aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Application/OpenSim.cs22
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs158
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs16
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs35
-rw-r--r--OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs24
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs259
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs58
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs12
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs40
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs897
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs5
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs6
13 files changed, 916 insertions, 622 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 85049c9..e1e3d87 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -978,15 +978,25 @@ namespace OpenSim
978 cdt.AddColumn("Circuit code", 12); 978 cdt.AddColumn("Circuit code", 12);
979 cdt.AddColumn("Endpoint", 23); 979 cdt.AddColumn("Endpoint", 23);
980 cdt.AddColumn("Active?", 7); 980 cdt.AddColumn("Active?", 7);
981 cdt.AddColumn("ChildAgent?", 7);
982 cdt.AddColumn("ping(ms)", 8);
981 983
982 SceneManager.ForEachScene( 984 SceneManager.ForEachScene(
983 s => s.ForEachClient( 985 s => s.ForEachClient(
984 c => cdt.AddRow( 986 c =>
985 s.Name, 987 {
986 c.Name, 988 bool child = false;
987 c.CircuitCode.ToString(), 989 if(c.SceneAgent != null && c.SceneAgent.IsChildAgent)
988 c.RemoteEndPoint.ToString(), 990 child = true;
989 c.IsActive.ToString()))); 991 cdt.AddRow(
992 s.Name,
993 c.Name,
994 c.CircuitCode.ToString(),
995 c.RemoteEndPoint.ToString(),
996 c.IsActive.ToString(),
997 child.ToString(),
998 c.PingTimeMS);
999 }));
990 1000
991 MainConsole.Instance.Output(cdt.ToString()); 1001 MainConsole.Instance.Output(cdt.ToString());
992 } 1002 }
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 59d1c69..06f1301 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -358,7 +358,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
358// protected HashSet<uint> m_attachmentsSent; 358// protected HashSet<uint> m_attachmentsSent;
359 359
360 private bool m_deliverPackets = true; 360 private bool m_deliverPackets = true;
361 private int m_animationSequenceNumber = 1; 361
362 private bool m_SendLogoutPacketWhenClosing = true; 362 private bool m_SendLogoutPacketWhenClosing = true;
363 363
364 /// <summary> 364 /// <summary>
@@ -419,6 +419,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
419 public ulong ActiveGroupPowers { get { return m_activeGroupPowers; } } 419 public ulong ActiveGroupPowers { get { return m_activeGroupPowers; } }
420 public bool IsGroupMember(UUID groupID) { return m_groupPowers.ContainsKey(groupID); } 420 public bool IsGroupMember(UUID groupID) { return m_groupPowers.ContainsKey(groupID); }
421 421
422 public int PingTimeMS
423 {
424 get
425 {
426 if (UDPClient != null)
427 return UDPClient.PingTimeMS;
428 return 0;
429 }
430 }
431
422 /// <summary> 432 /// <summary>
423 /// Entity update queues 433 /// Entity update queues
424 /// </summary> 434 /// </summary>
@@ -440,7 +450,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
440 public string Name { get { return FirstName + " " + LastName; } } 450 public string Name { get { return FirstName + " " + LastName; } }
441 451
442 public uint CircuitCode { get { return m_circuitCode; } } 452 public uint CircuitCode { get { return m_circuitCode; } }
443 public int NextAnimationSequenceNumber { get { return m_animationSequenceNumber++; } } 453 public int NextAnimationSequenceNumber
454 {
455 get { return m_udpServer.NextAnimationSequenceNumber; }
456 }
444 457
445 /// <summary> 458 /// <summary>
446 /// As well as it's function in IClientAPI, in LLClientView we are locking on this property in order to 459 /// As well as it's function in IClientAPI, in LLClientView we are locking on this property in order to
@@ -461,6 +474,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
461 set { m_disableFacelights = value; } 474 set { m_disableFacelights = value; }
462 } 475 }
463 476
477
464 public bool SendLogoutPacketWhenClosing { set { m_SendLogoutPacketWhenClosing = value; } } 478 public bool SendLogoutPacketWhenClosing { set { m_SendLogoutPacketWhenClosing = value; } }
465 479
466 480
@@ -1638,6 +1652,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1638 pc.PingID.OldestUnacked = 0; 1652 pc.PingID.OldestUnacked = 0;
1639 1653
1640 OutPacket(pc, ThrottleOutPacketType.Unknown); 1654 OutPacket(pc, ThrottleOutPacketType.Unknown);
1655 UDPClient.m_lastStartpingTimeMS = Util.EnvironmentTickCount();
1641 } 1656 }
1642 1657
1643 public void SendKillObject(List<uint> localIDs) 1658 public void SendKillObject(List<uint> localIDs)
@@ -3813,8 +3828,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3813 { 3828 {
3814 SceneObjectPart e = (SceneObjectPart)entity; 3829 SceneObjectPart e = (SceneObjectPart)entity;
3815 SceneObjectGroup g = e.ParentGroup; 3830 SceneObjectGroup g = e.ParentGroup;
3816 if (g.RootPart.Shape.State > 30 && g.RootPart.Shape.State < 39) // HUD 3831 if (g.HasPrivateAttachmentPoint && g.OwnerID != AgentId)
3817 if (g.OwnerID != AgentId)
3818 return; // Don't send updates for other people's HUDs 3832 return; // Don't send updates for other people's HUDs
3819 } 3833 }
3820 3834
@@ -3824,47 +3838,53 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3824 m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation)); 3838 m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation));
3825 } 3839 }
3826 3840
3827 /// <summary> 3841 /* dont use this
3828 /// Requeue an EntityUpdate when it was not acknowledged by the client. 3842 udp packet resent must be done at udp level only
3829 /// We will update the priority and put it in the correct queue, merging update flags 3843 re map from a packet to original updates just doesnt work
3830 /// with any other updates that may be queued for the same entity.
3831 /// The original update time is used for the merged update.
3832 /// </summary>
3833 private void ResendPrimUpdate(EntityUpdate update)
3834 {
3835 // If the update exists in priority queue, it will be updated.
3836 // If it does not exist then it will be added with the current (rather than its original) priority
3837 uint priority = m_prioritizer.GetUpdatePriority(this, update.Entity);
3838 3844
3839 lock (m_entityUpdates.SyncRoot) 3845 /// <summary>
3840 m_entityUpdates.Enqueue(priority, update); 3846 /// Requeue an EntityUpdate when it was not acknowledged by the client.
3841 } 3847 /// We will update the priority and put it in the correct queue, merging update flags
3848 /// with any other updates that may be queued for the same entity.
3849 /// The original update time is used for the merged update.
3850 /// </summary>
3851 private void ResendPrimUpdate(EntityUpdate update)
3852 {
3853 // If the update exists in priority queue, it will be updated.
3854 // If it does not exist then it will be added with the current (rather than its original) priority
3855 uint priority = m_prioritizer.GetUpdatePriority(this, update.Entity);
3842 3856
3843 /// <summary> 3857 lock (m_entityUpdates.SyncRoot)
3844 /// Requeue a list of EntityUpdates when they were not acknowledged by the client. 3858 m_entityUpdates.Enqueue(priority, update);
3845 /// We will update the priority and put it in the correct queue, merging update flags 3859 }
3846 /// with any other updates that may be queued for the same entity.
3847 /// The original update time is used for the merged update.
3848 /// </summary>
3849 private void ResendPrimUpdates(List<EntityUpdate> updates, OutgoingPacket oPacket)
3850 {
3851 // m_log.WarnFormat("[CLIENT] resending prim updates {0}, packet sequence number {1}", updates[0].UpdateTime, oPacket.SequenceNumber);
3852 3860
3853 // Remove the update packet from the list of packets waiting for acknowledgement
3854 // because we are requeuing the list of updates. They will be resent in new packets
3855 // with the most recent state and priority.
3856 m_udpClient.NeedAcks.Remove(oPacket.SequenceNumber);
3857 3861
3858 // Count this as a resent packet since we are going to requeue all of the updates contained in it 3862 /// <summary>
3859 Interlocked.Increment(ref m_udpClient.PacketsResent); 3863 /// Requeue a list of EntityUpdates when they were not acknowledged by the client.
3864 /// We will update the priority and put it in the correct queue, merging update flags
3865 /// with any other updates that may be queued for the same entity.
3866 /// The original update time is used for the merged update.
3867 /// </summary>
3868 private void ResendPrimUpdates(List<EntityUpdate> updates, OutgoingPacket oPacket)
3869 {
3870 // m_log.WarnFormat("[CLIENT] resending prim updates {0}, packet sequence number {1}", updates[0].UpdateTime, oPacket.SequenceNumber);
3860 3871
3861 // We're not going to worry about interlock yet since its not currently critical that this total count 3872 // Remove the update packet from the list of packets waiting for acknowledgement
3862 // is 100% correct 3873 // because we are requeuing the list of updates. They will be resent in new packets
3863 m_udpServer.PacketsResentCount++; 3874 // with the most recent state and priority.
3875 m_udpClient.NeedAcks.Remove(oPacket.SequenceNumber);
3864 3876
3865 foreach (EntityUpdate update in updates) 3877 // Count this as a resent packet since we are going to requeue all of the updates contained in it
3866 ResendPrimUpdate(update); 3878 Interlocked.Increment(ref m_udpClient.PacketsResent);
3867 } 3879
3880 // We're not going to worry about interlock yet since its not currently critical that this total count
3881 // is 100% correct
3882 m_udpServer.PacketsResentCount++;
3883
3884 foreach (EntityUpdate update in updates)
3885 ResendPrimUpdate(update);
3886 }
3887 */
3868 3888
3869// OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>> objectUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>>(); 3889// OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>> objectUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>>();
3870// OpenSim.Framework.Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>> compressedUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>>(); 3890// OpenSim.Framework.Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>> compressedUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>>();
@@ -3932,8 +3952,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3932 3952
3933 if (part.ParentGroup.IsAttachment) 3953 if (part.ParentGroup.IsAttachment)
3934 { // Someone else's HUD, why are we getting these? 3954 { // Someone else's HUD, why are we getting these?
3935 if (part.ParentGroup.OwnerID != AgentId && 3955 if (part.ParentGroup.OwnerID != AgentId && part.ParentGroup.HasPrivateAttachmentPoint)
3936 part.ParentGroup.RootPart.Shape.State > 30 && part.ParentGroup.RootPart.Shape.State < 39)
3937 continue; 3956 continue;
3938 ScenePresence sp; 3957 ScenePresence sp;
3939 // Owner is not in the sim, don't update it to 3958 // Owner is not in the sim, don't update it to
@@ -4184,12 +4203,40 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4184 for (int i = 0; i < blocks.Count; i++) 4203 for (int i = 0; i < blocks.Count; i++)
4185 packet.ObjectData[i] = blocks[i]; 4204 packet.ObjectData[i] = blocks[i];
4186 4205
4187 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); }); 4206// OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); });
4207 // use default udp retry
4208 OutPacket(packet, ThrottleOutPacketType.Task, true);
4188 } 4209 }
4189 4210
4211
4212
4190 #endregion Packet Sending 4213 #endregion Packet Sending
4214
4191 } 4215 }
4192 4216
4217 // hack.. dont use
4218 public void SendPartFullUpdate(ISceneEntity ent, uint? parentID)
4219 {
4220 if (ent is SceneObjectPart)
4221 {
4222 SceneObjectPart part = (SceneObjectPart)ent;
4223 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
4224 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
4225 packet.RegionData.TimeDilation = 1;
4226 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1];
4227
4228 ObjectUpdatePacket.ObjectDataBlock blk = CreatePrimUpdateBlock(part, this.m_agentId);
4229 if (parentID.HasValue)
4230 {
4231 blk.ParentID = parentID.Value;
4232 }
4233
4234 packet.ObjectData[0] = blk;
4235
4236 OutPacket(packet, ThrottleOutPacketType.Task, true);
4237 }
4238 }
4239
4193 public void ReprioritizeUpdates() 4240 public void ReprioritizeUpdates()
4194 { 4241 {
4195 lock (m_entityUpdates.SyncRoot) 4242 lock (m_entityUpdates.SyncRoot)
@@ -5278,16 +5325,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5278 5325
5279 byte[] objectData = new byte[76]; 5326 byte[] objectData = new byte[76];
5280 5327
5281 data.CollisionPlane.ToBytes(objectData, 0);
5282 offsetPosition.ToBytes(objectData, 16);
5283 Vector3 velocity = new Vector3(0, 0, 0); 5328 Vector3 velocity = new Vector3(0, 0, 0);
5284 Vector3 acceleration = new Vector3(0, 0, 0); 5329 Vector3 acceleration = new Vector3(0, 0, 0);
5330 rotation.Normalize();
5331 Vector3 vrot = new Vector3(rotation.X, rotation.Y, rotation.Z);
5332
5333 data.CollisionPlane.ToBytes(objectData, 0);
5334 offsetPosition.ToBytes(objectData, 16);
5285 velocity.ToBytes(objectData, 28); 5335 velocity.ToBytes(objectData, 28);
5286 acceleration.ToBytes(objectData, 40); 5336 acceleration.ToBytes(objectData, 40);
5287// data.Velocity.ToBytes(objectData, 28); 5337 vrot.ToBytes(objectData, 52);
5288// data.Acceleration.ToBytes(objectData, 40); 5338 data.AngularVelocity.ToBytes(objectData, 64);
5289 rotation.ToBytes(objectData, 52);
5290 //data.AngularVelocity.ToBytes(objectData, 64);
5291 5339
5292 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock(); 5340 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();
5293 5341
@@ -5343,15 +5391,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5343 data.RelativePosition.ToBytes(objectData, 0); 5391 data.RelativePosition.ToBytes(objectData, 0);
5344 data.Velocity.ToBytes(objectData, 12); 5392 data.Velocity.ToBytes(objectData, 12);
5345 data.Acceleration.ToBytes(objectData, 24); 5393 data.Acceleration.ToBytes(objectData, 24);
5346 try 5394
5347 { 5395 Quaternion rotation = data.RotationOffset;
5348 data.RotationOffset.ToBytes(objectData, 36); 5396 rotation.Normalize();
5349 } 5397 Vector3 vrot = new Vector3(rotation.X, rotation.Y, rotation.Z);
5350 catch (Exception e) 5398 vrot.ToBytes(objectData, 36);
5351 {
5352 m_log.Warn("[LLClientView]: exception converting quaternion to bytes, using Quaternion.Identity. Exception: " + e.ToString());
5353 OpenMetaverse.Quaternion.Identity.ToBytes(objectData, 36);
5354 }
5355 data.AngularVelocity.ToBytes(objectData, 48); 5399 data.AngularVelocity.ToBytes(objectData, 48);
5356 5400
5357 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock(); 5401 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
index bd4e617..fe31bd9 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
@@ -163,6 +163,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
163 private int m_maxRTO = 60000; 163 private int m_maxRTO = 60000;
164 public bool m_deliverPackets = true; 164 public bool m_deliverPackets = true;
165 165
166 public int m_lastStartpingTimeMS;
167 public int m_pingMS;
168
169 public int PingTimeMS
170 {
171 get
172 {
173 if (m_pingMS < 10)
174 return 10;
175 if(m_pingMS > 2000)
176 return 2000;
177 return m_pingMS;
178 }
179 }
180
166 /// <summary> 181 /// <summary>
167 /// This is the percentage of the udp texture queue to add to the task queue since 182 /// This is the percentage of the udp texture queue to add to the task queue since
168 /// textures are now generally handled through http. 183 /// textures are now generally handled through http.
@@ -225,6 +240,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
225 240
226 // Initialize this to a sane value to prevent early disconnects 241 // Initialize this to a sane value to prevent early disconnects
227 TickLastPacketReceived = Environment.TickCount & Int32.MaxValue; 242 TickLastPacketReceived = Environment.TickCount & Int32.MaxValue;
243 m_pingMS = (int)(3.0 * server.TickCountResolution); // so filter doesnt start at 0;
228 } 244 }
229 245
230 /// <summary> 246 /// <summary>
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index fe79f87..3b0312d 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -293,6 +293,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
293 /// <summary>Flag to signal when clients should send pings</summary> 293 /// <summary>Flag to signal when clients should send pings</summary>
294 protected bool m_sendPing; 294 protected bool m_sendPing;
295 295
296 private int m_animationSequenceNumber;
297
298 public int NextAnimationSequenceNumber
299 {
300 get
301 {
302 m_animationSequenceNumber++;
303 if (m_animationSequenceNumber > 2147482624)
304 m_animationSequenceNumber = 1;
305 return m_animationSequenceNumber;
306 }
307 }
308
309
310
296 private ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>> m_pendingCache = new ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>>(); 311 private ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>> m_pendingCache = new ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>>();
297 312
298 /// <summary> 313 /// <summary>
@@ -369,16 +384,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
369 384
370 // Measure the resolution of Environment.TickCount 385 // Measure the resolution of Environment.TickCount
371 TickCountResolution = 0f; 386 TickCountResolution = 0f;
372 for (int i = 0; i < 5; i++) 387 for (int i = 0; i < 10; i++)
373 { 388 {
374 int start = Environment.TickCount; 389 int start = Environment.TickCount;
375 int now = start; 390 int now = start;
376 while (now == start) 391 while (now == start)
377 now = Environment.TickCount; 392 now = Environment.TickCount;
378 TickCountResolution += (float)(now - start) * 0.2f; 393 TickCountResolution += (float)(now - start) * 0.1f;
379 } 394 }
380 m_log.Info("[LLUDPSERVER]: Average Environment.TickCount resolution: " + TickCountResolution + "ms");
381 TickCountResolution = (float)Math.Ceiling(TickCountResolution); 395 TickCountResolution = (float)Math.Ceiling(TickCountResolution);
396 m_log.Info("[LLUDPSERVER]: Average Environment.TickCount resolution: " + TickCountResolution + "ms");
382 397
383 #endregion Environment.TickCount Measurement 398 #endregion Environment.TickCount Measurement
384 399
@@ -386,6 +401,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
386 int sceneThrottleBps = 0; 401 int sceneThrottleBps = 0;
387 bool usePools = false; 402 bool usePools = false;
388 403
404
405
389 IConfig config = configSource.Configs["ClientStack.LindenUDP"]; 406 IConfig config = configSource.Configs["ClientStack.LindenUDP"];
390 if (config != null) 407 if (config != null)
391 { 408 {
@@ -435,6 +452,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
435 m_throttle = new TokenBucket(null, sceneThrottleBps); 452 m_throttle = new TokenBucket(null, sceneThrottleBps);
436 ThrottleRates = new ThrottleRates(configSource); 453 ThrottleRates = new ThrottleRates(configSource);
437 454
455 Random rnd = new Random(Util.EnvironmentTickCount());
456 m_animationSequenceNumber = rnd.Next(11474826);
457
438 if (usePools) 458 if (usePools)
439 EnablePools(); 459 EnablePools();
440 } 460 }
@@ -1128,6 +1148,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1128 pc.PingID.OldestUnacked = 0; 1148 pc.PingID.OldestUnacked = 0;
1129 1149
1130 SendPacket(udpClient, pc, ThrottleOutPacketType.Unknown, false, null); 1150 SendPacket(udpClient, pc, ThrottleOutPacketType.Unknown, false, null);
1151 udpClient.m_lastStartpingTimeMS = Util.EnvironmentTickCount();
1131 } 1152 }
1132 1153
1133 public void CompletePing(LLUDPClient udpClient, byte pingID) 1154 public void CompletePing(LLUDPClient udpClient, byte pingID)
@@ -1567,7 +1588,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1567 // We don't need to do anything else with ping checks 1588 // We don't need to do anything else with ping checks
1568 StartPingCheckPacket startPing = (StartPingCheckPacket)packet; 1589 StartPingCheckPacket startPing = (StartPingCheckPacket)packet;
1569 CompletePing(udpClient, startPing.PingID.PingID); 1590 CompletePing(udpClient, startPing.PingID.PingID);
1570 1591
1571 if ((Environment.TickCount - m_elapsedMSSinceLastStatReport) >= 3000) 1592 if ((Environment.TickCount - m_elapsedMSSinceLastStatReport) >= 3000)
1572 { 1593 {
1573 udpClient.SendPacketStats(); 1594 udpClient.SendPacketStats();
@@ -1577,7 +1598,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1577 } 1598 }
1578 else if (packet.Type == PacketType.CompletePingCheck) 1599 else if (packet.Type == PacketType.CompletePingCheck)
1579 { 1600 {
1580 // We don't currently track client ping times 1601 int t = Util.EnvironmentTickCountSubtract(udpClient.m_lastStartpingTimeMS);
1602 int c = udpClient.m_pingMS;
1603 c = 800 * c + 200 * t;
1604 c /= 1000;
1605 udpClient.m_pingMS = c;
1581 return; 1606 return;
1582 } 1607 }
1583 1608
diff --git a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
index de8925d..498cc2f 100644
--- a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
@@ -120,10 +120,16 @@ namespace OpenSim.Region.CoreModules.Framework
120 120
121 public void CreateCaps(UUID agentId, uint circuitCode) 121 public void CreateCaps(UUID agentId, uint circuitCode)
122 { 122 {
123// int ts = Util.EnvironmentTickCount();
124/* this as no business here...
125 * must be done elsewhere ( and is )
123 int flags = m_scene.GetUserFlags(agentId); 126 int flags = m_scene.GetUserFlags(agentId);
127
128 m_log.ErrorFormat("[CreateCaps]: banCheck {0} ", Util.EnvironmentTickCountSubtract(ts));
129
124 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId, flags)) 130 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId, flags))
125 return; 131 return;
126 132*/
127 Caps caps; 133 Caps caps;
128 String capsObjectPath = GetCapsPath(agentId); 134 String capsObjectPath = GetCapsPath(agentId);
129 135
@@ -132,19 +138,27 @@ namespace OpenSim.Region.CoreModules.Framework
132 if (m_capsObjects.ContainsKey(circuitCode)) 138 if (m_capsObjects.ContainsKey(circuitCode))
133 { 139 {
134 Caps oldCaps = m_capsObjects[circuitCode]; 140 Caps oldCaps = m_capsObjects[circuitCode];
135 141
136 //m_log.WarnFormat( 142// if (capsObjectPath == oldCaps.CapsObjectPath)
137 // "[CAPS]: Recreating caps for agent {0} in region {1}. Old caps path {2}, new caps path {3}. ", 143// {
138 // agentId, m_scene.RegionInfo.RegionName, oldCaps.CapsObjectPath, capsObjectPath); 144// m_log.WarnFormat(
145// "[CAPS]: Reusing caps for agent {0} in region {1}. Old caps path {2}, new caps path {3}. ",
146// agentId, m_scene.RegionInfo.RegionName, oldCaps.CapsObjectPath, capsObjectPath);
147// return;
148// }
139 } 149 }
140 150
141 caps = new Caps(MainServer.Instance, m_scene.RegionInfo.ExternalHostName, 151 caps = new Caps(MainServer.Instance, m_scene.RegionInfo.ExternalHostName,
142 (MainServer.Instance == null) ? 0: MainServer.Instance.Port, 152 (MainServer.Instance == null) ? 0: MainServer.Instance.Port,
143 capsObjectPath, agentId, m_scene.RegionInfo.RegionName); 153 capsObjectPath, agentId, m_scene.RegionInfo.RegionName);
144 154
155// m_log.ErrorFormat("[CreateCaps]: new caps {0} ", Util.EnvironmentTickCountSubtract(ts));
156
145 m_capsObjects[circuitCode] = caps; 157 m_capsObjects[circuitCode] = caps;
146 } 158 }
147 m_scene.EventManager.TriggerOnRegisterCaps(agentId, caps); 159 m_scene.EventManager.TriggerOnRegisterCaps(agentId, caps);
160// m_log.ErrorFormat("[CreateCaps]: end {0} ", Util.EnvironmentTickCountSubtract(ts));
161
148 } 162 }
149 163
150 public void RemoveCaps(UUID agentId, uint circuitCode) 164 public void RemoveCaps(UUID agentId, uint circuitCode)
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index 71148ea..781fc40 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -430,7 +430,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
430 } 430 }
431 431
432 // TODO: Get proper AVG Height 432 // TODO: Get proper AVG Height
433 float localAVHeight = 1.56f; 433 float localHalfAVHeight = 0.8f;
434 if (sp.Appearance != null)
435 localHalfAVHeight = sp.Appearance.AvatarHeight / 2;
436
434 float posZLimit = 22; 437 float posZLimit = 22;
435 438
436 // TODO: Check other Scene HeightField 439 // TODO: Check other Scene HeightField
@@ -439,10 +442,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
439 posZLimit = (float)sp.Scene.Heightmap[(int)position.X, (int)position.Y]; 442 posZLimit = (float)sp.Scene.Heightmap[(int)position.X, (int)position.Y];
440 } 443 }
441 444
442 float newPosZ = posZLimit + localAVHeight; 445 posZLimit += localHalfAVHeight + 0.1f;
443 if (posZLimit >= (position.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 446
447 if ((position.Z < posZLimit) && !(Single.IsInfinity(posZLimit) || Single.IsNaN(posZLimit)))
444 { 448 {
445 position.Z = newPosZ; 449 position.Z = posZLimit;
446 } 450 }
447 451
448 if (sp.Flying) 452 if (sp.Flying)
@@ -720,7 +724,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
720 AgentCircuitData agentCircuit = sp.ControllingClient.RequestClientInfo(); 724 AgentCircuitData agentCircuit = sp.ControllingClient.RequestClientInfo();
721 agentCircuit.startpos = position; 725 agentCircuit.startpos = position;
722 agentCircuit.child = true; 726 agentCircuit.child = true;
723 agentCircuit.Appearance = sp.Appearance; 727
728// agentCircuit.Appearance = sp.Appearance;
729// agentCircuit.Appearance = new AvatarAppearance(sp.Appearance, true, false);
730 agentCircuit.Appearance = new AvatarAppearance();
731 agentCircuit.Appearance.AvatarHeight = sp.Appearance.AvatarHeight;
732
724 if (currentAgentCircuit != null) 733 if (currentAgentCircuit != null)
725 { 734 {
726 agentCircuit.ServiceURLs = currentAgentCircuit.ServiceURLs; 735 agentCircuit.ServiceURLs = currentAgentCircuit.ServiceURLs;
@@ -971,10 +980,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
971 } 980 }
972 981
973 // May need to logout or other cleanup 982 // May need to logout or other cleanup
974 AgentHasMovedAway(sp, logout); 983// AgentHasMovedAway(sp, logout);
984// AgentHasMovedAway(sp, true); // until logout use is checked
975 985
976 // Well, this is it. The agent is over there. 986 // Well, this is it. The agent is over there.
977 KillEntity(sp.Scene, sp.LocalId); 987// KillEntity(sp.Scene, sp.LocalId);
988
989 sp.HasMovedAway();
978 990
979 // Now let's make it officially a child agent 991 // Now let's make it officially a child agent
980 sp.MakeChildAgent(); 992 sp.MakeChildAgent();
@@ -1137,11 +1149,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1137 // abandoned without proper close by viewer but then re-used by an incoming connection. 1149 // abandoned without proper close by viewer but then re-used by an incoming connection.
1138 sp.CloseChildAgents(newRegionX, newRegionY); 1150 sp.CloseChildAgents(newRegionX, newRegionY);
1139 1151
1152 sp.HasMovedAway();
1140 // May need to logout or other cleanup 1153 // May need to logout or other cleanup
1141 AgentHasMovedAway(sp, logout); 1154// AgentHasMovedAway(sp, logout);
1155// AgentHasMovedAway(sp, true);
1142 1156
1143 // Well, this is it. The agent is over there. 1157 // Well, this is it. The agent is over there.
1144 KillEntity(sp.Scene, sp.LocalId); 1158// KillEntity(sp.Scene, sp.LocalId);
1145 1159
1146 // Now let's make it officially a child agent 1160 // Now let's make it officially a child agent
1147 sp.MakeChildAgent(); 1161 sp.MakeChildAgent();
@@ -1253,7 +1267,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1253 protected virtual void AgentHasMovedAway(ScenePresence sp, bool logout) 1267 protected virtual void AgentHasMovedAway(ScenePresence sp, bool logout)
1254 { 1268 {
1255 if (sp.Scene.AttachmentsModule != null) 1269 if (sp.Scene.AttachmentsModule != null)
1256 sp.Scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, true); 1270 sp.Scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, logout);
1257 } 1271 }
1258 1272
1259 protected void KillEntity(Scene scene, uint localID) 1273 protected void KillEntity(Scene scene, uint localID)
@@ -1381,10 +1395,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1381 1395
1382 1396
1383 #region Agent Crossings 1397 #region Agent Crossings
1384
1385 public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos) 1398 public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos)
1386 { 1399 {
1400 string r = String.Empty;
1401 return GetDestination(scene, agentID, pos, out xDest, out yDest, out version, out newpos, out r);
1402 }
1403
1404 public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos, out string reason)
1405 {
1387 version = String.Empty; 1406 version = String.Empty;
1407 reason = String.Empty;
1388 newpos = pos; 1408 newpos = pos;
1389 1409
1390// m_log.DebugFormat( 1410// m_log.DebugFormat(
@@ -1498,8 +1518,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1498 } 1518 }
1499 1519
1500 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 1520 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
1501 1521
1502 string reason;
1503 if (!scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason)) 1522 if (!scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
1504 { 1523 {
1505 if (r == null) 1524 if (r == null)
@@ -1525,11 +1544,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1525 uint y; 1544 uint y;
1526 Vector3 newpos; 1545 Vector3 newpos;
1527 string version; 1546 string version;
1547 string reason;
1528 1548
1529 GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos); 1549 GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos, out reason);
1530 if (neighbourRegion == null) 1550 if (neighbourRegion == null)
1531 { 1551 {
1532 agent.ControllingClient.SendAlertMessage("Cannot region cross into void"); 1552 if (reason == String.Empty)
1553 agent.ControllingClient.SendAlertMessage("Cannot cross to region");
1554 else
1555 agent.ControllingClient.SendAlertMessage("Cannot cross to region: " + reason);
1533 return false; 1556 return false;
1534 } 1557 }
1535 1558
@@ -1656,10 +1679,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1656 1679
1657 public bool CrossAgentIntoNewRegionMain(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying) 1680 public bool CrossAgentIntoNewRegionMain(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying)
1658 { 1681 {
1682 int ts = Util.EnvironmentTickCount();
1659 try 1683 try
1660 { 1684 {
1685
1661 AgentData cAgent = new AgentData(); 1686 AgentData cAgent = new AgentData();
1662 agent.CopyTo(cAgent); 1687 agent.CopyTo(cAgent);
1688
1689// agent.Appearance.WearableCacheItems = null;
1690
1663 cAgent.Position = pos + agent.Velocity; 1691 cAgent.Position = pos + agent.Velocity;
1664 if (isFlying) 1692 if (isFlying)
1665 cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY; 1693 cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
@@ -1686,6 +1714,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1686 return false; 1714 return false;
1687 } 1715 }
1688 1716
1717 m_log.DebugFormat("[CrossAgentIntoNewRegionMain] ok, time {0}ms",Util.EnvironmentTickCountSubtract(ts));
1718
1689 } 1719 }
1690 catch (Exception e) 1720 catch (Exception e)
1691 { 1721 {
@@ -1703,6 +1733,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1703 public void CrossAgentToNewRegionPost(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, 1733 public void CrossAgentToNewRegionPost(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
1704 bool isFlying, string version) 1734 bool isFlying, string version)
1705 { 1735 {
1736
1706 agent.ControllingClient.RequestClientInfo(); 1737 agent.ControllingClient.RequestClientInfo();
1707 1738
1708 string agentcaps; 1739 string agentcaps;
@@ -1714,6 +1745,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1714 } 1745 }
1715 1746
1716 // No turning back 1747 // No turning back
1748
1749
1750
1717 agent.IsChildAgent = true; 1751 agent.IsChildAgent = true;
1718 1752
1719 string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps); 1753 string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
@@ -1737,12 +1771,25 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1737 capsPath); 1771 capsPath);
1738 } 1772 }
1739 1773
1774 // Backwards compatibility. Best effort
1775 if (version == "Unknown" || version == string.Empty)
1776 {
1777 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
1778 Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
1779 CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
1780 }
1781
1740 // SUCCESS! 1782 // SUCCESS!
1741 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination); 1783 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
1742 1784
1743 // Unlike a teleport, here we do not wait for the destination region to confirm the receipt. 1785 // Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
1744 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp); 1786 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
1745 1787
1788 // this may need the attachments
1789 agent.parcelRegionCross();
1790
1791 AgentHasMovedAway(agent, true);
1792
1746 agent.MakeChildAgent(); 1793 agent.MakeChildAgent();
1747 1794
1748 // FIXME: Possibly this should occur lower down after other commands to close other agents, 1795 // FIXME: Possibly this should occur lower down after other commands to close other agents,
@@ -1756,16 +1803,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1756// agent.SendOtherAgentsAvatarDataToMe(); 1803// agent.SendOtherAgentsAvatarDataToMe();
1757// agent.SendOtherAgentsAppearanceToMe(); 1804// agent.SendOtherAgentsAppearanceToMe();
1758 1805
1759 agent.parcelRegionCross(false);
1760
1761 // Backwards compatibility. Best effort
1762 if (version == "Unknown" || version == string.Empty)
1763 {
1764 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
1765 Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
1766 CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
1767 }
1768
1769 // Next, let's close the child agent connections that are too far away. 1806 // Next, let's close the child agent connections that are too far away.
1770 uint neighbourx; 1807 uint neighbourx;
1771 uint neighboury; 1808 uint neighboury;
@@ -1777,7 +1814,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1777 1814
1778 agent.CloseChildAgents(neighbourx, neighboury); 1815 agent.CloseChildAgents(neighbourx, neighboury);
1779 1816
1780 AgentHasMovedAway(agent, false); 1817
1781 1818
1782 // the user may change their profile information in other region, 1819 // the user may change their profile information in other region,
1783 // so the userinfo in UserProfileCache is not reliable any more, delete it 1820 // so the userinfo in UserProfileCache is not reliable any more, delete it
@@ -1817,7 +1854,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1817 #region Enable Child Agent 1854 #region Enable Child Agent
1818 1855
1819 /// <summary> 1856 /// <summary>
1820 /// This informs a single neighbouring region about agent "avatar". 1857 /// This informs a single neighbouring region about agent "avatar", and avatar about it
1821 /// Calls an asynchronous method to do so.. so it doesn't lag the sim. 1858 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
1822 /// </summary> 1859 /// </summary>
1823 /// <param name="sp"></param> 1860 /// <param name="sp"></param>
@@ -1833,8 +1870,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1833 agent.startpos = new Vector3(128, 128, 70); 1870 agent.startpos = new Vector3(128, 128, 70);
1834 agent.child = true; 1871 agent.child = true;
1835 1872
1836 //agent.Appearance = sp.Appearance; 1873 agent.Appearance = new AvatarAppearance();
1837 agent.Appearance = new AvatarAppearance(sp.Appearance, true, false); // guess this should be a lot less 1874 agent.Appearance.AvatarHeight = sp.Appearance.AvatarHeight;
1838 1875
1839 agent.CapsPath = CapsUtil.GetRandomCapsObjectPath(); 1876 agent.CapsPath = CapsUtil.GetRandomCapsObjectPath();
1840 1877
@@ -1866,6 +1903,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1866 agent.Id0 = currentAgentCircuit.Id0; 1903 agent.Id0 = currentAgentCircuit.Id0;
1867 } 1904 }
1868 1905
1906 Thread.Sleep(200); // the original delay that was at InformClientOfNeighbourAsync start
1907
1869 IPEndPoint external = region.ExternalEndPoint; 1908 IPEndPoint external = region.ExternalEndPoint;
1870 if (external != null) 1909 if (external != null)
1871 { 1910 {
@@ -1884,6 +1923,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1884 1923
1885 /// <summary> 1924 /// <summary>
1886 /// This informs all neighbouring regions about agent "avatar". 1925 /// This informs all neighbouring regions about agent "avatar".
1926 /// and as important informs the avatar about then
1887 /// </summary> 1927 /// </summary>
1888 /// <param name="sp"></param> 1928 /// <param name="sp"></param>
1889 public void EnableChildAgents(ScenePresence sp) 1929 public void EnableChildAgents(ScenePresence sp)
@@ -1900,81 +1940,77 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1900 m_log.Debug("[ENTITY TRANSFER MODULE]: m_regionInfo was null in EnableChildAgents, is this a NPC?"); 1940 m_log.Debug("[ENTITY TRANSFER MODULE]: m_regionInfo was null in EnableChildAgents, is this a NPC?");
1901 } 1941 }
1902 1942
1903 /// We need to find the difference between the new regions where there are no child agents 1943 LinkedList<ulong> previousRegionNeighbourHandles;
1904 /// and the regions where there are already child agents. We only send notification to the former. 1944
1905 List<ulong> neighbourHandles = NeighbourHandles(neighbours); // on this region 1945 Dictionary<ulong, string> seeds;
1906 neighbourHandles.Add(sp.Scene.RegionInfo.RegionHandle); // add this region too
1907 List<ulong> previousRegionNeighbourHandles;
1908 1946
1909 if (sp.Scene.CapsModule != null) 1947 if (sp.Scene.CapsModule != null)
1910 { 1948 {
1911 previousRegionNeighbourHandles = 1949 seeds = new Dictionary<ulong, string>(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID));
1912 new List<ulong>(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID).Keys); 1950 previousRegionNeighbourHandles = new LinkedList<ulong>(seeds.Keys);
1913 } 1951 }
1914 else 1952 else
1915 { 1953 {
1916 previousRegionNeighbourHandles = new List<ulong>();
1917 }
1918
1919 List<ulong> newRegions = NewNeighbours(neighbourHandles, previousRegionNeighbourHandles);
1920 List<ulong> oldRegions = OldNeighbours(neighbourHandles, previousRegionNeighbourHandles);
1921
1922// Dump("Current Neighbors", neighbourHandles);
1923// Dump("Previous Neighbours", previousRegionNeighbourHandles);
1924// Dump("New Neighbours", newRegions);
1925// Dump("Old Neighbours", oldRegions);
1926
1927 /// Update the scene presence's known regions here on this region
1928 sp.DropOldNeighbours(oldRegions);
1929
1930 /// Collect as many seeds as possible
1931 Dictionary<ulong, string> seeds;
1932 if (sp.Scene.CapsModule != null)
1933 seeds = new Dictionary<ulong, string>(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID));
1934 else
1935 seeds = new Dictionary<ulong, string>(); 1954 seeds = new Dictionary<ulong, string>();
1955 previousRegionNeighbourHandles = new LinkedList<ulong>();
1956 }
1936 1957
1937 //m_log.Debug(" !!! No. of seeds: " + seeds.Count);
1938 if (!seeds.ContainsKey(sp.Scene.RegionInfo.RegionHandle)) 1958 if (!seeds.ContainsKey(sp.Scene.RegionInfo.RegionHandle))
1939 seeds.Add(sp.Scene.RegionInfo.RegionHandle, sp.ControllingClient.RequestClientInfo().CapsPath); 1959 seeds.Add(sp.Scene.RegionInfo.RegionHandle, sp.ControllingClient.RequestClientInfo().CapsPath);
1940 1960
1941 /// Create the necessary child agents 1961 AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
1962
1963 List<ulong> newneighbours = new List<ulong>();
1942 List<AgentCircuitData> cagents = new List<AgentCircuitData>(); 1964 List<AgentCircuitData> cagents = new List<AgentCircuitData>();
1965
1966 ulong currentRegionHandler = sp.Scene.RegionInfo.RegionHandle;
1967
1943 foreach (GridRegion neighbour in neighbours) 1968 foreach (GridRegion neighbour in neighbours)
1944 { 1969 {
1945 if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle) 1970 ulong handler = neighbour.RegionHandle;
1946 {
1947 AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
1948 AgentCircuitData agent = sp.ControllingClient.RequestClientInfo();
1949 agent.BaseFolder = UUID.Zero;
1950 agent.InventoryFolder = UUID.Zero;
1951 agent.startpos = sp.AbsolutePosition + CalculateOffset(sp, neighbour);
1952 agent.child = true;
1953 // agent.Appearance = sp.Appearance;
1954 agent.Appearance = new AvatarAppearance(sp.Appearance, true, false); // guess this should be a lot less
1955 if (currentAgentCircuit != null)
1956 {
1957 agent.ServiceURLs = currentAgentCircuit.ServiceURLs;
1958 agent.IPAddress = currentAgentCircuit.IPAddress;
1959 agent.Viewer = currentAgentCircuit.Viewer;
1960 agent.Channel = currentAgentCircuit.Channel;
1961 agent.Mac = currentAgentCircuit.Mac;
1962 agent.Id0 = currentAgentCircuit.Id0;
1963 }
1964 1971
1965 if (newRegions.Contains(neighbour.RegionHandle)) 1972 if (handler == currentRegionHandler)
1966 { 1973 continue;
1967 agent.CapsPath = CapsUtil.GetRandomCapsObjectPath(); 1974
1968 sp.AddNeighbourRegion(neighbour.RegionHandle, agent.CapsPath); 1975 AgentCircuitData agent = sp.ControllingClient.RequestClientInfo();
1969 seeds.Add(neighbour.RegionHandle, agent.CapsPath); 1976 agent.BaseFolder = UUID.Zero;
1970 } 1977 agent.InventoryFolder = UUID.Zero;
1971 else 1978 agent.startpos = sp.AbsolutePosition + CalculateOffset(sp, neighbour);
1972 { 1979 agent.child = true;
1973 agent.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, neighbour.RegionHandle); 1980 agent.Appearance = new AvatarAppearance();
1974 } 1981 agent.Appearance.AvatarHeight = sp.Appearance.AvatarHeight;
1982
1983 if (currentAgentCircuit != null)
1984 {
1985 agent.ServiceURLs = currentAgentCircuit.ServiceURLs;
1986 agent.IPAddress = currentAgentCircuit.IPAddress;
1987 agent.Viewer = currentAgentCircuit.Viewer;
1988 agent.Channel = currentAgentCircuit.Channel;
1989 agent.Mac = currentAgentCircuit.Mac;
1990 agent.Id0 = currentAgentCircuit.Id0;
1991 }
1975 1992
1976 cagents.Add(agent); 1993 if (previousRegionNeighbourHandles.Contains(handler))
1994 {
1995 previousRegionNeighbourHandles.Remove(handler);
1996 agent.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, handler);
1977 } 1997 }
1998 else
1999 {
2000 newneighbours.Add(handler);
2001 agent.CapsPath = CapsUtil.GetRandomCapsObjectPath();
2002 sp.AddNeighbourRegion(handler, agent.CapsPath);
2003 seeds.Add(handler, agent.CapsPath);
2004 }
2005
2006 cagents.Add(agent);
2007 }
2008
2009 //sp.DropOldNeighbours(previousRegionNeighbourHandles);
2010 foreach (ulong handle in previousRegionNeighbourHandles)
2011 {
2012 sp.RemoveNeighbourRegion(handle);
2013 Scene.CapsModule.DropChildSeed(sp.UUID, handle);
1978 } 2014 }
1979 2015
1980 /// Update all child agent with everyone's seeds 2016 /// Update all child agent with everyone's seeds
@@ -1987,34 +2023,23 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1987 { 2023 {
1988 sp.Scene.CapsModule.SetChildrenSeed(sp.UUID, seeds); 2024 sp.Scene.CapsModule.SetChildrenSeed(sp.UUID, seeds);
1989 } 2025 }
2026
1990 sp.KnownRegions = seeds; 2027 sp.KnownRegions = seeds;
1991 //avatar.Scene.DumpChildrenSeeds(avatar.UUID); 2028 //avatar.Scene.DumpChildrenSeeds(avatar.UUID);
1992 //avatar.DumpKnownRegions(); 2029 //avatar.DumpKnownRegions();
1993 2030
1994 bool newAgent = false; 2031 Util.FireAndForget(delegate
1995 int count = 0;
1996 foreach (GridRegion neighbour in neighbours)
1997 { 2032 {
1998 //m_log.WarnFormat("--> Going to send child agent to {0}", neighbour.RegionName); 2033 Thread.Sleep(200); // the original delay that was at InformClientOfNeighbourAsync start
1999 // Don't do it if there's already an agent in that region 2034 int count = 0;
2000 if (newRegions.Contains(neighbour.RegionHandle)) 2035 bool newagent;
2001 newAgent = true;
2002 else
2003 newAgent = false;
2004// continue;
2005 2036
2006 if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle) 2037 foreach (GridRegion neighbour in neighbours)
2007 { 2038 {
2008 try 2039 try
2009 { 2040 {
2010 // Let's put this back at sync, so that it doesn't clog 2041 newagent = newneighbours.Contains(neighbour.RegionHandle);
2011 // the network, especially for regions in the same physical server. 2042 InformClientOfNeighbourAsync(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newagent);
2012 // We're really not in a hurry here.
2013 InformClientOfNeighbourAsync(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent);
2014 //InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
2015 //d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
2016 // InformClientOfNeighbourCompleted,
2017 // d);
2018 } 2043 }
2019 2044
2020 catch (ArgumentOutOfRangeException) 2045 catch (ArgumentOutOfRangeException)
@@ -2022,9 +2047,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
2022 m_log.ErrorFormat( 2047 m_log.ErrorFormat(
2023 "[ENTITY TRANSFER MODULE]: Neighbour Regions response included the current region in the neighbour list. The following region will not display to the client: {0} for region {1} ({2}, {3}).", 2048 "[ENTITY TRANSFER MODULE]: Neighbour Regions response included the current region in the neighbour list. The following region will not display to the client: {0} for region {1} ({2}, {3}).",
2024 neighbour.ExternalHostName, 2049 neighbour.ExternalHostName,
2025 neighbour.RegionHandle, 2050 neighbour.RegionHandle,
2026 neighbour.RegionLocX, 2051 neighbour.RegionLocX,
2027 neighbour.RegionLocY); 2052 neighbour.RegionLocY);
2028 } 2053 }
2029 catch (Exception e) 2054 catch (Exception e)
2030 { 2055 {
@@ -2041,11 +2066,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
2041 2066
2042 // XXX: Well, decided to swallow the exception instead for now. Let us see how that goes. 2067 // XXX: Well, decided to swallow the exception instead for now. Let us see how that goes.
2043 // throw e; 2068 // throw e;
2044
2045 } 2069 }
2070 count++;
2046 } 2071 }
2047 count++; 2072 });
2048 }
2049 } 2073 }
2050 2074
2051 Vector3 CalculateOffset(ScenePresence sp, GridRegion neighbour) 2075 Vector3 CalculateOffset(ScenePresence sp, GridRegion neighbour)
@@ -2079,11 +2103,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
2079 private void InformClientOfNeighbourAsync(ScenePresence sp, AgentCircuitData a, GridRegion reg, 2103 private void InformClientOfNeighbourAsync(ScenePresence sp, AgentCircuitData a, GridRegion reg,
2080 IPEndPoint endPoint, bool newAgent) 2104 IPEndPoint endPoint, bool newAgent)
2081 { 2105 {
2082 // Let's wait just a little to give time to originating regions to catch up with closing child agents 2106 Scene scene = sp.Scene;
2083 // after a cross here 2107 if (!newAgent)
2084 Thread.Sleep(500); 2108 return;
2085
2086 Scene scene = sp.Scene;
2087 2109
2088 m_log.DebugFormat( 2110 m_log.DebugFormat(
2089 "[ENTITY TRANSFER MODULE]: Informing {0} {1} about neighbour {2} {3} at ({4},{5})", 2111 "[ENTITY TRANSFER MODULE]: Informing {0} {1} about neighbour {2} {3} at ({4},{5})",
@@ -2097,6 +2119,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
2097 2119
2098 if (regionAccepted && newAgent) 2120 if (regionAccepted && newAgent)
2099 { 2121 {
2122 // give time for createAgent to finish, since it is async and does grid services access
2123 Thread.Sleep(500);
2124
2100 if (m_eqModule != null) 2125 if (m_eqModule != null)
2101 { 2126 {
2102 #region IP Translation for NAT 2127 #region IP Translation for NAT
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index ecd6a09..668087f 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -557,6 +557,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
557 /// <param name="objectIDs"></param> 557 /// <param name="objectIDs"></param>
558 public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs) 558 public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs)
559 { 559 {
560/*
560 if (m_scenePresence.IsChildAgent) 561 if (m_scenePresence.IsChildAgent)
561 return; 562 return;
562 563
@@ -571,6 +572,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
571 { 572 {
572 client.SendAnimations(animations, seqs, m_scenePresence.ControllingClient.AgentId, objectIDs); 573 client.SendAnimations(animations, seqs, m_scenePresence.ControllingClient.AgentId, objectIDs);
573 }); 574 });
575 */
576 m_scenePresence.SendAnimPack(animations, seqs, objectIDs);
574 } 577 }
575 578
576 public void SendAnimPackToClient(IClientAPI client) 579 public void SendAnimPackToClient(IClientAPI client)
@@ -602,7 +605,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
602 605
603 m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); 606 m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs);
604 607
605 SendAnimPack(animIDs, sequenceNums, objectIDs); 608// SendAnimPack(animIDs, sequenceNums, objectIDs);
609 m_scenePresence.SendAnimPack(animIDs, sequenceNums, objectIDs);
606 } 610 }
607 611
608 public string GetAnimName(UUID animId) 612 public string GetAnimName(UUID animId)
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index ddae073..c0405ad 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -91,6 +91,11 @@ namespace OpenSim.Region.Framework.Scenes
91 return 0; 91 return 0;
92 92
93 uint priority; 93 uint priority;
94
95
96 // HACK
97 return GetPriorityByBestAvatarResponsiveness(client, entity);
98
94 99
95 switch (m_scene.UpdatePrioritizationScheme) 100 switch (m_scene.UpdatePrioritizationScheme)
96 { 101 {
@@ -157,30 +162,31 @@ namespace OpenSim.Region.Framework.Scenes
157 162
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 163 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 164 {
160 uint pqueue = ComputeDistancePriority(client,entity,false); 165 uint pqueue = 2; // keep compiler happy
161 166
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 167 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 168 if (presence != null)
164 { 169 {
165 if (!presence.IsChildAgent) 170 // All avatars other than our own go into pqueue 1
171 if (entity is ScenePresence)
172 return 1;
173
174 if (entity is SceneObjectPart)
166 { 175 {
167 // All avatars other than our own go into pqueue 1 176 // Attachments are high priority,
168 if (entity is ScenePresence) 177 if (((SceneObjectPart)entity).ParentGroup.IsAttachment)
169 return 1; 178 return 2;
170 179
171 if (entity is SceneObjectPart) 180 pqueue = ComputeDistancePriority(client, entity, false);
172 { 181
173 // Attachments are high priority, 182 // Non physical prims are lower priority than physical prims
174 if (((SceneObjectPart)entity).ParentGroup.IsAttachment) 183 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
175 return 1; 184 if (physActor == null || !physActor.IsPhysical)
176 185 pqueue++;
177 // Non physical prims are lower priority than physical prims
178 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
179 if (physActor == null || !physActor.IsPhysical)
180 pqueue++;
181 }
182 } 186 }
183 } 187 }
188 else
189 pqueue = ComputeDistancePriority(client, entity, false);
184 190
185 return pqueue; 191 return pqueue;
186 } 192 }
@@ -227,16 +233,28 @@ namespace OpenSim.Region.Framework.Scenes
227 233
228 // And convert the distance to a priority queue, this computation gives queues 234 // And convert the distance to a priority queue, this computation gives queues
229 // at 10, 20, 40, 80, 160, 320, 640, and 1280m 235 // at 10, 20, 40, 80, 160, 320, 640, and 1280m
230 uint pqueue = PriorityQueue.NumberOfImmediateQueues; 236 uint pqueue = PriorityQueue.NumberOfImmediateQueues + 1; // reserve attachments queue
231 uint queues = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues; 237 uint queues = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues;
232 238/*
233 for (int i = 0; i < queues - 1; i++) 239 for (int i = 0; i < queues - 1; i++)
234 { 240 {
235 if (distance < 30 * Math.Pow(2.0,i)) 241 if (distance < 30 * Math.Pow(2.0,i))
236 break; 242 break;
237 pqueue++; 243 pqueue++;
238 } 244 }
239 245*/
246 if (distance > 10f)
247 {
248 float tmp = (float)Math.Log((double)distance) * 1.4426950408889634073599246810019f - 3.3219280948873623478703194294894f;
249 // for a map identical to original:
250 // now
251 // 1st constant is 1/(log(2)) (natural log) so we get log2(distance)
252 // 2st constant makes it be log2(distance/10)
253 pqueue += (uint)tmp;
254 if (pqueue > queues - 1)
255 pqueue = queues - 1;
256 }
257
240 // If this is a root agent, then determine front & back 258 // If this is a root agent, then determine front & back
241 // Bump up the priority queue (drop the priority) for any objects behind the avatar 259 // Bump up the priority queue (drop the priority) for any objects behind the avatar
242 if (useFrontBack && ! presence.IsChildAgent) 260 if (useFrontBack && ! presence.IsChildAgent)
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index dd0c828..f5be7a7 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -295,6 +295,18 @@ namespace OpenSim.Region.Framework.Scenes
295 295
296 return myID; 296 return myID;
297 } 297 }
298
299 public uint AllocatePresenceLocalId()
300 {
301 uint myID;
302
303 _primAllocateMutex.WaitOne();
304 myID = ++m_lastAllocatedLocalId;
305 ++m_lastAllocatedLocalId;
306 _primAllocateMutex.ReleaseMutex();
307
308 return myID;
309 }
298 310
299 #region Module Methods 311 #region Module Methods
300 312
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 28758a9..dd5ee65 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -2636,6 +2636,16 @@ namespace OpenSim.Region.Framework.Scenes
2636 m_rootPart.UpdateFlag = UpdateRequired.TERSE; 2636 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
2637 } 2637 }
2638 2638
2639 if (IsAttachment)
2640 {
2641 ScenePresence sp = m_scene.GetScenePresence(AttachedAvatar);
2642 if (sp != null)
2643 {
2644 sp.SendAttachmentScheduleUpdate(this);
2645 return;
2646 }
2647 }
2648
2639 SceneObjectPart[] parts = m_parts.GetArray(); 2649 SceneObjectPart[] parts = m_parts.GetArray();
2640 for (int i = 0; i < parts.Length; i++) 2650 for (int i = 0; i < parts.Length; i++)
2641 { 2651 {
@@ -2697,6 +2707,16 @@ namespace OpenSim.Region.Framework.Scenes
2697 return; 2707 return;
2698 2708
2699// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2709// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
2710
2711 if (IsAttachment)
2712 {
2713 ScenePresence sp = m_scene.GetScenePresence(AttachedAvatar);
2714 if (sp != null)
2715 {
2716 sp.SendAttachmentUpdate(this,UpdateRequired.FULL);
2717 return;
2718 }
2719 }
2700 2720
2701 RootPart.SendFullUpdateToAllClients(); 2721 RootPart.SendFullUpdateToAllClients();
2702 2722
@@ -2720,6 +2740,16 @@ namespace OpenSim.Region.Framework.Scenes
2720 if (IsDeleted) 2740 if (IsDeleted)
2721 return; 2741 return;
2722 2742
2743 if (IsAttachment)
2744 {
2745 ScenePresence sp = m_scene.GetScenePresence(AttachedAvatar);
2746 if (sp != null)
2747 {
2748 sp.SendAttachmentUpdate(RootPart, UpdateRequired.TERSE);
2749 return;
2750 }
2751 }
2752
2723 RootPart.SendTerseUpdateToAllClients(); 2753 RootPart.SendTerseUpdateToAllClients();
2724 } 2754 }
2725 2755
@@ -2739,6 +2769,16 @@ namespace OpenSim.Region.Framework.Scenes
2739 if (IsDeleted) 2769 if (IsDeleted)
2740 return; 2770 return;
2741 2771
2772 if (IsAttachment)
2773 {
2774 ScenePresence sp = m_scene.GetScenePresence(AttachedAvatar);
2775 if (sp != null)
2776 {
2777 sp.SendAttachmentUpdate(this, UpdateRequired.TERSE);
2778 return;
2779 }
2780 }
2781
2742 SceneObjectPart[] parts = m_parts.GetArray(); 2782 SceneObjectPart[] parts = m_parts.GetArray();
2743 for (int i = 0; i < parts.Length; i++) 2783 for (int i = 0; i < parts.Length; i++)
2744 parts[i].SendTerseUpdateToAllClients(); 2784 parts[i].SendTerseUpdateToAllClients();
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 0f67d07..5bfc640 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -969,7 +969,7 @@ namespace OpenSim.Region.Framework.Scenes
969 m_name = String.Format("{0} {1}", Firstname, Lastname); 969 m_name = String.Format("{0} {1}", Firstname, Lastname);
970 m_scene = world; 970 m_scene = world;
971 m_uuid = client.AgentId; 971 m_uuid = client.AgentId;
972 LocalId = m_scene.AllocateLocalId(); 972 LocalId = m_scene.AllocatePresenceLocalId();
973 973
974 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); 974 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid);
975 if (account != null) 975 if (account != null)
@@ -1268,79 +1268,6 @@ namespace OpenSim.Region.Framework.Scenes
1268 1268
1269 m_scene.SwapRootAgentCount(false); 1269 m_scene.SwapRootAgentCount(false);
1270 1270
1271 // The initial login scene presence is already root when it gets here
1272 // and it has already rezzed the attachments and started their scripts.
1273 // We do the following only for non-login agents, because their scripts
1274 // haven't started yet.
1275/* moved down
1276 if (PresenceType == PresenceType.Npc || (TeleportFlags & TeleportFlags.ViaLogin) != 0)
1277 {
1278 // Viewers which have a current outfit folder will actually rez their own attachments. However,
1279 // viewers without (e.g. v1 viewers) will not, so we still need to make this call.
1280 if (Scene.AttachmentsModule != null)
1281 Util.FireAndForget(
1282 o =>
1283 {
1284// if (PresenceType != PresenceType.Npc && Util.FireAndForgetMethod != FireAndForgetMethod.None)
1285// System.Threading.Thread.Sleep(7000);
1286
1287 Scene.AttachmentsModule.RezAttachments(this);
1288 });
1289 }
1290 else
1291
1292 {
1293 // We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT
1294 // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
1295 // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
1296 // not transporting the required data.
1297 //
1298 // We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT
1299 // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
1300 // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
1301 // not transporting the required data.
1302 //
1303 // We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of
1304 // the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here
1305 // which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status.
1306 //
1307 // FIXME: In theory, this deadlock should not arise since scripts should not be processing events until ResumeScripts().
1308 // But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing
1309 // is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the
1310 // script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine.
1311 //
1312 // One cannot simply iterate over attachments in a fire and forget thread because this would no longer
1313 // be locked, allowing race conditions if other code changes the attachments list.
1314
1315 List<SceneObjectGroup> attachments = GetAttachments();
1316
1317 if (attachments.Count > 0)
1318 {
1319 m_log.DebugFormat(
1320 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
1321
1322 // Resume scripts this possible should also be moved down after sending the avatar to viewer ?
1323 foreach (SceneObjectGroup sog in attachments)
1324 {
1325// sending attachments before the avatar ?
1326// moved to completemovement where it already was
1327// sog.ScheduleGroupForFullUpdate();
1328 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
1329 sog.ResumeScripts();
1330 }
1331 }
1332 }
1333*/
1334/*
1335 SendAvatarDataToAllAgents();
1336
1337 // send the animations of the other presences to me
1338 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
1339 {
1340 if (presence != this)
1341 presence.Animator.SendAnimPackToClient(ControllingClient);
1342 });
1343*/
1344 1271
1345 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 1272 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
1346 // stall on the border crossing since the existing child agent will still have the last movement 1273 // stall on the border crossing since the existing child agent will still have the last movement
@@ -1400,7 +1327,7 @@ namespace OpenSim.Region.Framework.Scenes
1400 else 1327 else
1401 Animator.ResetAnimations(); 1328 Animator.ResetAnimations();
1402 1329
1403 1330
1404// m_log.DebugFormat( 1331// m_log.DebugFormat(
1405// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1332// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
1406// Name, UUID, m_scene.RegionInfo.RegionName); 1333// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1754,7 +1681,7 @@ namespace OpenSim.Region.Framework.Scenes
1754 /// </param> 1681 /// </param>
1755 public void CompleteMovement(IClientAPI client, bool openChildAgents) 1682 public void CompleteMovement(IClientAPI client, bool openChildAgents)
1756 { 1683 {
1757// DateTime startTime = DateTime.Now; 1684 int ts = Util.EnvironmentTickCount();
1758 1685
1759 m_log.InfoFormat( 1686 m_log.InfoFormat(
1760 "[SCENE PRESENCE]: Completing movement of {0} into region {1} in position {2}", 1687 "[SCENE PRESENCE]: Completing movement of {0} into region {1} in position {2}",
@@ -1767,6 +1694,7 @@ namespace OpenSim.Region.Framework.Scenes
1767 // Make sure it's not a login agent. We don't want to wait for updates during login 1694 // Make sure it's not a login agent. We don't want to wait for updates during login
1768 if (!isNPC && (m_teleportFlags & TeleportFlags.ViaLogin) == 0) 1695 if (!isNPC && (m_teleportFlags & TeleportFlags.ViaLogin) == 0)
1769 { 1696 {
1697
1770 // Let's wait until UpdateAgent (called by departing region) is done 1698 // Let's wait until UpdateAgent (called by departing region) is done
1771 if (!WaitForUpdateAgent(client)) 1699 if (!WaitForUpdateAgent(client))
1772 // The sending region never sent the UpdateAgent data, we have to refuse 1700 // The sending region never sent the UpdateAgent data, we have to refuse
@@ -1786,6 +1714,9 @@ namespace OpenSim.Region.Framework.Scenes
1786 AbsolutePosition = pos; 1714 AbsolutePosition = pos;
1787 } 1715 }
1788*/ 1716*/
1717
1718 m_log.DebugFormat("[CompleteMovement] WaitForUpdateAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts));
1719
1789 bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1720 bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1790 if (!MakeRootAgent(AbsolutePosition, flying)) 1721 if (!MakeRootAgent(AbsolutePosition, flying))
1791 { 1722 {
@@ -1796,6 +1727,8 @@ namespace OpenSim.Region.Framework.Scenes
1796 return; 1727 return;
1797 } 1728 }
1798 1729
1730 m_log.DebugFormat("[CompleteMovement] MakeRootAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts));
1731
1799 Vector3 look = Lookat; 1732 Vector3 look = Lookat;
1800 if ((Math.Abs(look.X) < 0.01) && (Math.Abs(look.Y) < 0.01)) 1733 if ((Math.Abs(look.X) < 0.01) && (Math.Abs(look.Y) < 0.01))
1801 { 1734 {
@@ -1806,6 +1739,17 @@ namespace OpenSim.Region.Framework.Scenes
1806 look = new Vector3(0.99f, 0.042f, 0); 1739 look = new Vector3(0.99f, 0.042f, 0);
1807 } 1740 }
1808 1741
1742 if (!IsChildAgent)
1743 {
1744 InventoryFolderBase cof = m_scene.InventoryService.GetFolderForType(client.AgentId, (AssetType)46);
1745 if (cof == null)
1746 COF = UUID.Zero;
1747 else
1748 COF = cof.ID;
1749
1750 m_log.DebugFormat("[ScenePresence]: CompleteMovement COF for {0} is {1}", client.AgentId, COF);
1751 }
1752
1809 // Tell the client that we're totally ready 1753 // Tell the client that we're totally ready
1810 ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); 1754 ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
1811 1755
@@ -1816,6 +1760,8 @@ namespace OpenSim.Region.Framework.Scenes
1816 1760
1817 // m_log.DebugFormat("[SCENE PRESENCE] Completed movement"); 1761 // m_log.DebugFormat("[SCENE PRESENCE] Completed movement");
1818 1762
1763 m_log.DebugFormat("[CompleteMovement] MoveAgentIntoRegion: {0}ms", Util.EnvironmentTickCountSubtract(ts));
1764
1819 if (!string.IsNullOrEmpty(m_callbackURI)) 1765 if (!string.IsNullOrEmpty(m_callbackURI))
1820 { 1766 {
1821 // We cannot sleep here since this would hold up the inbound packet processing thread, as 1767 // We cannot sleep here since this would hold up the inbound packet processing thread, as
@@ -1844,6 +1790,8 @@ namespace OpenSim.Region.Framework.Scenes
1844// client.Name, client.AgentId, m_scene.RegionInfo.RegionName); 1790// client.Name, client.AgentId, m_scene.RegionInfo.RegionName);
1845// } 1791// }
1846 1792
1793 m_log.DebugFormat("[CompleteMovement] ReleaseAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts));
1794
1847 m_previusParcelHide = false; 1795 m_previusParcelHide = false;
1848 m_previusParcelUUID = UUID.Zero; 1796 m_previusParcelUUID = UUID.Zero;
1849 m_currentParcelHide = false; 1797 m_currentParcelHide = false;
@@ -1856,15 +1804,11 @@ namespace OpenSim.Region.Framework.Scenes
1856 1804
1857 if (!IsChildAgent) 1805 if (!IsChildAgent)
1858 { 1806 {
1859 newhide = m_currentParcelHide;
1860 m_currentParcelHide = false;
1861
1862 // take this region out of children Neighbours list
1863 // possible should be done elsewhere
1864 DropThisRootRegionFromNeighbours();
1865 1807
1866 ValidateAndSendAppearanceAndAgentData(); 1808 ValidateAndSendAppearanceAndAgentData();
1867 1809
1810 m_log.DebugFormat("[CompleteMovement] ValidateAndSendAppearanceAndAgentData: {0}ms", Util.EnvironmentTickCountSubtract(ts));
1811
1868 // attachments 1812 // attachments
1869 if (isNPC || (TeleportFlags & TeleportFlags.ViaLogin) != 0) 1813 if (isNPC || (TeleportFlags & TeleportFlags.ViaLogin) != 0)
1870 { 1814 {
@@ -1877,23 +1821,40 @@ namespace OpenSim.Region.Framework.Scenes
1877 } 1821 }
1878 else 1822 else
1879 { 1823 {
1880 List<SceneObjectGroup> attachments = GetAttachments(); 1824 if (m_attachments.Count > 0)
1881
1882 if (attachments.Count > 0)
1883 { 1825 {
1884 m_log.DebugFormat( 1826 m_log.DebugFormat(
1885 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); 1827 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
1886 1828
1887 // Resume scripts this possible should also be moved down after sending the avatar to viewer ? 1829 // Resume scripts this possible should also be moved down after sending the avatar to viewer ?
1888 foreach (SceneObjectGroup sog in attachments) 1830 foreach (SceneObjectGroup sog in m_attachments)
1889 { 1831 {
1890 sog.ScheduleGroupForFullUpdate(); 1832 sog.SendFullUpdateToClient(ControllingClient);
1833 SendFullUpdateToClient(ControllingClient);
1834
1835 if (!sog.HasPrivateAttachmentPoint)
1836 {
1837 // sog.ScheduleGroupForFullUpdate();
1838 m_scene.ForEachScenePresence(delegate(ScenePresence p)
1839 {
1840 if (p == this)
1841 return;
1842
1843 if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200)
1844 return;
1845
1846 sog.SendFullUpdateToClient(p.ControllingClient);
1847 SendFullUpdateToClient(p.ControllingClient); // resend our data by updates path
1848 });
1849 }
1891 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 1850 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
1892 sog.ResumeScripts(); 1851 sog.ResumeScripts();
1893 } 1852 }
1894 } 1853 }
1895 } 1854 }
1896 1855
1856 m_log.DebugFormat("[CompleteMovement] attachments: {0}ms", Util.EnvironmentTickCountSubtract(ts));
1857
1897 // Create child agents in neighbouring regions 1858 // Create child agents in neighbouring regions
1898 if (openChildAgents) 1859 if (openChildAgents)
1899 { 1860 {
@@ -1903,10 +1864,14 @@ namespace OpenSim.Region.Framework.Scenes
1903 } 1864 }
1904 } 1865 }
1905 1866
1867 m_log.DebugFormat("[CompleteMovement] openChildAgents: {0}ms", Util.EnvironmentTickCountSubtract(ts));
1868
1906 // send the rest of the world 1869 // send the rest of the world
1907 if (m_teleportFlags > 0 && !isNPC) 1870 if (m_teleportFlags > 0 && !isNPC || m_currentParcelHide)
1908 SendInitialDataToMe(); 1871 SendInitialDataToMe();
1909 1872
1873 m_log.DebugFormat("[CompleteMovement] SendInitialDataToMe: {0}ms", Util.EnvironmentTickCountSubtract(ts));
1874
1910 if (!IsChildAgent) 1875 if (!IsChildAgent)
1911 { 1876 {
1912// moved from makeroot missing in sendInitialDataToMe 1877// moved from makeroot missing in sendInitialDataToMe
@@ -1923,6 +1888,8 @@ namespace OpenSim.Region.Framework.Scenes
1923 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); 1888 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
1924 if (friendsModule != null) 1889 if (friendsModule != null)
1925 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); 1890 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
1891
1892 m_log.DebugFormat("[CompleteMovement] friendsModule: {0}ms", Util.EnvironmentTickCountSubtract(ts));
1926 } 1893 }
1927 } 1894 }
1928 } 1895 }
@@ -1931,11 +1898,13 @@ namespace OpenSim.Region.Framework.Scenes
1931 m_inTransit = false; 1898 m_inTransit = false;
1932 } 1899 }
1933 // if hide force a check 1900 // if hide force a check
1934 if (!IsChildAgent && newhide) 1901 // if (!IsChildAgent && newhide)
1935 { 1902 // {
1936 ParcelLoginCheck(m_currentParcelUUID); 1903 // ParcelLoginCheck(m_currentParcelUUID);
1937 m_currentParcelHide = newhide; 1904 // m_currentParcelHide = newhide;
1938 } 1905 // }
1906
1907 m_log.DebugFormat("[CompleteMovement] end: {0}ms", Util.EnvironmentTickCountSubtract(ts));
1939 } 1908 }
1940 1909
1941 /// <summary> 1910 /// <summary>
@@ -2776,34 +2745,15 @@ namespace OpenSim.Region.Framework.Scenes
2776 2745
2777 if (satOnObject) 2746 if (satOnObject)
2778 { 2747 {
2779// SendAvatarDataToAllAgents();
2780 m_requestedSitTargetID = 0; 2748 m_requestedSitTargetID = 0;
2781
2782 part.RemoveSittingAvatar(UUID); 2749 part.RemoveSittingAvatar(UUID);
2783
2784 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 2750 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2785 }
2786 2751
2787 else if (PhysicsActor == null) 2752 SendAvatarDataToAllAgents();
2788 AddToPhysicalScene(false); 2753 }
2789 2754
2790 Animator.TrySetMovementAnimation("STAND"); 2755 Animator.TrySetMovementAnimation("STAND");
2791 2756
2792 if (satOnObject)
2793 {
2794 ILandObject land = m_scene.LandChannel.GetLandObject(AbsolutePosition.X,AbsolutePosition.Y);
2795 if (land != null)
2796 {
2797 UUID parcelID = land.LandData.GlobalID;
2798 if (m_currentParcelUUID != parcelID)
2799 currentParcelUUID = parcelID;
2800 else
2801 SendAvatarDataToAllAgents();
2802 }
2803 else
2804 SendAvatarDataToAllAgents();
2805 }
2806
2807 TriggerScenePresenceUpdated(); 2757 TriggerScenePresenceUpdated();
2808 } 2758 }
2809 2759
@@ -3078,11 +3028,14 @@ namespace OpenSim.Region.Framework.Scenes
3078 3028
3079 ParentPart = part; 3029 ParentPart = part;
3080 ParentID = part.LocalId; 3030 ParentID = part.LocalId;
3031
3032 SendAvatarDataToAllAgents();
3033
3081 if(status == 3) 3034 if(status == 3)
3082 Animator.TrySetMovementAnimation("SIT_GROUND"); 3035 Animator.TrySetMovementAnimation("SIT_GROUND");
3083 else 3036 else
3084 Animator.TrySetMovementAnimation("SIT"); 3037 Animator.TrySetMovementAnimation("SIT");
3085 SendAvatarDataToAllAgents(); 3038
3086 3039
3087 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 3040 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
3088 } 3041 }
@@ -3182,13 +3135,14 @@ namespace OpenSim.Region.Framework.Scenes
3182 Velocity = Vector3.Zero; 3135 Velocity = Vector3.Zero;
3183 RemoveFromPhysicalScene(); 3136 RemoveFromPhysicalScene();
3184 3137
3138 SendAvatarDataToAllAgents();
3139
3185 String sitAnimation = "SIT"; 3140 String sitAnimation = "SIT";
3186 if (!String.IsNullOrEmpty(part.SitAnimation)) 3141 if (!String.IsNullOrEmpty(part.SitAnimation))
3187 { 3142 {
3188 sitAnimation = part.SitAnimation; 3143 sitAnimation = part.SitAnimation;
3189 } 3144 }
3190 Animator.TrySetMovementAnimation(sitAnimation); 3145 Animator.TrySetMovementAnimation(sitAnimation);
3191 SendAvatarDataToAllAgents();
3192 TriggerScenePresenceUpdated(); 3146 TriggerScenePresenceUpdated();
3193 } 3147 }
3194 } 3148 }
@@ -3349,8 +3303,30 @@ namespace OpenSim.Region.Framework.Scenes
3349 3303
3350 #region Update Client(s) 3304 #region Update Client(s)
3351 3305
3306 public void SendUpdateToAgent(ScenePresence p)
3307 {
3308 IClientAPI remoteClient = p.ControllingClient;
3309
3310 if (remoteClient.IsActive)
3311 {
3312 //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity);
3313 remoteClient.SendEntityUpdate(this, PrimUpdateFlags.FullUpdate);
3314 m_scene.StatsReporter.AddAgentUpdates(1);
3315 }
3316 }
3317
3318 public void SendFullUpdateToClient(IClientAPI remoteClient)
3319 {
3320 if (remoteClient.IsActive)
3321 {
3322 //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity);
3323 remoteClient.SendEntityUpdate(this, PrimUpdateFlags.FullUpdate);
3324 m_scene.StatsReporter.AddAgentUpdates(1);
3325 }
3326 }
3327
3352 // this is diferente from SendTerseUpdateToClient 3328 // this is diferente from SendTerseUpdateToClient
3353 // this sends bypassing ententies updates 3329 // this sends bypassing entities updates
3354 public void SendAgentTerseUpdate(ISceneEntity p) 3330 public void SendAgentTerseUpdate(ISceneEntity p)
3355 { 3331 {
3356 ControllingClient.SendAgentTerseUpdate(p); 3332 ControllingClient.SendAgentTerseUpdate(p);
@@ -3377,7 +3353,7 @@ namespace OpenSim.Region.Framework.Scenes
3377 } 3353 }
3378 } 3354 }
3379 3355
3380 public void SendTerseUpdateToAgentClient(ScenePresence p) 3356 public void SendTerseUpdateToAgent(ScenePresence p)
3381 { 3357 {
3382 IClientAPI remoteClient = p.ControllingClient; 3358 IClientAPI remoteClient = p.ControllingClient;
3383 3359
@@ -3396,6 +3372,18 @@ namespace OpenSim.Region.Framework.Scenes
3396 m_scene.StatsReporter.AddAgentUpdates(1); 3372 m_scene.StatsReporter.AddAgentUpdates(1);
3397 } 3373 }
3398 3374
3375 public void SendTerseUpdateToAgentNF(ScenePresence p)
3376 {
3377 IClientAPI remoteClient = p.ControllingClient;
3378 if (remoteClient.IsActive)
3379 {
3380 //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity);
3381 remoteClient.SendEntityUpdate(this, PrimUpdateFlags.FullUpdate);
3382 m_scene.StatsReporter.AddAgentUpdates(1);
3383 }
3384 }
3385
3386
3399 // vars to support reduced update frequency when velocity is unchanged 3387 // vars to support reduced update frequency when velocity is unchanged
3400 private Vector3 lastVelocitySentToAllClients = Vector3.Zero; 3388 private Vector3 lastVelocitySentToAllClients = Vector3.Zero;
3401 private Vector3 lastPositionSentToAllClients = Vector3.Zero; 3389 private Vector3 lastPositionSentToAllClients = Vector3.Zero;
@@ -3437,7 +3425,7 @@ namespace OpenSim.Region.Framework.Scenes
3437 3425
3438// Console.WriteLine("Scheduled update for {0} in {1}", Name, Scene.Name); 3426// Console.WriteLine("Scheduled update for {0} in {1}", Name, Scene.Name);
3439// m_scene.ForEachClient(SendTerseUpdateToClient); 3427// m_scene.ForEachClient(SendTerseUpdateToClient);
3440 m_scene.ForEachScenePresence(SendTerseUpdateToAgentClient); 3428 m_scene.ForEachScenePresence(SendTerseUpdateToAgent);
3441 } 3429 }
3442 TriggerScenePresenceUpdated(); 3430 TriggerScenePresenceUpdated();
3443 } 3431 }
@@ -3478,16 +3466,14 @@ namespace OpenSim.Region.Framework.Scenes
3478 landch.sendClientInitialLandInfo(ControllingClient); 3466 landch.sendClientInitialLandInfo(ControllingClient);
3479 } 3467 }
3480 } 3468 }
3481 SendOtherAgentsAvatarDataToMe();
3482 SendOtherAgentsAppearanceToMe();
3483 3469
3470 SendOtherAgentsAvatarFullToMe();
3484 EntityBase[] entities = Scene.Entities.GetEntities(); 3471 EntityBase[] entities = Scene.Entities.GetEntities();
3485 foreach (EntityBase e in entities) 3472 foreach (EntityBase e in entities)
3486 { 3473 {
3487 if (e != null && e is SceneObjectGroup) 3474 if (e != null && e is SceneObjectGroup)
3488 ((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient); 3475 ((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient);
3489 } 3476 }
3490
3491 }); 3477 });
3492 } 3478 }
3493 3479
@@ -3508,40 +3494,56 @@ namespace OpenSim.Region.Framework.Scenes
3508 // to see if all the baked textures are already here. 3494 // to see if all the baked textures are already here.
3509 if (m_scene.AvatarFactory != null) 3495 if (m_scene.AvatarFactory != null)
3510 cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(this); 3496 cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(this);
3511 3497
3512 // If we aren't using a cached appearance, then clear out the baked textures 3498 // If we aren't using a cached appearance, then clear out the baked textures
3513 if (!cachedappearance) 3499 if (!cachedappearance)
3514 { 3500 {
3515// Appearance.ResetAppearance();
3516// save what ????
3517// maybe needed so the tryretry repair works?
3518 if (m_scene.AvatarFactory != null) 3501 if (m_scene.AvatarFactory != null)
3519 m_scene.AvatarFactory.QueueAppearanceSave(UUID); 3502 m_scene.AvatarFactory.QueueAppearanceSave(UUID);
3520 } 3503 }
3521 3504
3505 bool newhide = m_currentParcelHide;
3506 m_currentParcelHide = false;
3522 3507
3523 // This agent just became root. We are going to tell everyone about it. The process of
3524 // getting other avatars information was initiated elsewhere immediately after the child circuit connected... don't do it
3525 // again here... this comes after the cached appearance check because the avatars
3526 // appearance goes into the avatar update packet
3527 SendAvatarDataToAllAgents(); 3508 SendAvatarDataToAllAgents();
3528 3509
3529 // This invocation always shows up in the viewer logs as an error. Is it needed? 3510 if (newhide)
3530 // send all information we have 3511 {
3531 // possible not needed since viewer should ask about it 3512 ParcelLoginCheck(m_currentParcelUUID);
3532 // least it all ask for baked 3513 m_currentParcelHide = true;
3514 }
3515
3533 SendAppearanceToAgent(this); 3516 SendAppearanceToAgent(this);
3534 3517
3535 // If we are using the the cached appearance then send it out to everyone 3518 m_inTransit = false;
3536 // send even grays 3519
3537 if (cachedappearance) 3520 SendAppearanceToAllOtherAgents();
3521
3522 if(Animator!= null)
3523 Animator.SendAnimPack();
3524 }
3525
3526 /// <summary>
3527 /// Send avatar full data appearance and animations for all other root agents to this agent, this agent
3528 /// can be either a child or root
3529 /// </summary>
3530 public void SendOtherAgentsAvatarFullToMe()
3531 {
3532 int count = 0;
3533 m_scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence)
3538 { 3534 {
3539// m_log.DebugFormat("[SCENE PRESENCE]: Baked textures are in the cache for {0} in {1}", Name, m_scene.Name); 3535 // only send information about other root agents
3540 // If the avatars baked textures are all in the cache, then we have a 3536 if (scenePresence.UUID == UUID)
3541 // complete appearance... send it out, if not, then we'll send it when 3537 return;
3542 // the avatar finishes updating its appearance 3538
3543 SendAppearanceToAllOtherAgents(); 3539 scenePresence.SendAvatarDataToAgent(this);
3544 } 3540 scenePresence.SendAppearanceToAgent(this);
3541 scenePresence.SendAnimPackToAgent(this);
3542 // for now attachments are sent with all SOG
3543 count++;
3544 });
3545
3546 m_scene.StatsReporter.AddAgentUpdates(count);
3545 } 3547 }
3546 3548
3547 /// <summary> 3549 /// <summary>
@@ -3566,33 +3568,12 @@ namespace OpenSim.Region.Framework.Scenes
3566 3568
3567 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) 3569 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
3568 { 3570 {
3569 SendAvatarDataToAgent(scenePresence); 3571 SendAvatarDataToAgent(scenePresence);
3570 count++; 3572 count++;
3571 }); 3573 });
3572 3574
3573 m_scene.StatsReporter.AddAgentUpdates(count); 3575 m_scene.StatsReporter.AddAgentUpdates(count);
3574 } 3576 }
3575
3576 /// <summary>
3577 /// Send avatar data for all other root agents to this agent, this agent
3578 /// can be either a child or root
3579 /// </summary>
3580 public void SendOtherAgentsAvatarDataToMe()
3581 {
3582 int count = 0;
3583
3584 m_scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence)
3585 {
3586 // only send information about other root agents
3587 if (scenePresence.UUID == UUID)
3588 return;
3589
3590 scenePresence.SendAvatarDataToAgent(this);
3591 count++;
3592 });
3593
3594 m_scene.StatsReporter.AddAgentUpdates(count);
3595 }
3596 3577
3597 /// <summary> 3578 /// <summary>
3598 /// Send avatar data to an agent. 3579 /// Send avatar data to an agent.
@@ -3604,7 +3585,11 @@ namespace OpenSim.Region.Framework.Scenes
3604 if (ParcelHideThisAvatar && currentParcelUUID != avatar.currentParcelUUID && avatar.GodLevel < 200) 3585 if (ParcelHideThisAvatar && currentParcelUUID != avatar.currentParcelUUID && avatar.GodLevel < 200)
3605 return; 3586 return;
3606 avatar.ControllingClient.SendAvatarDataImmediate(this); 3587 avatar.ControllingClient.SendAvatarDataImmediate(this);
3607 Animator.SendAnimPackToClient(avatar.ControllingClient); 3588 }
3589
3590 public void SendAvatarDataToAgentNF(ScenePresence avatar)
3591 {
3592 avatar.ControllingClient.SendAvatarDataImmediate(this);
3608 } 3593 }
3609 3594
3610 /// <summary> 3595 /// <summary>
@@ -3639,28 +3624,6 @@ namespace OpenSim.Region.Framework.Scenes
3639 } 3624 }
3640 3625
3641 /// <summary> 3626 /// <summary>
3642 /// Send appearance from all other root agents to this agent. this agent
3643 /// can be either root or child
3644 /// </summary>
3645 public void SendOtherAgentsAppearanceToMe()
3646 {
3647// m_log.DebugFormat("[SCENE PRESENCE] SendOtherAgentsAppearanceToMe: {0} {1}", Name, UUID);
3648
3649 int count = 0;
3650 m_scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence)
3651 {
3652 // only send information about other root agents
3653 if (scenePresence.UUID == UUID)
3654 return;
3655
3656 scenePresence.SendAppearanceToAgent(this);
3657 count++;
3658 });
3659
3660 m_scene.StatsReporter.AddAgentUpdates(count);
3661 }
3662
3663 /// <summary>
3664 /// Send appearance data to an agent. 3627 /// Send appearance data to an agent.
3665 /// </summary> 3628 /// </summary>
3666 /// <param name="avatar"></param> 3629 /// <param name="avatar"></param>
@@ -3674,6 +3637,30 @@ namespace OpenSim.Region.Framework.Scenes
3674 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes()); 3637 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes());
3675 } 3638 }
3676 3639
3640 public void SendAnimPackToAgent(ScenePresence p)
3641 {
3642 if (IsChildAgent || Animator == null)
3643 return;
3644
3645 if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200)
3646 return;
3647
3648 Animator.SendAnimPackToClient(p.ControllingClient);
3649 }
3650
3651 public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs)
3652 {
3653 if (IsChildAgent)
3654 return;
3655
3656 m_scene.ForEachScenePresence(delegate(ScenePresence p)
3657 {
3658 if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200)
3659 return;
3660 p.ControllingClient.SendAnimations(animations, seqs, ControllingClient.AgentId, objectIDs);
3661 });
3662 }
3663
3677 #endregion 3664 #endregion
3678 3665
3679 #region Significant Movement Method 3666 #region Significant Movement Method
@@ -4072,19 +4059,7 @@ namespace OpenSim.Region.Framework.Scenes
4072 cAgent.Far = DrawDistance; 4059 cAgent.Far = DrawDistance;
4073 4060
4074 // Throttles 4061 // Throttles
4075 float multiplier = 1; 4062 cAgent.Throttles = ControllingClient.GetThrottlesPacked(1);
4076
4077/* this is also used to send to new main regions not children
4078
4079 int childRegions = KnownRegionCount;
4080 if (childRegions != 0)
4081 multiplier = 1f / childRegions;
4082
4083 // Minimum throttle for a child region is 1/4 of the root region throttle
4084 if (multiplier <= 0.25f)
4085 multiplier = 0.25f;
4086*/
4087 cAgent.Throttles = ControllingClient.GetThrottlesPacked(multiplier);
4088 4063
4089 cAgent.HeadRotation = m_headrotation; 4064 cAgent.HeadRotation = m_headrotation;
4090 cAgent.BodyRotation = Rotation; 4065 cAgent.BodyRotation = Rotation;
@@ -4193,13 +4168,15 @@ namespace OpenSim.Region.Framework.Scenes
4193 } 4168 }
4194 catch { } 4169 catch { }
4195 4170
4171 Animator.ResetAnimations();
4172
4196 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object? 4173 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
4197 if (cAgent.Anims != null)
4198 Animator.Animations.FromArray(cAgent.Anims);
4199 if (cAgent.DefaultAnim != null) 4174 if (cAgent.DefaultAnim != null)
4200 Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero); 4175 Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero);
4201 if (cAgent.AnimState != null) 4176 if (cAgent.AnimState != null)
4202 Animator.Animations.SetImplicitDefaultAnimation(cAgent.AnimState.AnimID, cAgent.AnimState.SequenceNum, UUID.Zero); 4177 Animator.Animations.SetImplicitDefaultAnimation(cAgent.AnimState.AnimID, cAgent.AnimState.SequenceNum, UUID.Zero);
4178 if (cAgent.Anims != null)
4179 Animator.Animations.FromArray(cAgent.Anims);
4203 4180
4204 if (Scene.AttachmentsModule != null) 4181 if (Scene.AttachmentsModule != null)
4205 Scene.AttachmentsModule.CopyAttachments(cAgent, this); 4182 Scene.AttachmentsModule.CopyAttachments(cAgent, this);
@@ -4653,15 +4630,245 @@ namespace OpenSim.Region.Framework.Scenes
4653 return validated; 4630 return validated;
4654 } 4631 }
4655 4632
4633 public void SendAttachmentsToAllAgents()
4634 {
4635 lock (m_attachments)
4636 {
4637 foreach (SceneObjectGroup sog in m_attachments)
4638 {
4639 m_scene.ForEachScenePresence(delegate(ScenePresence p)
4640 {
4641 if (p != this && sog.HasPrivateAttachmentPoint)
4642 return;
4643 if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200)
4644 return;
4645 sog.SendFullUpdateToClient(p.ControllingClient);
4646 SendFullUpdateToClient(p.ControllingClient); // resend our data by updates path
4647 });
4648 }
4649 }
4650 }
4656 4651
4657 public void SendAttachmentsToClient(IClientAPI client) 4652 // send attachments to a client without filters except for huds
4653 // for now they are checked in several places down the line...
4654 public void SendAttachmentsToAgentNF(ScenePresence p)
4658 { 4655 {
4659 lock (m_attachments) 4656 lock (m_attachments)
4660 { 4657 {
4661 foreach (SceneObjectGroup gobj in m_attachments) 4658 foreach (SceneObjectGroup sog in m_attachments)
4662 { 4659 {
4663 gobj.SendFullUpdateToClient(client); 4660 if (p == this || !sog.HasPrivateAttachmentPoint)
4661 {
4662 sog.SendFullUpdateToClient(p.ControllingClient);
4663 }
4664 } 4664 }
4665 SendFullUpdateToClient(p.ControllingClient); // resend our data by updates path
4666 }
4667 }
4668
4669 public void SendAttachmentScheduleUpdate(SceneObjectGroup sog)
4670 {
4671 if (IsChildAgent || IsInTransit)
4672 return;
4673
4674 SceneObjectPart[] origparts = sog.Parts;
4675 SceneObjectPart[] parts = new SceneObjectPart[origparts.Length];
4676 PrimUpdateFlags[] flags = new PrimUpdateFlags[origparts.Length];
4677
4678 SceneObjectPart rootpart = sog.RootPart;
4679 UpdateRequired rootreq = sog.RootPart.UpdateFlag;
4680
4681 int j = 0;
4682 bool allterse = true;
4683
4684 for (int i = 0; i < origparts.Length; i++)
4685 {
4686 switch (origparts[i].UpdateFlag)
4687 {
4688 case UpdateRequired.TERSE:
4689 flags[j] = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
4690 | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity;
4691 parts[j] = origparts[i];
4692 j++;
4693 break;
4694
4695 case UpdateRequired.FULL:
4696 flags[j] = PrimUpdateFlags.FullUpdate;
4697 parts[j] = origparts[i];
4698 j++;
4699 allterse = false;
4700 break;
4701 }
4702 origparts[i].UpdateFlag = 0;
4703 }
4704
4705 if (j == 0)
4706 return;
4707
4708 if (rootreq == UpdateRequired.NONE)
4709 {
4710 if (allterse)
4711 rootreq = UpdateRequired.TERSE;
4712 else
4713 rootreq = UpdateRequired.FULL;
4714 }
4715
4716 PrimUpdateFlags rootflag = PrimUpdateFlags.FullUpdate;
4717 if (rootreq == UpdateRequired.TERSE)
4718 rootflag = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
4719 | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity;
4720
4721 int nparts = j;
4722
4723 bool priv = sog.HasPrivateAttachmentPoint;
4724
4725 List<ScenePresence> allPresences = m_scene.GetScenePresences();
4726 foreach (ScenePresence p in allPresences)
4727 {
4728 if (p != this)
4729 {
4730 if (priv ||
4731 (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200))
4732 continue;
4733 }
4734
4735 p.ControllingClient.SendEntityUpdate(rootpart, rootflag);
4736
4737 for (int i = 0; i < nparts; i++)
4738 {
4739 SceneObjectPart part = parts[i];
4740 if (part == rootpart)
4741 continue;
4742 p.ControllingClient.SendEntityUpdate(part, flags[i]);
4743 }
4744 }
4745 }
4746
4747 public void SendAttachmentUpdate(SceneObjectGroup sog, UpdateRequired UpdateFlag)
4748 {
4749 if (IsChildAgent || IsInTransit)
4750 return;
4751
4752 PrimUpdateFlags flag;
4753 switch (UpdateFlag)
4754 {
4755 case UpdateRequired.TERSE:
4756 flag = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
4757 | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity;
4758 break;
4759
4760 case UpdateRequired.FULL:
4761 flag = PrimUpdateFlags.FullUpdate;
4762 break;
4763
4764 default:
4765 return;
4766 }
4767
4768 SceneObjectPart[] parts = sog.Parts;
4769 SceneObjectPart rootpart = sog.RootPart;
4770
4771 bool priv = sog.HasPrivateAttachmentPoint;
4772
4773 List<ScenePresence> allPresences = m_scene.GetScenePresences();
4774 foreach (ScenePresence p in allPresences)
4775 {
4776 if (p != this)
4777 {
4778 if (priv ||
4779 (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200))
4780 continue;
4781 }
4782
4783 p.ControllingClient.SendEntityUpdate(rootpart, flag);
4784 rootpart.UpdateFlag = 0;
4785
4786 for (int i = 0; i < parts.Length; i++)
4787 {
4788 SceneObjectPart part = parts[i];
4789 if (part == rootpart)
4790 continue;
4791 p.ControllingClient.SendEntityUpdate(part, flag);
4792 part.UpdateFlag = 0;
4793 }
4794 }
4795 }
4796
4797 public void SendAttachmentScheduleUpdate(SceneObjectPart part)
4798 {
4799 if (IsChildAgent || IsInTransit)
4800 return;
4801
4802
4803 PrimUpdateFlags flag;
4804 switch (part.UpdateFlag)
4805 {
4806 case UpdateRequired.TERSE:
4807 flag = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
4808 | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity;
4809 break;
4810
4811 case UpdateRequired.FULL:
4812 flag = PrimUpdateFlags.FullUpdate;
4813 break;
4814
4815 default:
4816 return;
4817 }
4818
4819 bool priv = part.ParentGroup.HasPrivateAttachmentPoint;
4820
4821 List<ScenePresence> allPresences = m_scene.GetScenePresences();
4822 foreach (ScenePresence p in allPresences)
4823 {
4824 if (p != this)
4825 {
4826
4827 if (priv ||
4828 (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200))
4829 continue;
4830 }
4831
4832 p.ControllingClient.SendEntityUpdate(part, flag);
4833 part.UpdateFlag = 0;
4834 }
4835 }
4836
4837 public void SendAttachmentUpdate(SceneObjectPart part, UpdateRequired UpdateFlag)
4838 {
4839 if (IsChildAgent || IsInTransit)
4840 return;
4841
4842 PrimUpdateFlags flag;
4843 switch (UpdateFlag)
4844 {
4845 case UpdateRequired.TERSE:
4846 flag = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
4847 | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity;
4848 break;
4849
4850 case UpdateRequired.FULL:
4851 flag = PrimUpdateFlags.FullUpdate;
4852 break;
4853
4854 default:
4855 return;
4856 }
4857
4858 bool priv = part.ParentGroup.HasPrivateAttachmentPoint;
4859
4860 List<ScenePresence> allPresences = m_scene.GetScenePresences();
4861 foreach (ScenePresence p in allPresences)
4862 {
4863 if (p != this)
4864 {
4865 if ( priv ||
4866 (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200))
4867 continue;
4868 }
4869
4870 p.ControllingClient.SendEntityUpdate(part, flag);
4871 part.UpdateFlag = 0;
4665 } 4872 }
4666 } 4873 }
4667 4874
@@ -5410,217 +5617,58 @@ namespace OpenSim.Region.Framework.Scenes
5410 5617
5411 private void parcelGodCheck(UUID currentParcelID, bool isGod) 5618 private void parcelGodCheck(UUID currentParcelID, bool isGod)
5412 { 5619 {
5413 List<ScenePresence> allpresences = null; 5620 List<ScenePresence> allpresences = m_scene.GetScenePresences();
5414
5415
5416 allpresences = m_scene.GetScenePresences();
5417
5418 if (isGod)
5419 {
5420 List<ScenePresence> viewsToSendme = new List<ScenePresence>();
5421
5422 foreach (ScenePresence p in allpresences)
5423 {
5424 if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
5425 continue;
5426 5621
5427 if (p.ParcelHideThisAvatar && p.currentParcelUUID != currentParcelID) 5622 foreach (ScenePresence p in allpresences)
5428 {
5429 viewsToSendme.Add(p); // i see them
5430 }
5431 }
5432
5433 if (viewsToSendme.Count > 0)
5434 {
5435 foreach (ScenePresence p in viewsToSendme)
5436 {
5437 if (p.IsChildAgent)
5438 continue;
5439 m_log.Debug("[AVATAR]: viewMe: " + Lastname + " " + p.Lastname);
5440 ControllingClient.SendAvatarDataImmediate(p);
5441 p.SendAppearanceToAgent(this);
5442 p.SendAttachmentsToClient(ControllingClient);
5443 if (p.Animator != null)
5444 p.Animator.SendAnimPackToClient(ControllingClient);
5445 }
5446 }
5447 }
5448 else
5449 { 5623 {
5450 List<ScenePresence> killsToSendme = new List<ScenePresence>(); 5624 if (p.IsDeleted || p.IsChildAgent || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
5451 5625 continue;
5452 foreach (ScenePresence p in allpresences)
5453 {
5454 if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
5455 continue;
5456
5457 if (p.ParcelHideThisAvatar && p.currentParcelUUID != currentParcelID)
5458 {
5459 killsToSendme.Add(p);
5460 }
5461 }
5462 5626
5463 if (killsToSendme.Count > 0) 5627 if (p.ParcelHideThisAvatar && p.currentParcelUUID != currentParcelID)
5464 { 5628 {
5465 foreach (ScenePresence p in killsToSendme) 5629 if (isGod)
5466 { 5630 p.SendViewTo(this);
5467 m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname); 5631 else
5468 try { ControllingClient.SendKillObject(new List<uint> { p.LocalId }); } 5632 p.SendKillTo(this);
5469 catch (NullReferenceException) { }
5470 }
5471 } 5633 }
5472 } 5634 }
5473
5474 } 5635 }
5475 5636
5476 private void ParcelLoginCheck(UUID currentParcelID) 5637 private void ParcelLoginCheck(UUID currentParcelID)
5477 { 5638 {
5478 List<ScenePresence> killsToSendto = new List<ScenePresence>(); 5639 List<ScenePresence> allpresences = m_scene.GetScenePresences();
5479 List<ScenePresence> killsToSendme = new List<ScenePresence>();
5480 List<ScenePresence> viewsToSendto = new List<ScenePresence>();
5481 List<ScenePresence> viewsToSendme = new List<ScenePresence>();
5482 List<ScenePresence> allpresences = null;
5483
5484 allpresences = m_scene.GetScenePresences();
5485 5640
5486 foreach (ScenePresence p in allpresences) 5641 foreach (ScenePresence p in allpresences)
5487 { 5642 {
5488 if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive) 5643 if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
5489 continue; 5644 continue;
5490 5645
5491 if (currentParcelID != p.currentParcelUUID) 5646 if (currentParcelID != p.currentParcelUUID && p.GodLevel < 200)
5492 { 5647 {
5493 if (p.GodLevel < 200) 5648 SendKillTo(p);
5494 killsToSendto.Add(p);
5495 if (GodLevel < 200 && p.ParcelHideThisAvatar)
5496 killsToSendme.Add(p);
5497 }
5498 else
5499 {
5500 viewsToSendto.Add(p);
5501 viewsToSendme.Add(p);
5502 }
5503 }
5504 allpresences.Clear();
5505
5506 // send the things
5507 // kill main avatar object
5508 if (killsToSendto.Count > 0 && PresenceType != PresenceType.Npc)
5509 {
5510 foreach (ScenePresence p in killsToSendto)
5511 {
5512 m_log.Debug("[AVATAR]: killTo: " + Lastname + " " + p.Lastname);
5513 try { p.ControllingClient.SendKillObject(new List<uint> { LocalId }); }
5514 catch (NullReferenceException) { }
5515 }
5516 }
5517
5518 if (killsToSendme.Count > 0)
5519 {
5520 foreach (ScenePresence p in killsToSendme)
5521 {
5522 m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname);
5523 try { ControllingClient.SendKillObject(new List<uint> { p.LocalId }); }
5524 catch (NullReferenceException) { }
5525 }
5526 }
5527
5528 if (viewsToSendto.Count > 0 && PresenceType != PresenceType.Npc)
5529 {
5530 foreach (ScenePresence p in viewsToSendto)
5531 {
5532 m_log.Debug("[AVATAR]: viewTo: " + Lastname + " " + p.Lastname);
5533 p.ControllingClient.SendAvatarDataImmediate(this);
5534 SendAppearanceToAgent(p);
5535 SendAttachmentsToClient(p.ControllingClient);
5536 if (Animator != null)
5537 Animator.SendAnimPackToClient(p.ControllingClient);
5538 }
5539 }
5540
5541 if (viewsToSendme.Count > 0)
5542 {
5543 foreach (ScenePresence p in viewsToSendme)
5544 {
5545 m_log.Debug("[AVATAR]: viewMe: " + Lastname + "<-" + p.Lastname);
5546 if (p.IsChildAgent)
5547 continue;
5548 ControllingClient.SendAvatarDataImmediate(p);
5549 p.SendAppearanceToAgent(this);
5550 p.SendAttachmentsToClient(ControllingClient);
5551 if (p.Animator != null)
5552 p.Animator.SendAnimPackToClient(ControllingClient);
5553 } 5649 }
5554 } 5650 }
5555 } 5651 }
5556 5652
5557 public void parcelRegionCross(bool abort) 5653 public void parcelRegionCross()
5558 { 5654 {
5559 if (!ParcelHideThisAvatar) 5655 if (!ParcelHideThisAvatar || GodLevel >= 200)
5560 return; 5656 return;
5561 5657
5562 List<ScenePresence> allpresences = null; 5658 List<ScenePresence> allpresences = null;
5563 allpresences = m_scene.GetScenePresences(); 5659 allpresences = m_scene.GetScenePresences();
5564 5660
5565 if (abort) 5661 foreach (ScenePresence p in allpresences)
5566 { 5662 {
5567 List<ScenePresence> viewsToSendme = new List<ScenePresence>(); 5663 if (p.IsDeleted || p == this || p.IsChildAgent || p.ControllingClient == null || !p.ControllingClient.IsActive)
5568 5664 continue;
5569 foreach (ScenePresence p in allpresences)
5570 {
5571 if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
5572 continue;
5573
5574 if (p.currentParcelUUID == m_currentParcelUUID)
5575 {
5576 viewsToSendme.Add(p);
5577 }
5578 }
5579 5665
5580 if (viewsToSendme.Count > 0) 5666 if (p.currentParcelUUID == m_currentParcelUUID)
5581 { 5667 {
5582 foreach (ScenePresence p in viewsToSendme) 5668 p.SendKillTo(this);
5583 {
5584 if (p.IsChildAgent)
5585 continue;
5586// m_log.Debug("[AVATAR]: viewMe: " + Lastname + " " + p.Lastname);
5587 ControllingClient.SendAvatarDataImmediate(p);
5588 p.SendAppearanceToAgent(this);
5589 p.SendAttachmentsToClient(ControllingClient);
5590 if (p.Animator != null)
5591 p.Animator.SendAnimPackToClient(ControllingClient);
5592 }
5593 }
5594 }
5595 else
5596 {
5597 if (GodLevel >= 200)
5598 return;
5599
5600 List<ScenePresence> killsToSendme = new List<ScenePresence>();
5601 foreach (ScenePresence p in allpresences)
5602 {
5603 if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
5604 continue;
5605
5606 if (p.currentParcelUUID == m_currentParcelUUID)
5607 {
5608 killsToSendme.Add(p);
5609 }
5610 }
5611
5612 if (killsToSendme.Count > 0)
5613 {
5614 foreach (ScenePresence p in killsToSendme)
5615 {
5616 m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname);
5617 try { ControllingClient.SendKillObject(new List<uint> { p.LocalId }); }
5618 catch (NullReferenceException) { }
5619 }
5620 } 5669 }
5621 } 5670 }
5622 } 5671 }
5623
5624 5672
5625 private void ParcelCrossCheck(UUID currentParcelID,UUID previusParcelID, 5673 private void ParcelCrossCheck(UUID currentParcelID,UUID previusParcelID,
5626 bool currentParcelHide, bool previusParcelHide, bool oldhide,bool check) 5674 bool currentParcelHide, bool previusParcelHide, bool oldhide,bool check)
@@ -5631,10 +5679,7 @@ namespace OpenSim.Region.Framework.Scenes
5631 List<ScenePresence> viewsToSendme = new List<ScenePresence>(); 5679 List<ScenePresence> viewsToSendme = new List<ScenePresence>();
5632 List<ScenePresence> allpresences = null; 5680 List<ScenePresence> allpresences = null;
5633 5681
5634 if (IsInTransit) 5682 if (IsInTransit || IsChildAgent)
5635 return;
5636
5637 if (IsChildAgent)
5638 return; 5683 return;
5639 5684
5640 if (check) 5685 if (check)
@@ -5743,7 +5788,7 @@ namespace OpenSim.Region.Framework.Scenes
5743 { 5788 {
5744 if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive) 5789 if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
5745 continue; 5790 continue;
5746 // only those old parcel need receive kills 5791 // only those old parcel need kills
5747 if (previusParcelID == p.currentParcelUUID && GodLevel < 200) 5792 if (previusParcelID == p.currentParcelUUID && GodLevel < 200)
5748 { 5793 {
5749 killsToSendme.Add(p); // i dont see them 5794 killsToSendme.Add(p); // i dont see them
@@ -5760,37 +5805,32 @@ namespace OpenSim.Region.Framework.Scenes
5760 } 5805 }
5761 5806
5762 // send the things 5807 // send the things
5763 // kill main avatar object 5808
5764 if (killsToSendto.Count > 0 && PresenceType != PresenceType.Npc) 5809 if (killsToSendto.Count > 0)
5765 { 5810 {
5766 foreach (ScenePresence p in killsToSendto) 5811 foreach (ScenePresence p in killsToSendto)
5767 { 5812 {
5768 m_log.Debug("[AVATAR]: killTo: " + Lastname + " " + p.Lastname); 5813 m_log.Debug("[AVATAR]: killTo: " + Lastname + " " + p.Lastname);
5769 try { p.ControllingClient.SendKillObject(new List<uint> { LocalId }); } 5814 SendKillTo(p);
5770 catch (NullReferenceException) { }
5771 } 5815 }
5772 } 5816 }
5773 5817
5774 if (killsToSendme.Count > 0 ) 5818 if (killsToSendme.Count > 0)
5775 { 5819 {
5820 m_log.Debug("[AVATAR]: killtoMe: " + Lastname + " " + killsToSendme.Count.ToString());
5821
5776 foreach (ScenePresence p in killsToSendme) 5822 foreach (ScenePresence p in killsToSendme)
5777 { 5823 {
5778 m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname); 5824 m_log.Debug("[AVATAR]: killToMe: " + Lastname + " " + p.Lastname);
5779 try {ControllingClient.SendKillObject(new List<uint> { p.LocalId }); } 5825 p.SendKillTo(this);
5780 catch (NullReferenceException) { }
5781 } 5826 }
5782 } 5827 }
5783 5828
5784 if (viewsToSendto.Count > 0 && PresenceType != PresenceType.Npc) 5829 if (viewsToSendto.Count > 0)
5785 { 5830 {
5786 foreach (ScenePresence p in viewsToSendto) 5831 foreach (ScenePresence p in viewsToSendto)
5787 { 5832 {
5788 p.ControllingClient.SendAvatarDataImmediate(this); 5833 SendViewTo(p);
5789// m_log.Debug("[AVATAR]: viewTo: " + Lastname + " " + p.Lastname);
5790 SendAppearanceToAgent(p);
5791 SendAttachmentsToClient(p.ControllingClient);
5792 if (Animator != null)
5793 Animator.SendAnimPackToClient(p.ControllingClient);
5794 } 5834 }
5795 } 5835 }
5796 5836
@@ -5801,13 +5841,48 @@ namespace OpenSim.Region.Framework.Scenes
5801 if (p.IsChildAgent) 5841 if (p.IsChildAgent)
5802 continue; 5842 continue;
5803// m_log.Debug("[AVATAR]: viewMe: " + Lastname + "<-" + p.Lastname); 5843// m_log.Debug("[AVATAR]: viewMe: " + Lastname + "<-" + p.Lastname);
5804 ControllingClient.SendAvatarDataImmediate(p); 5844 p.SendViewTo(this);
5805 p.SendAppearanceToAgent(this);
5806 p.SendAttachmentsToClient(ControllingClient);
5807 if (p.Animator != null)
5808 p.Animator.SendAnimPackToClient(ControllingClient);
5809 } 5845 }
5810 } 5846 }
5811 } 5847 }
5848
5849 public void HasMovedAway()
5850 {
5851 List<ScenePresence> allpresences = m_scene.GetScenePresences();
5852 foreach (ScenePresence p in allpresences)
5853 {
5854 if (p == this)
5855 continue;
5856 SendKillTo(p);
5857 p.SendKillTo(this);
5858 }
5859 if (Scene.AttachmentsModule != null)
5860 Scene.AttachmentsModule.DeleteAttachmentsFromScene(this, true);
5861 }
5862
5863 public void SendFullKillsTo(ScenePresence p)
5864 {
5865 List<uint> ids = new List<uint>();
5866 foreach (SceneObjectGroup sog in m_attachments)
5867 p.ControllingClient.SendPartFullUpdate(sog.RootPart, LocalId + 1);
5868 ids.Add(LocalId);
5869 p.ControllingClient.SendKillObject(ids);
5870 }
5871
5872 public void SendKillTo(ScenePresence p)
5873 {
5874 foreach (SceneObjectGroup sog in m_attachments)
5875 p.ControllingClient.SendPartFullUpdate(sog.RootPart, LocalId + 1);
5876 p.ControllingClient.SendKillObject(new List<uint> { LocalId });
5877 }
5878
5879 public void SendViewTo(ScenePresence p)
5880 {
5881 SendAvatarDataToAgentNF(p);
5882 SendAppearanceToAgent(p);
5883 if (Animator != null)
5884 Animator.SendAnimPackToClient(p.ControllingClient);
5885 SendAttachmentsToAgentNF(p);
5886 }
5812 } 5887 }
5813} 5888}
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 373ed41..2112b71 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -58,6 +58,8 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
58 58
59 public ISceneAgent SceneAgent { get; set; } 59 public ISceneAgent SceneAgent { get; set; }
60 60
61 public int PingTimeMS { get { return 0; } }
62
61 private string m_username; 63 private string m_username;
62 private string m_nick; 64 private string m_nick;
63 65
@@ -1700,5 +1702,8 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
1700 { 1702 {
1701 } 1703 }
1702 1704
1705 public void SendPartFullUpdate(ISceneEntity ent, uint? parentID)
1706 {
1707 }
1703 } 1708 }
1704} 1709}
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index c88ccc5..fa1d38a 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -81,6 +81,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC
81 get { return m_scene; } 81 get { return m_scene; }
82 } 82 }
83 83
84 public int PingTimeMS { get { return 0; } }
85
84 public UUID OwnerID 86 public UUID OwnerID
85 { 87 {
86 get { return m_ownerID; } 88 get { return m_ownerID; }
@@ -1270,5 +1272,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC
1270 { 1272 {
1271 } 1273 }
1272 1274
1275 public void SendPartFullUpdate(ISceneEntity ent, uint? parentID)
1276 {
1277 }
1278
1273 } 1279 }
1274} 1280}