[Simian] * Made default assets for map water overlay and HyperGrid portals * Fixed asset store loading regression * Start synchronization after RegionHandshakeReply instead of CompleteAgentMovement (allows the sync function to be called for child agents as well) * Start informing clients of neighbor regions when AgentThrottle is received (prevents client crashes, and this will become necessary data in the future) * Minor fixes in map handling git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2488 52acb1d6-8a22-11de-b505-999d5b087335
155 lines
6.4 KiB
C#
155 lines
6.4 KiB
C#
using System;
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using ExtensionLoader;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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namespace Simian
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{
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public class ConnectionManagement : IExtension<ISceneProvider>
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{
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ISceneProvider scene;
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public ConnectionManagement()
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{
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}
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public bool Start(ISceneProvider scene)
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{
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this.scene = scene;
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scene.UDP.RegisterPacketCallback(PacketType.UseCircuitCode, UseCircuitCodeHandler);
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scene.UDP.RegisterPacketCallback(PacketType.StartPingCheck, StartPingCheckHandler);
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scene.UDP.RegisterPacketCallback(PacketType.LogoutRequest, LogoutRequestHandler);
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scene.UDP.RegisterPacketCallback(PacketType.AgentThrottle, AgentThrottleHandler);
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scene.UDP.RegisterPacketCallback(PacketType.RegionHandshakeReply, RegionHandshakeReplyHandler);
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return true;
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}
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public void Stop()
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{
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}
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void UseCircuitCodeHandler(Packet packet, Agent agent)
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{
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RegionHandshakePacket handshake = new RegionHandshakePacket();
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handshake.RegionInfo.BillableFactor = 0f;
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handshake.RegionInfo.CacheID = UUID.Random();
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handshake.RegionInfo.IsEstateManager = false;
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handshake.RegionInfo.RegionFlags = (uint)scene.RegionFlags;
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handshake.RegionInfo.SimOwner = UUID.Random();
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handshake.RegionInfo.SimAccess = (byte)SimAccess.Min;
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handshake.RegionInfo.SimName = Utils.StringToBytes(scene.RegionName);
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handshake.RegionInfo.WaterHeight = scene.WaterHeight;
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handshake.RegionInfo.TerrainBase0 = UUID.Zero;
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handshake.RegionInfo.TerrainBase1 = UUID.Zero;
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handshake.RegionInfo.TerrainBase2 = UUID.Zero;
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handshake.RegionInfo.TerrainBase3 = UUID.Zero;
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handshake.RegionInfo.TerrainDetail0 = UUID.Zero;
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handshake.RegionInfo.TerrainDetail1 = UUID.Zero;
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handshake.RegionInfo.TerrainDetail2 = UUID.Zero;
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handshake.RegionInfo.TerrainDetail3 = UUID.Zero;
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handshake.RegionInfo.TerrainHeightRange00 = 0f;
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handshake.RegionInfo.TerrainHeightRange01 = 20f;
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handshake.RegionInfo.TerrainHeightRange10 = 0f;
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handshake.RegionInfo.TerrainHeightRange11 = 20f;
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handshake.RegionInfo.TerrainStartHeight00 = 0f;
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handshake.RegionInfo.TerrainStartHeight01 = 40f;
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handshake.RegionInfo.TerrainStartHeight10 = 0f;
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handshake.RegionInfo.TerrainStartHeight11 = 40f;
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handshake.RegionInfo2.RegionID = scene.RegionID;
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scene.UDP.SendPacket(agent.ID, handshake, PacketCategory.Transaction);
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}
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void StartPingCheckHandler(Packet packet, Agent agent)
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{
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StartPingCheckPacket start = (StartPingCheckPacket)packet;
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CompletePingCheckPacket complete = new CompletePingCheckPacket();
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complete.Header.Reliable = false;
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complete.PingID.PingID = start.PingID.PingID;
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scene.UDP.SendPacket(agent.ID, complete, PacketCategory.Overhead);
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}
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void LogoutRequestHandler(Packet packet, Agent agent)
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{
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LogoutReplyPacket reply = new LogoutReplyPacket();
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reply.AgentData.AgentID = agent.ID;
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reply.AgentData.SessionID = agent.SessionID;
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reply.InventoryData = new LogoutReplyPacket.InventoryDataBlock[1];
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reply.InventoryData[0] = new LogoutReplyPacket.InventoryDataBlock();
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reply.InventoryData[0].ItemID = UUID.Zero;
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scene.UDP.SendPacket(agent.ID, reply, PacketCategory.Transaction);
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scene.ObjectRemove(this, agent.ID);
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}
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void AgentThrottleHandler(Packet packet, Agent agent)
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{
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AgentThrottlePacket throttle = (AgentThrottlePacket)packet;
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// TODO: These need to be transmitted to neighbor sims before child agent connections can be established
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//throttle.Throttle.Throttles
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// Initiate the connection process for this agent to neighboring regions
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scene.InformClientOfNeighbors(agent);
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}
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void RegionHandshakeReplyHandler(Packet packet, Agent agent)
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{
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// Send updates and appearances for every avatar to this new avatar
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SynchronizeStateTo(agent);
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}
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// HACK: The reduction provider will deprecate this at some point
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void SynchronizeStateTo(Agent agent)
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{
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// Send the parcel overlay
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scene.Parcels.SendParcelOverlay(agent);
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// Send object updates for objects and avatars
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scene.ForEachObject(delegate(SimulationObject obj)
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{
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ObjectUpdatePacket update = new ObjectUpdatePacket();
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update.RegionData.RegionHandle = scene.RegionHandle;
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update.RegionData.TimeDilation = (ushort)(scene.Physics.TimeDilation * (float)UInt16.MaxValue);
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update.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1];
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update.ObjectData[0] = SimulationObject.BuildUpdateBlock(obj.Prim, obj.Prim.Flags, obj.CRC);
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scene.UDP.SendPacket(agent.ID, update, PacketCategory.State);
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});
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// Send appearances for all avatars
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scene.ForEachAgent(
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delegate(Agent otherAgent)
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{
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if (otherAgent != agent)
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{
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// Send appearances for this avatar
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AvatarAppearancePacket appearance = otherAgent.BuildAppearancePacket();
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scene.UDP.SendPacket(agent.ID, appearance, PacketCategory.State);
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}
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}
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);
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// Send terrain data
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SendLayerData(agent);
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}
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void SendLayerData(Agent agent)
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{
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for (int y = 0; y < 16; y++)
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{
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for (int x = 0; x < 16; x++)
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{
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float[,] heightmap = scene.GetTerrainPatch((uint)x, (uint)y);
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LayerDataPacket layer = TerrainCompressor.CreateLandPacket(heightmap, x, y);
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scene.UDP.SendPacket(agent.ID, layer, PacketCategory.Terrain);
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}
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}
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}
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}
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}
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