Files
opensim/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
Justin Clark-Casey (justincc) 459c7635af If an agent is still registered as 'in transit' by the source region, don't allow an immediate teleport back.
This is to help relieve a race condition when an agent teleports then immediately attempts to teleport back before the source region has properly cleaned up/demoted the old ScenePresence.
This is rare in viewers but much more possible via scripting or region module.
However, more needs to be done since virtually all clean up happens after the transit flag is cleared .
Possibly need to add a 'cleaning up' state to in transit.
This change required making the EntityTransferModule and HGEntityTransferModule per-region rather than shared, in order to allow separate transit lists.
Changes were also required in LocalSimulationConnector.
Tested in standalone, grid and with local and remote region crossings with attachments.
2012-05-24 00:31:14 +01:00

100 lines
4.2 KiB
C#

/*
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using System;
using OpenSim.Services.Interfaces;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Framework.Interfaces
{
public interface IEntityTransferModule
{
/// <summary>
/// Teleport an agent within the same or to a different region.
/// </summary>
/// <param name='agent'></param>
/// <param name='regionHandle'>
/// The handle of the destination region. If it's the same as the region currently
/// occupied by the agent then the teleport will be within that region.
/// </param>
/// <param name='position'></param>
/// <param name='lookAt'></param>
/// <param name='teleportFlags'></param>
void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags);
/// <summary>
/// Teleport an agent directly to a given region without checking whether the region should be subsituted.
/// </summary>
/// <remarks>
/// Please use Teleport() instead unless you know exactly what you're doing.
/// Do not use for same region teleports.
/// </remarks>
/// <param name='sp'></param>
/// <param name='reg'></param>
/// <param name='finalDestination'>/param>
/// <param name='position'></param>
/// <param name='lookAt'></param>
/// <param name='teleportFlags'></param>
void DoTeleport(
ScenePresence sp, GridRegion reg, GridRegion finalDestination,
Vector3 position, Vector3 lookAt, uint teleportFlags);
/// <summary>
/// Teleports the agent for the given client to their home destination.
/// </summary>
/// <param name='id'></param>
/// <param name='client'></param>
void TeleportHome(UUID id, IClientAPI client);
/// <summary>
/// Show whether the given agent is being teleported.
/// </summary>
/// <returns>true if the agent is in the process of being teleported, false otherwise.</returns>
/// <param name='id'>The agent ID</para></param>
bool IsInTransit(UUID id);
bool Cross(ScenePresence agent, bool isFlying);
void AgentArrivedAtDestination(UUID agent);
void EnableChildAgents(ScenePresence agent);
void EnableChildAgent(ScenePresence agent, GridRegion region);
void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
}
public interface IUserAgentVerificationModule
{
bool VerifyClient(AgentCircuitData aCircuit, string token);
}
}