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-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs12
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs46
2 files changed, 15 insertions, 43 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index b3e556f..4be265a 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -990,7 +990,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
990 sp.HasMovedAway(nearRegion); 990 sp.HasMovedAway(nearRegion);
991 991
992 // Now let's make it officially a child agent 992 // Now let's make it officially a child agent
993 sp.MakeChildAgent(); 993 sp.MakeChildAgent(destinationHandle);
994 994
995 // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone 995 // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
996 996
@@ -1009,11 +1009,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1009 1009
1010 sp.Scene.CloseAgent(sp.UUID, false); 1010 sp.Scene.CloseAgent(sp.UUID, false);
1011 } 1011 }
1012/*
1012 else 1013 else
1013 { 1014 {
1014 // now we have a child agent in this region. 1015 // now we have a child agent in this region.
1015 sp.Reset(); 1016 sp.Reset();
1016 } 1017 }
1018 */
1017 } 1019 }
1018 1020
1019 private void TransferAgent_V2(ScenePresence sp, AgentCircuitData agentCircuit, GridRegion reg, GridRegion finalDestination, 1021 private void TransferAgent_V2(ScenePresence sp, AgentCircuitData agentCircuit, GridRegion reg, GridRegion finalDestination,
@@ -1158,7 +1160,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1158// KillEntity(sp.Scene, sp.LocalId); 1160// KillEntity(sp.Scene, sp.LocalId);
1159 1161
1160 // Now let's make it officially a child agent 1162 // Now let's make it officially a child agent
1161 sp.MakeChildAgent(); 1163 sp.MakeChildAgent(destinationHandle);
1162 1164
1163 // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone 1165 // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
1164 if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) 1166 if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
@@ -1182,11 +1184,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1182 1184
1183 sp.Scene.CloseAgent(sp.UUID, false); 1185 sp.Scene.CloseAgent(sp.UUID, false);
1184 } 1186 }
1187/*
1185 else 1188 else
1186 { 1189 {
1187 // now we have a child agent in this region. 1190 // now we have a child agent in this region.
1188 sp.Reset(); 1191 sp.Reset();
1189 } 1192 }
1193 */
1190 } 1194 }
1191 1195
1192 /// <summary> 1196 /// <summary>
@@ -1792,7 +1796,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1792 1796
1793// AgentHasMovedAway(agent, true); 1797// AgentHasMovedAway(agent, true);
1794 1798
1795 agent.MakeChildAgent(); 1799 agent.MakeChildAgent(neighbourRegion.RegionHandle);
1796 1800
1797 // FIXME: Possibly this should occur lower down after other commands to close other agents, 1801 // FIXME: Possibly this should occur lower down after other commands to close other agents,
1798 // but not sure yet what the side effects would be. 1802 // but not sure yet what the side effects would be.
@@ -1869,7 +1873,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1869 AgentCircuitData agent = sp.ControllingClient.RequestClientInfo(); 1873 AgentCircuitData agent = sp.ControllingClient.RequestClientInfo();
1870 agent.BaseFolder = UUID.Zero; 1874 agent.BaseFolder = UUID.Zero;
1871 agent.InventoryFolder = UUID.Zero; 1875 agent.InventoryFolder = UUID.Zero;
1872 agent.startpos = new Vector3(128, 128, 70); 1876 agent.startpos = sp.AbsolutePosition + CalculateOffset(sp, region);
1873 agent.child = true; 1877 agent.child = true;
1874 1878
1875 agent.Appearance = new AvatarAppearance(); 1879 agent.Appearance = new AvatarAppearance();
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index f2353b9..47acb0b 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1162,45 +1162,9 @@ namespace OpenSim.Region.Framework.Scenes
1162 1162
1163 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 1163 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
1164 1164
1165/* this should be done by groups module on TriggerOnMakeRootAgent(this) below
1166 at least XmlIRpcGroups
1167 UUID groupUUID = UUID.Zero;
1168 string GroupName = string.Empty;
1169 ulong groupPowers = 0;
1170 1165
1171
1172
1173
1174 // ----------------------------------
1175 // Previous Agent Difference - AGNI sends an unsolicited AgentDataUpdate upon root agent status
1176 try
1177 {
1178
1179 if (gm != null)
1180 {
1181 groupUUID = ControllingClient.ActiveGroupId;
1182 GroupRecord record = gm.GetGroupRecord(groupUUID);
1183 if (record != null)
1184 GroupName = record.GroupName;
1185 GroupMembershipData groupMembershipData = gm.GetMembershipData(groupUUID, m_uuid);
1186 if (groupMembershipData != null)
1187 groupPowers = groupMembershipData.GroupPowers;
1188 }
1189 ControllingClient.SendAgentDataUpdate(m_uuid, groupUUID, Firstname, Lastname, groupPowers, GroupName,
1190 Grouptitle);
1191 }
1192 catch (Exception e)
1193 {
1194 m_log.Debug("[AGENTUPDATE]: " + e.ToString());
1195 }
1196 // ------------------------------------
1197*/
1198 if (ParentID == 0) 1166 if (ParentID == 0)
1199 { 1167 {
1200 // Moved this from SendInitialData to ensure that Appearance is initialized
1201 // before the inventory is processed in MakeRootAgent. This fixes a race condition
1202 // related to the handling of attachments
1203
1204 if (m_scene.TestBorderCross(pos, Cardinals.E)) 1168 if (m_scene.TestBorderCross(pos, Cardinals.E))
1205 { 1169 {
1206 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 1170 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
@@ -1310,11 +1274,14 @@ namespace OpenSim.Region.Framework.Scenes
1310 /// It doesn't get called for a teleport. Reason being, an agent that 1274 /// It doesn't get called for a teleport. Reason being, an agent that
1311 /// teleports out may not end up anywhere near this region 1275 /// teleports out may not end up anywhere near this region
1312 /// </remarks> 1276 /// </remarks>
1313 public void MakeChildAgent() 1277 public void MakeChildAgent(ulong newRegionHandle)
1314 { 1278 {
1315 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd; 1279 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1316 1280
1317 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1281 RegionHandle = newRegionHandle;
1282
1283 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1} from root region {2}",
1284 Name, Scene.RegionInfo.RegionName, newRegionHandle);
1318 1285
1319 // Reset the m_originRegionID as it has dual use as a flag to signal that the UpdateAgent() call orignating 1286 // Reset the m_originRegionID as it has dual use as a flag to signal that the UpdateAgent() call orignating
1320 // from the source simulator has completed on a V2 teleport. 1287 // from the source simulator has completed on a V2 teleport.
@@ -4023,6 +3990,7 @@ namespace OpenSim.Region.Framework.Scenes
4023 3990
4024 } 3991 }
4025 3992
3993/* useless. Either use MakeChild or delete the presence
4026 public void Reset() 3994 public void Reset()
4027 { 3995 {
4028// m_log.DebugFormat("[SCENE PRESENCE]: Resetting {0} in {1}", Name, Scene.RegionInfo.RegionName); 3996// m_log.DebugFormat("[SCENE PRESENCE]: Resetting {0} in {1}", Name, Scene.RegionInfo.RegionName);
@@ -4033,7 +4001,7 @@ namespace OpenSim.Region.Framework.Scenes
4033 4001
4034 Animator.ResetAnimations(); 4002 Animator.ResetAnimations();
4035 } 4003 }
4036 4004*/
4037 /// <summary> 4005 /// <summary>
4038 /// Computes which child agents to close when the scene presence moves to another region. 4006 /// Computes which child agents to close when the scene presence moves to another region.
4039 /// Removes those regions from m_knownRegions. 4007 /// Removes those regions from m_knownRegions.