RemoveFromPhysicalScene() private method

Removes physics plugin scene representation of this agent if it exists.
private RemoveFromPhysicalScene ( ) : void
return void
        /// <summary>
        /// This Closes child agents on neighbouring regions
        /// Calls an asynchronous method to do so..  so it doesn't lag the sim.
        /// </summary>
        protected ScenePresence CrossAgentToNewRegionAsync(
            ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
            bool isFlying, string version)
        {
            try
            {
                ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
    
                m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}", agent.Firstname, agent.Lastname, neighbourx, neighboury, version);
    
                Scene m_scene = agent.Scene;
    
                if (neighbourRegion != null)
                {
                    if (!agent.ValidateAttachments())
                        m_log.DebugFormat(
                            "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}.  Continuing.",
                            agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName);

                    pos = pos + agent.Velocity;
                    Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);

                    agent.RemoveFromPhysicalScene();
                    SetInTransit(agent.UUID);

                    AgentData cAgent = new AgentData(); 
                    agent.CopyTo(cAgent);
                    cAgent.Position = pos;
                    if (isFlying)
                        cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;

                    // We don't need the callback anymnore
                    cAgent.CallbackURI = String.Empty;

                    if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
                    {
                        // region doesn't take it
                        ReInstantiateScripts(agent);
                        agent.AddToPhysicalScene(isFlying);
                        ResetFromTransit(agent.UUID);
                        return agent;
                    }
    
                    //AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
                    agent.ControllingClient.RequestClientInfo();
    
                    //m_log.Debug("BEFORE CROSS");
                    //Scene.DumpChildrenSeeds(UUID);
                    //DumpKnownRegions();
                    string agentcaps;
                    if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
                    {
                        m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
                                         neighbourRegion.RegionHandle);
                        return agent;
                    }
                    string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
    
                    m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);

                    IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
                    if (eq != null)
                    {
                        eq.CrossRegion(neighbourHandle, pos, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint,
                                       capsPath, agent.UUID, agent.ControllingClient.SessionId);
                    }
                    else
                    {
                        agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
                                                    capsPath);
                    }

                    // SUCCESS! 
                    agent.MakeChildAgent();
                        ResetFromTransit(agent.UUID);

                    // now we have a child agent in this region. Request all interesting data about other (root) agents
                    agent.SendOtherAgentsAvatarDataToMe();
                    agent.SendOtherAgentsAppearanceToMe();

                    // Backwards compatibility. Best effort
                    if (version == "Unknown" || version == string.Empty)
                    {
                        m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
                        Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
                        CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
                    }


                    // Next, let's close the child agent connections that are too far away.
                    agent.CloseChildAgents(neighbourx, neighboury);
    
                    AgentHasMovedAway(agent, false);
    
                    // the user may change their profile information in other region,
                    // so the userinfo in UserProfileCache is not reliable any more, delete it
                    // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
                    if (agent.Scene.NeedSceneCacheClear(agent.UUID))
                    {
                        m_log.DebugFormat(
                            "[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
                    }
                }
    
                //m_log.Debug("AFTER CROSS");
                //Scene.DumpChildrenSeeds(UUID);
                //DumpKnownRegions();
            }
            catch (Exception e)
            {
                m_log.ErrorFormat(
                    "[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2}.  Exception {3}{4}",
                    agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace);
            }

            return agent;
        }
Beispiel #2
0
        public bool CrossAgentToNewRegionPrep(ScenePresence agent, GridRegion neighbourRegion)
        {
            if (neighbourRegion == null)
                return false;
            
            m_entityTransferStateMachine.SetInTransit(agent.UUID);

            agent.RemoveFromPhysicalScene();

            return true;
        }
        /// <summary>
        /// This Closes child agents on neighbouring regions
        /// Calls an asynchronous method to do so..  so it doesn't lag the sim.
        /// </summary>
        protected ScenePresence CrossAgentToNewRegionAsync(
            ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
            bool isFlying, string version)
        {
            if (neighbourRegion == null)
                return agent;

            if (!m_entityTransferStateMachine.SetInTransit(agent.UUID))
            {
                m_log.ErrorFormat(
                    "[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2} - agent is already in transit",
                    agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName);
                return agent;
            }

            bool transitWasReset = false;

            try
            {
                ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));

                m_log.DebugFormat(
                    "[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}",
                    agent.Firstname, agent.Lastname, neighbourx, neighboury, version);

                Scene m_scene = agent.Scene;

                if (!agent.ValidateAttachments())
                    m_log.DebugFormat(
                        "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}.  Continuing.",
                        agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName);

                pos = pos + agent.Velocity;
                Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);

                agent.RemoveFromPhysicalScene();

                AgentData cAgent = new AgentData();
                agent.CopyTo(cAgent);
                cAgent.Position = pos;
                if (isFlying)
                    cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;

                // We don't need the callback anymnore
                cAgent.CallbackURI = String.Empty;

                // Beyond this point, extra cleanup is needed beyond removing transit state
                m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.Transferring);

                if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
                {
                    // region doesn't take it
                    m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);

                    m_log.WarnFormat(
                        "[ENTITY TRANSFER MODULE]: Region {0} would not accept update for agent {1} on cross attempt.  Returning to original region.", 
                        neighbourRegion.RegionName, agent.Name);

                    ReInstantiateScripts(agent);
                    agent.AddToPhysicalScene(isFlying);

                    return agent;
                }

                //m_log.Debug("BEFORE CROSS");
                //Scene.DumpChildrenSeeds(UUID);
                //DumpKnownRegions();
                string agentcaps;
                if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
                {
                    m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
                                     neighbourRegion.RegionHandle);
                    return agent;
                }

                // No turning back
                agent.IsChildAgent = true;

                string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);

                m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);

                if (m_eqModule != null)
                {
                    m_eqModule.CrossRegion(
                        neighbourHandle, pos, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint,
                        capsPath, agent.UUID, agent.ControllingClient.SessionId);
                }
                else
                {
                    agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
                                                capsPath);
                }

                // SUCCESS!
                m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);

                // Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
                m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);

                agent.MakeChildAgent();

                // FIXME: Possibly this should occur lower down after other commands to close other agents,
                // but not sure yet what the side effects would be.
                m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
                transitWasReset = true;

                // now we have a child agent in this region. Request all interesting data about other (root) agents
                agent.SendOtherAgentsAvatarDataToMe();
                agent.SendOtherAgentsAppearanceToMe();

                // Backwards compatibility. Best effort
                if (version == "Unknown" || version == string.Empty)
                {
                    m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
                    Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
                    CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
                }

                // Next, let's close the child agent connections that are too far away.
                agent.CloseChildAgents(neighbourx, neighboury);

                AgentHasMovedAway(agent, false);
    
                //m_log.Debug("AFTER CROSS");
                //Scene.DumpChildrenSeeds(UUID);
                //DumpKnownRegions();
            }
            catch (Exception e)
            {
                m_log.ErrorFormat(
                    "[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2}.  Exception {3}{4}",
                    agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace);

                // TODO: Might be worth attempting other restoration here such as reinstantiation of scripts, etc.
            }
            finally
            {
                if (!transitWasReset)
                    m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
            }

            return agent;
        }