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); } }
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; }