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https://github.com/opensim/opensim.git
synced 2026-08-07 09:45:47 +08:00
HG agent transfers are starting to work. Gatekeeper handlers are missing.
This commit is contained in:
@@ -61,7 +61,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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get { return null; }
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}
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public string Name
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public virtual string Name
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{
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get { return "BasicEntityTransferModule"; }
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}
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@@ -76,7 +76,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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{
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m_agentsInTransit = new List<UUID>();
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m_Enabled = true;
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m_log.InfoFormat("[ENTITY TRANSFER MODULE]: {0} nabled.", Name);
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m_log.InfoFormat("[ENTITY TRANSFER MODULE]: {0} enabled.", Name);
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}
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}
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}
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@@ -135,296 +135,312 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// Reset animations; the viewer does that in teleports.
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sp.Animator.ResetAnimations();
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if (regionHandle == sp.Scene.RegionInfo.RegionHandle)
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try
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{
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: RequestTeleportToLocation {0} within {1}",
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position, sp.Scene.RegionInfo.RegionName);
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// Teleport within the same region
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if (IsOutsideRegion(sp.Scene, position) || position.Z < 0)
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{
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Vector3 emergencyPos = new Vector3(128, 128, 128);
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m_log.WarnFormat(
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"[ENTITY TRANSFER MODULE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}",
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position, sp.Name, sp.UUID, emergencyPos);
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position = emergencyPos;
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}
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// TODO: Get proper AVG Height
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float localAVHeight = 1.56f;
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float posZLimit = 22;
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// TODO: Check other Scene HeightField
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if (position.X > 0 && position.X <= (int)Constants.RegionSize && position.Y > 0 && position.Y <= (int)Constants.RegionSize)
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{
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posZLimit = (float)sp.Scene.Heightmap[(int)position.X, (int)position.Y];
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}
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float newPosZ = posZLimit + localAVHeight;
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if (posZLimit >= (position.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
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{
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position.Z = newPosZ;
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}
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// Only send this if the event queue is null
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if (eq == null)
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sp.ControllingClient.SendTeleportLocationStart();
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sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
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sp.Teleport(position);
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}
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else
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{
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uint x = 0, y = 0;
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Utils.LongToUInts(regionHandle, out x, out y);
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GridRegion reg = m_aScene.GridService.GetRegionByPosition(sp.Scene.RegionInfo.ScopeID, (int)x, (int)y);
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if (reg != null)
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if (regionHandle == sp.Scene.RegionInfo.RegionHandle)
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{
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: RequestTeleportToLocation to {0} in {1}",
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position, reg.RegionName);
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"[ENTITY TRANSFER MODULE]: RequestTeleportToLocation {0} within {1}",
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position, sp.Scene.RegionInfo.RegionName);
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uint newRegionX = (uint)(reg.RegionHandle >> 40);
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uint newRegionY = (((uint)(reg.RegionHandle)) >> 8);
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uint oldRegionX = (uint)(sp.Scene.RegionInfo.RegionHandle >> 40);
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uint oldRegionY = (((uint)(sp.Scene.RegionInfo.RegionHandle)) >> 8);
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// Teleport within the same region
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if (IsOutsideRegion(sp.Scene, position) || position.Z < 0)
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{
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Vector3 emergencyPos = new Vector3(128, 128, 128);
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ulong destinationHandle = GetRegionHandle(reg);
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GridRegion finalDestination = GetFinalDestination(reg);
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m_log.WarnFormat(
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"[ENTITY TRANSFER MODULE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}",
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position, sp.Name, sp.UUID, emergencyPos);
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position = emergencyPos;
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}
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// TODO: Get proper AVG Height
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float localAVHeight = 1.56f;
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float posZLimit = 22;
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// TODO: Check other Scene HeightField
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if (position.X > 0 && position.X <= (int)Constants.RegionSize && position.Y > 0 && position.Y <= (int)Constants.RegionSize)
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{
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posZLimit = (float)sp.Scene.Heightmap[(int)position.X, (int)position.Y];
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}
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float newPosZ = posZLimit + localAVHeight;
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if (posZLimit >= (position.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
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{
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position.Z = newPosZ;
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}
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// Only send this if the event queue is null
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if (eq == null)
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sp.ControllingClient.SendTeleportLocationStart();
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// Let's do DNS resolution only once in this process, please!
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// This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
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// it's actually doing a lot of work.
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IPEndPoint endPoint = reg.ExternalEndPoint;
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if (endPoint.Address == null)
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{
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// Couldn't resolve the name. Can't TP, because the viewer wants IP addresses.
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destRegionUp = false;
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}
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sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
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sp.Teleport(position);
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}
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else
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{
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uint x = 0, y = 0;
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Utils.LongToUInts(regionHandle, out x, out y);
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GridRegion reg = m_aScene.GridService.GetRegionByPosition(sp.Scene.RegionInfo.ScopeID, (int)x, (int)y);
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if (destRegionUp)
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if (reg != null)
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{
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// Fixing a bug where teleporting while sitting results in the avatar ending up removed from
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// both regions
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if (sp.ParentID != (uint)0)
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sp.StandUp();
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: RequestTeleportToLocation to {0} in {1}",
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position, reg.RegionName);
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if (!sp.ValidateAttachments())
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uint newRegionX = (uint)(reg.RegionHandle >> 40);
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uint newRegionY = (((uint)(reg.RegionHandle)) >> 8);
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uint oldRegionX = (uint)(sp.Scene.RegionInfo.RegionHandle >> 40);
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uint oldRegionY = (((uint)(sp.Scene.RegionInfo.RegionHandle)) >> 8);
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GridRegion finalDestination = GetFinalDestination(reg);
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if (finalDestination == null)
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{
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sp.ControllingClient.SendTeleportFailed("Inconsistent attachment state");
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Final destination is having problems. Unable to teleport agent.");
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sp.ControllingClient.SendTeleportFailed("Problem at destination");
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return;
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}
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Final destination is x={0} y={1} uuid={2}", finalDestination.RegionLocX, finalDestination.RegionLocY, finalDestination.RegionID);
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ulong destinationHandle = finalDestination.RegionHandle;
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// the avatar.Close below will clear the child region list. We need this below for (possibly)
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// closing the child agents, so save it here (we need a copy as it is Clear()-ed).
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//List<ulong> childRegions = new List<ulong>(avatar.GetKnownRegionList());
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// Compared to ScenePresence.CrossToNewRegion(), there's no obvious code to handle a teleport
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// failure at this point (unlike a border crossing failure). So perhaps this can never fail
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// once we reach here...
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//avatar.Scene.RemoveCapsHandler(avatar.UUID);
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if (eq == null)
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sp.ControllingClient.SendTeleportLocationStart();
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string capsPath = String.Empty;
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AgentCircuitData agentCircuit = sp.ControllingClient.RequestClientInfo();
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agentCircuit.BaseFolder = UUID.Zero;
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agentCircuit.InventoryFolder = UUID.Zero;
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agentCircuit.startpos = position;
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agentCircuit.child = true;
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agentCircuit.Appearance = sp.Appearance;
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if (NeedsNewAgent(oldRegionX, newRegionX, oldRegionY, newRegionY))
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// Let's do DNS resolution only once in this process, please!
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// This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
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// it's actually doing a lot of work.
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IPEndPoint endPoint = finalDestination.ExternalEndPoint;
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if (endPoint.Address == null)
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{
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// brand new agent, let's create a new caps seed
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agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
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// Couldn't resolve the name. Can't TP, because the viewer wants IP addresses.
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destRegionUp = false;
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}
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string reason = String.Empty;
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// Let's create an agent there if one doesn't exist yet.
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if (!m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason))
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if (destRegionUp)
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{
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sp.ControllingClient.SendTeleportFailed(String.Format("Destination is not accepting teleports: {0}",
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reason));
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return;
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}
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// Fixing a bug where teleporting while sitting results in the avatar ending up removed from
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// both regions
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if (sp.ParentID != (uint)0)
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sp.StandUp();
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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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if (NeedsNewAgent(oldRegionX, newRegionX, oldRegionY, newRegionY))
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{
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#region IP Translation for NAT
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IClientIPEndpoint ipepClient;
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if (sp.ClientView.TryGet(out ipepClient))
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if (!sp.ValidateAttachments())
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{
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capsPath
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= "http://"
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+ NetworkUtil.GetHostFor(ipepClient.EndPoint, reg.ExternalHostName)
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+ ":"
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+ reg.HttpPort
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+ CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
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sp.ControllingClient.SendTeleportFailed("Inconsistent attachment state");
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return;
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}
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else
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{
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capsPath
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= "http://"
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+ reg.ExternalHostName
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+ ":"
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+ reg.HttpPort
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+ CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
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}
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#endregion
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if (eq != null)
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// the avatar.Close below will clear the child region list. We need this below for (possibly)
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// closing the child agents, so save it here (we need a copy as it is Clear()-ed).
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//List<ulong> childRegions = new List<ulong>(avatar.GetKnownRegionList());
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// Compared to ScenePresence.CrossToNewRegion(), there's no obvious code to handle a teleport
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// failure at this point (unlike a border crossing failure). So perhaps this can never fail
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// once we reach here...
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//avatar.Scene.RemoveCapsHandler(avatar.UUID);
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string capsPath = String.Empty;
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AgentCircuitData agentCircuit = sp.ControllingClient.RequestClientInfo();
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agentCircuit.BaseFolder = UUID.Zero;
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agentCircuit.InventoryFolder = UUID.Zero;
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agentCircuit.startpos = position;
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agentCircuit.child = true;
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agentCircuit.Appearance = sp.Appearance;
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if (NeedsNewAgent(oldRegionX, newRegionX, oldRegionY, newRegionY))
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{
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// brand new agent, let's create a new caps seed
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agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
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}
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string reason = String.Empty;
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// Let's create an agent there if one doesn't exist yet.
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if (!m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason))
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{
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sp.ControllingClient.SendTeleportFailed(String.Format("Destination is not accepting teleports: {0}",
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reason));
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return;
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}
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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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if (NeedsNewAgent(oldRegionX, newRegionX, oldRegionY, newRegionY))
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{
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#region IP Translation for NAT
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// Uses ipepClient above
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IClientIPEndpoint ipepClient;
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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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capsPath
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= "http://"
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+ NetworkUtil.GetHostFor(ipepClient.EndPoint, finalDestination.ExternalHostName)
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+ ":"
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+ finalDestination.HttpPort
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+ CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
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}
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else
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{
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capsPath
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= "http://"
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+ finalDestination.ExternalHostName
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+ ":"
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+ finalDestination.HttpPort
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+ CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
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}
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#endregion
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eq.EnableSimulator(destinationHandle, endPoint, sp.UUID);
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if (eq != null)
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{
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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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// ES makes the client send a UseCircuitCode message to the destination,
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// which triggers a bunch of things there.
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// So let's wait
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Thread.Sleep(2000);
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eq.EnableSimulator(destinationHandle, endPoint, sp.UUID);
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eq.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
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// ES makes the client send a UseCircuitCode message to the destination,
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// which triggers a bunch of things there.
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// So let's wait
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Thread.Sleep(2000);
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eq.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
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}
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else
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{
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sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint);
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}
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}
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else
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{
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sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint);
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agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle);
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capsPath = "http://" + finalDestination.ExternalHostName + ":" + finalDestination.HttpPort
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+ "/CAPS/" + agentCircuit.CapsPath + "0000/";
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}
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// Expect avatar crossing is a heavy-duty function at the destination.
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// That is where MakeRoot is called, which fetches appearance and inventory.
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// Plus triggers OnMakeRoot, which spawns a series of asynchronous updates.
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//m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId,
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// position, false);
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//{
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// avatar.ControllingClient.SendTeleportFailed("Problem with destination.");
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// // We should close that agent we just created over at destination...
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// List<ulong> lst = new List<ulong>();
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// lst.Add(reg.RegionHandle);
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// SendCloseChildAgentAsync(avatar.UUID, lst);
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// return;
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//}
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SetInTransit(sp.UUID);
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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.CallbackURI = "http://" + sp.Scene.RegionInfo.ExternalHostName + ":" + sp.Scene.RegionInfo.HttpPort +
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"/agent/" + sp.UUID.ToString() + "/" + sp.Scene.RegionInfo.RegionID.ToString() + "/release/";
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// Straight to the region. Safe.
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m_aScene.SimulationService.UpdateAgent(reg, agent);
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, sp.UUID);
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if (eq != null)
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{
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eq.TeleportFinishEvent(destinationHandle, 13, endPoint,
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0, teleportFlags, capsPath, sp.UUID);
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}
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else
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{
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sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4,
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teleportFlags, capsPath);
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}
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// TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which
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// trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation
|
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// that the client contacted the destination before we send the attachments and close things here.
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if (!WaitForCallback(sp.UUID))
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{
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// Client never contacted destination. Let's restore everything back
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sp.ControllingClient.SendTeleportFailed("Problems connecting to destination.");
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ResetFromTransit(sp.UUID);
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// Yikes! We should just have a ref to scene here.
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//sp.Scene.InformClientOfNeighbours(sp);
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EnableChildAgents(sp);
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// Finally, kill the agent we just created at the destination.
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m_aScene.SimulationService.CloseAgent(reg, sp.UUID);
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||||
return;
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}
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|
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KillEntity(sp.Scene, sp.LocalId);
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|
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sp.MakeChildAgent();
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// CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it
|
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CrossAttachmentsIntoNewRegion(reg, sp, true);
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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(oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
|
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{
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Thread.Sleep(5000);
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sp.Close();
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sp.Scene.IncomingCloseAgent(sp.UUID);
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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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||||
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||||
// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
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||||
if (sp.Scene.NeedSceneCacheClear(sp.UUID))
|
||||
{
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||||
m_log.DebugFormat(
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||||
"[ENTITY TRANSFER MODULE]: User {0} is going to another region, profile cache removed",
|
||||
sp.UUID);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle);
|
||||
capsPath = "http://" + reg.ExternalHostName + ":" + reg.HttpPort
|
||||
+ "/CAPS/" + agentCircuit.CapsPath + "0000/";
|
||||
}
|
||||
|
||||
// Expect avatar crossing is a heavy-duty function at the destination.
|
||||
// That is where MakeRoot is called, which fetches appearance and inventory.
|
||||
// Plus triggers OnMakeRoot, which spawns a series of asynchronous updates.
|
||||
//m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId,
|
||||
// position, false);
|
||||
|
||||
//{
|
||||
// avatar.ControllingClient.SendTeleportFailed("Problem with destination.");
|
||||
// // We should close that agent we just created over at destination...
|
||||
// List<ulong> lst = new List<ulong>();
|
||||
// lst.Add(reg.RegionHandle);
|
||||
// SendCloseChildAgentAsync(avatar.UUID, lst);
|
||||
// return;
|
||||
//}
|
||||
|
||||
SetInTransit(sp.UUID);
|
||||
|
||||
// Let's send a full update of the agent. This is a synchronous call.
|
||||
AgentData agent = new AgentData();
|
||||
sp.CopyTo(agent);
|
||||
agent.Position = position;
|
||||
agent.CallbackURI = "http://" + sp.Scene.RegionInfo.ExternalHostName + ":" + sp.Scene.RegionInfo.HttpPort +
|
||||
"/agent/" + sp.UUID.ToString() + "/" + sp.Scene.RegionInfo.RegionID.ToString() + "/release/";
|
||||
|
||||
m_aScene.SimulationService.UpdateAgent(reg, agent);
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, sp.UUID);
|
||||
|
||||
|
||||
if (eq != null)
|
||||
{
|
||||
eq.TeleportFinishEvent(destinationHandle, 13, endPoint,
|
||||
0, teleportFlags, capsPath, sp.UUID);
|
||||
}
|
||||
else
|
||||
{
|
||||
sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4,
|
||||
teleportFlags, capsPath);
|
||||
}
|
||||
|
||||
// TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which
|
||||
// trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation
|
||||
// that the client contacted the destination before we send the attachments and close things here.
|
||||
if (!WaitForCallback(sp.UUID))
|
||||
{
|
||||
// Client never contacted destination. Let's restore everything back
|
||||
sp.ControllingClient.SendTeleportFailed("Problems connecting to destination.");
|
||||
|
||||
ResetFromTransit(sp.UUID);
|
||||
|
||||
// Yikes! We should just have a ref to scene here.
|
||||
//sp.Scene.InformClientOfNeighbours(sp);
|
||||
EnableChildAgents(sp);
|
||||
|
||||
// Finally, kill the agent we just created at the destination.
|
||||
m_aScene.SimulationService.CloseAgent(reg, sp.UUID);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
KillEntity(sp.Scene, sp.LocalId);
|
||||
|
||||
sp.MakeChildAgent();
|
||||
|
||||
// CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it
|
||||
CrossAttachmentsIntoNewRegion(reg, sp, true);
|
||||
|
||||
// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
|
||||
|
||||
if (NeedsClosing(oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
|
||||
{
|
||||
Thread.Sleep(5000);
|
||||
sp.Close();
|
||||
sp.Scene.IncomingCloseAgent(sp.UUID);
|
||||
}
|
||||
else
|
||||
// now we have a child agent in this region.
|
||||
sp.Reset();
|
||||
|
||||
|
||||
// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
|
||||
if (sp.Scene.NeedSceneCacheClear(sp.UUID))
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: User {0} is going to another region, profile cache removed",
|
||||
sp.UUID);
|
||||
sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
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)
|
||||
{
|
||||
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Exception on teleport: {0}\n{1}", e.Message, e.StackTrace);
|
||||
sp.ControllingClient.SendTeleportFailed("Internal error");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -433,11 +449,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||
scene.SendKillObject(localID);
|
||||
}
|
||||
|
||||
protected virtual ulong GetRegionHandle(GridRegion region)
|
||||
{
|
||||
return region.RegionHandle;
|
||||
}
|
||||
|
||||
protected virtual GridRegion GetFinalDestination(GridRegion region)
|
||||
{
|
||||
return region;
|
||||
|
||||
Reference in New Issue
Block a user