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On a new client circuit, send the initial reply ack to let the client know it's live before sending other data.
This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before. This may stop some avatars appearing grey on login. This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces
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@@ -702,6 +702,12 @@ namespace OpenSim.Framework
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UUID AgentId { get; }
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/// <summary>
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/// The scene agent for this client. This will only be set if the client has an agent in a scene (i.e. if it
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/// is connected).
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/// </summary>
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ISceneAgent SceneAgent { get; }
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UUID SessionId { get; }
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UUID SecureSessionId { get; }
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@@ -68,12 +68,16 @@ namespace OpenSim.Framework
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event restart OnRestart;
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/// <summary>
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/// Register the new client with the scene. The client starts off as a child agent - the later agent crossing
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/// will promote it to a root agent.
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/// Add a new client and create a presence for it. All clients except initial login clients will starts off as a child agent
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/// - the later agent crossing will promote it to a root agent.
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/// </summary>
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/// <param name="client"></param>
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/// <param name="type">The type of agent to add.</param>
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void AddNewClient(IClientAPI client, PresenceType type);
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/// <returns>
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/// The scene agent if the new client was added.
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/// Null if the required scene agent already existed or no scene agent was added because the required client circuit doesn't exist.
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/// </returns>
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ISceneAgent AddNewClient(IClientAPI client, PresenceType type);
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/// <summary>
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/// Remove the given client from the scene.
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68
OpenSim/Framework/ISceneAgent.cs
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68
OpenSim/Framework/ISceneAgent.cs
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@@ -0,0 +1,68 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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namespace OpenSim.Framework
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{
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/// <summary>
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/// An agent in the scene.
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/// </summary>
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/// <remarks>
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/// Interface is a work in progress. Please feel free to add other required properties and methods.
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/// </remarks>
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public interface ISceneAgent : ISceneEntity
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{
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/// <value>
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/// The client controlling this presence
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/// </value>
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IClientAPI ControllingClient { get; }
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/// <summary>
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/// What type of presence is this? User, NPC, etc.
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/// </summary>
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PresenceType PresenceType { get; }
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/// <summary>
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/// Avatar appearance data.
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/// </summary>
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/// <remarks>
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// Because appearance setting is in a module, we actually need
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// to give it access to our appearance directly, otherwise we
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// get a synchronization issue.
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/// </remarks>
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AvatarAppearance Appearance { get; set; }
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/// <summary>
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/// Send initial scene data to the client controlling this agent
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/// </summary>
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/// <remarks>
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/// This includes scene object data and the appearance data of other avatars.
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/// </remarks>
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void SendInitialDataToMe();
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}
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}
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