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author | Melanie | 2012-02-15 01:11:35 +0000 |
---|---|---|
committer | Melanie | 2012-02-15 01:11:35 +0000 |
commit | 7be9ba55642868cb21b09908fb49635fa387fd17 (patch) | |
tree | 12e5be55b2130942338a447bdceab7576dc7c4dd /OpenSim/Region/Framework | |
parent | Merge branch 'master' into careminster (diff) | |
parent | Implement region crossing of sitting avatars. Edit mode and llSetPos work (diff) | |
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Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into careminster
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r-- | OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs | 7 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 89 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 139 |
3 files changed, 183 insertions, 52 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs index c38ecd9..76f1641 100644 --- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs | |||
@@ -35,6 +35,8 @@ using OpenSim.Region.Framework.Scenes; | |||
35 | 35 | ||
36 | namespace OpenSim.Region.Framework.Interfaces | 36 | namespace OpenSim.Region.Framework.Interfaces |
37 | { | 37 | { |
38 | public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version); | ||
39 | |||
38 | public interface IEntityTransferModule | 40 | public interface IEntityTransferModule |
39 | { | 41 | { |
40 | void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, | 42 | void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, |
@@ -53,7 +55,12 @@ namespace OpenSim.Region.Framework.Interfaces | |||
53 | 55 | ||
54 | void EnableChildAgent(ScenePresence agent, GridRegion region); | 56 | void EnableChildAgent(ScenePresence agent, GridRegion region); |
55 | 57 | ||
58 | GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos); | ||
59 | |||
56 | void Cross(SceneObjectGroup sog, Vector3 position, bool silent); | 60 | void Cross(SceneObjectGroup sog, Vector3 position, bool silent); |
61 | |||
62 | ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version); | ||
63 | |||
57 | } | 64 | } |
58 | 65 | ||
59 | public interface IUserAgentVerificationModule | 66 | public interface IUserAgentVerificationModule |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 683aafc..a4ca0fb 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -465,7 +465,77 @@ namespace OpenSim.Region.Framework.Scenes | |||
465 | || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) | 465 | || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) |
466 | && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) | 466 | && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) |
467 | { | 467 | { |
468 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | 468 | IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); |
469 | uint x = 0; | ||
470 | uint y = 0; | ||
471 | string version = String.Empty; | ||
472 | Vector3 newpos = Vector3.Zero; | ||
473 | OpenSim.Services.Interfaces.GridRegion destination = null; | ||
474 | |||
475 | bool canCross = true; | ||
476 | foreach (ScenePresence av in m_linkedAvatars) | ||
477 | { | ||
478 | // We need to cross these agents. First, let's find | ||
479 | // out if any of them can't cross for some reason. | ||
480 | // We have to deny the crossing entirely if any | ||
481 | // of them are banned. Alternatively, we could | ||
482 | // unsit banned agents.... | ||
483 | |||
484 | |||
485 | // We set the avatar position as being the object | ||
486 | // position to get the region to send to | ||
487 | if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null) | ||
488 | { | ||
489 | canCross = false; | ||
490 | break; | ||
491 | } | ||
492 | |||
493 | m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName); | ||
494 | } | ||
495 | |||
496 | if (canCross) | ||
497 | { | ||
498 | // We unparent the SP quietly so that it won't | ||
499 | // be made to stand up | ||
500 | foreach (ScenePresence av in m_linkedAvatars) | ||
501 | { | ||
502 | SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID); | ||
503 | if (parentPart != null) | ||
504 | av.ParentUUID = parentPart.UUID; | ||
505 | |||
506 | av.ParentID = 0; | ||
507 | } | ||
508 | |||
509 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | ||
510 | |||
511 | // Normalize | ||
512 | if (val.X >= Constants.RegionSize) | ||
513 | val.X -= Constants.RegionSize; | ||
514 | if (val.Y >= Constants.RegionSize) | ||
515 | val.Y -= Constants.RegionSize; | ||
516 | if (val.X < 0) | ||
517 | val.X += Constants.RegionSize; | ||
518 | if (val.Y < 0) | ||
519 | val.Y += Constants.RegionSize; | ||
520 | |||
521 | // If it's deleted, crossing was successful | ||
522 | if (IsDeleted) | ||
523 | { | ||
524 | foreach (ScenePresence av in m_linkedAvatars) | ||
525 | { | ||
526 | m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val); | ||
527 | |||
528 | av.IsInTransit = true; | ||
529 | |||
530 | CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync; | ||
531 | d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d); | ||
532 | } | ||
533 | |||
534 | return; | ||
535 | } | ||
536 | } | ||
537 | |||
538 | val = AbsolutePosition; | ||
469 | } | 539 | } |
470 | } | 540 | } |
471 | 541 | ||
@@ -524,6 +594,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
524 | } | 594 | } |
525 | } | 595 | } |
526 | 596 | ||
597 | private void CrossAgentToNewRegionCompleted(IAsyncResult iar) | ||
598 | { | ||
599 | CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState; | ||
600 | ScenePresence agent = icon.EndInvoke(iar); | ||
601 | |||
602 | //// If the cross was successful, this agent is a child agent | ||
603 | //if (agent.IsChildAgent) | ||
604 | // agent.Reset(); | ||
605 | //else // Not successful | ||
606 | // agent.RestoreInCurrentScene(); | ||
607 | |||
608 | // In any case | ||
609 | agent.IsInTransit = false; | ||
610 | |||
611 | m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname); | ||
612 | } | ||
613 | |||
527 | public override uint LocalId | 614 | public override uint LocalId |
528 | { | 615 | { |
529 | get { return m_rootPart.LocalId; } | 616 | get { return m_rootPart.LocalId; } |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 13854c7..429fc06 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -233,6 +233,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
233 | private bool m_collisionEventFlag = false; | 233 | private bool m_collisionEventFlag = false; |
234 | private object m_collisionEventLock = new Object(); | 234 | private object m_collisionEventLock = new Object(); |
235 | 235 | ||
236 | private Vector3 m_prevSitOffset; | ||
237 | |||
236 | protected AvatarAppearance m_appearance; | 238 | protected AvatarAppearance m_appearance; |
237 | 239 | ||
238 | public AvatarAppearance Appearance | 240 | public AvatarAppearance Appearance |
@@ -644,6 +646,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
644 | } | 646 | } |
645 | private uint m_parentID; | 647 | private uint m_parentID; |
646 | 648 | ||
649 | public UUID ParentUUID | ||
650 | { | ||
651 | get { return m_parentUUID; } | ||
652 | set { m_parentUUID = value; } | ||
653 | } | ||
654 | private UUID m_parentUUID = UUID.Zero; | ||
655 | |||
647 | public float Health | 656 | public float Health |
648 | { | 657 | { |
649 | get { return m_health; } | 658 | get { return m_health; } |
@@ -865,7 +874,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
865 | "[SCENE]: Upgrading child to root agent for {0} in {1}", | 874 | "[SCENE]: Upgrading child to root agent for {0} in {1}", |
866 | Name, m_scene.RegionInfo.RegionName); | 875 | Name, m_scene.RegionInfo.RegionName); |
867 | 876 | ||
868 | //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); | 877 | if (ParentUUID != UUID.Zero) |
878 | { | ||
879 | m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID); | ||
880 | SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID); | ||
881 | if (part == null) | ||
882 | { | ||
883 | m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID); | ||
884 | } | ||
885 | else | ||
886 | { | ||
887 | part.ParentGroup.AddAvatar(UUID); | ||
888 | if (part.SitTargetPosition != Vector3.Zero) | ||
889 | part.SitTargetAvatar = UUID; | ||
890 | ParentPosition = part.GetWorldPosition(); | ||
891 | ParentID = part.LocalId; | ||
892 | m_pos = m_prevSitOffset; | ||
893 | pos = ParentPosition; | ||
894 | } | ||
895 | ParentUUID = UUID.Zero; | ||
896 | } | ||
869 | 897 | ||
870 | bool wasChild = IsChildAgent; | 898 | bool wasChild = IsChildAgent; |
871 | IsChildAgent = false; | 899 | IsChildAgent = false; |
@@ -878,62 +906,64 @@ namespace OpenSim.Region.Framework.Scenes | |||
878 | 906 | ||
879 | m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); | 907 | m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); |
880 | 908 | ||
881 | // Moved this from SendInitialData to ensure that Appearance is initialized | 909 | if (ParentID == 0) |
882 | // before the inventory is processed in MakeRootAgent. This fixes a race condition | ||
883 | // related to the handling of attachments | ||
884 | //m_scene.GetAvatarAppearance(ControllingClient, out Appearance); | ||
885 | if (m_scene.TestBorderCross(pos, Cardinals.E)) | ||
886 | { | 910 | { |
887 | Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); | 911 | // Moved this from SendInitialData to ensure that Appearance is initialized |
888 | pos.X = crossedBorder.BorderLine.Z - 1; | 912 | // before the inventory is processed in MakeRootAgent. This fixes a race condition |
889 | } | 913 | // related to the handling of attachments |
914 | //m_scene.GetAvatarAppearance(ControllingClient, out Appearance); | ||
915 | if (m_scene.TestBorderCross(pos, Cardinals.E)) | ||
916 | { | ||
917 | Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); | ||
918 | pos.X = crossedBorder.BorderLine.Z - 1; | ||
919 | } | ||
890 | 920 | ||
891 | if (m_scene.TestBorderCross(pos, Cardinals.N)) | 921 | if (m_scene.TestBorderCross(pos, Cardinals.N)) |
892 | { | 922 | { |
893 | Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); | 923 | Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); |
894 | pos.Y = crossedBorder.BorderLine.Z - 1; | 924 | pos.Y = crossedBorder.BorderLine.Z - 1; |
895 | } | 925 | } |
896 | 926 | ||
897 | CheckAndAdjustLandingPoint(ref pos); | 927 | CheckAndAdjustLandingPoint(ref pos); |
898 | 928 | ||
899 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) | 929 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) |
900 | { | 930 | { |
901 | m_log.WarnFormat( | 931 | m_log.WarnFormat( |
902 | "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", | 932 | "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", |
903 | pos, Name, UUID); | 933 | pos, Name, UUID); |
904 | 934 | ||
905 | if (pos.X < 0f) pos.X = 0f; | 935 | if (pos.X < 0f) pos.X = 0f; |
906 | if (pos.Y < 0f) pos.Y = 0f; | 936 | if (pos.Y < 0f) pos.Y = 0f; |
907 | if (pos.Z < 0f) pos.Z = 0f; | 937 | if (pos.Z < 0f) pos.Z = 0f; |
908 | } | 938 | } |
909 | 939 | ||
910 | float localAVHeight = 1.56f; | 940 | float localAVHeight = 1.56f; |
911 | if (Appearance.AvatarHeight > 0) | 941 | if (Appearance.AvatarHeight > 0) |
912 | localAVHeight = Appearance.AvatarHeight; | 942 | localAVHeight = Appearance.AvatarHeight; |
913 | 943 | ||
914 | float posZLimit = 0; | 944 | float posZLimit = 0; |
915 | 945 | ||
916 | if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) | 946 | if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) |
917 | posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; | 947 | posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; |
918 | 948 | ||
919 | float newPosZ = posZLimit + localAVHeight / 2; | 949 | float newPosZ = posZLimit + localAVHeight / 2; |
920 | if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) | 950 | if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) |
921 | { | 951 | { |
922 | pos.Z = newPosZ; | 952 | pos.Z = newPosZ; |
923 | } | 953 | } |
924 | AbsolutePosition = pos; | 954 | AbsolutePosition = pos; |
925 | 955 | ||
926 | AddToPhysicalScene(isFlying); | 956 | AddToPhysicalScene(isFlying); |
927 | 957 | ||
928 | if (ForceFly) | 958 | if (ForceFly) |
929 | { | 959 | { |
930 | Flying = true; | 960 | Flying = true; |
931 | } | 961 | } |
932 | else if (FlyDisabled) | 962 | else if (FlyDisabled) |
933 | { | 963 | { |
934 | Flying = false; | 964 | Flying = false; |
965 | } | ||
935 | } | 966 | } |
936 | |||
937 | // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying | 967 | // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying |
938 | // avatar to return to the standing position in mid-air. On login it looks like this is being sent | 968 | // avatar to return to the standing position in mid-air. On login it looks like this is being sent |
939 | // elsewhere anyway | 969 | // elsewhere anyway |
@@ -951,11 +981,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
951 | { | 981 | { |
952 | m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); | 982 | m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); |
953 | // Resume scripts | 983 | // Resume scripts |
954 | foreach (SceneObjectGroup sog in m_attachments) | 984 | Util.FireAndForget(delegate(object x) { |
955 | { | 985 | foreach (SceneObjectGroup sog in m_attachments) |
956 | sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); | 986 | { |
957 | sog.ResumeScripts(); | 987 | sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); |
958 | } | 988 | sog.ResumeScripts(); |
989 | } | ||
990 | }); | ||
959 | } | 991 | } |
960 | } | 992 | } |
961 | 993 | ||
@@ -3109,6 +3141,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3109 | cAgent.AlwaysRun = SetAlwaysRun; | 3141 | cAgent.AlwaysRun = SetAlwaysRun; |
3110 | 3142 | ||
3111 | cAgent.Appearance = new AvatarAppearance(Appearance); | 3143 | cAgent.Appearance = new AvatarAppearance(Appearance); |
3144 | |||
3145 | cAgent.ParentPart = ParentUUID; | ||
3146 | cAgent.SitOffset = m_pos; | ||
3112 | 3147 | ||
3113 | lock (scriptedcontrols) | 3148 | lock (scriptedcontrols) |
3114 | { | 3149 | { |
@@ -3168,6 +3203,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3168 | CameraAtAxis = cAgent.AtAxis; | 3203 | CameraAtAxis = cAgent.AtAxis; |
3169 | CameraLeftAxis = cAgent.LeftAxis; | 3204 | CameraLeftAxis = cAgent.LeftAxis; |
3170 | m_CameraUpAxis = cAgent.UpAxis; | 3205 | m_CameraUpAxis = cAgent.UpAxis; |
3206 | ParentUUID = cAgent.ParentPart; | ||
3207 | m_prevSitOffset = cAgent.SitOffset; | ||
3171 | 3208 | ||
3172 | // When we get to the point of re-computing neighbors everytime this | 3209 | // When we get to the point of re-computing neighbors everytime this |
3173 | // changes, then start using the agent's drawdistance rather than the | 3210 | // changes, then start using the agent's drawdistance rather than the |