public bool FailedToMoveAgentIntoNewRegion(UUID AgentID, UUID RegionID)
        {
            if (Scene == null)
            {
                return(false);
            }

            IScenePresence sp = Scene.GetScenePresence(AgentID);

            if (sp != null)
            {
                sp.AgentFailedToLeave();
            }
            return(true);
        }
        public void FailedToTeleportAgent(GridRegion failedCrossingRegion, UUID agentID, string reason, bool isCrossing)
        {
            IScenePresence sp = m_scene.GetScenePresence(agentID);

            if (sp == null)
            {
                return;
            }

            sp.IsChildAgent = false;
            // Tell modules about it
            sp.AgentFailedToLeave();
            sp.ControllingClient.SendTeleportFailed(reason);
            if (isCrossing)
            {
                sp.FailedCrossingTransit(failedCrossingRegion);
            }
        }
Example #3
0
        public bool FailedToMoveAgentIntoNewRegion(UUID AgentID, UUID RegionID)
        {
#if (!ISWIN)
            foreach (IScene s in m_sceneList)
            {
                if (s.RegionInfo.RegionID == RegionID)
                {
                    IScenePresence sp = s.GetScenePresence(AgentID);
                    if (sp != null)
                    {
                        sp.AgentFailedToLeave();
                    }
                }
            }
#else
            foreach (IScenePresence sp in m_sceneList.Where(s => s.RegionInfo.RegionID == RegionID).Select(s => s.GetScenePresence(AgentID)).Where(sp => sp != null))
            {
                sp.AgentFailedToLeave();
            }
#endif
            return(false);
        }
        public virtual void InternalCross(IScenePresence agent, Vector3 attemptedPos, bool isFlying, GridRegion crossingRegion)
        {
            if(agent.PhysicsActor != null)
                agent.PhysicsActor.IsPhysical = false;
            
            MainConsole.Instance.DebugFormat("[EntityTransferModule]: Crossing agent {0} to region {1}", agent.Name, crossingRegion.RegionName);

            try
            {
                agent.SetAgentLeaving(crossingRegion);

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

                AgentCircuitData agentCircuit = BuildCircuitDataForPresence(agent, attemptedPos);
                agentCircuit.teleportFlags = (uint)TeleportFlags.ViaRegionID;

                IEventQueueService eq = agent.Scene.RequestModuleInterface<IEventQueueService>();
                if (eq != null)
                {
                    //This does UpdateAgent and closing of child agents
                    //  messages if they need to be called
                    ISyncMessagePosterService syncPoster =
                        agent.Scene.RequestModuleInterface<ISyncMessagePosterService>();
                    if (syncPoster != null)
                    {
                        syncPoster.Get(SyncMessageHelper.CrossAgent(crossingRegion, attemptedPos,
                            agent.Velocity, agentCircuit, cAgent,
                            agent.Scene.RegionInfo.RegionHandle),
                            agent.UUID, agent.Scene.RegionInfo.RegionHandle,
                            (map) =>
                            {
                                if (map == null || !map["success"].AsBoolean())
                                {
                                    //Tell modules that we have failed
                                    agent.AgentFailedToLeave();
                                    if (map != null)
                                    {
                                        if (map.ContainsKey("Note") && !map["Note"].AsBoolean())
                                            return;
                                        agent.ControllingClient.SendTeleportFailed(map["Reason"].AsString());
                                    }
                                    else
                                        agent.ControllingClient.SendTeleportFailed("TP Failed");
                                    if (agent.PhysicsActor != null)
                                        agent.PhysicsActor.IsPhysical = true; //Fix the setting that we set earlier
                                    // In any case
                                    agent.FailedCrossingTransit(crossingRegion);
                                    return;
                                }
                                //We're killing the animator and the physics actor, so we don't need to worry about agent.PhysicsActor.IsPhysical
                                agent.MakeChildAgent(crossingRegion);
                                //Revolution- We already were in this region... we don't need updates about the avatars we already know about, right?
                                // OLD: now we have a child agent in this region. Request and send all interesting data about (root) agents in the sim
                                //agent.SendOtherAgentsAvatarDataToMe();
                                //agent.SendOtherAgentsAppearanceToMe();

                                //Kill the groups here, otherwise they will become ghost attachments 
                                //  and stay in the sim, they'll get readded below into the new sim
                                //KillAttachments(agent);
                                // In any case
                                agent.SuccessfulCrossingTransit(crossingRegion);
                            });
                    }
                }

            }
            catch(Exception ex)
            {
                MainConsole.Instance.Warn("[EntityTransferModule]: Exception in crossing: " + ex);
            }
        }
        public virtual void DoTeleport(IScenePresence sp, GridRegion finalDestination, Vector3 position, Vector3 lookAt, uint teleportFlags)
        {
            sp.ControllingClient.SendTeleportProgress(teleportFlags, "sending_dest");
            if (finalDestination == null)
            {
                sp.ControllingClient.SendTeleportFailed("Unable to locate destination");
                return;
            }

            MainConsole.Instance.DebugFormat(
                "[ENTITY TRANSFER MODULE]: Request Teleport to {0}:{1}/{2}",
                finalDestination.ServerURI, finalDestination.RegionName, position);

            sp.ControllingClient.SendTeleportProgress(teleportFlags, "arriving");
            sp.SetAgentLeaving(finalDestination);

            // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
            // both regions
            if (sp.ParentID != UUID.Zero)
                sp.StandUp();

            AgentCircuitData agentCircuit = BuildCircuitDataForPresence(sp, position);

            AgentData agent = new AgentData();
            sp.CopyTo(agent);
            //Fix the position
            agent.Position = position;

            IEventQueueService eq = sp.Scene.RequestModuleInterface<IEventQueueService>();
            if (eq != null)
            {
                ISyncMessagePosterService syncPoster = sp.Scene.RequestModuleInterface<ISyncMessagePosterService>();
                if (syncPoster != null)
                {
                    //This does CreateAgent and sends the EnableSimulator/EstablishAgentCommunication/TeleportFinish
                    //  messages if they need to be called and deals with the callback
                    syncPoster.Get(SyncMessageHelper.TeleportAgent((int)sp.DrawDistance,
                        agentCircuit, agent, teleportFlags, finalDestination, sp.Scene.RegionInfo.RegionHandle),
                        sp.UUID, sp.Scene.RegionInfo.RegionHandle, (map) =>
                        {
                            if (map == null || !map["success"].AsBoolean())
                            {
                                // Fix the agent status
                                sp.IsChildAgent = false;
                                //Tell modules about it
                                sp.AgentFailedToLeave();
                                sp.ControllingClient.SendTeleportFailed(map != null
                                                                            ? map["Reason"].AsString()
                                                                            : "Teleport Failed");
                                return;
                            }
                            //Get the new destintation, it may have changed
                            if (map.ContainsKey("Destination"))
                            {
                                finalDestination = new GridRegion();
                                finalDestination.FromOSD((OSDMap)map["Destination"]);
                            }
                            MakeChildAgent(sp, finalDestination, false);
                        });
                }
            }

        }
        /// <summary>
        /// This Closes child agents on neighboring regions
        /// Calls an asynchronous method to do so..  so it doesn't lag the sim.
        /// </summary>
        protected IScenePresence CrossAgentToNewRegionAsync(IScenePresence agent, Vector3 pos,
            GridRegion crossingRegion, bool isFlying, bool positionIsAlreadyFixed)
        {
            MainConsole.Instance.DebugFormat("[EntityTransferModule]: Crossing agent {0} to region {1}", agent.Name, crossingRegion.RegionName);

            IScene m_scene = agent.Scene;

            try
            {
                if (!positionIsAlreadyFixed)
                {
                    int xOffset = crossingRegion.RegionLocX - m_scene.RegionInfo.RegionLocX;
                    int yOffset = crossingRegion.RegionLocY - m_scene.RegionInfo.RegionLocY;

                    if (xOffset < 0)
                        pos.X += m_scene.RegionInfo.RegionSizeX;
                    else if (xOffset > 0)
                        pos.X -= m_scene.RegionInfo.RegionSizeX;

                    if (yOffset < 0)
                        pos.Y += m_scene.RegionInfo.RegionSizeY;
                    else if (yOffset > 0)
                        pos.Y -= m_scene.RegionInfo.RegionSizeY;

                    //Make sure that they are within bounds (velocity can push it out of bounds)
                    if (pos.X < 0)
                        pos.X = 1;
                    if (pos.Y < 0)
                        pos.Y = 1;

                    if (pos.X > crossingRegion.RegionSizeX)
                        pos.X = crossingRegion.RegionSizeX - 1;
                    if (pos.Y > crossingRegion.RegionSizeY)
                        pos.Y = crossingRegion.RegionSizeY - 1;
                }

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

                AgentCircuitData agentCircuit = BuildCircuitDataForPresence(agent, pos);
                agentCircuit.teleportFlags = (uint) TeleportFlags.ViaRegionID;

                agent.SetAgentLeaving(crossingRegion);

                IEventQueueService eq = agent.Scene.RequestModuleInterface<IEventQueueService>();
                if (eq != null)
                {
                    //This does UpdateAgent and closing of child agents
                    //  messages if they need to be called
                    ISyncMessagePosterService syncPoster =
                        agent.Scene.RequestModuleInterface<ISyncMessagePosterService>();
                    if (syncPoster != null)
                    {
                        OSDMap map = syncPoster.Get(SyncMessageHelper.CrossAgent(crossingRegion, pos,
                                                                                 agent.Velocity, agentCircuit, cAgent,
                                                                                 agent.Scene.RegionInfo.RegionHandle),
                                                    agent.UUID, agent.Scene.RegionInfo.RegionHandle);
                        bool result = false;
                        if (map != null)
                            result = map["Success"].AsBoolean();
                        if (!result)
                        {
                            //Tell modules that we have failed
                            agent.AgentFailedToLeave();
                            if (map != null)
                            {
                                if (map.ContainsKey("Note") && !map["Note"].AsBoolean())
                                    return agent;
                                agent.ControllingClient.SendTeleportFailed(map["Reason"].AsString());
                            }
                            else
                                agent.ControllingClient.SendTeleportFailed("TP Failed");
                            if (agent.PhysicsActor != null)
                                agent.PhysicsActor.IsPhysical = true; //Fix the setting that we set earlier
                            // In any case
                            agent.FailedCrossingTransit(crossingRegion);
                            return agent;
                        }
                    }
                }
                //We're killing the animator and the physics actor, so we don't need to worry about agent.PhysicsActor.IsPhysical
                agent.MakeChildAgent(crossingRegion);

                //Revolution- We already were in this region... we don't need updates about the avatars we already know about, right?
                // OLD: now we have a child agent in this region. Request and send all interesting data about (root) agents in the sim
                //agent.SendOtherAgentsAvatarDataToMe();
                //agent.SendOtherAgentsAppearanceToMe();

                //Kill the groups here, otherwise they will become ghost attachments 
                //  and stay in the sim, they'll get readded below into the new sim
                KillAttachments(agent);
            }
            catch(Exception ex)
            {
                MainConsole.Instance.Warn("[EntityTransferModule]: Exception in crossing: " + ex);
            }
            // In any case
            agent.SuccessfulCrossingTransit(crossingRegion);
            return agent;
        }