本文整理汇总了C#中OpenSim.Region.Framework.Scenes.ScenePresence.SendOtherAgentsAvatarDataToClient方法的典型用法代码示例。如果您正苦于以下问题:C# ScenePresence.SendOtherAgentsAvatarDataToClient方法的具体用法?C# ScenePresence.SendOtherAgentsAvatarDataToClient怎么用?C# ScenePresence.SendOtherAgentsAvatarDataToClient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类OpenSim.Region.Framework.Scenes.ScenePresence
的用法示例。
在下文中一共展示了ScenePresence.SendOtherAgentsAvatarDataToClient方法的1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: CrossAgentToNewRegionPost
public void CrossAgentToNewRegionPost(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
bool isFlying, string version)
{
agent.ControllingClient.RequestClientInfo();
string agentcaps;
if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
{
m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
neighbourRegion.RegionHandle);
return;
}
// No turning back
agent.IsChildAgent = true;
string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
if (m_eqModule != null)
{
m_eqModule.CrossRegion(
neighbourRegion.RegionHandle, pos + agent.Velocity, vel2 /* agent.Velocity */,
neighbourRegion.ExternalEndPoint,
capsPath, agent.UUID, agent.ControllingClient.SessionId,
neighbourRegion.RegionSizeX, neighbourRegion.RegionSizeY);
}
else
{
m_log.ErrorFormat("{0} Using old CrossRegion packet. Varregion will not work!!", LogHeader);
agent.ControllingClient.CrossRegion(neighbourRegion.RegionHandle, pos + agent.Velocity, agent.Velocity, neighbourRegion.ExternalEndPoint,
capsPath);
}
// SUCCESS!
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
// Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
agent.MakeChildAgent();
// FIXME: Possibly this should occur lower down after other commands to close other agents,
// but not sure yet what the side effects would be.
m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
// now we have a child agent in this region. Request all interesting data about other (root) agents
agent.SendOtherAgentsAvatarDataToClient();
agent.SendOtherAgentsAppearanceToClient();
// Backwards compatibility. Best effort
if (version == "Unknown" || version == string.Empty)
{
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
}
// Next, let's close the child agent connections that are too far away.
uint neighbourx;
uint neighboury;
Util.RegionHandleToRegionLoc(neighbourRegion.RegionHandle, out neighbourx, out neighboury);
agent.CloseChildAgents(neighbourx, neighboury);
AgentHasMovedAway(agent, false);
// the user may change their profile information in other region,
// so the userinfo in UserProfileCache is not reliable any more, delete it
// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
// if (agent.Scene.NeedSceneCacheClear(agent.UUID))
// {
// m_log.DebugFormat(
// "[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
// }
//m_log.Debug("AFTER CROSS");
//Scene.DumpChildrenSeeds(UUID);
//DumpKnownRegions();
return;
}