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author | Diva Canto | 2011-12-22 09:30:06 -0800 |
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committer | Diva Canto | 2011-12-22 09:30:06 -0800 |
commit | 469955889ed5499ed1dbb8fcc224d6912c651d06 (patch) | |
tree | 1894f1923f66ad37ffd72380361ea5c7370a6433 | |
parent | And a typo fix (diff) | |
download | opensim-SC_OLD-469955889ed5499ed1dbb8fcc224d6912c651d06.zip opensim-SC_OLD-469955889ed5499ed1dbb8fcc224d6912c651d06.tar.gz opensim-SC_OLD-469955889ed5499ed1dbb8fcc224d6912c651d06.tar.bz2 opensim-SC_OLD-469955889ed5499ed1dbb8fcc224d6912c651d06.tar.xz |
Region crossings redone: (1) removed WaitForCallback. Now that we are passing the entire agent with attachs in one big message we don't necessarily need to wait for confirmation. The callback sometimes is problematic and it adds delay to the process. (2) Z velocity sent to the viewer = 0. This is an heuristic; the Z velocity usually is negative, and it makes the viewer move the avie down. This only matters while the agent is in transit and therefore not being physically simulated by neither region. As soon as the receiving region receives CompleteMovement from the viewer, the position and velocity get corrected.
-rw-r--r-- | OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | 71 |
1 files changed, 32 insertions, 39 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 87f292c..b9d5d32 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | |||
@@ -676,9 +676,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
676 | Vector3 eastCross = new Vector3(boundaryDistance, 0, 0); | 676 | Vector3 eastCross = new Vector3(boundaryDistance, 0, 0); |
677 | Vector3 westCross = new Vector3(-1 * boundaryDistance, 0, 0); | 677 | Vector3 westCross = new Vector3(-1 * boundaryDistance, 0, 0); |
678 | 678 | ||
679 | // distance to edge that will trigger crossing | ||
680 | |||
681 | |||
682 | // distance into new region to place avatar | 679 | // distance into new region to place avatar |
683 | const float enterDistance = 0.5f; | 680 | const float enterDistance = 0.5f; |
684 | 681 | ||
@@ -960,29 +957,31 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
960 | m_log.DebugFormat( | 957 | m_log.DebugFormat( |
961 | "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.", | 958 | "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.", |
962 | agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName); | 959 | agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName); |
963 | 960 | ||
964 | pos = pos + (agent.Velocity); | 961 | pos = pos + agent.Velocity; |
965 | 962 | Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0); | |
963 | |||
964 | agent.RemoveFromPhysicalScene(); | ||
966 | SetInTransit(agent.UUID); | 965 | SetInTransit(agent.UUID); |
967 | AgentData cAgent = new AgentData(); | 966 | |
967 | AgentData cAgent = new AgentData(); | ||
968 | agent.CopyTo(cAgent); | 968 | agent.CopyTo(cAgent); |
969 | cAgent.Position = pos; | 969 | cAgent.Position = pos; |
970 | if (isFlying) | 970 | if (isFlying) |
971 | cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY; | 971 | cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY; |
972 | cAgent.CallbackURI = m_scene.RegionInfo.ServerURI + | 972 | |
973 | "agent/" + agent.UUID.ToString() + "/" + m_scene.RegionInfo.RegionID.ToString() + "/release/"; | 973 | // We don't need the callback anymnore |
974 | 974 | cAgent.CallbackURI = String.Empty; | |
975 | |||
975 | if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent)) | 976 | if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent)) |
976 | { | 977 | { |
977 | // region doesn't take it | 978 | // region doesn't take it |
978 | ReInstantiateScripts(agent); | 979 | ReInstantiateScripts(agent); |
980 | agent.AddToPhysicalScene(isFlying); | ||
979 | ResetFromTransit(agent.UUID); | 981 | ResetFromTransit(agent.UUID); |
980 | return agent; | 982 | return agent; |
981 | } | 983 | } |
982 | 984 | ||
983 | // Next, let's close the child agent connections that are too far away. | ||
984 | agent.CloseChildAgents(neighbourx, neighboury); | ||
985 | |||
986 | //AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo(); | 985 | //AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo(); |
987 | agent.ControllingClient.RequestClientInfo(); | 986 | agent.ControllingClient.RequestClientInfo(); |
988 | 987 | ||
@@ -999,11 +998,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
999 | string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps); | 998 | string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps); |
1000 | 999 | ||
1001 | m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); | 1000 | m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); |
1002 | 1001 | ||
1003 | IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>(); | 1002 | IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>(); |
1004 | if (eq != null) | 1003 | if (eq != null) |
1005 | { | 1004 | { |
1006 | eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, | 1005 | eq.CrossRegion(neighbourHandle, pos, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint, |
1007 | capsPath, agent.UUID, agent.ControllingClient.SessionId); | 1006 | capsPath, agent.UUID, agent.ControllingClient.SessionId); |
1008 | } | 1007 | } |
1009 | else | 1008 | else |
@@ -1011,32 +1010,26 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
1011 | agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, | 1010 | agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, |
1012 | capsPath); | 1011 | capsPath); |
1013 | } | 1012 | } |
1014 | 1013 | ||
1015 | if (!WaitForCallback(agent.UUID)) | 1014 | // SUCCESS! |
1016 | { | ||
1017 | m_log.Debug("[ENTITY TRANSFER MODULE]: Callback never came in crossing agent"); | ||
1018 | ReInstantiateScripts(agent); | ||
1019 | ResetFromTransit(agent.UUID); | ||
1020 | |||
1021 | // Yikes! We should just have a ref to scene here. | ||
1022 | //agent.Scene.InformClientOfNeighbours(agent); | ||
1023 | EnableChildAgents(agent); | ||
1024 | |||
1025 | return agent; | ||
1026 | } | ||
1027 | |||
1028 | agent.MakeChildAgent(); | 1015 | agent.MakeChildAgent(); |
1029 | 1016 | ResetFromTransit(agent.UUID); | |
1017 | |||
1030 | // now we have a child agent in this region. Request all interesting data about other (root) agents | 1018 | // now we have a child agent in this region. Request all interesting data about other (root) agents |
1031 | agent.SendOtherAgentsAvatarDataToMe(); | 1019 | agent.SendOtherAgentsAvatarDataToMe(); |
1032 | agent.SendOtherAgentsAppearanceToMe(); | 1020 | agent.SendOtherAgentsAppearanceToMe(); |
1033 | 1021 | ||
1034 | // Backwards compatibility | 1022 | // Backwards compatibility. Best effort |
1035 | if (version == "Unknown" || version == string.Empty) | 1023 | if (version == "Unknown" || version == string.Empty) |
1036 | { | 1024 | { |
1037 | m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Old neighbor, passing attachments one by one..."); | 1025 | m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one..."); |
1026 | Thread.Sleep(3000); // wait a little now that we're not waiting for the callback | ||
1038 | CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true); | 1027 | CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true); |
1039 | } | 1028 | } |
1029 | |||
1030 | |||
1031 | // Next, let's close the child agent connections that are too far away. | ||
1032 | agent.CloseChildAgents(neighbourx, neighboury); | ||
1040 | 1033 | ||
1041 | AgentHasMovedAway(agent, false); | 1034 | AgentHasMovedAway(agent, false); |
1042 | 1035 | ||
@@ -1069,16 +1062,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer | |||
1069 | CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState; | 1062 | CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState; |
1070 | ScenePresence agent = icon.EndInvoke(iar); | 1063 | ScenePresence agent = icon.EndInvoke(iar); |
1071 | 1064 | ||
1072 | // If the cross was successful, this agent is a child agent | 1065 | //// If the cross was successful, this agent is a child agent |
1073 | if (agent.IsChildAgent) | 1066 | //if (agent.IsChildAgent) |
1074 | agent.Reset(); | 1067 | // agent.Reset(); |
1075 | else // Not successful | 1068 | //else // Not successful |
1076 | agent.RestoreInCurrentScene(); | 1069 | // agent.RestoreInCurrentScene(); |
1077 | 1070 | ||
1078 | // In any case | 1071 | // In any case |
1079 | agent.IsInTransit = false; | 1072 | agent.IsInTransit = false; |
1080 | 1073 | ||
1081 | //m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname); | 1074 | m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname); |
1082 | } | 1075 | } |
1083 | 1076 | ||
1084 | #endregion | 1077 | #endregion |