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https://github.com/opensim/opensim.git
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Merge branch 'master' into careminster
Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs bin/OpenSimDefaults.ini
This commit is contained in:
@@ -689,6 +689,20 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
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}
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if (version.Equals("SIMULATION/0.2"))
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TransferAgent_V2(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, oldRegionX, newRegionX, oldRegionY, newRegionY, version, out reason);
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else
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TransferAgent_V1(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, oldRegionX, newRegionX, oldRegionY, newRegionY, version, out reason);
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}
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private void TransferAgent_V1(ScenePresence sp, AgentCircuitData agentCircuit, GridRegion reg, GridRegion finalDestination,
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IPEndPoint endPoint, uint teleportFlags, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, string version, out string reason)
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{
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ulong destinationHandle = finalDestination.RegionHandle;
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AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Using TP V1");
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// Let's create an agent there if one doesn't exist yet.
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// NOTE: logout will always be false for a non-HG teleport.
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bool logout = false;
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@@ -710,7 +724,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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m_interRegionTeleportCancels.Value++;
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after CreateAgent on client request",
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"[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after CreateAgent on client request",
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sp.Name, finalDestination.RegionName, sp.Scene.Name);
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return;
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@@ -732,11 +746,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// OK, it got this agent. Let's close some child agents
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sp.CloseChildAgents(newRegionX, newRegionY);
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IClientIPEndpoint ipepClient;
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IClientIPEndpoint ipepClient;
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string capsPath = String.Empty;
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if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
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{
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Determined that region {0} at {1},{2} needs new child agent for incoming agent {3} from {4}",
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"[ENTITY TRANSFER MODULE]: Determined that region {0} at {1},{2} needs new child agent for incoming agent {3} from {4}",
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finalDestination.RegionName, newRegionX, newRegionY, sp.Name, Scene.Name);
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//sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent...");
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@@ -783,10 +798,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// Let's send a full update of the agent. This is a synchronous call.
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AgentData agent = new AgentData();
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sp.CopyTo(agent);
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agent.Position = position;
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agent.Position = agentCircuit.startpos;
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SetCallbackURL(agent, sp.Scene.RegionInfo);
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//sp.ControllingClient.SendTeleportProgress(teleportFlags, "Updating agent...");
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// We will check for an abort before UpdateAgent since UpdateAgent will require an active viewer to
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// establish th econnection to the destination which makes it return true.
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@@ -821,7 +835,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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m_log.WarnFormat(
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"[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1} from {2}. Keeping avatar in source region.",
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sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName);
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Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established.");
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return;
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}
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@@ -831,7 +845,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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m_interRegionTeleportCancels.Value++;
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after UpdateAgent on client request",
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"[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after UpdateAgent on client request",
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sp.Name, finalDestination.RegionName, sp.Scene.Name);
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CleanupFailedInterRegionTeleport(sp, currentAgentCircuit.SessionID.ToString(), finalDestination);
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@@ -848,6 +862,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// closes our existing agent which is still signalled as root.
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sp.IsChildAgent = true;
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// OK, send TPFinish to the client, so that it starts the process of contacting the destination region
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if (m_eqModule != null)
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{
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m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID);
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@@ -877,7 +892,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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m_log.WarnFormat(
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"[ENTITY TRANSFER MODULE]: Teleport of {0} to {1} from {2} failed due to no callback from destination region. Returning avatar to source region.",
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sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName);
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Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Destination region did not signal teleport completion.");
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return;
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@@ -906,13 +921,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
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{
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// We need to delay here because Imprudence viewers, unlike v1 or v3, have a short (<200ms, <500ms) delay before
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// they regard the new region as the current region after receiving the AgentMovementComplete
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// response. If close is sent before then, it will cause the viewer to quit instead.
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//
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// This sleep can be increased if necessary. However, whilst it's active,
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// an agent cannot teleport back to this region if it has teleported away.
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Thread.Sleep(3000);
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// RED ALERT!!!!
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// PLEASE DO NOT DECREASE THIS WAIT TIME UNDER ANY CIRCUMSTANCES.
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// THE VIEWERS SEEM TO NEED SOME TIME AFTER RECEIVING MoveAgentIntoRegion
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// BEFORE THEY SETTLE IN THE NEW REGION.
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// DECREASING THE WAIT TIME HERE WILL EITHER RESULT IN A VIEWER CRASH OR
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// IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS.
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Thread.Sleep(5000);
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sp.Scene.IncomingCloseAgent(sp.UUID, false);
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}
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@@ -923,6 +938,134 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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}
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}
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private void TransferAgent_V2(ScenePresence sp, AgentCircuitData agentCircuit, GridRegion reg, GridRegion finalDestination,
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IPEndPoint endPoint, uint teleportFlags, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, string version, out string reason)
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{
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ulong destinationHandle = finalDestination.RegionHandle;
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AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
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// Let's create an agent there if one doesn't exist yet.
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// NOTE: logout will always be false for a non-HG teleport.
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bool logout = false;
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if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout))
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{
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m_interRegionTeleportFailures.Value++;
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sp.ControllingClient.SendTeleportFailed(String.Format("Teleport refused: {0}", reason));
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Teleport of {0} from {1} to {2} was refused because {3}",
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sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName, reason);
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return;
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}
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// Past this point we have to attempt clean up if the teleport fails, so update transfer state.
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m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
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IClientIPEndpoint ipepClient;
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string capsPath = String.Empty;
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if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
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{
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Determined that region {0} at {1},{2} needs new child agent for agent {3} from {4}",
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finalDestination.RegionName, newRegionX, newRegionY, sp.Name, Scene.Name);
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//sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent...");
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#region IP Translation for NAT
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// Uses ipepClient above
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if (sp.ClientView.TryGet(out ipepClient))
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{
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endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
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}
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#endregion
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capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
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}
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else
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{
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agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle);
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capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
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}
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// We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator,
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// where that neighbour simulator could otherwise request a child agent create on the source which then
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// closes our existing agent which is still signalled as root.
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//sp.IsChildAgent = true;
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// New protocol: send TP Finish directly, without prior ES or EAC. That's what happens in the Linden grid
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if (m_eqModule != null)
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m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID);
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else
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sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4,
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teleportFlags, capsPath);
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}",
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capsPath, sp.Scene.RegionInfo.RegionName, sp.Name);
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// Let's send a full update of the agent.
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AgentData agent = new AgentData();
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sp.CopyTo(agent);
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agent.Position = agentCircuit.startpos;
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agent.SenderWantsToWaitForRoot = true;
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//SetCallbackURL(agent, sp.Scene.RegionInfo);
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// Send the Update. If this returns true, we know the client has contacted the destination
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// via CompleteMovementIntoRegion, so we can let go.
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// If it returns false, something went wrong, and we need to abort.
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if (!UpdateAgent(reg, finalDestination, agent, sp))
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{
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if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting)
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{
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m_interRegionTeleportAborts.Value++;
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after UpdateAgent due to previous client close.",
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sp.Name, finalDestination.RegionName, sp.Scene.Name);
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return;
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}
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m_log.WarnFormat(
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"[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1} from {2}. Keeping avatar in source region.",
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sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName);
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Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established.");
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return;
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}
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m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
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// May need to logout or other cleanup
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AgentHasMovedAway(sp, logout);
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// Well, this is it. The agent is over there.
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KillEntity(sp.Scene, sp.LocalId);
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// Now let's make it officially a child agent
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sp.MakeChildAgent();
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// OK, it got this agent. Let's close some child agents
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sp.CloseChildAgents(newRegionX, newRegionY);
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// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
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if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
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{
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// RED ALERT!!!!
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// PLEASE DO NOT DECREASE THIS WAIT TIME UNDER ANY CIRCUMSTANCES.
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// THE VIEWERS SEEM TO NEED SOME TIME AFTER RECEIVING MoveAgentIntoRegion
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// BEFORE THEY SETTLE IN THE NEW REGION.
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// DECREASING THE WAIT TIME HERE WILL EITHER RESULT IN A VIEWER CRASH OR
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// IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS.
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Thread.Sleep(5000);
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sp.Scene.IncomingCloseAgent(sp.UUID, false);
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}
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else
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// now we have a child agent in this region.
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sp.Reset();
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}
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/// <summary>
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/// Clean up an inter-region teleport that did not complete, either because of simulator failure or cancellation.
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/// </summary>
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@@ -936,11 +1079,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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{
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m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
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sp.IsChildAgent = false;
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ReInstantiateScripts(sp);
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EnableChildAgents(sp);
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if (sp.IsChildAgent) // We had set it to child before attempted TP (V1)
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{
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sp.IsChildAgent = false;
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ReInstantiateScripts(sp);
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EnableChildAgents(sp);
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}
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// Finally, kill the agent we just created at the destination.
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// XXX: Possibly this should be done asynchronously.
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Scene.SimulationService.CloseAgent(finalDestination, sp.UUID, auth_token);
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