refactor: Split most of EntityTransferModule.Teleport() into its same region and different region teleport components.

DoTeleport() now retrives IEventQueue itself rather than requiring it to be passed in.
This commit is contained in:
Justin Clark-Casey (justincc)
2012-05-01 17:52:30 +01:00
parent b678ea18b2
commit 37dd174697
4 changed files with 205 additions and 137 deletions

View File

@@ -240,13 +240,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
{
ScenePresence sp = scene.GetScenePresence(client.AgentId);
IEntityTransferModule transferMod = scene.RequestModuleInterface<IEntityTransferModule>();
IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
if (transferMod != null && sp != null && eq != null)
transferMod.DoTeleport(sp, gatekeeper, finalDestination, im.Position + new Vector3(0.5f, 0.5f, 0f), Vector3.UnitX, teleportflags, eq);
if (transferMod != null && sp != null)
transferMod.DoTeleport(
sp, gatekeeper, finalDestination, im.Position + new Vector3(0.5f, 0.5f, 0f),
Vector3.UnitX, teleportflags);
}
}
}
}
}
}
}
}

View File

@@ -170,8 +170,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (!sp.Scene.Permissions.CanTeleport(sp.UUID))
return;
IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
// Reset animations; the viewer does that in teleports.
sp.Animator.ResetAnimations();
@@ -183,130 +181,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{
destinationRegionName = sp.Scene.RegionInfo.RegionName;
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Teleport for {0} to {1} within {2}",
sp.Name, position, destinationRegionName);
// Teleport within the same region
if (IsOutsideRegion(sp.Scene, position) || position.Z < 0)
{
Vector3 emergencyPos = new Vector3(128, 128, 128);
m_log.WarnFormat(
"[ENTITY TRANSFER MODULE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}",
position, sp.Name, sp.UUID, emergencyPos);
position = emergencyPos;
}
// TODO: Get proper AVG Height
float localAVHeight = 1.56f;
float posZLimit = 22;
// TODO: Check other Scene HeightField
if (position.X > 0 && position.X <= (int)Constants.RegionSize && position.Y > 0 && position.Y <= (int)Constants.RegionSize)
{
posZLimit = (float)sp.Scene.Heightmap[(int)position.X, (int)position.Y];
}
float newPosZ = posZLimit + localAVHeight;
if (posZLimit >= (position.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
{
position.Z = newPosZ;
}
sp.ControllingClient.SendTeleportStart(teleportFlags);
sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
sp.Velocity = Vector3.Zero;
sp.Teleport(position);
foreach (SceneObjectGroup grp in sp.GetAttachments())
{
sp.Scene.EventManager.TriggerOnScriptChangedEvent(grp.LocalId, (uint)Changed.TELEPORT);
}
TeleportAgentWithinRegion(sp, position, lookAt, teleportFlags);
}
else // Another region possibly in another simulator
{
uint x = 0, y = 0;
Utils.LongToUInts(regionHandle, out x, out y);
GridRegion reg = m_aScene.GridService.GetRegionByPosition(sp.Scene.RegionInfo.ScopeID, (int)x, (int)y);
if (reg != null)
{
GridRegion finalDestination = GetFinalDestination(reg);
if (finalDestination == null)
{
m_log.WarnFormat(
"[ENTITY TRANSFER MODULE]: Final destination is having problems. Unable to teleport {0} {1}",
sp.Name, sp.UUID);
sp.ControllingClient.SendTeleportFailed("Problem at destination");
return;
}
GridRegion finalDestination;
TeleportAgentToDifferentRegion(
sp, regionHandle, position, lookAt, teleportFlags, out finalDestination);
if (finalDestination != null)
destinationRegionName = finalDestination.RegionName;
uint curX = 0, curY = 0;
Utils.LongToUInts(sp.Scene.RegionInfo.RegionHandle, out curX, out curY);
int curCellX = (int)(curX / Constants.RegionSize);
int curCellY = (int)(curY / Constants.RegionSize);
int destCellX = (int)(finalDestination.RegionLocX / Constants.RegionSize);
int destCellY = (int)(finalDestination.RegionLocY / Constants.RegionSize);
// m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Source co-ords are x={0} y={1}", curRegionX, curRegionY);
//
// m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Final dest is x={0} y={1} {2}@{3}",
// destRegionX, destRegionY, finalDestination.RegionID, finalDestination.ServerURI);
// Check that these are not the same coordinates
if (finalDestination.RegionLocX == sp.Scene.RegionInfo.RegionLocX &&
finalDestination.RegionLocY == sp.Scene.RegionInfo.RegionLocY)
{
// Can't do. Viewer crashes
sp.ControllingClient.SendTeleportFailed("Space warp! You would crash. Move to a different region and try again.");
return;
}
if (Math.Abs(curCellX - destCellX) > MaxTransferDistance || Math.Abs(curCellY - destCellY) > MaxTransferDistance)
{
sp.ControllingClient.SendTeleportFailed(
string.Format(
"Can't teleport to {0} ({1},{2}) from {3} ({4},{5}), destination is more than {6} regions way",
finalDestination.RegionName, destCellX, destCellY,
sp.Scene.RegionInfo.RegionName, curCellX, curCellY,
MaxTransferDistance));
return;
}
//
// This is it
//
DoTeleport(sp, reg, finalDestination, position, lookAt, teleportFlags, eq);
//
//
//
}
else
{
// TP to a place that doesn't exist (anymore)
// Inform the viewer about that
sp.ControllingClient.SendTeleportFailed("The region you tried to teleport to doesn't exist anymore");
// and set the map-tile to '(Offline)'
uint regX, regY;
Utils.LongToUInts(regionHandle, out regX, out regY);
MapBlockData block = new MapBlockData();
block.X = (ushort)(regX / Constants.RegionSize);
block.Y = (ushort)(regY / Constants.RegionSize);
block.Access = 254; // == not there
List<MapBlockData> blocks = new List<MapBlockData>();
blocks.Add(block);
sp.ControllingClient.SendMapBlock(blocks, 0);
}
}
}
catch (Exception e)
@@ -320,8 +204,160 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
}
public void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination, Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq)
/// <summary>
/// Teleports the agent within its current region.
/// </summary>
/// <param name="sp"></param>
/// <param name="position"></param>
/// <param name="lookAt"></param>
/// <param name="teleportFlags"></param
private void TeleportAgentWithinRegion(ScenePresence sp, Vector3 position, Vector3 lookAt, uint teleportFlags)
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Teleport for {0} to {1} within {2}",
sp.Name, position, sp.Scene.RegionInfo.RegionName);
// Teleport within the same region
if (IsOutsideRegion(sp.Scene, position) || position.Z < 0)
{
Vector3 emergencyPos = new Vector3(128, 128, 128);
m_log.WarnFormat(
"[ENTITY TRANSFER MODULE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}",
position, sp.Name, sp.UUID, emergencyPos);
position = emergencyPos;
}
// TODO: Get proper AVG Height
float localAVHeight = 1.56f;
float posZLimit = 22;
// TODO: Check other Scene HeightField
if (position.X > 0 && position.X <= (int)Constants.RegionSize && position.Y > 0 && position.Y <= (int)Constants.RegionSize)
{
posZLimit = (float)sp.Scene.Heightmap[(int)position.X, (int)position.Y];
}
float newPosZ = posZLimit + localAVHeight;
if (posZLimit >= (position.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
{
position.Z = newPosZ;
}
sp.ControllingClient.SendTeleportStart(teleportFlags);
sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
sp.Velocity = Vector3.Zero;
sp.Teleport(position);
foreach (SceneObjectGroup grp in sp.GetAttachments())
{
sp.Scene.EventManager.TriggerOnScriptChangedEvent(grp.LocalId, (uint)Changed.TELEPORT);
}
}
/// <summary>
/// Teleports the agent to a different region.
/// </summary>
/// <param name='sp'></param>
/// <param name='regionHandle'>/param>
/// <param name='position'></param>
/// <param name='lookAt'></param>
/// <param name='teleportFlags'></param>
/// <param name='finalDestination'></param>
private void TeleportAgentToDifferentRegion(
ScenePresence sp, ulong regionHandle, Vector3 position,
Vector3 lookAt, uint teleportFlags, out GridRegion finalDestination)
{
uint x = 0, y = 0;
Utils.LongToUInts(regionHandle, out x, out y);
GridRegion reg = m_aScene.GridService.GetRegionByPosition(sp.Scene.RegionInfo.ScopeID, (int)x, (int)y);
if (reg != null)
{
finalDestination = GetFinalDestination(reg);
if (finalDestination == null)
{
m_log.WarnFormat(
"[ENTITY TRANSFER MODULE]: Final destination is having problems. Unable to teleport {0} {1}",
sp.Name, sp.UUID);
sp.ControllingClient.SendTeleportFailed("Problem at destination");
return;
}
uint curX = 0, curY = 0;
Utils.LongToUInts(sp.Scene.RegionInfo.RegionHandle, out curX, out curY);
int curCellX = (int)(curX / Constants.RegionSize);
int curCellY = (int)(curY / Constants.RegionSize);
int destCellX = (int)(finalDestination.RegionLocX / Constants.RegionSize);
int destCellY = (int)(finalDestination.RegionLocY / Constants.RegionSize);
// m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Source co-ords are x={0} y={1}", curRegionX, curRegionY);
//
// m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Final dest is x={0} y={1} {2}@{3}",
// destRegionX, destRegionY, finalDestination.RegionID, finalDestination.ServerURI);
// Check that these are not the same coordinates
if (finalDestination.RegionLocX == sp.Scene.RegionInfo.RegionLocX &&
finalDestination.RegionLocY == sp.Scene.RegionInfo.RegionLocY)
{
// Can't do. Viewer crashes
sp.ControllingClient.SendTeleportFailed("Space warp! You would crash. Move to a different region and try again.");
return;
}
if (Math.Abs(curCellX - destCellX) > MaxTransferDistance || Math.Abs(curCellY - destCellY) > MaxTransferDistance)
{
sp.ControllingClient.SendTeleportFailed(
string.Format(
"Can't teleport to {0} ({1},{2}) from {3} ({4},{5}), destination is more than {6} regions way",
finalDestination.RegionName, destCellX, destCellY,
sp.Scene.RegionInfo.RegionName, curCellX, curCellY,
MaxTransferDistance));
return;
}
//
// This is it
//
DoTeleport(sp, reg, finalDestination, position, lookAt, teleportFlags);
//
//
//
}
else
{
finalDestination = null;
// TP to a place that doesn't exist (anymore)
// Inform the viewer about that
sp.ControllingClient.SendTeleportFailed("The region you tried to teleport to doesn't exist anymore");
// and set the map-tile to '(Offline)'
uint regX, regY;
Utils.LongToUInts(regionHandle, out regX, out regY);
MapBlockData block = new MapBlockData();
block.X = (ushort)(regX / Constants.RegionSize);
block.Y = (ushort)(regY / Constants.RegionSize);
block.Access = 254; // == not there
List<MapBlockData> blocks = new List<MapBlockData>();
blocks.Add(block);
sp.ControllingClient.SendMapBlock(blocks, 0);
}
}
public void DoTeleport(
ScenePresence sp, GridRegion reg, GridRegion finalDestination,
Vector3 position, Vector3 lookAt, uint teleportFlags)
{
IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
if (reg == null || finalDestination == null)
{
sp.ControllingClient.SendTeleportFailed("Unable to locate destination");

View File

@@ -242,13 +242,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
return;
}
IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
GridRegion homeGatekeeper = MakeRegion(aCircuit);
m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: teleporting user {0} {1} home to {2} via {3}:{4}",
aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName);
DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq);
DoTeleport(
sp, homeGatekeeper, finalDestination,
position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
}
/// <summary>
@@ -288,17 +289,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{
ScenePresence sp = scene.GetScenePresence(remoteClient.AgentId);
IEntityTransferModule transferMod = scene.RequestModuleInterface<IEntityTransferModule>();
IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
if (transferMod != null && sp != null && eq != null)
transferMod.DoTeleport(sp, gatekeeper, finalDestination, lm.Position,
Vector3.UnitX, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaLandmark), eq);
if (transferMod != null && sp != null)
transferMod.DoTeleport(
sp, gatekeeper, finalDestination, lm.Position, Vector3.UnitX,
(uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaLandmark));
}
}
// can't find the region: Tell viewer and abort
remoteClient.SendTeleportFailed("The teleport destination could not be found.");
}
#endregion

View File

@@ -37,12 +37,41 @@ namespace OpenSim.Region.Framework.Interfaces
{
public interface IEntityTransferModule
{
void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position,
Vector3 lookAt, uint teleportFlags);
/// <summary>
/// Teleport an agent within the same or to a different region.
/// </summary>
/// <param name='agent'></param>
/// <param name='regionHandle'>
/// The handle of the destination region. If it's the same as the region currently
/// occupied by the agent then the teleport will be within that region.
/// </param>
/// <param name='position'></param>
/// <param name='lookAt'></param>
/// <param name='teleportFlags'></param>
void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags);
void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq);
/// <summary>
/// Teleport an agent directly to a given region without checking whether the region should be subsituted.
/// </summary>
/// <remarks>
/// Please use Teleport() instead unless you know exactly what you're doing.
/// Do not use for same region teleports.
/// </remarks>
/// <param name='sp'></param>
/// <param name='reg'></param>
/// <param name='finalDestination'>/param>
/// <param name='position'></param>
/// <param name='lookAt'></param>
/// <param name='teleportFlags'></param>
void DoTeleport(
ScenePresence sp, GridRegion reg, GridRegion finalDestination,
Vector3 position, Vector3 lookAt, uint teleportFlags);
/// <summary>
/// Teleports the agent for the given client to their home destination.
/// </summary>
/// <param name='id'></param>
/// <param name='client'></param>
void TeleportHome(UUID id, IClientAPI client);
bool Cross(ScenePresence agent, bool isFlying);