From 9892e115ccdcc8567087041917fb5c7694aa8836 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 28 Apr 2011 20:19:54 -0700 Subject: Fatpack message on agent transfers: 1 message only (UpdateAgent) containing the agent and all attachments. Preserves backwards compatibility -- older sims get passed attachments one by one. Meaning that I finally introduced versioning in the simulation service. --- .../Avatar/Attachments/AttachmentsModule.cs | 13 +++-- .../EntityTransfer/EntityTransferModule.cs | 61 ++++++++++++---------- .../EntityTransfer/HGEntityTransferModule.cs | 5 +- .../Simulation/LocalSimulationConnector.cs | 6 ++- .../Simulation/RemoteSimulationConnector.cs | 7 +-- 5 files changed, 52 insertions(+), 40 deletions(-) (limited to 'OpenSim/Region/CoreModules') diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index ff26264..520d794 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -562,14 +562,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments /// /// /// - /// + /// /// - protected void AttachToAgent(ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 AttachOffset, bool silent) + protected void AttachToAgent(ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) { - // don't attach attachments to child agents - if (avatar.IsChildAgent) return; -// m_log.DebugFormat("[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1}", Name, avatar.Name); + m_log.DebugFormat("[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} in pt {2} pos {3} {4}", Name, avatar.Name, + attachmentpoint, attachOffset, so.RootPart.AttachedPos); so.DetachFromBackup(); @@ -590,8 +589,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments so.RootPart.PhysActor = null; } - so.AbsolutePosition = AttachOffset; - so.RootPart.AttachedPos = AttachOffset; + so.AbsolutePosition = attachOffset; + so.RootPart.AttachedPos = attachOffset; so.RootPart.IsAttachment = true; so.RootPart.SetParentLocalId(avatar.LocalId); diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index c88be7d..1054785 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -285,11 +285,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer } string reason; - if (!m_aScene.SimulationService.QueryAccess(finalDestination, sp.ControllingClient.AgentId, Vector3.Zero, out reason)) + string version; + if (!m_aScene.SimulationService.QueryAccess(finalDestination, sp.ControllingClient.AgentId, Vector3.Zero, out version, out reason)) { sp.ControllingClient.SendTeleportFailed("Teleport failed: " + reason); return; } + m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Destination is running version {0}", version); sp.ControllingClient.SendTeleportStart(teleportFlags); @@ -371,20 +373,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); } - // Expect avatar crossing is a heavy-duty function at the destination. - // That is where MakeRoot is called, which fetches appearance and inventory. - // Plus triggers OnMakeRoot, which spawns a series of asynchronous updates. - //m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId, - // position, false); - - //{ - // avatar.ControllingClient.SendTeleportFailed("Problem with destination."); - // // We should close that agent we just created over at destination... - // List lst = new List(); - // lst.Add(reg.RegionHandle); - // SendCloseChildAgentAsync(avatar.UUID, lst); - // return; - //} SetInTransit(sp.UUID); @@ -426,7 +414,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which // trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation - // that the client contacted the destination before we send the attachments and close things here. + // that the client contacted the destination before we close things here. if (!WaitForCallback(sp.UUID)) { m_log.WarnFormat( @@ -437,14 +425,20 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return; } - // CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it - CrossAttachmentsIntoNewRegion(finalDestination, sp, true); + // For backwards compatibility + if (version == "Unknown" || version == string.Empty) + { + // CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it + m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Old simulator, sending attachments one by one..."); + CrossAttachmentsIntoNewRegion(finalDestination, sp, true); + } + + // May need to logout or other cleanup + AgentHasMovedAway(sp, logout); // Well, this is it. The agent is over there. KillEntity(sp.Scene, sp.LocalId); - // May need to logout or other cleanup - AgentHasMovedAway(sp.ControllingClient.SessionId, logout); // Now let's make it officially a child agent sp.MakeChildAgent(); @@ -513,8 +507,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer } - protected virtual void AgentHasMovedAway(UUID sessionID, bool logout) + protected virtual void AgentHasMovedAway(ScenePresence sp, bool logout) { + foreach (SceneObjectGroup sop in sp.Attachments) + { + sop.Scene.DeleteSceneObject(sop, true); + } + sp.Attachments.Clear(); } protected void KillEntity(Scene scene, uint localID) @@ -784,7 +783,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); string reason; - if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newpos, out reason)) + string version; + if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newpos, out version, out reason)) { agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel"); if (r == null) @@ -804,7 +804,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer agent.InTransit(); CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync; - d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, CrossAgentToNewRegionCompleted, d); + d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d); return true; } @@ -861,17 +861,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer icon.EndInvoke(iar); } - public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying); + public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version); /// /// This Closes child agents on neighbouring regions /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// - protected ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying) + protected ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version) { ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); - m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3}", agent.Firstname, agent.Lastname, neighbourx, neighboury); + m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}", agent.Firstname, agent.Lastname, neighbourx, neighboury, version); Scene m_scene = agent.Scene; @@ -945,7 +945,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer agent.SendOtherAgentsAvatarDataToMe(); agent.SendOtherAgentsAppearanceToMe(); - CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true); + // Backwards compatibility + if (version == "Unknown" || version == string.Empty) + { + m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Old neighbor, passing attachments one by one..."); + CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true); + } + + AgentHasMovedAway(agent, false); // the user may change their profile information in other region, // so the userinfo in UserProfileCache is not reliable any more, delete it diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs index 79e76b4..5c53f78 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs @@ -142,11 +142,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return false; } - protected override void AgentHasMovedAway(UUID sessionID, bool logout) + protected override void AgentHasMovedAway(ScenePresence sp, bool logout) { + base.AgentHasMovedAway(sp, logout); if (logout) // Log them out of this grid - m_aScene.PresenceService.LogoutAgent(sessionID); + m_aScene.PresenceService.LogoutAgent(sp.ControllingClient.SessionId); } protected override bool CreateAgent(ScenePresence sp, GridRegion reg, GridRegion finalDestination, AgentCircuitData agentCircuit, uint teleportFlags, out string reason, out bool logout) diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs index a298b65..2cf02b5 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs @@ -41,6 +41,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation public class LocalSimulationConnectorModule : ISharedRegionModule, ISimulationService { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + // Version of this service + private const string m_Version = "SIMULATION/0.1"; + private List m_sceneList = new List(); private IEntityTransferModule m_AgentTransferModule; @@ -257,9 +260,10 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation return false; } - public bool QueryAccess(GridRegion destination, UUID id, Vector3 position, out string reason) + public bool QueryAccess(GridRegion destination, UUID id, Vector3 position, out string version, out string reason) { reason = "Communications failure"; + version = m_Version; if (destination == null) return false; diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs index 67f4d60..7858f2a 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs @@ -229,19 +229,20 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation } - public bool QueryAccess(GridRegion destination, UUID id, Vector3 position, out string reason) + public bool QueryAccess(GridRegion destination, UUID id, Vector3 position, out string version, out string reason) { reason = "Communications failure"; + version = "Unknown"; if (destination == null) return false; // Try local first - if (m_localBackend.QueryAccess(destination, id, position, out reason)) + if (m_localBackend.QueryAccess(destination, id, position, out version, out reason)) return true; // else do the remote thing if (!m_localBackend.IsLocalRegion(destination.RegionHandle)) - return m_remoteConnector.QueryAccess(destination, id, position, out reason); + return m_remoteConnector.QueryAccess(destination, id, position, out version, out reason); return false; -- cgit v1.1