From 054ebe8878cbd1552fe96c0df631f50d5c2409d3 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 2 Dec 2011 23:56:01 +0000 Subject: Stop some places where we're trying to reset animations in child agents where such requests are ignored. --- .../EntityTransfer/EntityTransferModule.cs | 210 +++++++++++---------- .../Scenes/Animation/ScenePresenceAnimator.cs | 13 +- OpenSim/Region/Framework/Scenes/Scene.cs | 1 - OpenSim/Region/Framework/Scenes/ScenePresence.cs | 25 ++- 4 files changed, 133 insertions(+), 116 deletions(-) diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index d01f89b..99064c8 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -495,7 +495,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // Well, this is it. The agent is over there. KillEntity(sp.Scene, sp.LocalId); - // Now let's make it officially a child agent sp.MakeChildAgent(); @@ -510,9 +509,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer sp.Scene.IncomingCloseAgent(sp.UUID); } else + { // now we have a child agent in this region. sp.Reset(); - + } // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE! if (sp.Scene.NeedSceneCacheClear(sp.UUID)) @@ -946,111 +946,121 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version) { - ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); - - m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}", agent.Firstname, agent.Lastname, neighbourx, neighboury, version); - - Scene m_scene = agent.Scene; - - if (neighbourRegion != null) + try { - if (!agent.ValidateAttachments()) - m_log.DebugFormat( - "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.", - agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName); - - pos = pos + (agent.Velocity); - - SetInTransit(agent.UUID); - AgentData cAgent = new AgentData(); - agent.CopyTo(cAgent); - cAgent.Position = pos; - if (isFlying) - cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY; - cAgent.CallbackURI = m_scene.RegionInfo.ServerURI + - "agent/" + agent.UUID.ToString() + "/" + m_scene.RegionInfo.RegionID.ToString() + "/release/"; - - if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent)) + ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); + + m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}", agent.Firstname, agent.Lastname, neighbourx, neighboury, version); + + Scene m_scene = agent.Scene; + + if (neighbourRegion != null) { - // region doesn't take it - ReInstantiateScripts(agent); - ResetFromTransit(agent.UUID); - return agent; + if (!agent.ValidateAttachments()) + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.", + agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName); + + pos = pos + (agent.Velocity); + + SetInTransit(agent.UUID); + AgentData cAgent = new AgentData(); + agent.CopyTo(cAgent); + cAgent.Position = pos; + if (isFlying) + cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY; + cAgent.CallbackURI = m_scene.RegionInfo.ServerURI + + "agent/" + agent.UUID.ToString() + "/" + m_scene.RegionInfo.RegionID.ToString() + "/release/"; + + if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent)) + { + // region doesn't take it + ReInstantiateScripts(agent); + ResetFromTransit(agent.UUID); + return agent; + } + + // Next, let's close the child agent connections that are too far away. + agent.CloseChildAgents(neighbourx, neighboury); + + //AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo(); + agent.ControllingClient.RequestClientInfo(); + + //m_log.Debug("BEFORE CROSS"); + //Scene.DumpChildrenSeeds(UUID); + //DumpKnownRegions(); + string agentcaps; + if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps)) + { + m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.", + neighbourRegion.RegionHandle); + return agent; + } + string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps); + + m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); + + IEventQueue eq = agent.Scene.RequestModuleInterface(); + if (eq != null) + { + eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, + capsPath, agent.UUID, agent.ControllingClient.SessionId); + } + else + { + agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, + capsPath); + } + + if (!WaitForCallback(agent.UUID)) + { + m_log.Debug("[ENTITY TRANSFER MODULE]: Callback never came in crossing agent"); + ReInstantiateScripts(agent); + ResetFromTransit(agent.UUID); + + // Yikes! We should just have a ref to scene here. + //agent.Scene.InformClientOfNeighbours(agent); + EnableChildAgents(agent); + + return agent; + } + + agent.MakeChildAgent(); + + // now we have a child agent in this region. Request all interesting data about other (root) agents + agent.SendOtherAgentsAvatarDataToMe(); + agent.SendOtherAgentsAppearanceToMe(); + + // Backwards compatibility + if (version == "Unknown" || version == string.Empty) + { + m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Old neighbor, passing attachments one by one..."); + CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true); + } + + AgentHasMovedAway(agent, false); + + // the user may change their profile information in other region, + // so the userinfo in UserProfileCache is not reliable any more, delete it + // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE! + if (agent.Scene.NeedSceneCacheClear(agent.UUID)) + { + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID); + } } - - // Next, let's close the child agent connections that are too far away. - agent.CloseChildAgents(neighbourx, neighboury); - - //AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo(); - agent.ControllingClient.RequestClientInfo(); - - //m_log.Debug("BEFORE CROSS"); + + //m_log.Debug("AFTER CROSS"); //Scene.DumpChildrenSeeds(UUID); //DumpKnownRegions(); - string agentcaps; - if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps)) - { - m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.", - neighbourRegion.RegionHandle); - return agent; - } - string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps); - - m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); - - IEventQueue eq = agent.Scene.RequestModuleInterface(); - if (eq != null) - { - eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, - capsPath, agent.UUID, agent.ControllingClient.SessionId); - } - else - { - agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, - capsPath); - } - - if (!WaitForCallback(agent.UUID)) - { - m_log.Debug("[ENTITY TRANSFER MODULE]: Callback never came in crossing agent"); - ReInstantiateScripts(agent); - ResetFromTransit(agent.UUID); - - // Yikes! We should just have a ref to scene here. - //agent.Scene.InformClientOfNeighbours(agent); - EnableChildAgents(agent); - - return agent; - } - - agent.MakeChildAgent(); - - // now we have a child agent in this region. Request all interesting data about other (root) agents - agent.SendOtherAgentsAvatarDataToMe(); - agent.SendOtherAgentsAppearanceToMe(); - - // Backwards compatibility - if (version == "Unknown" || version == string.Empty) - { - m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Old neighbor, passing attachments one by one..."); - CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true); - } - - AgentHasMovedAway(agent, false); - - // the user may change their profile information in other region, - // so the userinfo in UserProfileCache is not reliable any more, delete it - // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE! - if (agent.Scene.NeedSceneCacheClear(agent.UUID)) - { - m_log.DebugFormat( - "[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID); - } + } + catch (Exception e) + { + m_log.ErrorFormat( + "[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2}. Exception {3}{4}", + agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace); } - //m_log.Debug("AFTER CROSS"); - //Scene.DumpChildrenSeeds(UUID); - //DumpKnownRegions(); return agent; } diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index 4cf854e..6b1208c 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs @@ -131,8 +131,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation public void ResetAnimations() { +// m_log.DebugFormat( +// "[SCENE PRESENCE ANIMATOR]: Resetting animations for {0} in {1}", +// m_scenePresence.Name, m_scenePresence.Scene.RegionInfo.RegionName); + m_animations.Clear(); - TrySetMovementAnimation("STAND"); } /// @@ -155,6 +158,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation SendAnimPack(); } } + // Don't leave this on since on teleports SP.HandleAgentUpdate() still hammers us for a while after it teleports +// else +// { +// m_log.WarnFormat( +// "[SCENE PRESENCE ANIMATOR]: Tried to set movement animation {0} on child presence {1}", +// anim, m_scenePresence.Name); +// throw new Exception(string.Format("aaargh on setting {0}", anim)); +// } } /// diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 9a71cd4..3ac6327 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3700,7 +3700,6 @@ namespace OpenSim.Region.Framework.Scenes return false; } - ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID); if (childAgentUpdate != null) diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 1c2025c..b93b67d 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -995,13 +995,17 @@ namespace OpenSim.Region.Framework.Scenes /// /// This turns a root agent into a child agent + /// + /// /// when an agent departs this region for a neighbor, this gets called. /// /// It doesn't get called for a teleport. Reason being, an agent that /// teleports out may not end up anywhere near this region - /// + /// public void MakeChildAgent() { + m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); + // Reset these so that teleporting in and walking out isn't seen // as teleporting back TeleportFlags = TeleportFlags.Default; @@ -2295,11 +2299,6 @@ namespace OpenSim.Region.Framework.Scenes { m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); - - // TODO: This doesn't prevent the user from walking yet. - // Setting parent ID would fix this, if we knew what value - // to use. Or we could add a m_isSitting variable. - //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); SitGround = true; RemoveFromPhysicalScene(); } @@ -2908,9 +2907,12 @@ namespace OpenSim.Region.Framework.Scenes public void Reset() { +// m_log.DebugFormat("[SCENE PRESENCE]: Resetting {0} in {1}", Name, Scene.RegionInfo.RegionName); + // Put the child agent back at the center AbsolutePosition = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70); + Animator.ResetAnimations(); } @@ -3133,7 +3135,7 @@ namespace OpenSim.Region.Framework.Scenes } } - public void CopyFrom(AgentData cAgent) + private void CopyFrom(AgentData cAgent) { m_originRegionID = cAgent.RegionID; @@ -3192,13 +3194,8 @@ namespace OpenSim.Region.Framework.Scenes } } catch { } - // Animations - try - { - Animator.ResetAnimations(); - Animator.Animations.FromArray(cAgent.Anims); - } - catch { } + + Animator.Animations.FromArray(cAgent.Anims); if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0) { -- cgit v1.1