diff options
Makes region crossings asynchronous. Moved the bulk of the original code out of ScenePresence and into SceneCommunicationService, where it should be (next to RequestTeleportToLocation). No changes in the crossing mechanism itself, yet. But this change opens the way to doing crossings as slowly as it needs to be, outside the simulator Update loop.
Note: weirdnesses may occur!
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs | 170 |
1 files changed, 170 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs index bef57a0..98b0f97 100644 --- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs +++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs | |||
@@ -35,6 +35,7 @@ using OpenMetaverse.StructuredData; | |||
35 | using log4net; | 35 | using log4net; |
36 | using OpenSim.Framework; | 36 | using OpenSim.Framework; |
37 | using OpenSim.Framework.Communications; | 37 | using OpenSim.Framework.Communications; |
38 | using OpenSim.Framework.Communications.Cache; | ||
38 | using OpenSim.Framework.Communications.Capabilities; | 39 | using OpenSim.Framework.Communications.Capabilities; |
39 | using OpenSim.Region.Framework.Interfaces; | 40 | using OpenSim.Region.Framework.Interfaces; |
40 | using OSD = OpenMetaverse.StructuredData.OSD; | 41 | using OSD = OpenMetaverse.StructuredData.OSD; |
@@ -1018,6 +1019,175 @@ namespace OpenSim.Region.Framework.Scenes | |||
1018 | return m_commsProvider.InterRegion.ExpectAvatarCrossing(regionhandle, agentID, position, isFlying); | 1019 | return m_commsProvider.InterRegion.ExpectAvatarCrossing(regionhandle, agentID, position, isFlying); |
1019 | } | 1020 | } |
1020 | 1021 | ||
1022 | public void CrossAgentToNewRegion(Scene scene, ScenePresence agent, bool isFlying) | ||
1023 | { | ||
1024 | Vector3 pos = agent.AbsolutePosition; | ||
1025 | Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z); | ||
1026 | uint neighbourx = m_regionInfo.RegionLocX; | ||
1027 | uint neighboury = m_regionInfo.RegionLocY; | ||
1028 | |||
1029 | // distance to edge that will trigger crossing | ||
1030 | const float boundaryDistance = 1.7f; | ||
1031 | |||
1032 | // distance into new region to place avatar | ||
1033 | const float enterDistance = 0.1f; | ||
1034 | |||
1035 | if (pos.X < boundaryDistance) | ||
1036 | { | ||
1037 | neighbourx--; | ||
1038 | newpos.X = Constants.RegionSize - enterDistance; | ||
1039 | } | ||
1040 | else if (pos.X > Constants.RegionSize - boundaryDistance) | ||
1041 | { | ||
1042 | neighbourx++; | ||
1043 | newpos.X = enterDistance; | ||
1044 | } | ||
1045 | |||
1046 | if (pos.Y < boundaryDistance) | ||
1047 | { | ||
1048 | neighboury--; | ||
1049 | newpos.Y = Constants.RegionSize - enterDistance; | ||
1050 | } | ||
1051 | else if (pos.Y > Constants.RegionSize - boundaryDistance) | ||
1052 | { | ||
1053 | neighboury++; | ||
1054 | newpos.Y = enterDistance; | ||
1055 | } | ||
1056 | |||
1057 | Vector3 vel = agent.Velocity; | ||
1058 | |||
1059 | CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync; | ||
1060 | d.BeginInvoke(agent, newpos, neighbourx, neighboury, isFlying, CrossAgentToNewRegionCompleted, d); | ||
1061 | |||
1062 | |||
1063 | } | ||
1064 | |||
1065 | public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, bool isFlying); | ||
1066 | |||
1067 | /// <summary> | ||
1068 | /// This Closes child agents on neighboring regions | ||
1069 | /// Calls an asynchronous method to do so.. so it doesn't lag the sim. | ||
1070 | /// </summary> | ||
1071 | protected ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, bool isFlying) | ||
1072 | { | ||
1073 | m_log.DebugFormat("[SCENE COMM]: Crossing agent {0} {1} to {2}-{3}", agent.Firstname, agent.Lastname, neighbourx, neighboury); | ||
1074 | |||
1075 | ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); | ||
1076 | SimpleRegionInfo neighbourRegion = RequestNeighbouringRegionInfo(neighbourHandle); | ||
1077 | if (neighbourRegion != null && agent.ValidateAttachments()) | ||
1078 | { | ||
1079 | pos = pos + (agent.Velocity); | ||
1080 | |||
1081 | CachedUserInfo userInfo = m_commsProvider.UserProfileCacheService.GetUserDetails(agent.UUID); | ||
1082 | if (userInfo != null) | ||
1083 | { | ||
1084 | userInfo.DropInventory(); | ||
1085 | } | ||
1086 | else | ||
1087 | { | ||
1088 | m_log.WarnFormat("[SCENE COMM]: No cached user info found for {0} {1} on leaving region {2}", | ||
1089 | agent.Name, agent.UUID, agent.Scene.RegionInfo.RegionName); | ||
1090 | } | ||
1091 | |||
1092 | bool crossingSuccessful = | ||
1093 | CrossToNeighbouringRegion(neighbourHandle, agent.ControllingClient.AgentId, pos, | ||
1094 | isFlying); | ||
1095 | if (crossingSuccessful) | ||
1096 | { | ||
1097 | // Next, let's close the child agent connections that are too far away. | ||
1098 | agent.CloseChildAgents(neighbourx, neighboury); | ||
1099 | |||
1100 | //AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo(); | ||
1101 | agent.ControllingClient.RequestClientInfo(); | ||
1102 | |||
1103 | //Console.WriteLine("BEFORE CROSS"); | ||
1104 | //Scene.DumpChildrenSeeds(UUID); | ||
1105 | //DumpKnownRegions(); | ||
1106 | string agentcaps; | ||
1107 | if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps)) | ||
1108 | { | ||
1109 | m_log.ErrorFormat("[SCENE COMM]: No CAPS information for region handle {0}, exiting CrossToNewRegion.", | ||
1110 | neighbourRegion.RegionHandle); | ||
1111 | return agent; | ||
1112 | } | ||
1113 | // TODO Should construct this behind a method | ||
1114 | string capsPath = | ||
1115 | "http://" + neighbourRegion.ExternalHostName + ":" + neighbourRegion.HttpPort | ||
1116 | + "/CAPS/" + agentcaps /*circuitdata.CapsPath*/ + "0000/"; | ||
1117 | |||
1118 | m_log.DebugFormat("[CAPS]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); | ||
1119 | |||
1120 | IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>(); | ||
1121 | if (eq != null) | ||
1122 | { | ||
1123 | eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, | ||
1124 | capsPath, agent.UUID, agent.ControllingClient.SessionId); | ||
1125 | } | ||
1126 | else | ||
1127 | { | ||
1128 | agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, | ||
1129 | capsPath); | ||
1130 | } | ||
1131 | |||
1132 | agent.MakeChildAgent(); | ||
1133 | // now we have a child agent in this region. Request all interesting data about other (root) agents | ||
1134 | agent.SendInitialFullUpdateToAllClients(); | ||
1135 | |||
1136 | agent.CrossAttachmentsIntoNewRegion(neighbourHandle, true); | ||
1137 | |||
1138 | // m_scene.SendKillObject(m_localId); | ||
1139 | |||
1140 | agent.Scene.NotifyMyCoarseLocationChange(); | ||
1141 | // the user may change their profile information in other region, | ||
1142 | // so the userinfo in UserProfileCache is not reliable any more, delete it | ||
1143 | if (agent.Scene.NeedSceneCacheClear(agent.UUID)) | ||
1144 | { | ||
1145 | agent.Scene.CommsManager.UserProfileCacheService.RemoveUser(agent.UUID); | ||
1146 | m_log.DebugFormat( | ||
1147 | "[SCENE COMM]: User {0} is going to another region, profile cache removed", agent.UUID); | ||
1148 | } | ||
1149 | } | ||
1150 | else | ||
1151 | { | ||
1152 | //// Restore the user structures that we needed to delete before asking the receiving region | ||
1153 | //// to complete the crossing | ||
1154 | //userInfo.FetchInventory(); | ||
1155 | //agent.Scene.CapsModule.AddCapsHandler(agent.UUID); | ||
1156 | } | ||
1157 | } | ||
1158 | |||
1159 | //Console.WriteLine("AFTER CROSS"); | ||
1160 | //Scene.DumpChildrenSeeds(UUID); | ||
1161 | //DumpKnownRegions(); | ||
1162 | return agent; | ||
1163 | } | ||
1164 | |||
1165 | private void CrossAgentToNewRegionCompleted(IAsyncResult iar) | ||
1166 | { | ||
1167 | CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState; | ||
1168 | ScenePresence agent = icon.EndInvoke(iar); | ||
1169 | |||
1170 | // If the cross was successful, this agent is a child agent | ||
1171 | if (agent.IsChildAgent) | ||
1172 | { | ||
1173 | // Put the child agent back at the center | ||
1174 | agent.AbsolutePosition = new Vector3(128, 128, 70); | ||
1175 | } | ||
1176 | else // Not successful | ||
1177 | { | ||
1178 | CachedUserInfo userInfo = m_commsProvider.UserProfileCacheService.GetUserDetails(agent.UUID); | ||
1179 | if (userInfo != null) | ||
1180 | { | ||
1181 | userInfo.FetchInventory(); | ||
1182 | } | ||
1183 | agent.RestoreInCurrentScene(); | ||
1184 | } | ||
1185 | agent.IsInTransit = false; | ||
1186 | |||
1187 | //m_log.DebugFormat("[SCENE COMM]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname); | ||
1188 | } | ||
1189 | |||
1190 | |||
1021 | public bool PrimCrossToNeighboringRegion(ulong regionhandle, UUID primID, string objData, int XMLMethod) | 1191 | public bool PrimCrossToNeighboringRegion(ulong regionhandle, UUID primID, string objData, int XMLMethod) |
1022 | { | 1192 | { |
1023 | return m_commsProvider.InterRegion.InformRegionOfPrimCrossing(regionhandle, primID, objData, XMLMethod); | 1193 | return m_commsProvider.InterRegion.InformRegionOfPrimCrossing(regionhandle, primID, objData, XMLMethod); |