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C# ScenePresence.CrossAttachmentsIntoNewRegion方法代码示例

本文整理汇总了C#中OpenSim.Region.Framework.Scenes.ScenePresence.CrossAttachmentsIntoNewRegion方法的典型用法代码示例。如果您正苦于以下问题:C# ScenePresence.CrossAttachmentsIntoNewRegion方法的具体用法?C# ScenePresence.CrossAttachmentsIntoNewRegion怎么用?C# ScenePresence.CrossAttachmentsIntoNewRegion使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在OpenSim.Region.Framework.Scenes.ScenePresence的用法示例。


在下文中一共展示了ScenePresence.CrossAttachmentsIntoNewRegion方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: RequestTeleportToLocation


//.........这里部分代码省略.........
                        agent.CallbackURI = "http://" + m_regionInfo.ExternalHostName + ":" + m_regionInfo.HttpPort + 
                            "/agent/" + avatar.UUID.ToString() + "/" + avatar.Scene.RegionInfo.RegionHandle.ToString() + "/release/";

                        m_interregionCommsOut.SendChildAgentUpdate(reg.RegionHandle, agent);

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

                        
                        if (eq != null)
                        {
                            eq.TeleportFinishEvent(reg.RegionHandle, 13, endPoint,
                                                   0, teleportFlags, capsPath, avatar.UUID);
                        }
                        else
                        {
                            avatar.ControllingClient.SendRegionTeleport(reg.RegionHandle, 13, endPoint, 4,
                                                                        teleportFlags, capsPath);
                        }

                        // TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which
                        // trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation
                        // that the client contacted the destination before we send the attachments and close things here.
                        if (!WaitForCallback(avatar.UUID))
                        {
                            // Client never contacted destination. Let's restore everything back
                            avatar.ControllingClient.SendTeleportFailed("Problems connecting to destination.");

                            ResetFromTransit(avatar.UUID);
                            
                            // Yikes! We should just have a ref to scene here.
                            avatar.Scene.InformClientOfNeighbours(avatar);

                            // Finally, kill the agent we just created at the destination.
                            m_interregionCommsOut.SendCloseAgent(reg.RegionHandle, avatar.UUID);

                            return;
                        }

                        // Can't go back from here
                        if (KiPrimitive != null)
                        {
                            KiPrimitive(avatar.LocalId);
                        }

                        avatar.MakeChildAgent();

                        // CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it
                        avatar.CrossAttachmentsIntoNewRegion(reg.RegionHandle, true);

                        // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone

                        if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
                        {
                            Thread.Sleep(5000);
                            avatar.Close();
                            CloseConnection(avatar.UUID);
                        }
                        else
                            // now we have a child agent in this region. 
                            avatar.Reset();


                        // if (teleport success) // seems to be always success here
                        // the user may change their profile information in other region,
                        // so the userinfo in UserProfileCache is not reliable any more, delete it
                        if (avatar.Scene.NeedSceneCacheClear(avatar.UUID))
                        {
                            m_commsProvider.UserProfileCacheService.RemoveUser(avatar.UUID);
                            m_log.DebugFormat(
                                "[SCENE COMMUNICATION SERVICE]: User {0} is going to another region, profile cache removed",
                                avatar.UUID);
                        }
                    }
                    else
                    {
                        avatar.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
                    }
                }
                else
                {
                    // TP to a place that doesn't exist (anymore)
                    // Inform the viewer about that
                    avatar.ControllingClient.SendTeleportFailed("The region you tried to teleport to doesn't exist anymore");
                    
                    // and set the map-tile to '(Offline)'
                    uint regX, regY;
                    Utils.LongToUInts(regionHandle, out regX, out regY);
                    
                    MapBlockData block = new MapBlockData();
                    block.X = (ushort)(regX / Constants.RegionSize);
                    block.Y = (ushort)(regY / Constants.RegionSize);
                    block.Access = 254; // == not there
                    
                    List<MapBlockData> blocks = new List<MapBlockData>();
                    blocks.Add(block);
                    avatar.ControllingClient.SendMapBlock(blocks, 0);
                }
            }
        }
开发者ID:dirkhusemann,项目名称:opensim,代码行数:101,代码来源:SceneCommunicationService.cs

示例2: CrossAgentToNewRegionAsync

        /// <summary>
        /// This Closes child agents on neighboring 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, bool isFlying)
        {
            m_log.DebugFormat("[SCENE COMM]: Crossing agent {0} {1} to {2}-{3}", agent.Firstname, agent.Lastname, neighbourx, neighboury);

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

            int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
            GridRegion neighbourRegion = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, (int)x, (int)y);

            if (neighbourRegion != null && agent.ValidateAttachments())
            {
                pos = pos + (agent.Velocity);

                //CachedUserInfo userInfo = m_commsProvider.UserProfileCacheService.GetUserDetails(agent.UUID);
                //if (userInfo != null)
                //{
                //    userInfo.DropInventory();
                //}
                //else
                //{
                //    m_log.WarnFormat("[SCENE COMM]: No cached user info found for {0} {1} on leaving region {2}", 
                //            agent.Name, agent.UUID, agent.Scene.RegionInfo.RegionName);
                //}

                //bool crossingSuccessful =
                //    CrossToNeighbouringRegion(neighbourHandle, agent.ControllingClient.AgentId, pos,
                                                      //isFlying);

                SetInTransit(agent.UUID);
                AgentData cAgent = new AgentData();
                agent.CopyTo(cAgent);
                cAgent.Position = pos;
                if (isFlying)
                    cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
                cAgent.CallbackURI = "http://" + m_regionInfo.ExternalHostName + ":" + m_regionInfo.HttpPort +
                    "/agent/" + agent.UUID.ToString() + "/" + agent.Scene.RegionInfo.RegionHandle.ToString() + "/release/";

                m_interregionCommsOut.SendChildAgentUpdate(neighbourHandle, cAgent);

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

                //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("[SCENE COMM]: No CAPS information for region handle {0}, exiting CrossToNewRegion.",
                                     neighbourRegion.RegionHandle);
                    return agent;
                }
                // TODO Should construct this behind a method
                string capsPath =
                    "http://" + neighbourRegion.ExternalHostName + ":" + neighbourRegion.HttpPort
                     + "/CAPS/" + agentcaps /*circuitdata.CapsPath*/ + "0000/";

                m_log.DebugFormat("[CAPS]: 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, agent.Velocity, neighbourRegion.ExternalEndPoint,
                                   capsPath, agent.UUID, agent.ControllingClient.SessionId);
                }
                else
                {
                    agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
                                                capsPath);
                }

                if (!WaitForCallback(agent.UUID))
                {
                    ResetFromTransit(agent.UUID);

                    // Yikes! We should just have a ref to scene here.
                    agent.Scene.InformClientOfNeighbours(agent);

                    return agent;
                }

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

                agent.CrossAttachmentsIntoNewRegion(neighbourHandle, true);

                //                    m_scene.SendKillObject(m_localId);

                agent.Scene.NotifyMyCoarseLocationChange();
                // the user may change their profile information in other region,
                // so the userinfo in UserProfileCache is not reliable any more, delete it
                if (agent.Scene.NeedSceneCacheClear(agent.UUID))
//.........这里部分代码省略.........
开发者ID:dirkhusemann,项目名称:opensim,代码行数:101,代码来源:SceneCommunicationService.cs


注:本文中的OpenSim.Region.Framework.Scenes.ScenePresence.CrossAttachmentsIntoNewRegion方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。