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authorMelanie2012-02-15 01:11:35 +0000
committerMelanie2012-02-15 01:11:35 +0000
commit7be9ba55642868cb21b09908fb49635fa387fd17 (patch)
tree12e5be55b2130942338a447bdceab7576dc7c4dd /OpenSim/Region/Framework
parentMerge branch 'master' into careminster (diff)
parentImplement 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.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs89
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs139
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
36namespace OpenSim.Region.Framework.Interfaces 36namespace 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