public virtual void InternalCross(IScenePresence agent, Vector3 attemptedPos, bool isFlying, GridRegion crossingRegion) { MainConsole.Instance.DebugFormat("[Entity transfer]: 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; //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.PostToServer(SyncMessageHelper.CrossAgent(crossingRegion, attemptedPos, agent.Velocity, agentCircuit, cAgent, agent.Scene.RegionInfo.RegionID)); } } catch (Exception ex) { MainConsole.Instance.Warn("[Entity transfer]: Exception in crossing: " + ex); } }
/// <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); }