mirror of
https://github.com/opensim/opensim.git
synced 2026-05-25 19:25:41 +08:00
Instead of processing all incoming attachment scene object concurrently, process them consecutively to eliminate potential overload from this source. This is a naive implementation because it does not currently account for slow foreign asset services. Although it may take longer, this approach may also improve attachment visibility for HG avatars since the scene object is now always added to the scene after receiving assets from the foreign service and not before.
110 lines
4.9 KiB
C#
110 lines
4.9 KiB
C#
/*
|
|
* Copyright (c) Contributors, http://opensimulator.org/
|
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions are met:
|
|
* * Redistributions of source code must retain the above copyright
|
|
* notice, this list of conditions and the following disclaimer.
|
|
* * Redistributions in binary form must reproduce the above copyright
|
|
* notice, this list of conditions and the following disclaimer in the
|
|
* documentation and/or other materials provided with the distribution.
|
|
* * Neither the name of the OpenSimulator Project nor the
|
|
* names of its contributors may be used to endorse or promote products
|
|
* derived from this software without specific prior written permission.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
|
|
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 delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);
|
|
|
|
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='agent'></param>
|
|
/// <param name='regionHandle'></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>
|
|
/// Teleports the agent for the given client to their home destination.
|
|
/// </summary>
|
|
/// <param name='id'></param>
|
|
/// <param name='client'></param>
|
|
bool TeleportHome(UUID id, IClientAPI client);
|
|
|
|
/// <summary>
|
|
/// Teleport an agent directly to a given region without checking whether the region should be substituted.
|
|
/// </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>
|
|
/// Show whether the given agent is being teleported.
|
|
/// </summary>
|
|
/// <param name='id'>The agent ID</para></param>
|
|
/// <returns>true if the agent is in the process of being teleported, false otherwise.</returns>
|
|
bool IsInTransit(UUID id);
|
|
|
|
bool Cross(ScenePresence agent, bool isFlying);
|
|
|
|
void AgentArrivedAtDestination(UUID agent);
|
|
|
|
void EnableChildAgents(ScenePresence agent);
|
|
|
|
void EnableChildAgent(ScenePresence agent, GridRegion region);
|
|
|
|
GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out string version,
|
|
out Vector3 newpos, out string reason);
|
|
|
|
void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
|
|
|
|
ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);
|
|
|
|
bool HandleIncomingSceneObject(SceneObjectGroup so, Vector3 newPosition);
|
|
}
|
|
|
|
public interface IUserAgentVerificationModule
|
|
{
|
|
bool VerifyClient(AgentCircuitData aCircuit, string token);
|
|
}
|
|
}
|