コード例 #1
0
        /// <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)
        {
            m_log.DebugFormat("[EntityTransferModule]: Crossing agent {0} to region {1}", agent.Name, crossingRegion.RegionName);

            IScene m_scene = agent.Scene;

            if (crossingRegion != null)
            {
                //Make sure that all attachments are ready for the teleport
                IAttachmentsModule attModule = agent.Scene.RequestModuleInterface <IAttachmentsModule>();
                if (attModule != null)
                {
                    attModule.ValidateAttachments(agent.UUID);
                }

                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 = agent.ControllingClient.RequestClientInfo();
                agentCircuit.startpos = pos;
                agentCircuit.child    = false;
                IAvatarAppearanceModule appearance = agent.RequestModuleInterface <IAvatarAppearanceModule> ();
                if (appearance != null)
                {
                    agentCircuit.Appearance = appearance.Appearance;
                }

                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.Scene.RegionInfo.RegionHandle);
                        bool result = map["Success"].AsBoolean();
                        if (!result)
                        {
                            agent.ControllingClient.SendTeleportFailed(map["Reason"].AsString());
                            return(agent);
                        }
                    }
                }

                agent.MakeChildAgent();

                //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);
            }
            return(agent);
        }
コード例 #2
0
        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;
            }

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

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

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

            //Make sure that all attachments are ready for the teleport
            IAttachmentsModule attModule = sp.Scene.RequestModuleInterface <IAttachmentsModule>();

            if (attModule != null)
            {
                attModule.ValidateAttachments(sp.UUID);
            }

            AgentCircuitData agentCircuit = sp.ControllingClient.RequestClientInfo();

            agentCircuit.startpos = position;
            //The agent will be a root agent
            agentCircuit.child = false;
            //Make sure the appearnace is right
            IAvatarAppearanceModule appearance = sp.RequestModuleInterface <IAvatarAppearanceModule> ();

            agentCircuit.Appearance = appearance.Appearance;

            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
                    OSDMap map = syncPoster.Get(SyncMessageHelper.TeleportAgent((int)sp.DrawDistance,
                                                                                agentCircuit, agent, teleportFlags, finalDestination, sp.Scene.RegionInfo.RegionHandle),
                                                sp.Scene.RegionInfo.RegionHandle);
                    bool result = map["Success"].AsBoolean();
                    if (!result)
                    {
                        // Fix the agent status
                        sp.IsChildAgent = false;
                        sp.ControllingClient.SendTeleportFailed(map["Reason"].AsString());
                        return;
                    }
                }
            }

            //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(sp);

            // Well, this is it. The agent is over there.
            KillEntity(sp.Scene, sp);

            //Make it a child agent for now... the grid will kill us later if we need to close
            sp.MakeChildAgent();
        }