Merge branch 'master' into careminster

Conflicts:
	OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
This commit is contained in:
Melanie
2013-02-23 20:37:09 +00:00
18 changed files with 140 additions and 63 deletions

View File

@@ -180,13 +180,24 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (!sp.Scene.Permissions.CanTeleport(sp.UUID))
return;
// Reset animations; the viewer does that in teleports.
sp.Animator.ResetAnimations();
string destinationRegionName = "(not found)";
// Record that this agent is in transit so that we can prevent simultaneous requests and do later detection
// of whether the destination region completes the teleport.
if (!m_entityTransferStateMachine.SetInTransit(sp.UUID))
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Ignoring teleport request of {0} {1} to {2}@{3} - agent is already in transit.",
sp.Name, sp.UUID, position, regionHandle);
return;
}
try
{
// Reset animations; the viewer does that in teleports.
sp.Animator.ResetAnimations();
if (regionHandle == sp.Scene.RegionInfo.RegionHandle)
{
destinationRegionName = sp.Scene.RegionInfo.RegionName;
@@ -195,12 +206,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
else // Another region possibly in another simulator
{
GridRegion finalDestination;
TeleportAgentToDifferentRegion(
sp, regionHandle, position, lookAt, teleportFlags, out finalDestination);
if (finalDestination != null)
destinationRegionName = finalDestination.RegionName;
GridRegion finalDestination = null;
try
{
TeleportAgentToDifferentRegion(
sp, regionHandle, position, lookAt, teleportFlags, out finalDestination);
}
finally
{
if (finalDestination != null)
destinationRegionName = finalDestination.RegionName;
}
}
}
catch (Exception e)
@@ -210,11 +226,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
sp.Name, sp.AbsolutePosition, sp.Scene.RegionInfo.RegionName, position, destinationRegionName,
e.Message, e.StackTrace);
// Make sure that we clear the in-transit flag so that future teleport attempts don't always fail.
m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
sp.ControllingClient.SendTeleportFailed("Internal error");
}
finally
{
m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
}
}
/// <summary>
@@ -230,15 +247,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
"[ENTITY TRANSFER MODULE]: Teleport for {0} to {1} within {2}",
sp.Name, position, sp.Scene.RegionInfo.RegionName);
if (!m_entityTransferStateMachine.SetInTransit(sp.UUID))
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Ignoring within region teleport request of {0} {1} to {2} - agent is already in transit.",
sp.Name, sp.UUID, position);
return;
}
// Teleport within the same region
if (IsOutsideRegion(sp.Scene, position) || position.Z < 0)
{
@@ -287,7 +295,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
}
/// <summary>
@@ -341,7 +348,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
//
// This is it
//
DoTeleport(sp, reg, finalDestination, position, lookAt, teleportFlags);
DoTeleportInternal(sp, reg, finalDestination, position, lookAt, teleportFlags);
//
//
//
@@ -396,27 +403,54 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
&& Math.Abs(sourceRegion.RegionLocY - destRegion.RegionCoordY) <= MaxTransferDistance;
}
/// <summary>
/// Wraps DoTeleportInternal() and manages the transfer state.
/// </summary>
public void DoTeleport(
ScenePresence sp, GridRegion reg, GridRegion finalDestination,
Vector3 position, Vector3 lookAt, uint teleportFlags)
{
// Record that this agent is in transit so that we can prevent simultaneous requests and do later detection
// of whether the destination region completes the teleport.
m_entityTransferStateMachine.SetInTransit(sp.UUID);
// if (!m_entityTransferStateMachine.SetInTransit(sp.UUID))
// {
// m_log.DebugFormat(
// "[ENTITY TRANSFER MODULE]: Ignoring teleport request of {0} {1} to {2} ({3}) {4}/{5} - agent is already in transit.",
// sp.Name, sp.UUID, reg.ServerURI, finalDestination.ServerURI, finalDestination.RegionName, position);
//
// return;
// }
if (!m_entityTransferStateMachine.SetInTransit(sp.UUID))
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Ignoring teleport request of {0} {1} to {2} ({3}) {4}/{5} - agent is already in transit.",
sp.Name, sp.UUID, reg.ServerURI, finalDestination.ServerURI, finalDestination.RegionName, position);
return;
}
try
{
DoTeleportInternal(sp, reg, finalDestination, position, lookAt, teleportFlags);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ENTITY TRANSFER MODULE]: Exception on teleport of {0} from {1}@{2} to {3}@{4}: {5}{6}",
sp.Name, sp.AbsolutePosition, sp.Scene.RegionInfo.RegionName, position, finalDestination.RegionName,
e.Message, e.StackTrace);
sp.ControllingClient.SendTeleportFailed("Internal error");
}
finally
{
m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
}
}
/// <summary>
/// Teleports the agent to another region.
/// This method doesn't manage the transfer state; the caller must do that.
/// </summary>
private void DoTeleportInternal(
ScenePresence sp, GridRegion reg, GridRegion finalDestination,
Vector3 position, Vector3 lookAt, uint teleportFlags)
{
if (reg == null || finalDestination == null)
{
sp.ControllingClient.SendTeleportFailed("Unable to locate destination");
m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
return;
}
@@ -436,8 +470,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
sourceRegion.RegionName, sourceRegion.RegionLocX, sourceRegion.RegionLocY,
MaxTransferDistance));
m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
return;
}
@@ -455,7 +487,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (endPoint == null || endPoint.Address == null)
{
sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
return;
}
@@ -477,7 +508,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
finalDestination, sp.ControllingClient.AgentId, Vector3.Zero, out version, out reason))
{
sp.ControllingClient.SendTeleportFailed(reason);
m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: {0} was stopped from teleporting from {1} to {2} because {3}",
@@ -535,7 +565,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout))
{
sp.ControllingClient.SendTeleportFailed(String.Format("Teleport refused: {0}", reason));
m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Teleport of {0} from {1} to {2} was refused because {3}",
@@ -636,7 +665,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
"[ENTITY TRANSFER MODULE]: Teleport of {0} to {1} from {2} failed due to no callback from destination region. Returning avatar to source region.",
sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName);
Fail(sp, finalDestination, logout);
Fail(sp, finalDestination, logout);
return;
}
@@ -689,8 +718,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// "[ENTITY TRANSFER MODULE]: User {0} is going to another region, profile cache removed",
// sp.UUID);
// }
m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
}
protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout)
@@ -710,8 +737,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
Scene.SimulationService.CloseAgent(finalDestination, sp.UUID);
sp.Scene.EventManager.TriggerTeleportFail(sp.ControllingClient, logout);
m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
}
protected virtual bool CreateAgent(ScenePresence sp, GridRegion reg, GridRegion finalDestination, AgentCircuitData agentCircuit, uint teleportFlags, out string reason, out bool logout)
@@ -1139,7 +1164,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
ReInstantiateScripts(agent);
agent.AddToPhysicalScene(isFlying);
m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
return false;
}