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* Fixed about 7 issues with restarting sims and resolved interRegion comms issues. This includes the issue that MW described this morning.
There's a lot of little nit picky changes that make a world of difference.
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@@ -58,6 +58,7 @@ namespace OpenSim.Region.Environment.Scenes
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//MainLog.Instance.Verbose("INTER", debugRegionName + ": SceneCommunicationService: registered with gridservice and got" + regionCommsHost.ToString());
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regionCommsHost.debugRegionName = _debugRegionName;
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regionCommsHost.OnExpectUser += NewUserConnection;
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regionCommsHost.OnAvatarCrossingIntoRegion += AgentCrossing;
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regionCommsHost.OnPrimCrossingIntoRegion += PrimCrossing;
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@@ -222,7 +223,56 @@ namespace OpenSim.Region.Environment.Scenes
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}
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#endregion
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public delegate void InformNeighbourThatRegionUpDelegate(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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private void InformNeighboursThatRegionIsUpAsync(RegionInfo region, ulong regionhandle)
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{
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MainLog.Instance.Notice("INTERGRID", "Starting to inform neighbors that I'm here");
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bool regionAccepted = m_commsProvider.InterRegion.RegionUp((new SearializableRegionInfo(region)), regionhandle);
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if (regionAccepted)
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{
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MainLog.Instance.Notice("INTERGRID", "Completed informing neighbors that I'm here");
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}
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else
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{
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MainLog.Instance.Notice("INTERGRID", "Failed to inform neighbors that I'm here");
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}
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}
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public void InformNeighborsThatRegionisUp(RegionInfo region)
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{
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//MainLog.Instance.Verbose("INTER", debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
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List<SimpleRegionInfo> neighbours = new List<SimpleRegionInfo>();
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lock (neighbours)
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{
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neighbours = m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
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if (neighbours != null)
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{
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for (int i = 0; i < neighbours.Count; i++)
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{
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InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
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// race condition! Arg! I hate race conditions.
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lock (d)
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{
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d.BeginInvoke(region, neighbours[i].RegionHandle,
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InformNeighborsThatRegionisUpCompleted,
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d);
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}
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}
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}
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}
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//bool val = m_commsProvider.InterRegion.RegionUp(new SearializableRegionInfo(region));
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}
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/// <summary>
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///
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/// </summary>
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@@ -320,11 +370,7 @@ namespace OpenSim.Region.Environment.Scenes
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return m_commsProvider.InterRegion.ExpectAvatarCrossing(regionhandle, agentID, position, isFlying);
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}
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public void InformNeighborsThatRegionisUp(RegionInfo region)
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{
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//MainLog.Instance.Verbose("INTER", debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
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bool val = m_commsProvider.InterRegion.RegionUp(new SearializableRegionInfo(region));
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}
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public bool PrimCrossToNeighboringRegion(ulong regionhandle, LLUUID primID, LLVector3 position, bool isPhysical)
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{
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