Bug fix in new child agents management. Thanks DigiDaz for helping identify this issue.

We need to update all child agents whenever the root agent crosses regions. The update
now includes child agents in common neighbours. This is so that those get updated with the
seeds of the new child agents that are spawned from the receiving region.
This also fixes some timing issues. We need to close child agents from the originating region
before we update child agents in the receiving region.
This commit is contained in:
diva
2008-12-15 16:23:34 +00:00
parent 43142afab1
commit 4b71b88114
4 changed files with 174 additions and 116 deletions

View File

@@ -255,7 +255,7 @@ namespace OpenSim.Region.Environment.Scenes
#region Inform Client of Neighbours
private delegate void InformClientOfNeighbourDelegate(
ScenePresence avatar, AgentCircuitData a, SimpleRegionInfo reg, IPEndPoint endPoint);
ScenePresence avatar, AgentCircuitData a, SimpleRegionInfo reg, IPEndPoint endPoint, bool newAgent);
private void InformClientOfNeighbourCompleted(IAsyncResult iar)
{
@@ -274,8 +274,12 @@ namespace OpenSim.Region.Environment.Scenes
/// <param name="regionHandle"></param>
/// <param name="endPoint"></param>
private void InformClientOfNeighbourAsync(ScenePresence avatar, AgentCircuitData a, SimpleRegionInfo reg,
IPEndPoint endPoint)
IPEndPoint endPoint, bool newAgent)
{
// Let's wait just a little to give time to originating regions to catch up with closing child agents
// after a cross here
Thread.Sleep(200);
uint x, y;
Utils.LongToUInts(reg.RegionHandle, out x, out y);
x = x / Constants.RegionSize;
@@ -287,7 +291,7 @@ namespace OpenSim.Region.Environment.Scenes
bool regionAccepted = m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, a);
if (regionAccepted)
if (regionAccepted && newAgent)
{
IEventQueue eq = avatar.Scene.RequestModuleInterface<IEventQueue>();
if (eq != null)
@@ -362,6 +366,7 @@ namespace OpenSim.Region.Environment.Scenes
/// Collect as many seeds as possible
Dictionary<ulong, string> seeds = new Dictionary<ulong, string>(avatar.Scene.GetChildrenSeeds(avatar.UUID));
//Console.WriteLine(" !!! No. of seeds: " + seeds.Count);
if (!seeds.ContainsKey(avatar.Scene.RegionInfo.RegionHandle))
seeds.Add(avatar.Scene.RegionInfo.RegionHandle, avatar.ControllingClient.RequestClientInfo().CapsPath);
@@ -369,22 +374,26 @@ namespace OpenSim.Region.Environment.Scenes
List<AgentCircuitData> cagents = new List<AgentCircuitData>();
foreach (SimpleRegionInfo neighbour in neighbours)
{
AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo();
agent.BaseFolder = UUID.Zero;
agent.InventoryFolder = UUID.Zero;
agent.startpos = new Vector3(128, 128, 70);
agent.child = true;
if (newRegions.Contains(neighbour.RegionHandle))
if (neighbour.RegionHandle != avatar.Scene.RegionInfo.RegionHandle)
{
agent.CapsPath = Util.GetRandomCapsPath();
avatar.AddNeighbourRegion(neighbour.RegionHandle, agent.CapsPath);
seeds.Add(neighbour.RegionHandle, agent.CapsPath);
}
else
agent.CapsPath = avatar.Scene.GetChildSeed(avatar.UUID, neighbour.RegionHandle);
cagents.Add(agent);
AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo();
agent.BaseFolder = UUID.Zero;
agent.InventoryFolder = UUID.Zero;
agent.startpos = new Vector3(128, 128, 70);
agent.child = true;
if (newRegions.Contains(neighbour.RegionHandle))
{
agent.CapsPath = Util.GetRandomCapsPath();
avatar.AddNeighbourRegion(neighbour.RegionHandle, agent.CapsPath);
seeds.Add(neighbour.RegionHandle, agent.CapsPath);
}
else
agent.CapsPath = avatar.Scene.GetChildSeed(avatar.UUID, neighbour.RegionHandle);
cagents.Add(agent);
}
}
/// Update all child agent with everyone's seeds
@@ -398,16 +407,22 @@ namespace OpenSim.Region.Environment.Scenes
//avatar.Scene.DumpChildrenSeeds(avatar.UUID);
//avatar.DumpKnownRegions();
bool newAgent = false;
int count = 0;
foreach (SimpleRegionInfo neighbour in neighbours)
{
// Don't do it if there's already an agent in that region
if (newRegions.Contains(neighbour.RegionHandle))
newAgent = true;
else
newAgent = false;
if (neighbour.RegionHandle != avatar.Scene.RegionInfo.RegionHandle)
{
InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
try
{
d.BeginInvoke(avatar, cagents[count], neighbour, neighbour.ExternalEndPoint,
d.BeginInvoke(avatar, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
InformClientOfNeighbourCompleted,
d);
}
@@ -429,11 +444,7 @@ namespace OpenSim.Region.Environment.Scenes
}
}
else
m_log.Debug("[SCM]: Skipping common neighbor " + neighbour.RegionLocX + ", " + neighbour.RegionLocY);
count++;
}
}
@@ -450,7 +461,7 @@ namespace OpenSim.Region.Environment.Scenes
agent.child = true;
InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
d.BeginInvoke(avatar, agent, region, region.ExternalEndPoint,
d.BeginInvoke(avatar, agent, region, region.ExternalEndPoint, true,
InformClientOfNeighbourCompleted,
d);
}
@@ -748,6 +759,10 @@ namespace OpenSim.Region.Environment.Scenes
// once we reach here...
//avatar.Scene.RemoveCapsHandler(avatar.UUID);
// Let's close some agents
avatar.CloseChildAgents(newRegionX, newRegionY);
string capsPath = String.Empty;
AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo();
agent.BaseFolder = UUID.Zero;
agent.InventoryFolder = UUID.Zero;
@@ -757,36 +772,37 @@ namespace OpenSim.Region.Environment.Scenes
{
// brand new agent
agent.CapsPath = Util.GetRandomCapsPath();
if (!m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agent))
{
avatar.ControllingClient.SendTeleportFailed("Destination is not accepting teleports.");
return;
}
// TODO Should construct this behind a method
capsPath =
"http://" + reg.ExternalHostName + ":" + reg.HttpPort
+ "/CAPS/" + agent.CapsPath + "0000/";
if (eq != null)
{
OSD Item = EventQueueHelper.EnableSimulator(reg.RegionHandle, reg.ExternalEndPoint);
eq.Enqueue(Item, avatar.UUID);
Item = EventQueueHelper.EstablishAgentCommunication(avatar.UUID, reg.ExternalEndPoint.ToString(), capsPath);
eq.Enqueue(Item, avatar.UUID);
}
else
{
avatar.ControllingClient.InformClientOfNeighbour(reg.RegionHandle, reg.ExternalEndPoint);
}
}
else
{
// child agent already there
agent.CapsPath = avatar.Scene.GetChildSeed(avatar.UUID, reg.RegionHandle);
capsPath = "http://" + reg.ExternalHostName + ":" + reg.HttpPort
+ "/CAPS/" + agent.CapsPath + "0000/";
}
if (!m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agent))
{
avatar.ControllingClient.SendTeleportFailed("Destination is not accepting teleports.");
return;
}
// TODO Should construct this behind a method
string capsPath =
"http://" + reg.ExternalHostName + ":" + reg.HttpPort
+ "/CAPS/" + agent.CapsPath + "0000/";
if (eq != null)
{
OSD Item = EventQueueHelper.EnableSimulator(reg.RegionHandle, reg.ExternalEndPoint);
eq.Enqueue(Item, avatar.UUID);
Item = EventQueueHelper.EstablishAgentCommunication(avatar.UUID, reg.ExternalEndPoint.ToString(), capsPath);
eq.Enqueue(Item, avatar.UUID);
}
else
{
avatar.ControllingClient.InformClientOfNeighbour(reg.RegionHandle, reg.ExternalEndPoint);
}
if (!m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId,
position, false))
@@ -826,24 +842,25 @@ namespace OpenSim.Region.Environment.Scenes
}
// Let's close some children agents
avatar.CloseChildAgents(newRegionX, newRegionY);
// Close this ScenePresence too
//avatar.Close();
// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
//if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
//{
// CloseConnection(avatar.UUID);
//}
if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
{
CloseConnection(avatar.UUID);
}
// if (teleport success) // seems to be always success here
// the user may change their profile information in other region,
// so the userinfo in UserProfileCache is not reliable any more, delete it
if (avatar.Scene.NeedSceneCacheClear(avatar.UUID))
{
m_commsProvider.UserProfileCacheService.RemoveUser(avatar.UUID);
m_log.InfoFormat("User {0} is going to another region, profile cache removed", avatar.UUID);
m_log.InfoFormat("User {0} is going to another region, profile cache removed", avatar.UUID);
}
// Close this ScenePresence too
//avatar.Close();
}
else
{