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authorDiva Canto2013-07-25 23:44:58 -0700
committerDiva Canto2013-07-25 23:44:58 -0700
commit878ce1e6b2b96043052015732286141f5b71310b (patch)
tree62586d92078480f05d47b25aaf5c460310c12cfe /OpenSim/Region/Framework/Scenes/Scene.cs
parentReturn Simulator/0.1 (V1) entity transfer behaviour to waiting only 2 seconds... (diff)
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This should fix all issues with teleports. One should be able to TP as fast as needed. (Although sometimes Justin's state machine kicks in and doesn't let you) The EventQueues are a hairy mess, and it's very easy to mess things up. But it looks like this commit makes them work right. Here's what's going on:
- Child and root agents are only closed after 15 sec, maybe - If the user comes back, they aren't closed, and everything is reused - On the receiving side, clients and scene presences are reused if they already exist - Caps are always recreated (this is where I spent most of my time!). It turns out that, because the agents carry the seeds around, the seed gets the same URL, except for the root agent coming back to a far away region, which gets a new seed (because we don't know what was its seed in the departing region, and we can't send it back to the client when the agent returns there).
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs61
1 files changed, 29 insertions, 32 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 705660d..6d0b13f 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -2805,6 +2805,7 @@ namespace OpenSim.Region.Framework.Scenes
2805 { 2805 {
2806 ScenePresence sp; 2806 ScenePresence sp;
2807 bool vialogin; 2807 bool vialogin;
2808 bool reallyNew = true;
2808 2809
2809 // Validation occurs in LLUDPServer 2810 // Validation occurs in LLUDPServer
2810 // 2811 //
@@ -2856,6 +2857,7 @@ namespace OpenSim.Region.Framework.Scenes
2856 m_log.WarnFormat( 2857 m_log.WarnFormat(
2857 "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence", 2858 "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence",
2858 sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName); 2859 sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName);
2860 reallyNew = false;
2859 } 2861 }
2860 2862
2861 // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the 2863 // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the
@@ -2867,7 +2869,9 @@ namespace OpenSim.Region.Framework.Scenes
2867 // places. However, we still need to do it here for NPCs. 2869 // places. However, we still need to do it here for NPCs.
2868 CacheUserName(sp, aCircuit); 2870 CacheUserName(sp, aCircuit);
2869 2871
2870 EventManager.TriggerOnNewClient(client); 2872 if (reallyNew)
2873 EventManager.TriggerOnNewClient(client);
2874
2871 if (vialogin) 2875 if (vialogin)
2872 EventManager.TriggerOnClientLogin(client); 2876 EventManager.TriggerOnClientLogin(client);
2873 } 2877 }
@@ -3426,15 +3430,8 @@ namespace OpenSim.Region.Framework.Scenes
3426 if (closeChildAgents && isChildAgent) 3430 if (closeChildAgents && isChildAgent)
3427 { 3431 {
3428 // Tell a single agent to disconnect from the region. 3432 // Tell a single agent to disconnect from the region.
3429 IEventQueue eq = RequestModuleInterface<IEventQueue>(); 3433 // Let's do this via UDP
3430 if (eq != null) 3434 avatar.ControllingClient.SendShutdownConnectionNotice();
3431 {
3432 eq.DisableSimulator(RegionInfo.RegionHandle, avatar.UUID);
3433 }
3434 else
3435 {
3436 avatar.ControllingClient.SendShutdownConnectionNotice();
3437 }
3438 } 3435 }
3439 3436
3440 // Only applies to root agents. 3437 // Only applies to root agents.
@@ -3686,21 +3683,29 @@ namespace OpenSim.Region.Framework.Scenes
3686 { 3683 {
3687 if (!sp.IsChildAgent) 3684 if (!sp.IsChildAgent)
3688 { 3685 {
3689 // We have a zombie from a crashed session. 3686 // We have a root agent. Is it in transit?
3690 // Or the same user is trying to be root twice here, won't work. 3687 if (!EntityTransferModule.IsInTransit(sp.UUID))
3691 // Kill it. 3688 {
3692 m_log.WarnFormat( 3689 // We have a zombie from a crashed session.
3693 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", 3690 // Or the same user is trying to be root twice here, won't work.
3694 sp.Name, sp.UUID, RegionInfo.RegionName); 3691 // Kill it.
3695 3692 m_log.WarnFormat(
3696 if (sp.ControllingClient != null) 3693 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
3697 sp.ControllingClient.Close(true); 3694 sp.Name, sp.UUID, RegionInfo.RegionName);
3695
3696 if (sp.ControllingClient != null)
3697 sp.ControllingClient.Close(true);
3698 3698
3699 sp = null; 3699 sp = null;
3700 }
3701 else
3702 m_log.WarnFormat("[SCENE]: Existing root scene presence for {0} {1} in {2}, but agent is in trasit", sp.Name, sp.UUID, RegionInfo.RegionName);
3700 } 3703 }
3701 else 3704 else
3702 { 3705 {
3706 // We have a child agent here
3703 sp.DoNotCloseAfterTeleport = true; 3707 sp.DoNotCloseAfterTeleport = true;
3708 //m_log.WarnFormat("[SCENE]: Existing child scene presence for {0} {1} in {2}", sp.Name, sp.UUID, RegionInfo.RegionName);
3704 } 3709 }
3705 } 3710 }
3706 3711
@@ -3785,9 +3790,12 @@ namespace OpenSim.Region.Framework.Scenes
3785 agent.AgentID, RegionInfo.RegionName); 3790 agent.AgentID, RegionInfo.RegionName);
3786 3791
3787 sp.AdjustKnownSeeds(); 3792 sp.AdjustKnownSeeds();
3788 3793
3789 if (CapsModule != null) 3794 if (CapsModule != null)
3795 {
3790 CapsModule.SetAgentCapsSeeds(agent); 3796 CapsModule.SetAgentCapsSeeds(agent);
3797 CapsModule.CreateCaps(agent.AgentID);
3798 }
3791 } 3799 }
3792 } 3800 }
3793 3801
@@ -5545,17 +5553,6 @@ namespace OpenSim.Region.Framework.Scenes
5545 { 5553 {
5546 reason = "You are banned from the region"; 5554 reason = "You are banned from the region";
5547 5555
5548 if (EntityTransferModule.IsInTransit(agentID))
5549 {
5550 reason = "Agent is still in transit from this region";
5551
5552 m_log.WarnFormat(
5553 "[SCENE]: Denying agent {0} entry into {1} since region still has them registered as in transit",
5554 agentID, RegionInfo.RegionName);
5555
5556 return false;
5557 }
5558
5559 if (Permissions.IsGod(agentID)) 5556 if (Permissions.IsGod(agentID))
5560 { 5557 {
5561 reason = String.Empty; 5558 reason = String.Empty;