Files
opensim/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
Justin Clark-Casey (justincc) 40c78b0624 Stop it being possible for an agent to teleport back to its source region before the source region has finished cleaning up old agent data and structures.
If this is allowed, then the client usually gets forcibly logged out and data structures might be put into bad states.
To prevent this, the binary state machine of EMT.m_agentsInTransit is replaced with a 4 state machine (Preparing, Transferring, ReceivedAtDestination, CleaningUp).
This is necessary because the source region needs to know when the destination region has received the user but a teleport back cannot happen until the source region has cleaned up.
Tested on standalone, grid and with v1 and v3 clients.
2012-05-25 02:02:53 +01:00

100 lines
4.2 KiB
C#

/*
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using System;
using OpenSim.Services.Interfaces;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Framework.Interfaces
{
public interface IEntityTransferModule
{
/// <summary>
/// Teleport an agent within the same or to a different region.
/// </summary>
/// <param name='agent'></param>
/// <param name='regionHandle'>
/// The handle of the destination region. If it's the same as the region currently
/// occupied by the agent then the teleport will be within that region.
/// </param>
/// <param name='position'></param>
/// <param name='lookAt'></param>
/// <param name='teleportFlags'></param>
void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags);
/// <summary>
/// Teleport an agent directly to a given region without checking whether the region should be subsituted.
/// </summary>
/// <remarks>
/// Please use Teleport() instead unless you know exactly what you're doing.
/// Do not use for same region teleports.
/// </remarks>
/// <param name='sp'></param>
/// <param name='reg'></param>
/// <param name='finalDestination'>/param>
/// <param name='position'></param>
/// <param name='lookAt'></param>
/// <param name='teleportFlags'></param>
void DoTeleport(
ScenePresence sp, GridRegion reg, GridRegion finalDestination,
Vector3 position, Vector3 lookAt, uint teleportFlags);
/// <summary>
/// Teleports the agent for the given client to their home destination.
/// </summary>
/// <param name='id'></param>
/// <param name='client'></param>
void TeleportHome(UUID id, IClientAPI client);
/// <summary>
/// Show whether the given agent is being teleported.
/// </summary>
/// <param name='id'>The agent ID</para></param>
/// <returns>true if the agent is in the process of being teleported, false otherwise.</returns>
bool IsInTransit(UUID id);
bool Cross(ScenePresence agent, bool isFlying);
void AgentArrivedAtDestination(UUID agent);
void EnableChildAgents(ScenePresence agent);
void EnableChildAgent(ScenePresence agent, GridRegion region);
void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
}
public interface IUserAgentVerificationModule
{
bool VerifyClient(AgentCircuitData aCircuit, string token);
}
}