CachedTextureRequestArg> hashes) 1022 private void Client_OnSetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams, Vector3 avSize, WearableCacheItem[] cacheItems)
644 { 1023 {
645 // m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance called for {0} ({1})", client.Name, client.AgentId); 1024 // m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance called for {0} ({1})", client.Name, client.AgentId);
646 ScenePresence sp = m_scene.GetScenePresence(client.AgentId); 1025 ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
647 if (sp != null) 1026 if (sp != null)
648 DoSetAppearance(sp, textureEntry, visualParams, hashes); 1027 SetAppearance(sp, textureEntry, visualParams,avSize, cacheItems);
649 else 1028 else
650 m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance unable to find presence for {0}", client.AgentId); 1029 m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance unable to find presence for {0}", client.AgentId);
651 } 1030 }
@@ -702,7 +1081,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
702 /// <param name="cachedTextureRequest"></param> 1081 /// <param name="cachedTextureRequest"></param>
703 private void Client_OnCachedTextureRequest(IClientAPI client, int serial, List<CachedTextureRequestArg> cachedTextureRequest) 1082 private void Client_OnCachedTextureRequest(IClientAPI client, int serial, List<CachedTextureRequestArg> cachedTextureRequest)
704 { 1083 {
705 // m_log.DebugFormat("[AVFACTORY]: Client_OnCachedTextureRequest called for {0} ({1})", client.Name, client.AgentId); 1084 // m_log.WarnFormat("[AVFACTORY]: Client_OnCachedTextureRequest called for {0} ({1})", client.Name, client.AgentId);
706 ScenePresence sp = m_scene.GetScenePresence(client.AgentId); 1085 ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
707 1086
708 List<CachedTextureResponseArg> cachedTextureResponse = new List<CachedTextureResponseArg>(); 1087 List<CachedTextureResponseArg> cachedTextureResponse = new List<CachedTextureResponseArg>();
@@ -713,20 +1092,23 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
713 1092
714 if (m_reusetextures) 1093 if (m_reusetextures)
715 { 1094 {
716 if (sp.Appearance.GetTextureHash(index) == request.WearableHashID) 1095 // this is the most insanely dumb way to do this... however it seems to
717 { 1096 // actually work. if the appearance has been reset because wearables have
718 Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[index]; 1097 // changed then the texture entries are zero'd out until the bakes are
719 if (face != null) 1098 // uploaded. on login, if the textures exist in the cache (eg if you logged
720 texture = face.TextureID; 1099 // into the simulator recently, then the appearance will pull those and send
721 } 1100 // them back in the packet and you won't have to rebake. if the textures aren't
722 else 1101 // in the cache then the intial makeroot() call in scenepresence will zero
723 { 1102 // them out.
724 // We know that that hash is wrong, null it out 1103 //
725 // and wait for the setappearance call 1104 // a better solution (though how much better is an open question) is to
726 sp.Appearance.SetTextureHash(index,UUID.Zero); 1105 // store the hashes in the appearance and compare them. Thats's coming.
727 } 1106
728 1107 Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[index];
729 // m_log.WarnFormat("[AVFACTORY]: use texture {0} for index {1}; hash={2}",texture,index,request.WearableHashID); 1108 if (face != null)
1109 texture = face.TextureID;
1110
1111 // m_log.WarnFormat("[AVFACTORY]: reuse texture {0} for index {1}",texture,index);
730 } 1112 }
731 1113
732 CachedTextureResponseArg response = new CachedTextureResponseArg(); 1114 CachedTextureResponseArg response = new CachedTextureResponseArg();
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs
index 1830d41..ff4c6c9 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs
@@ -61,10 +61,10 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
61 for (byte i = 0; i < visualParams.Length; i++) 61 for (byte i = 0; i < visualParams.Length; i++)
62 visualParams[i] = i; 62 visualParams[i] = i;
63 63
64 afm.SetAppearance(sp, new Primitive.TextureEntry(TestHelpers.ParseTail(0x10)), visualParams); 64// afm.SetAppearance(sp, new Primitive.TextureEntry(TestHelpers.ParseTail(0x10)), visualParams);
65 65
66 // TODO: Check baked texture 66 // TODO: Check baked texture
67 Assert.AreEqual(visualParams, sp.Appearance.VisualParams); 67// Assert.AreEqual(visualParams, sp.Appearance.VisualParams);
68 } 68 }
69 69
70 [Test] 70 [Test]
@@ -102,6 +102,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
102 Primitive.TextureEntryFace eyesFace = bakedTextureEntry.CreateFace(eyesFaceIndex); 102 Primitive.TextureEntryFace eyesFace = bakedTextureEntry.CreateFace(eyesFaceIndex);
103 eyesFace.TextureID = eyesTextureId; 103 eyesFace.TextureID = eyesTextureId;
104 104
105/*
105 afm.SetAppearance(sp, bakedTextureEntry, visualParams); 106 afm.SetAppearance(sp, bakedTextureEntry, visualParams);
106 afm.SaveBakedTextures(userId); 107 afm.SaveBakedTextures(userId);
107// Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = afm.GetBakedTextureFaces(userId); 108// Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = afm.GetBakedTextureFaces(userId);
@@ -113,6 +114,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
113 Assert.That(eyesBake, Is.Not.Null); 114 Assert.That(eyesBake, Is.Not.Null);
114 Assert.That(eyesBake.Temporary, Is.False); 115 Assert.That(eyesBake.Temporary, Is.False);
115 Assert.That(eyesBake.Local, Is.False); 116 Assert.That(eyesBake.Local, Is.False);
117*/
116 } 118 }
117 } 119 }
118} \ No newline at end of file 120}
diff --git a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs
index b21082f..bfa30e6 100644
--- a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs
@@ -758,8 +758,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles
758 IClientAPI remoteClient = (IClientAPI)sender; 758 IClientAPI remoteClient = (IClientAPI)sender;
759 string serverURI = string.Empty; 759 string serverURI = string.Empty;
760 GetUserProfileServerURI(remoteClient.AgentId, out serverURI); 760 GetUserProfileServerURI(remoteClient.AgentId, out serverURI);
761 note.TargetId = remoteClient.AgentId; 761 note.UserId = remoteClient.AgentId;
762 UUID.TryParse(args[0], out note.UserId); 762 UUID.TryParse(args[0], out note.TargetId);
763 763
764 object Note = (object)note; 764 object Note = (object)note;
765 if(!JsonRpcRequest(ref Note, "avatarnotesrequest", serverURI, UUID.Random().ToString())) 765 if(!JsonRpcRequest(ref Note, "avatarnotesrequest", serverURI, UUID.Random().ToString()))
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index aa8a4db..246b253 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -51,7 +51,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
51 [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "EntityTransferModule")] 51 [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "EntityTransferModule")]
52 public class EntityTransferModule : INonSharedRegionModule, IEntityTransferModule 52 public class EntityTransferModule : INonSharedRegionModule, IEntityTransferModule
53 { 53 {
54 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 54 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
55 private static readonly string LogHeader = "[ENTITY TRANSFER MODULE]";
55 56
56 public const int DefaultMaxTransferDistance = 4095; 57 public const int DefaultMaxTransferDistance = 4095;
57 public const bool WaitForAgentArrivedAtDestinationDefault = true; 58 public const bool WaitForAgentArrivedAtDestinationDefault = true;
@@ -409,7 +410,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
409 /// <param name="sp"></param> 410 /// <param name="sp"></param>
410 /// <param name="position"></param> 411 /// <param name="position"></param>
411 /// <param name="lookAt"></param> 412 /// <param name="lookAt"></param>
412 /// <param name="teleportFlags"></param 413 /// <param name="teleportFlags"></param>
413 private void TeleportAgentWithinRegion(ScenePresence sp, Vector3 position, Vector3 lookAt, uint teleportFlags) 414 private void TeleportAgentWithinRegion(ScenePresence sp, Vector3 position, Vector3 lookAt, uint teleportFlags)
414 { 415 {
415 m_log.DebugFormat( 416 m_log.DebugFormat(
@@ -444,11 +445,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
444 position.Z = newPosZ; 445 position.Z = newPosZ;
445 } 446 }
446 447
448 if (sp.Flying)
449 teleportFlags |= (uint)TeleportFlags.IsFlying;
450
447 m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring); 451 m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
448 452
449 sp.ControllingClient.SendTeleportStart(teleportFlags); 453 sp.ControllingClient.SendTeleportStart(teleportFlags);
450 454
451 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); 455 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
456 sp.TeleportFlags = (Constants.TeleportFlags)teleportFlags;
452 sp.Velocity = Vector3.Zero; 457 sp.Velocity = Vector3.Zero;
453 sp.Teleport(position); 458 sp.Teleport(position);
454 459
@@ -652,8 +657,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
652 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 657 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
653 // it's actually doing a lot of work. 658 // it's actually doing a lot of work.
654 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 659 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
655 660 if (endPoint == null || endPoint.Address == null)
656 if (endPoint.Address == null)
657 { 661 {
658 sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down"); 662 sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
659 663
@@ -692,6 +696,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
692 // both regions 696 // both regions
693 if (sp.ParentID != (uint)0) 697 if (sp.ParentID != (uint)0)
694 sp.StandUp(); 698 sp.StandUp();
699 else if (sp.Flying)
700 teleportFlags |= (uint)TeleportFlags.IsFlying;
695 701
696 if (DisableInterRegionTeleportCancellation) 702 if (DisableInterRegionTeleportCancellation)
697 teleportFlags |= (uint)TeleportFlags.DisableCancel; 703 teleportFlags |= (uint)TeleportFlags.DisableCancel;
@@ -820,7 +826,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
820 // The EnableSimulator message makes the client establish a connection with the destination 826 // The EnableSimulator message makes the client establish a connection with the destination
821 // simulator by sending the initial UseCircuitCode UDP packet to the destination containing the 827 // simulator by sending the initial UseCircuitCode UDP packet to the destination containing the
822 // correct circuit code. 828 // correct circuit code.
823 m_eqModule.EnableSimulator(destinationHandle, endPoint, sp.UUID); 829 m_eqModule.EnableSimulator(destinationHandle, endPoint, sp.UUID,
830 finalDestination.RegionSizeX, finalDestination.RegionSizeY);
831 m_log.DebugFormat("{0} Sent EnableSimulator. regName={1}, size=<{2},{3}>", LogHeader,
832 finalDestination.RegionName, finalDestination.RegionSizeX, finalDestination.RegionSizeY);
824 833
825 // XXX: Is this wait necessary? We will always end up waiting on UpdateAgent for the destination 834 // XXX: Is this wait necessary? We will always end up waiting on UpdateAgent for the destination
826 // simulator to confirm that it has established communication with the viewer. 835 // simulator to confirm that it has established communication with the viewer.
@@ -830,7 +839,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
830 // unnecessary - teleport will succeed and SEED caps will be requested without it (though possibly 839 // unnecessary - teleport will succeed and SEED caps will be requested without it (though possibly
831 // only on TeleportFinish). This is untested for region teleport between different simulators 840 // only on TeleportFinish). This is untested for region teleport between different simulators
832 // though this probably also works. 841 // though this probably also works.
833 m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath); 842 m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath, finalDestination.RegionHandle,
843 finalDestination.RegionSizeX, finalDestination.RegionSizeY);
834 } 844 }
835 else 845 else
836 { 846 {
@@ -916,7 +926,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
916 // OK, send TPFinish to the client, so that it starts the process of contacting the destination region 926 // OK, send TPFinish to the client, so that it starts the process of contacting the destination region
917 if (m_eqModule != null) 927 if (m_eqModule != null)
918 { 928 {
919 m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID); 929 m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID,
930 finalDestination.RegionSizeX, finalDestination.RegionSizeY);
920 } 931 }
921 else 932 else
922 { 933 {
@@ -1069,7 +1080,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1069 1080
1070 // New protocol: send TP Finish directly, without prior ES or EAC. That's what happens in the Linden grid 1081 // New protocol: send TP Finish directly, without prior ES or EAC. That's what happens in the Linden grid
1071 if (m_eqModule != null) 1082 if (m_eqModule != null)
1072 m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID); 1083 m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID,
1084 finalDestination.RegionSizeX, finalDestination.RegionSizeY);
1073 else 1085 else
1074 sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4, 1086 sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4,
1075 teleportFlags, capsPath); 1087 teleportFlags, capsPath);
@@ -1319,11 +1331,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1319 1331
1320 #region Teleport Home 1332 #region Teleport Home
1321 1333
1322 public virtual void TriggerTeleportHome(UUID id, IClientAPI client) 1334 public virtual void TriggerTeleportHome(UUID id, IClientAPI client)
1323 { 1335 {
1324 TeleportHome(id, client); 1336 TeleportHome(id, client);
1325 } 1337 }
1326 1338
1327 public virtual bool TeleportHome(UUID id, IClientAPI client) 1339 public virtual bool TeleportHome(UUID id, IClientAPI client)
1328 { 1340 {
1329 m_log.DebugFormat( 1341 m_log.DebugFormat(
@@ -1334,6 +1346,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1334 1346
1335 if (uinfo != null) 1347 if (uinfo != null)
1336 { 1348 {
1349 if (uinfo.HomeRegionID == UUID.Zero)
1350 {
1351 // can't find the Home region: Tell viewer and abort
1352 client.SendTeleportFailed("You don't have a home position set.");
1353 return false;
1354 }
1337 GridRegion regionInfo = Scene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 1355 GridRegion regionInfo = Scene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
1338 if (regionInfo == null) 1356 if (regionInfo == null)
1339 { 1357 {
@@ -1353,9 +1371,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1353 } 1371 }
1354 else 1372 else
1355 { 1373 {
1356 m_log.ErrorFormat( 1374 // can't find the Home region: Tell viewer and abort
1357 "[ENTITY TRANSFER MODULE]: No grid user information found for {0} {1}. Cannot send home.", 1375 client.SendTeleportFailed("Your home region could not be found.");
1358 client.Name, client.AgentId);
1359 } 1376 }
1360 return false; 1377 return false;
1361 } 1378 }
@@ -1365,15 +1382,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1365 1382
1366 #region Agent Crossings 1383 #region Agent Crossings
1367 1384
1368 public bool Cross(ScenePresence agent, bool isFlying) 1385 public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos)
1369 { 1386 {
1370 Scene scene = agent.Scene; 1387 version = String.Empty;
1371 Vector3 pos = agent.AbsolutePosition; 1388 newpos = new Vector3(pos.X, pos.Y, pos.Z);
1372 1389
1373// m_log.DebugFormat( 1390// m_log.DebugFormat(
1374// "[ENTITY TRANSFER MODULE]: Crossing agent {0} at pos {1} in {2}", agent.Name, pos, scene.Name); 1391// "[ENTITY TRANSFER MODULE]: Crossing agent {0} at pos {1} in {2}", agent.Name, pos, scene.Name);
1375 1392
1376 Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
1377 uint neighbourx = scene.RegionInfo.RegionLocX; 1393 uint neighbourx = scene.RegionInfo.RegionLocX;
1378 uint neighboury = scene.RegionInfo.RegionLocY; 1394 uint neighboury = scene.RegionInfo.RegionLocY;
1379 const float boundaryDistance = 1.7f; 1395 const float boundaryDistance = 1.7f;
@@ -1394,52 +1410,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1394 } 1410 }
1395 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 1411 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
1396 { 1412 {
1397 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 1413 neighboury--;
1398 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 1414 newpos.Y = Constants.RegionSize - enterDistance;
1399 {
1400 neighboury--;
1401 newpos.Y = Constants.RegionSize - enterDistance;
1402 }
1403 else
1404 {
1405 agent.IsInTransit = true;
1406
1407 neighboury = b.TriggerRegionY;
1408 neighbourx = b.TriggerRegionX;
1409
1410 Vector3 newposition = pos;
1411 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
1412 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
1413 agent.ControllingClient.SendAgentAlertMessage(
1414 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
1415 InformClientToInitiateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
1416 return true;
1417 }
1418 }
1419
1420 Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
1421 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
1422 {
1423 neighbourx--;
1424 newpos.X = Constants.RegionSize - enterDistance;
1425 }
1426 else
1427 {
1428 agent.IsInTransit = true;
1429
1430 neighboury = ba.TriggerRegionY;
1431 neighbourx = ba.TriggerRegionX;
1432
1433 Vector3 newposition = pos;
1434 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
1435 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
1436 agent.ControllingClient.SendAgentAlertMessage(
1437 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
1438 InformClientToInitiateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
1439
1440 return true;
1441 } 1415 }
1442 1416
1417 neighbourx--;
1418 newpos.X = Constants.RegionSize - enterDistance;
1443 } 1419 }
1444 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E)) 1420 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
1445 { 1421 {
@@ -1449,26 +1425,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1449 1425
1450 if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 1426 if (scene.TestBorderCross(pos + southCross, Cardinals.S))
1451 { 1427 {
1452 Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 1428 neighboury--;
1453 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0) 1429 newpos.Y = Constants.RegionSize - enterDistance;
1454 {
1455 neighboury--;
1456 newpos.Y = Constants.RegionSize - enterDistance;
1457 }
1458 else
1459 {
1460 agent.IsInTransit = true;
1461
1462 neighboury = ba.TriggerRegionY;
1463 neighbourx = ba.TriggerRegionX;
1464 Vector3 newposition = pos;
1465 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
1466 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
1467 agent.ControllingClient.SendAgentAlertMessage(
1468 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
1469 InformClientToInitiateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
1470 return true;
1471 }
1472 } 1430 }
1473 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 1431 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
1474 { 1432 {
@@ -1480,25 +1438,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1480 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 1438 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
1481 { 1439 {
1482 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 1440 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
1483 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 1441 neighboury--;
1484 { 1442 newpos.Y = Constants.RegionSize - enterDistance;
1485 neighboury--;
1486 newpos.Y = Constants.RegionSize - enterDistance;
1487 }
1488 else
1489 {
1490 agent.IsInTransit = true;
1491
1492 neighboury = b.TriggerRegionY;
1493 neighbourx = b.TriggerRegionX;
1494 Vector3 newposition = pos;
1495 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
1496 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
1497 agent.ControllingClient.SendAgentAlertMessage(
1498 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
1499 InformClientToInitiateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
1500 return true;
1501 }
1502 } 1443 }
1503 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 1444 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
1504 { 1445 {
@@ -1532,19 +1473,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1532 } 1473 }
1533 */ 1474 */
1534 1475
1535 ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); 1476 xDest = neighbourx;
1477 yDest = neighboury;
1536 1478
1537 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize); 1479 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
1538 1480
1481 ulong neighbourHandle = Utils.UIntsToLong((uint)x, (uint)y);
1482
1539 ExpiringCache<ulong, DateTime> r; 1483 ExpiringCache<ulong, DateTime> r;
1540 DateTime banUntil; 1484 DateTime banUntil;
1541 1485
1542 if (m_bannedRegions.TryGetValue(agent.ControllingClient.AgentId, out r)) 1486 if (m_bannedRegions.TryGetValue(agentID, out r))
1543 { 1487 {
1544 if (r.TryGetValue(neighbourHandle, out banUntil)) 1488 if (r.TryGetValue(neighbourHandle, out banUntil))
1545 { 1489 {
1546 if (DateTime.Now < banUntil) 1490 if (DateTime.Now < banUntil)
1547 return false; 1491 return null;
1548 r.Remove(neighbourHandle); 1492 r.Remove(neighbourHandle);
1549 } 1493 }
1550 } 1494 }
@@ -1556,28 +1500,43 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1556 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 1500 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
1557 1501
1558 string reason; 1502 string reason;
1559 string version; 1503 if (!scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
1560 if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newpos, out version, out reason))
1561 { 1504 {
1562 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
1563 if (r == null) 1505 if (r == null)
1564 { 1506 {
1565 r = new ExpiringCache<ulong, DateTime>(); 1507 r = new ExpiringCache<ulong, DateTime>();
1566 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 1508 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
1567 1509
1568 m_bannedRegions.Add(agent.ControllingClient.AgentId, r, TimeSpan.FromSeconds(45)); 1510 m_bannedRegions.Add(agentID, r, TimeSpan.FromSeconds(45));
1569 } 1511 }
1570 else 1512 else
1571 { 1513 {
1572 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 1514 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
1573 } 1515 }
1516 return null;
1517 }
1518
1519 return neighbourRegion;
1520 }
1521
1522 public bool Cross(ScenePresence agent, bool isFlying)
1523 {
1524 uint x;
1525 uint y;
1526 Vector3 newpos;
1527 string version;
1528
1529 GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos);
1530 if (neighbourRegion == null)
1531 {
1532 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
1574 return false; 1533 return false;
1575 } 1534 }
1576 1535
1577 agent.IsInTransit = true; 1536 agent.IsInTransit = true;
1578 1537
1579 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync; 1538 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
1580 d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d); 1539 d.BeginInvoke(agent, newpos, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
1581 1540
1582 return true; 1541 return true;
1583 } 1542 }
@@ -1659,52 +1618,49 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1659 icon.EndInvoke(iar); 1618 icon.EndInvoke(iar);
1660 } 1619 }
1661 1620
1662 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version); 1621 public bool CrossAgentToNewRegionPrep(ScenePresence agent, GridRegion neighbourRegion)
1622 {
1623 if (neighbourRegion == null)
1624 return false;
1625
1626 m_entityTransferStateMachine.SetInTransit(agent.UUID);
1627
1628 agent.RemoveFromPhysicalScene();
1629
1630 return true;
1631 }
1663 1632
1664 /// <summary> 1633 /// <summary>
1665 /// This Closes child agents on neighbouring regions 1634 /// This Closes child agents on neighbouring regions
1666 /// Calls an asynchronous method to do so.. so it doesn't lag the sim. 1635 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
1667 /// </summary> 1636 /// </summary>
1668 protected ScenePresence CrossAgentToNewRegionAsync( 1637 public ScenePresence CrossAgentToNewRegionAsync(
1669 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, 1638 ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
1670 bool isFlying, string version) 1639 bool isFlying, string version)
1671 { 1640 {
1672 if (neighbourRegion == null) 1641 if (!CrossAgentToNewRegionPrep(agent, neighbourRegion))
1642 {
1643 m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
1673 return agent; 1644 return agent;
1645 }
1674 1646
1675 if (!m_entityTransferStateMachine.SetInTransit(agent.UUID)) 1647 if (!CrossAgentIntoNewRegionMain(agent, pos, neighbourRegion, isFlying))
1676 { 1648 {
1677 m_log.ErrorFormat( 1649 m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
1678 "[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2} - agent is already in transit",
1679 agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName);
1680 return agent; 1650 return agent;
1681 } 1651 }
1682 1652
1683 bool transitWasReset = false; 1653 CrossAgentToNewRegionPost(agent, pos, neighbourRegion, isFlying, version);
1654 return agent;
1655 }
1684 1656
1657 public bool CrossAgentIntoNewRegionMain(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying)
1658 {
1685 try 1659 try
1686 { 1660 {
1687 ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); 1661 AgentData cAgent = new AgentData();
1688
1689 m_log.DebugFormat(
1690 "[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}",
1691 agent.Firstname, agent.Lastname, neighbourx, neighboury, version);
1692
1693 Scene m_scene = agent.Scene;
1694
1695 if (!agent.ValidateAttachments())
1696 m_log.DebugFormat(
1697 "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.",
1698 agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName);
1699
1700 pos = pos + agent.Velocity;
1701 Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
1702
1703 agent.RemoveFromPhysicalScene();
1704
1705 AgentData cAgent = new AgentData();
1706 agent.CopyTo(cAgent); 1662 agent.CopyTo(cAgent);
1707 cAgent.Position = pos; 1663 cAgent.Position = pos + agent.Velocity;
1708 if (isFlying) 1664 if (isFlying)
1709 cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY; 1665 cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
1710 1666
@@ -1714,7 +1670,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1714 // Beyond this point, extra cleanup is needed beyond removing transit state 1670 // Beyond this point, extra cleanup is needed beyond removing transit state
1715 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.Transferring); 1671 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.Transferring);
1716 1672
1717 if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent)) 1673 if (!agent.Scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
1718 { 1674 {
1719 // region doesn't take it 1675 // region doesn't take it
1720 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp); 1676 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
@@ -1726,88 +1682,111 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1726 ReInstantiateScripts(agent); 1682 ReInstantiateScripts(agent);
1727 agent.AddToPhysicalScene(isFlying); 1683 agent.AddToPhysicalScene(isFlying);
1728 1684
1729 return agent; 1685 return false;
1730 } 1686 }
1731 1687
1732 //m_log.Debug("BEFORE CROSS"); 1688 }
1733 //Scene.DumpChildrenSeeds(UUID); 1689 catch (Exception e)
1734 //DumpKnownRegions(); 1690 {
1735 string agentcaps; 1691 m_log.ErrorFormat(
1736 if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps)) 1692 "[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2}. Exception {3}{4}",
1737 { 1693 agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace);
1738 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
1739 neighbourRegion.RegionHandle);
1740 return agent;
1741 }
1742 1694
1743 // No turning back 1695 // TODO: Might be worth attempting other restoration here such as reinstantiation of scripts, etc.
1744 agent.IsChildAgent = true; 1696 return false;
1697 }
1745 1698
1746 string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps); 1699 return true;
1700 }
1747 1701
1748 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); 1702 public void CrossAgentToNewRegionPost(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
1703 bool isFlying, string version)
1704 {
1705 agent.ControllingClient.RequestClientInfo();
1749 1706
1750 if (m_eqModule != null) 1707 string agentcaps;
1751 { 1708 if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
1752 m_eqModule.CrossRegion( 1709 {
1753 neighbourHandle, pos, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint, 1710 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
1754 capsPath, agent.UUID, agent.ControllingClient.SessionId); 1711 neighbourRegion.RegionHandle);
1755 } 1712 return;
1756 else 1713 }
1757 {
1758 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
1759 capsPath);
1760 }
1761 1714
1762 // SUCCESS! 1715 // No turning back
1763 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination); 1716 agent.IsChildAgent = true;
1764 1717
1765 // Unlike a teleport, here we do not wait for the destination region to confirm the receipt. 1718 string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
1766 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
1767 1719
1768 agent.MakeChildAgent(); 1720 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
1769 1721
1770 // FIXME: Possibly this should occur lower down after other commands to close other agents, 1722 Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
1771 // but not sure yet what the side effects would be. 1723
1772 m_entityTransferStateMachine.ResetFromTransit(agent.UUID); 1724 if (m_eqModule != null)
1773 transitWasReset = true; 1725 {
1726 m_eqModule.CrossRegion(
1727 neighbourRegion.RegionHandle, pos + agent.Velocity, vel2 /* agent.Velocity */,
1728 neighbourRegion.ExternalEndPoint,
1729 capsPath, agent.UUID, agent.ControllingClient.SessionId,
1730 neighbourRegion.RegionSizeX, neighbourRegion.RegionSizeY);
1731 }
1732 else
1733 {
1734 m_log.ErrorFormat("{0} Using old CrossRegion packet. Varregion will not work!!", LogHeader);
1735 agent.ControllingClient.CrossRegion(neighbourRegion.RegionHandle, pos + agent.Velocity, agent.Velocity, neighbourRegion.ExternalEndPoint,
1736 capsPath);
1737 }
1774 1738
1775 // now we have a child agent in this region. Request all interesting data about other (root) agents 1739 // SUCCESS!
1776 agent.SendOtherAgentsAvatarDataToMe(); 1740 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
1777 agent.SendOtherAgentsAppearanceToMe();
1778 1741
1779 // Backwards compatibility. Best effort 1742 // Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
1780 if (version == "Unknown" || version == string.Empty) 1743 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
1781 {
1782 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
1783 Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
1784 CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
1785 }
1786 1744
1787 // Next, let's close the child agent connections that are too far away. 1745 agent.MakeChildAgent();
1788 agent.CloseChildAgents(neighbourx, neighboury);
1789 1746
1790 AgentHasMovedAway(agent, false); 1747 // FIXME: Possibly this should occur lower down after other commands to close other agents,
1791 1748 // but not sure yet what the side effects would be.
1792 //m_log.Debug("AFTER CROSS"); 1749 m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
1793 //Scene.DumpChildrenSeeds(UUID);
1794 //DumpKnownRegions();
1795 }
1796 catch (Exception e)
1797 {
1798 m_log.ErrorFormat(
1799 "[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2}. Exception {3}{4}",
1800 agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace);
1801 1750
1802 // TODO: Might be worth attempting other restoration here such as reinstantiation of scripts, etc. 1751 // now we have a child agent in this region. Request all interesting data about other (root) agents
1803 } 1752 agent.SendOtherAgentsAvatarDataToMe();
1804 finally 1753 agent.SendOtherAgentsAppearanceToMe();
1754
1755 // Backwards compatibility. Best effort
1756 if (version == "Unknown" || version == string.Empty)
1805 { 1757 {
1806 if (!transitWasReset) 1758 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
1807 m_entityTransferStateMachine.ResetFromTransit(agent.UUID); 1759 Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
1760 CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
1808 } 1761 }
1809 1762
1810 return agent; 1763 // Next, let's close the child agent connections that are too far away.
1764 uint neighbourx;
1765 uint neighboury;
1766
1767 Utils.LongToUInts(neighbourRegion.RegionHandle, out neighbourx, out neighboury);
1768
1769 neighbourx /= Constants.RegionSize;
1770 neighboury /= Constants.RegionSize;
1771
1772 agent.CloseChildAgents(neighbourx, neighboury);
1773
1774 AgentHasMovedAway(agent, false);
1775
1776 // the user may change their profile information in other region,
1777 // so the userinfo in UserProfileCache is not reliable any more, delete it
1778 // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
1779// if (agent.Scene.NeedSceneCacheClear(agent.UUID))
1780// {
1781// m_log.DebugFormat(
1782// "[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
1783// }
1784
1785 //m_log.Debug("AFTER CROSS");
1786 //Scene.DumpChildrenSeeds(UUID);
1787 //DumpKnownRegions();
1788
1789 return;
1811 } 1790 }
1812 1791
1813 private void CrossAgentToNewRegionCompleted(IAsyncResult iar) 1792 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
@@ -1878,10 +1857,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1878 agent.Id0 = currentAgentCircuit.Id0; 1857 agent.Id0 = currentAgentCircuit.Id0;
1879 } 1858 }
1880 1859
1881 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1860 IPEndPoint external = region.ExternalEndPoint;
1882 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 1861 if (external != null)
1862 {
1863 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1864 d.BeginInvoke(sp, agent, region, external, true,
1883 InformClientOfNeighbourCompleted, 1865 InformClientOfNeighbourCompleted,
1884 d); 1866 d);
1867 }
1885 } 1868 }
1886 #endregion 1869 #endregion
1887 1870
@@ -2114,12 +2097,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
2114 } 2097 }
2115 #endregion 2098 #endregion
2116 2099
2117 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: {0} is sending {1} EnableSimulator for neighbour region {2} @ {3} " + 2100 m_log.DebugFormat("{0} {1} is sending {2} EnableSimulator for neighbour region {3}(loc=<{4},{5}>,siz=<{6},{7}>) " +
2118 "and EstablishAgentCommunication with seed cap {4}", 2101 "and EstablishAgentCommunication with seed cap {8}", LogHeader,
2119 scene.RegionInfo.RegionName, sp.Name, reg.RegionName, reg.RegionHandle, capsPath); 2102 scene.RegionInfo.RegionName, sp.Name,
2103 reg.RegionName, reg.RegionLocX, reg.RegionLocY, reg.RegionSizeX, reg.RegionSizeY , capsPath);
2120 2104
2121 m_eqModule.EnableSimulator(reg.RegionHandle, endPoint, sp.UUID); 2105 m_eqModule.EnableSimulator(reg.RegionHandle, endPoint, sp.UUID, reg.RegionSizeX, reg.RegionSizeY);
2122 m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath); 2106 m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath, reg.RegionHandle, reg.RegionSizeX, reg.RegionSizeY);
2123 } 2107 }
2124 else 2108 else
2125 { 2109 {
@@ -2478,30 +2462,31 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
2478 Utils.LongToUInts(newRegionHandle, out x, out y); 2462 Utils.LongToUInts(newRegionHandle, out x, out y);
2479 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 2463 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
2480 2464
2481 if (destination == null || !CrossPrimGroupIntoNewRegion(destination, pos, grp, silent)) 2465 if (destination != null)
2482 { 2466 {
2483 m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID); 2467 if (CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
2468 return; // we did it
2469 }
2484 2470
2485 // We are going to move the object back to the old position so long as the old position 2471 // no one or failed lets go back and tell physics to go on
2486 // is in the region 2472 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 0.5f, (float)Constants.RegionSize - 0.5f);
2487 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1); 2473 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
2488 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1); 2474 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 0.5f, 4096.0f);
2489 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
2490 2475
2491 grp.RootPart.GroupPosition = oldGroupPosition; 2476 grp.AbsolutePosition = oldGroupPosition;
2477 grp.Velocity = Vector3.Zero;
2492 2478
2493 // Need to turn off the physics flags, otherwise the object will continue to attempt to 2479 if (grp.RootPart.PhysActor != null)
2494 // move out of the region creating an infinite loop of failed attempts to cross 2480 grp.RootPart.PhysActor.CrossingFailure();
2495 grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
2496 2481
2497 if (grp.RootPart.KeyframeMotion != null) 2482 if (grp.RootPart.KeyframeMotion != null)
2498 grp.RootPart.KeyframeMotion.CrossingFailure(); 2483 grp.RootPart.KeyframeMotion.CrossingFailure();
2499 2484
2500 grp.ScheduleGroupForFullUpdate(); 2485 grp.ScheduleGroupForFullUpdate();
2501 }
2502 } 2486 }
2503 2487
2504 2488
2489
2505 /// <summary> 2490 /// <summary>
2506 /// Move the given scene object into a new region 2491 /// Move the given scene object into a new region
2507 /// </summary> 2492 /// </summary>
@@ -2552,17 +2537,30 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
2552 grp, e); 2537 grp, e);
2553 } 2538 }
2554 } 2539 }
2540/*
2541 * done on caller ( not in attachments crossing for now)
2555 else 2542 else
2556 { 2543 {
2544
2557 if (!grp.IsDeleted) 2545 if (!grp.IsDeleted)
2558 { 2546 {
2559 PhysicsActor pa = grp.RootPart.PhysActor; 2547 PhysicsActor pa = grp.RootPart.PhysActor;
2560 if (pa != null) 2548 if (pa != null)
2549 {
2561 pa.CrossingFailure(); 2550 pa.CrossingFailure();
2551 if (grp.RootPart.KeyframeMotion != null)
2552 {
2553 // moved to KeyframeMotion.CrossingFailure
2554// grp.RootPart.Velocity = Vector3.Zero;
2555 grp.RootPart.KeyframeMotion.CrossingFailure();
2556// grp.SendGroupRootTerseUpdate();
2557 }
2558 }
2562 } 2559 }
2563 2560
2564 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp); 2561 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);
2565 } 2562 }
2563 */
2566 } 2564 }
2567 else 2565 else
2568 { 2566 {
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index e55c9ed..e54c849 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -414,6 +414,19 @@ namespace OpenSim.Region.CoreModules.World.Land
414 return false; 414 return false;
415 } 415 }
416 416
417 public bool CanBeOnThisLand(UUID avatar, float posHeight)
418 {
419 if (posHeight < LandChannel.BAN_LINE_SAFETY_HIEGHT && IsBannedFromLand(avatar))
420 {
421 return false;
422 }
423 else if (IsRestrictedFromLand(avatar))
424 {
425 return false;
426 }
427 return true;
428 }
429
417 public bool HasGroupAccess(UUID avatar) 430 public bool HasGroupAccess(UUID avatar)
418 { 431 {
419 if (LandData.GroupID != UUID.Zero && (LandData.Flags & (uint)ParcelFlags.UseAccessGroup) == (uint)ParcelFlags.UseAccessGroup) 432 if (LandData.GroupID != UUID.Zero && (LandData.Flags & (uint)ParcelFlags.UseAccessGroup) == (uint)ParcelFlags.UseAccessGroup)