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C# ScenePresence.Reset方法代码示例

本文整理汇总了C#中OpenSim.Region.Framework.Scenes.ScenePresence.Reset方法的典型用法代码示例。如果您正苦于以下问题:C# ScenePresence.Reset方法的具体用法?C# ScenePresence.Reset怎么用?C# ScenePresence.Reset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.Reset方法的7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: DoTeleport


//.........这里部分代码省略.........

                // Let's send a full update of the agent. This is a synchronous call.
                AgentData agent = new AgentData();
                sp.CopyTo(agent);
                agent.Position = position;
                SetCallbackURL(agent, sp.Scene.RegionInfo);

                //sp.ControllingClient.SendTeleportProgress(teleportFlags, "Updating agent...");

                if (!UpdateAgent(reg, finalDestination, agent))
                {
                    // Region doesn't take it
                    m_log.WarnFormat(
                        "[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1}.  Returning avatar to source region.", 
                        sp.Name, finalDestination.RegionName);
                    
                    Fail(sp, finalDestination);
                    return;
                }

                sp.ControllingClient.SendTeleportProgress(teleportFlags | (uint)TeleportFlags.DisableCancel, "sending_dest");

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

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

                // Let's set this to true tentatively. This does not trigger OnChildAgent
                sp.IsChildAgent = true;

                // 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 close things here.
                if (!WaitForCallback(sp.UUID))
                {
                    m_log.WarnFormat(
                        "[ENTITY TRANSFER MODULE]: Teleport of {0} to {1} failed due to no callback from destination region.  Returning avatar to source region.", 
                        sp.Name, finalDestination.RegionName);
                    
                    Fail(sp, finalDestination);                   
                    return;
                }

                // For backwards compatibility
                if (version == "Unknown" || version == string.Empty)
                {
                    // CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it
                    m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Old simulator, sending attachments one by one...");
                    CrossAttachmentsIntoNewRegion(finalDestination, sp, true);
                }

                // May need to logout or other cleanup
                AgentHasMovedAway(sp, logout);

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

                // Now let's make it officially a child agent
                sp.MakeChildAgent();
                

//                sp.Scene.CleanDroppedAttachments();

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

                if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
                {
                    Thread.Sleep(5000);
                    sp.Close();
                    sp.Scene.IncomingCloseAgent(sp.UUID);
                }
                else
                {
                    // now we have a child agent in this region. 
                    sp.IsInTransit = false; // not sure :(
                    sp.Reset();
                }

                // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
                if (sp.Scene.NeedSceneCacheClear(sp.UUID))
                {
                    m_log.DebugFormat(
                        "[ENTITY TRANSFER MODULE]: User {0} is going to another region, profile cache removed",
                        sp.UUID);
                }
            }
            else
            {
                sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
            }
        }
开发者ID:UbitUmarov,项目名称:Ubit-opensim,代码行数:101,代码来源:EntityTransferModule.cs

示例2: DoTeleport


//.........这里部分代码省略.........
                agent.Position = position;
                SetCallbackURL(agent, sp.Scene.RegionInfo);

                //sp.ControllingClient.SendTeleportProgress(teleportFlags, "Updating agent...");

                if (!UpdateAgent(reg, finalDestination, agent))
                {
                    // Region doesn't take it
                    Fail(sp, finalDestination);
                    return;
                }

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

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

                // Let's set this to true tentatively. This does not trigger OnChildAgent
                sp.IsChildAgent = true;

                // 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.
                
                //OpenSim sucks at callbacks, disable it for now
                
                if (!WaitForCallback(sp.UUID))
                {
                    /*//Make sure the client hasn't TPed back in this time.
                    ScenePresence SP = m_aScene.GetScenePresence(sp.UUID);
                    if (SP != null && SP.IsChildAgent)
                    {
                        //Disabling until this actually helps and doesn't kill clients
                        //Fail(sp, finalDestination);
                        return;
                    }
                    else if (SP == null)
                    {
                        //Err.. this happens somehow.
                        return;
                    }*/
                }

                /*//Make sure the client hasn't TPed back in this time.
                ScenePresence newSP = m_aScene.GetScenePresence(sp.UUID);
                if (newSP != null && !newSP.IsChildAgent)
                {
                    //They are root again, don't cross them!
                    return;
                }
                else if (newSP == null)
                {
                    //Err.. this happens somehow.
                    return;
                }*/


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

                // Well, this is it. The agent is over there.

                KillEntity(sp.Scene, sp.LocalId);

                // May need to logout or other cleanup
                AgentHasMovedAway(sp.ControllingClient.SessionId, logout);

                // Now let's make it officially a child agent
                sp.MakeChildAgent();

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

                if (NeedsClosing(oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
                {
                    Thread.Sleep(5000);
                    sp.Close();
                    sp.Scene.IncomingCloseAgent(sp.UUID);
                }
                else
                    // now we have a child agent in this region. 
                    sp.Reset();

                //If they canceled too late, remove them so the next tp does not fail.
                if (m_cancelingAgents.Contains(sp.UUID))
                    m_cancelingAgents.Remove(sp.UUID);
            }
            else
            {
                sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
            }
        }
开发者ID:shangcheng,项目名称:Aurora,代码行数:101,代码来源:EntityTransferModule.cs

示例3: TransferAgent_V1


//.........这里部分代码省略.........
            {
                m_interRegionTeleportCancels.Value++;

                m_log.DebugFormat(
                    "[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after UpdateAgent on client request",
                    sp.Name, finalDestination.RegionName, sp.Scene.Name);

                CleanupFailedInterRegionTeleport(sp, currentAgentCircuit.SessionID.ToString(), finalDestination);

                return;
            }

            m_log.DebugFormat(
                "[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}",
                capsPath, sp.Scene.RegionInfo.RegionName, sp.Name);

            // We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator,
            // where that neighbour simulator could otherwise request a child agent create on the source which then 
            // closes our existing agent which is still signalled as root.
            sp.IsChildAgent = true;

            // OK, send TPFinish to the client, so that it starts the process of contacting the destination region
            if (m_eqModule != null)
            {
                m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID,
                            finalDestination.RegionSizeX, finalDestination.RegionSizeY);
            }
            else
            {
                sp.ControllingClient.SendRegionTeleport(destinationHandle, 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 close things here.
            if (!m_entityTransferStateMachine.WaitForAgentArrivedAtDestination(sp.UUID))
            {
                if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting)
                {
                    m_interRegionTeleportAborts.Value++;

                    m_log.DebugFormat(
                        "[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after WaitForAgentArrivedAtDestination due to previous client close.",
                        sp.Name, finalDestination.RegionName, sp.Scene.Name);

                    return;
                }

                m_log.WarnFormat(
                    "[ENTITY TRANSFER MODULE]: Teleport of {0} to {1} from {2} failed due to no callback from destination region.  Returning avatar to source region.",
                    sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName);

                Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Destination region did not signal teleport completion.");

                return;
            }

            m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);

            // For backwards compatibility
            if (version == "Unknown" || version == string.Empty)
            {
                // CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it
                m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Old simulator, sending attachments one by one...");
                CrossAttachmentsIntoNewRegion(finalDestination, sp, true);
            }

            // May need to logout or other cleanup
            AgentHasMovedAway(sp, logout);

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

            // Now let's make it officially a child agent
            sp.MakeChildAgent();

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

            if (NeedsClosing(sp.Scene.DefaultDrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
            {
                if (!sp.Scene.IncomingPreCloseClient(sp))
                    return;

                // We need to delay here because Imprudence viewers, unlike v1 or v3, have a short (<200ms, <500ms) delay before
                // they regard the new region as the current region after receiving the AgentMovementComplete
                // response.  If close is sent before then, it will cause the viewer to quit instead.
                //
                // This sleep can be increased if necessary.  However, whilst it's active,
                // an agent cannot teleport back to this region if it has teleported away.
                Thread.Sleep(2000);

                sp.Scene.CloseAgent(sp.UUID, false);
            }
            else
            {
                // now we have a child agent in this region. 
                sp.Reset();
            }
        }
开发者ID:Kubwa,项目名称:opensim,代码行数:101,代码来源:EntityTransferModule.cs

示例4: TransferAgent_V2


//.........这里部分代码省略.........
            // where that neighbour simulator could otherwise request a child agent create on the source which then 
            // closes our existing agent which is still signalled as root.
            //sp.IsChildAgent = true;

            // New protocol: send TP Finish directly, without prior ES or EAC. That's what happens in the Linden grid
            if (m_eqModule != null)
                m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID,
                                    finalDestination.RegionSizeX, finalDestination.RegionSizeY);
            else
                sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4,
                                                            teleportFlags, capsPath);

            m_log.DebugFormat(
                "[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}",
                capsPath, sp.Scene.RegionInfo.RegionName, sp.Name);

            // Let's send a full update of the agent. 
            AgentData agent = new AgentData();
            sp.CopyTo(agent);
            agent.Position = agentCircuit.startpos;
            agent.SenderWantsToWaitForRoot = true;
            //SetCallbackURL(agent, sp.Scene.RegionInfo);

            // Reset the do not close flag.  This must be done before the destination opens child connections (here
            // triggered by UpdateAgent) to avoid race conditions.  However, we also want to reset it as late as possible
            // to avoid a situation where an unexpectedly early call to Scene.NewUserConnection() wrongly results
            // in no close.
            sp.DoNotCloseAfterTeleport = false;

            // Send the Update. If this returns true, we know the client has contacted the destination
            // via CompleteMovementIntoRegion, so we can let go.
            // If it returns false, something went wrong, and we need to abort.
            if (!UpdateAgent(reg, finalDestination, agent, sp))
            {
                if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting)
                {
                    m_interRegionTeleportAborts.Value++;

                    m_log.DebugFormat(
                        "[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after UpdateAgent due to previous client close.",
                        sp.Name, finalDestination.RegionName, sp.Scene.Name);

                    return;
                }

                m_log.WarnFormat(
                    "[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1}.  Keeping avatar in {2}",
                    sp.Name, finalDestination.RegionName, sp.Scene.Name);

                Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established.");
                return;
            }
            
            m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);

            // Need to signal neighbours whether child agents may need closing irrespective of whether this
            // one needed closing.  We also need to close child agents as quickly as possible to avoid complicated
            // race conditions with rapid agent releporting (e.g. from A1 to a non-neighbour B, back
            // to a neighbour A2 then off to a non-neighbour C).  Closing child agents any later requires complex
            // distributed checks to avoid problems in rapid reteleporting scenarios and where child agents are
            // abandoned without proper close by viewer but then re-used by an incoming connection.
            sp.CloseChildAgents(newRegionX, newRegionY);

            // May need to logout or other cleanup
            AgentHasMovedAway(sp, logout);

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

            // Now let's make it officially a child agent
            sp.MakeChildAgent();

            // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
            if (NeedsClosing(sp.Scene.DefaultDrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
            {
                if (!sp.Scene.IncomingPreCloseClient(sp))
                    return;

                // RED ALERT!!!!
                // PLEASE DO NOT DECREASE THIS WAIT TIME UNDER ANY CIRCUMSTANCES.
                // THE VIEWERS SEEM TO NEED SOME TIME AFTER RECEIVING MoveAgentIntoRegion
                // BEFORE THEY SETTLE IN THE NEW REGION.
                // DECREASING THE WAIT TIME HERE WILL EITHER RESULT IN A VIEWER CRASH OR
                // IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS.
                Thread.Sleep(15000);
            
                // OK, it got this agent. Let's close everything
                // If we shouldn't close the agent due to some other region renewing the connection 
                // then this will be handled in IncomingCloseAgent under lock conditions
                m_log.DebugFormat(
                    "[ENTITY TRANSFER MODULE]: Closing agent {0} in {1} after teleport", sp.Name, Scene.Name);

                sp.Scene.CloseAgent(sp.UUID, false);
            }
            else
            {
                // now we have a child agent in this region. 
                sp.Reset();
            }
        }
开发者ID:Kubwa,项目名称:opensim,代码行数:101,代码来源:EntityTransferModule.cs

示例5: RequestTeleportToLocation

        /// <summary>
        /// Try to teleport an agent to a new region.
        /// </summary>
        /// <param name="remoteClient"></param>
        /// <param name="RegionHandle"></param>
        /// <param name="position"></param>
        /// <param name="lookAt"></param>
        /// <param name="flags"></param>
        public virtual void RequestTeleportToLocation(ScenePresence avatar, ulong regionHandle, Vector3 position,
                                                      Vector3 lookAt, uint teleportFlags)
        {
            if (!avatar.Scene.Permissions.CanTeleport(avatar.UUID))
                return;

            bool destRegionUp = true;

            IEventQueue eq = avatar.Scene.RequestModuleInterface<IEventQueue>();

            // Reset animations; the viewer does that in teleports.
            avatar.Animator.ResetAnimations();

            if (regionHandle == m_regionInfo.RegionHandle)
            {
                m_log.DebugFormat(
                    "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation {0} within {1}",
                    position, m_regionInfo.RegionName);

                // Teleport within the same region
                if (IsOutsideRegion(avatar.Scene, position) || position.Z < 0)
                {
                    Vector3 emergencyPos = new Vector3(128, 128, 128);

                    m_log.WarnFormat(
                        "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}.  Substituting {3}",
                        position, avatar.Name, avatar.UUID, emergencyPos);
                    position = emergencyPos;
                }

                // TODO: Get proper AVG Height
                float localAVHeight = 1.56f;
                float posZLimit = 22;

                // TODO: Check other Scene HeightField
                if (position.X > 0 && position.X <= (int)Constants.RegionSize && position.Y > 0 && position.Y <=(int)Constants.RegionSize)
                {
                    posZLimit = (float) avatar.Scene.Heightmap[(int) position.X, (int) position.Y];
                }

                float newPosZ = posZLimit + localAVHeight;
                if (posZLimit >= (position.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
                {
                    position.Z = newPosZ;
                }

                // Only send this if the event queue is null
                if (eq == null)
                    avatar.ControllingClient.SendTeleportLocationStart();
                
                avatar.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
                avatar.Teleport(position);
            }
            else
            {
                uint x = 0, y = 0;
                Utils.LongToUInts(regionHandle, out x, out y);
                GridRegion reg = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, (int)x, (int)y);

                if (reg != null)
                {
                    m_log.DebugFormat(
                        "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation to {0} in {1}", 
                        position, reg.RegionName);
                    
                    if (eq == null)
                        avatar.ControllingClient.SendTeleportLocationStart();

                    // Let's do DNS resolution only once in this process, please!
                    // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
                    // it's actually doing a lot of work.
                    IPEndPoint endPoint = reg.ExternalEndPoint;
                    if (endPoint.Address == null)
                    {
                        // Couldn't resolve the name. Can't TP, because the viewer wants IP addresses.
                        destRegionUp = false;
                    }

                    if (destRegionUp)
                    {
                        uint newRegionX = (uint)(reg.RegionHandle >> 40);
                        uint newRegionY = (((uint)(reg.RegionHandle)) >> 8);
                        uint oldRegionX = (uint)(m_regionInfo.RegionHandle >> 40);
                        uint oldRegionY = (((uint)(m_regionInfo.RegionHandle)) >> 8);

                        // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
                        // both regions
                        if (avatar.ParentID != (uint)0)
                            avatar.StandUp();
                        
                        if (!avatar.ValidateAttachments())
                        {
//.........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

示例6: DoTeleport


//.........这里部分代码省略.........
                else
                {
                    agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle);
                    capsPath = "http://" + finalDestination.ExternalHostName + ":" + finalDestination.HttpPort
                                + "/CAPS/" + agentCircuit.CapsPath + "0000/";
                }

                // Expect avatar crossing is a heavy-duty function at the destination.
                // That is where MakeRoot is called, which fetches appearance and inventory.
                // Plus triggers OnMakeRoot, which spawns a series of asynchronous updates.
                //m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId,
                //                                                      position, false);

                //{
                //    avatar.ControllingClient.SendTeleportFailed("Problem with destination.");
                //    // We should close that agent we just created over at destination...
                //    List<ulong> lst = new List<ulong>();
                //    lst.Add(reg.RegionHandle);
                //    SendCloseChildAgentAsync(avatar.UUID, lst);
                //    return;
                //}

                SetInTransit(sp.UUID);

                // Let's send a full update of the agent. This is a synchronous call.
                AgentData agent = new AgentData();
                sp.CopyTo(agent);
                agent.Position = position;
                SetCallbackURL(agent, sp.Scene.RegionInfo);

                UpdateAgent(reg, finalDestination, agent);

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


                if (eq != null)
                {
                    eq.TeleportFinishEvent(destinationHandle, 13, endPoint,
                                           0, teleportFlags, capsPath, sp.UUID);
                }
                else
                {
                    sp.ControllingClient.SendRegionTeleport(destinationHandle, 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(sp.UUID))
                {
                    // Client never contacted destination. Let's restore everything back
                    sp.ControllingClient.SendTeleportFailed("Problems connecting to destination.");

                    ResetFromTransit(sp.UUID);

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

                    // Finally, kill the agent we just created at the destination.
                    m_aScene.SimulationService.CloseAgent(finalDestination, sp.UUID);

                    return;
                }


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

                KillEntity(sp.Scene, sp.LocalId);

                sp.MakeChildAgent();
                // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone

                if (NeedsClosing(oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
                {
                    Thread.Sleep(5000);
                    sp.Close();
                    sp.Scene.IncomingCloseAgent(sp.UUID);
                }
                else
                    // now we have a child agent in this region. 
                    sp.Reset();


                // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
                if (sp.Scene.NeedSceneCacheClear(sp.UUID))
                {
                    m_log.DebugFormat(
                        "[ENTITY TRANSFER MODULE]: User {0} is going to another region, profile cache removed",
                        sp.UUID);
                }
            }
            else
            {
                sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
            }
        }
开发者ID:gumho,项目名称:diva-distribution,代码行数:101,代码来源:EntityTransferModule.cs

示例7: DoTeleport

        public void DoTeleport(
            ScenePresence sp, GridRegion reg, GridRegion finalDestination,
            Vector3 position, Vector3 lookAt, uint teleportFlags)
        {
            // Record that this agent is in transit so that we can prevent simultaneous requests and do later detection
            // of whether the destination region completes the teleport.
            if (!m_entityTransferStateMachine.SetInTransit(sp.UUID))
            {
                m_log.DebugFormat(
                    "[ENTITY TRANSFER MODULE]: Ignoring teleport request of {0} {1} to {2} ({3}) {4}/{5} - agent is already in transit.",
                    sp.Name, sp.UUID, reg.ServerURI, finalDestination.ServerURI, finalDestination.RegionName, position);

                return;
            }

            if (reg == null || finalDestination == null)
            {
                sp.ControllingClient.SendTeleportFailed("Unable to locate destination");
                m_entityTransferStateMachine.ResetFromTransit(sp.UUID);

                return;
            }

            m_log.DebugFormat(
                "[ENTITY TRANSFER MODULE]: Teleporting {0} {1} from {2} to {3} ({4}) {5}/{6}",
                sp.Name, sp.UUID, sp.Scene.RegionInfo.RegionName,
                reg.ServerURI, finalDestination.ServerURI, finalDestination.RegionName, position);

            RegionInfo sourceRegion = sp.Scene.RegionInfo;

            if (!IsWithinMaxTeleportDistance(sourceRegion, finalDestination))
            {
                sp.ControllingClient.SendTeleportFailed(
                    string.Format(
                      "Can't teleport to {0} ({1},{2}) from {3} ({4},{5}), destination is more than {6} regions way",
                      finalDestination.RegionName, finalDestination.RegionCoordX, finalDestination.RegionCoordY,
                      sourceRegion.RegionName, sourceRegion.RegionLocX, sourceRegion.RegionLocY,
                      MaxTransferDistance));

                m_entityTransferStateMachine.ResetFromTransit(sp.UUID);

                return;
            }

            uint newRegionX = (uint)(reg.RegionHandle >> 40);
            uint newRegionY = (((uint)(reg.RegionHandle)) >> 8);
            uint oldRegionX = (uint)(sp.Scene.RegionInfo.RegionHandle >> 40);
            uint oldRegionY = (((uint)(sp.Scene.RegionInfo.RegionHandle)) >> 8);

            ulong destinationHandle = finalDestination.RegionHandle;

            // Let's do DNS resolution only once in this process, please!
            // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
            // it's actually doing a lot of work.
            IPEndPoint endPoint = finalDestination.ExternalEndPoint;

            if (endPoint.Address == null)
            {
                sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
                m_entityTransferStateMachine.ResetFromTransit(sp.UUID);

                return;
            }

            if (!sp.ValidateAttachments())
                m_log.DebugFormat(
                    "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for teleport of {0} from {1} to {2}.  Continuing.",
                    sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName);

//                if (!sp.ValidateAttachments())
//                {
//                    sp.ControllingClient.SendTeleportFailed("Inconsistent attachment state");
//                    return;
//                }

            string reason;
            string version;
            if (!Scene.SimulationService.QueryAccess(
                finalDestination, sp.ControllingClient.AgentId, Vector3.Zero, out version, out reason))
            {
                sp.ControllingClient.SendTeleportFailed(reason);
                m_entityTransferStateMachine.ResetFromTransit(sp.UUID);

                m_log.DebugFormat(
                    "[ENTITY TRANSFER MODULE]: {0} was stopped from teleporting from {1} to {2} because {3}",
                    sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName, reason);

                return;
            }

            m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Destination is running version {0}", version);

            // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
            // both regions
            if (sp.ParentID != (uint)0)
                sp.StandUp();

            // At least on LL 3.3.4, this is not strictly necessary - a teleport will succeed without sending this to
            // the viewer.  However, it might mean that the viewer does not see the black teleport screen (untested).
            sp.ControllingClient.SendTeleportStart(teleportFlags);
//.........这里部分代码省略.........
开发者ID:CCIR,项目名称:opensim,代码行数:101,代码来源:EntityTransferModule.cs


注:本文中的OpenSim.Region.Framework.Scenes.ScenePresence.Reset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。