From 056e66b3dec555613bd96b153ba03a124863dbf2 Mon Sep 17 00:00:00 2001
From: Melanie
Date: Tue, 4 Sep 2012 03:14:39 +0200
Subject: Refactor avatar transfer so that the heavy (UpdateAgent) part is
separated into it's own sub-method
---
.../EntityTransfer/EntityTransferModule.cs | 204 +++++++++++----------
.../Framework/Interfaces/IEntityTransferModule.cs | 4 +-
.../Region/Framework/Scenes/SceneObjectGroup.cs | 2 +-
3 files changed, 113 insertions(+), 97 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index 9ffb851..1f884c8 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -220,7 +220,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
///
///
///
- ///
private void TeleportAgentWithinRegion(ScenePresence sp, Vector3 position, Vector3 lookAt, uint teleportFlags)
{
m_log.DebugFormat(
@@ -982,7 +982,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
agent.IsInTransit = true;
CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
- d.BeginInvoke(agent, newpos, x, y, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
+ d.BeginInvoke(agent, newpos, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
return true;
}
@@ -1039,42 +1039,43 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
icon.EndInvoke(iar);
}
+ public bool CrossAgentToNewRegionPrep(ScenePresence agent, GridRegion neighbourRegion)
+ {
+ if (neighbourRegion == null)
+ return false;
+
+ m_entityTransferStateMachine.SetInTransit(agent.UUID);
+
+ agent.RemoveFromPhysicalScene();
+
+ return true;
+ }
+
///
/// This Closes child agents on neighbouring regions
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
///
public ScenePresence CrossAgentToNewRegionAsync(
- ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
+ ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
bool isFlying, string version)
{
- if (neighbourRegion == null)
+ if (!CrossAgentToNewRegionPrep(agent, neighbourRegion))
return agent;
- try
- {
- m_entityTransferStateMachine.SetInTransit(agent.UUID);
-
- 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 (!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;
- Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
+ if (!CrossAgentIntoNewRegionMain(agent, pos, neighbourRegion, isFlying))
+ return agent;
- agent.RemoveFromPhysicalScene();
+ CrossAgentToNewRegionPost(agent, pos, neighbourRegion, isFlying, version);
+ return agent;
+ }
+ public bool CrossAgentIntoNewRegionMain(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying)
+ {
+ try
+ {
AgentData cAgent = new AgentData();
agent.CopyTo(cAgent);
- cAgent.Position = pos;
+ cAgent.Position = pos + agent.Velocity;
if (isFlying)
cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
@@ -1084,7 +1085,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// Beyond this point, extra cleanup is needed beyond removing transit state
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.Transferring);
- if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
+ if (!agent.Scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
{
// region doesn't take it
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
@@ -1093,93 +1094,108 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
agent.AddToPhysicalScene(isFlying);
m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
- return agent;
+ return false;
}
- //AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
- agent.ControllingClient.RequestClientInfo();
+ }
+ 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("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;
- }
- // No turning back
- agent.IsChildAgent = true;
+ // TODO: Might be worth attempting other restoration here such as reinstantiation of scripts, etc.
+ return false;
+ }
- string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
+ return true;
+ }
- m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
+ public void CrossAgentToNewRegionPost(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
+ bool isFlying, string version)
+ {
+ agent.ControllingClient.RequestClientInfo();
- if (m_eqModule != null)
- {
- m_eqModule.CrossRegion(
- neighbourHandle, pos, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint,
- capsPath, agent.UUID, agent.ControllingClient.SessionId);
- }
- else
- {
- agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
- capsPath);
- }
+ 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;
+ }
- // SUCCESS!
- m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
+ // No turning back
+ agent.IsChildAgent = true;
- // Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
- m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
+ string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
- agent.MakeChildAgent();
+ m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
- // FIXME: Possibly this should occur lower down after other commands to close other agents,
- // but not sure yet what the side effects would be.
- m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
+ Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
- // now we have a child agent in this region. Request all interesting data about other (root) agents
- agent.SendOtherAgentsAvatarDataToMe();
- agent.SendOtherAgentsAppearanceToMe();
+ if (m_eqModule != null)
+ {
+ m_eqModule.CrossRegion(
+ neighbourRegion.RegionHandle, pos + agent.Velocity, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint,
+ capsPath, agent.UUID, agent.ControllingClient.SessionId);
+ }
+ else
+ {
+ agent.ControllingClient.CrossRegion(neighbourRegion.RegionHandle, pos + agent.Velocity, agent.Velocity, neighbourRegion.ExternalEndPoint,
+ capsPath);
+ }
- // Backwards compatibility. Best effort
- if (version == "Unknown" || version == string.Empty)
- {
- m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
- Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
- CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
- }
+ // SUCCESS!
+ m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
- // Next, let's close the child agent connections that are too far away.
- agent.CloseChildAgents(neighbourx, neighboury);
+ // Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
+ m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
- AgentHasMovedAway(agent, false);
+ agent.MakeChildAgent();
- // 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);
- }
-
- //m_log.Debug("AFTER CROSS");
- //Scene.DumpChildrenSeeds(UUID);
- //DumpKnownRegions();
- }
- catch (Exception e)
+ // FIXME: Possibly this should occur lower down after other commands to close other agents,
+ // but not sure yet what the side effects would be.
+ m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
+
+ // now we have a child agent in this region. Request all interesting data about other (root) agents
+ agent.SendOtherAgentsAvatarDataToMe();
+ agent.SendOtherAgentsAppearanceToMe();
+
+ // Backwards compatibility. Best effort
+ if (version == "Unknown" || version == string.Empty)
{
- 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.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
+ Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
+ CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
+ }
- // TODO: Might be worth attempting other restoration here such as reinstantiation of scripts, etc.
+ // Next, let's close the child agent connections that are too far away.
+ uint neighbourx;
+ uint neighboury;
+
+ Utils.LongToUInts(neighbourRegion.RegionHandle, out neighbourx, out neighboury);
+
+ neighbourx /= Constants.RegionSize;
+ neighboury /= Constants.RegionSize;
+
+ agent.CloseChildAgents(neighbourx, neighboury);
+
+ 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);
}
- return agent;
+ //m_log.Debug("AFTER CROSS");
+ //Scene.DumpChildrenSeeds(UUID);
+ //DumpKnownRegions();
+
+ return;
}
private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index 5bc8e51..1949a90 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -35,7 +35,7 @@ using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Framework.Interfaces
{
- public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
+ public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);
public interface IEntityTransferModule
{
@@ -76,7 +76,7 @@ namespace OpenSim.Region.Framework.Interfaces
void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
- ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
+ ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);
}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index bc0f5b6..4798481 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -581,7 +581,7 @@ namespace OpenSim.Region.Framework.Scenes
av.IsInTransit = true;
CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
- d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
+ d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
}
else
m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
--
cgit v1.1