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https://github.com/opensim/opensim.git
synced 2026-08-08 18:25:33 +08:00
change scene comms and neighbour
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@@ -51,7 +51,7 @@ namespace OpenSim.Region.Framework.Scenes
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public class SceneCommunicationService //one instance per region
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static string LogHeader = "[SCENE COMMUNICATION SERVICE]";
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private static readonly string LogHeader = "[SCENE COMM]";
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protected RegionInfo m_regionInfo;
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protected Scene m_scene;
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@@ -62,126 +62,78 @@ namespace OpenSim.Region.Framework.Scenes
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m_regionInfo = s.RegionInfo;
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}
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public delegate void InformNeighbourThatRegionUpDelegate(INeighbourService nService, RegionInfo region, ulong regionhandle);
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private void InformNeighborsThatRegionisUpCompleted(IAsyncResult iar)
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{
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InformNeighbourThatRegionUpDelegate icon = (InformNeighbourThatRegionUpDelegate)iar.AsyncState;
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icon.EndInvoke(iar);
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}
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/// <summary>
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/// Asynchronous call to information neighbouring regions that this region is up
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/// </summary>
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/// <param name="region"></param>
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/// <param name="regionhandle"></param>
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private void InformNeighboursThatRegionIsUpAsync(INeighbourService neighbourService, RegionInfo region, ulong regionhandle)
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{
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uint x = 0, y = 0;
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Utils.LongToUInts(regionhandle, out x, out y);
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GridRegion neighbour = null;
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if (neighbourService != null)
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neighbour = neighbourService.HelloNeighbour(regionhandle, region);
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else
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m_log.ErrorFormat("{0} No neighbour service provided for region {1} to inform neigbhours of status", LogHeader, m_scene.Name);
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if (neighbour != null)
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{
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m_log.DebugFormat("{0} Region {1} successfully informed neighbour {2} at {3}-{4} that it is up",
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LogHeader, m_scene.Name, neighbour.RegionName, Util.WorldToRegionLoc(x), Util.WorldToRegionLoc(y));
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m_scene.EventManager.TriggerOnRegionUp(neighbour);
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}
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else
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{
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m_log.WarnFormat(
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"[SCENE COMMUNICATION SERVICE]: Region {0} failed to inform neighbour at {1}-{2} that it is up.",
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m_scene.Name, Util.WorldToRegionLoc(x), Util.WorldToRegionLoc(y));
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}
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}
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public void InformNeighborsThatRegionisUp(INeighbourService neighbourService, RegionInfo region)
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{
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//m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
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if (neighbourService == null)
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{
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m_log.ErrorFormat("{0} No neighbour service provided for region {1} to inform neigbhours of status", LogHeader, m_scene.Name);
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return;
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}
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List<GridRegion> neighbours
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= m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
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List<GridRegion> onlineNeighbours = new List<GridRegion>();
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List<ulong> onlineNeighbours = new List<ulong>();
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foreach (GridRegion n in neighbours)
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{
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OpenSim.Framework.RegionFlags? regionFlags = n.RegionFlags;
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// m_log.DebugFormat(
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// "{0}: Region flags for {1} as seen by {2} are {3}",
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// LogHeader, n.RegionName, m_scene.Name, regionFlags != null ? regionFlags.ToString() : "not present");
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//m_log.DebugFormat(
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// "{0}: Region flags for {1} as seen by {2} are {3}",
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// LogHeader, n.RegionName, m_scene.Name, regionFlags != null ? regionFlags.ToString() : "not present");
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// Robust services before 2015-01-14 do not return the regionFlags information. In this case, we could
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// make a separate RegionFlags call but this would involve a network call for each neighbour.
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if (regionFlags != null)
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if (n.RegionFlags != null)
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{
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if ((regionFlags & OpenSim.Framework.RegionFlags.RegionOnline) != 0)
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onlineNeighbours.Add(n);
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if ((n.RegionFlags & OpenSim.Framework.RegionFlags.RegionOnline) != 0)
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onlineNeighbours.Add(n.RegionHandle);
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}
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else
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{
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onlineNeighbours.Add(n);
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onlineNeighbours.Add(n.RegionHandle);
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}
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}
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m_log.DebugFormat(
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"{0} Informing {1} neighbours that region {2} is up",
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LogHeader, onlineNeighbours.Count, m_scene.Name);
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foreach (GridRegion n in onlineNeighbours)
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if(onlineNeighbours.Count > 0)
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{
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InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
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d.BeginInvoke(neighbourService, region, n.RegionHandle,
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InformNeighborsThatRegionisUpCompleted,
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d);
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Util.FireAndForget(o =>
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{
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foreach (ulong regionhandle in onlineNeighbours)
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{
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Util.RegionHandleToRegionLoc(regionhandle, out uint rx, out uint ry);
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GridRegion neighbour = neighbourService.HelloNeighbour(regionhandle, region);
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if (neighbour != null)
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{
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m_log.DebugFormat("{0} Region {1} successfully informed neighbour {2} at {3}-{4} that it is up",
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LogHeader, m_scene.Name, neighbour.RegionName, rx, ry);
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m_scene.EventManager.TriggerOnRegionUp(neighbour);
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}
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else
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{
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m_log.WarnFormat("{0} Region {1} failed to inform neighbour at {2}-{3} that it is up.",
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LogHeader, m_scene.Name, rx, ry);
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}
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}
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});
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}
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}
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public delegate void SendChildAgentDataUpdateDelegate(AgentPosition cAgentData, UUID scopeID, GridRegion dest);
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/// <summary>
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/// This informs all neighboring regions about the settings of it's child agent.
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/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
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///
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/// This contains information, such as, Draw Distance, Camera location, Current Position, Current throttle settings, etc.
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///
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/// </summary>
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private void SendChildAgentDataUpdateAsync(AgentPosition cAgentData, UUID scopeID, GridRegion dest)
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{
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//m_log.Info("[INTERGRID]: Informing neighbors about my agent in " + m_regionInfo.RegionName);
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try
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{
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m_scene.SimulationService.UpdateAgent(dest, cAgentData);
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}
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catch
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{
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// Ignore; we did our best
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}
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}
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private void SendChildAgentDataUpdateCompleted(IAsyncResult iar)
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{
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SendChildAgentDataUpdateDelegate icon = (SendChildAgentDataUpdateDelegate)iar.AsyncState;
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icon.EndInvoke(iar);
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}
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public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence)
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{
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// m_log.DebugFormat(
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// "[SCENE COMMUNICATION SERVICE]: Sending child agent position updates for {0} in {1}",
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// presence.Name, m_scene.Name);
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//m_log.DebugFormat(
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// "[SCENE COMMUNICATION SERVICE]: Sending child agent position updates for {0} in {1}",
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// presence.Name, m_scene.Name);
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// This assumes that we know what our neighbors are.
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try
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{
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uint x = 0, y = 0;
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List<string> simulatorList = new List<string>();
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foreach (ulong regionHandle in presence.KnownRegionHandles)
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{
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@@ -190,8 +142,7 @@ namespace OpenSim.Region.Framework.Scenes
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// we only want to send one update to each simulator; the simulator will
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// hand it off to the regions where a child agent exists, this does assume
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// that the region position is cached or performance will degrade
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Util.RegionHandleToWorldLoc(regionHandle, out x, out y);
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GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
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GridRegion dest = m_scene.GridService.GetRegionByHandle(UUID.Zero, regionHandle);
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if (dest == null)
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continue;
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@@ -200,14 +151,7 @@ namespace OpenSim.Region.Framework.Scenes
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// we havent seen this simulator before, add it to the list
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// and send it an update
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simulatorList.Add(dest.ServerURI);
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// Let move this to sync. Mono definitely does not like async networking.
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m_scene.SimulationService.UpdateAgent(dest, cAgentData);
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// Leaving this here as a reminder that we tried, and it sucks.
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//SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;
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//d.BeginInvoke(cAgentData, m_regionInfo.ScopeID, dest,
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// SendChildAgentDataUpdateCompleted,
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// d);
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}
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}
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}
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@@ -218,35 +162,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
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/// <summary>
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/// This Closes child agents on neighboring regions
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/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
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/// </summary>
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protected void SendCloseChildAgent(UUID agentID, ulong regionHandle, string auth_token)
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{
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// let's do our best, but there's not much we can do if the neighbour doesn't accept.
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//m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
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uint x = 0, y = 0;
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Util.RegionHandleToWorldLoc(regionHandle, out x, out y);
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GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
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if (destination == null)
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{
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m_log.DebugFormat(
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"[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} FAIL, region with handle {1} not found", agentID, regionHandle);
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return;
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}
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m_log.DebugFormat(
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"[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} to {1}", agentID, destination.RegionName);
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m_scene.SimulationService.CloseAgent(destination, agentID, auth_token);
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}
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/// <summary>
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/// Closes a child agents in a collection of regions. Does so asynchronously
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/// so that the caller doesn't wait.
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@@ -261,11 +176,23 @@ namespace OpenSim.Region.Framework.Scenes
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// use a single thread job for all
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Util.FireAndForget(o =>
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{
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foreach (ulong handle in regionslst)
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foreach (ulong regionHandle in regionslst)
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{
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SendCloseChildAgent(agentID, handle, auth_code);
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// let's do our best, but there's not much we can do if the neighbour doesn't accept.
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GridRegion destination = m_scene.GridService.GetRegionByHandle(m_regionInfo.ScopeID, regionHandle);
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if (destination == null)
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{
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m_log.DebugFormat(
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"[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} FAIL, region with handle {1} not found", agentID, regionHandle);
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return;
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}
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m_log.DebugFormat(
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"[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} to {1}", agentID, destination.RegionName);
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m_scene.SimulationService.CloseAgent(destination, agentID, auth_code);
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}
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}, null, "SceneCommunicationService.SendCloseChildAgentConnections");
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}, null, "SCOMM.SendCloseChildAgentConnections");
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}
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public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
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