Check agent limit against root agent count rather than both root and child agents
From sl docs such as http://community.secondlife.com/t5/English-Knowledge-Base/Managing-Private-Regions/ta-p/700115 agent should apply to avatars only. This makes sense from a user perspective, and also from a code perspective since child agents with no physics or actions take up a fraction of root agent resources. As such, the check is now only performed in Scene.QueryAccess() - cross and teleport check this before allowing an agent to translocate. This also removes an off-by-one error that could occur in certain circumstances on teleport when a new child agent was double counted when a pre-teleport agent update was performed. This does not affect an existing bug where limits or other QueryAccess() checks are not applied to avatars logging directly into a region.0.7.4.1
parent
c45b5a3d1c
commit
4d34763f8c
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@ -2646,7 +2646,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (sp == null)
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{
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m_log.DebugFormat(
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"[SCENE]: Adding new child scene presence {0} to scene {1} at pos {2}", client.Name, RegionInfo.RegionName, client.StartPos);
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"[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}",
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client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos);
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m_clientManager.Add(client);
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SubscribeToClientEvents(client);
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@ -3905,8 +3906,7 @@ namespace OpenSim.Region.Framework.Scenes
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// XPTO: if this agent is not allowed here as root, always return false
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// We have to wait until the viewer contacts this region after receiving EAC.
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// That calls AddNewClient, which finally creates the ScenePresence
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// TODO: This check should probably be in QueryAccess().
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ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
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if (nearestParcel == null)
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{
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@ -3917,14 +3917,8 @@ namespace OpenSim.Region.Framework.Scenes
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return false;
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}
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int num = m_sceneGraph.GetNumberOfScenePresences();
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if (num >= RegionInfo.RegionSettings.AgentLimit)
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{
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if (!Permissions.IsAdministrator(cAgentData.AgentID))
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return false;
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}
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// We have to wait until the viewer contacts this region after receiving EAC.
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// That calls AddNewClient, which finally creates the ScenePresence
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ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
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if (childAgentUpdate != null)
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@ -3968,14 +3962,28 @@ namespace OpenSim.Region.Framework.Scenes
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return false;
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}
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/// <summary>
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/// Poll until the requested ScenePresence appears or we timeout.
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/// </summary>
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/// <returns>The scene presence is found, else null.</returns>
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/// <param name='agentID'></param>
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protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
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{
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int ntimes = 10;
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ScenePresence childAgentUpdate = null;
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while ((childAgentUpdate = GetScenePresence(agentID)) == null && (ntimes-- > 0))
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ScenePresence sp = null;
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while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
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Thread.Sleep(1000);
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return childAgentUpdate;
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if (sp == null)
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m_log.WarnFormat(
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"[SCENE PRESENCE]: Did not find presence with id {0} in {1} before timeout",
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agentID, RegionInfo.RegionName);
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// else
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Found presence {0} {1} {2} in {3} after {4} waits",
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// sp.Name, sp.UUID, sp.IsChildAgent ? "child" : "root", RegionInfo.RegionName, 10 - ntimes);
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return sp;
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}
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public virtual bool IncomingRetrieveRootAgent(UUID id, out IAgentData agent)
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@ -5177,13 +5185,22 @@ namespace OpenSim.Region.Framework.Scenes
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// child agent creation, thereby emulating the SL behavior.
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public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
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{
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int num = m_sceneGraph.GetNumberOfScenePresences();
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// FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
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// However, the long term fix is to make sure root agent count is always accurate.
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m_sceneGraph.RecalculateStats();
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int num = m_sceneGraph.GetRootAgentCount();
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if (num >= RegionInfo.RegionSettings.AgentLimit)
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{
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if (!Permissions.IsAdministrator(agentID))
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{
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reason = "The region is full";
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m_log.DebugFormat(
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"[SCENE]: Denying presence with id {0} entry into {1} since region is at agent limit of {2}",
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agentID, RegionInfo.RegionName, RegionInfo.RegionSettings.AgentLimit);
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return false;
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}
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}
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@ -779,11 +779,6 @@ namespace OpenSim.Region.Framework.Scenes
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return m_scenePresenceArray;
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}
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public int GetNumberOfScenePresences()
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{
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return m_scenePresenceArray.Count;
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}
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/// <summary>
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/// Request a scene presence by UUID. Fast, indexed lookup.
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/// </summary>
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@ -1169,6 +1169,12 @@ namespace OpenSim.Region.Framework.Scenes
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Scene.SimulationService.ReleaseAgent(m_originRegionID, UUID, m_callbackURI);
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m_callbackURI = null;
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}
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// else
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// {
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: No callback provided on CompleteMovement of {0} {1} to {2}",
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// client.Name, client.AgentId, m_scene.RegionInfo.RegionName);
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// }
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ValidateAndSendAppearanceAndAgentData();
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@ -2508,7 +2514,7 @@ namespace OpenSim.Region.Framework.Scenes
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// If we are using the the cached appearance then send it out to everyone
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if (cachedappearance)
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{
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m_log.DebugFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name);
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m_log.DebugFormat("[SCENE PRESENCE]: baked textures are in the cache for {0}", Name);
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// If the avatars baked textures are all in the cache, then we have a
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// complete appearance... send it out, if not, then we'll send it when
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@ -2970,7 +2976,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void ChildAgentDataUpdate(AgentData cAgentData)
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{
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//m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName);
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// m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName);
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if (!IsChildAgent)
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return;
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@ -3110,6 +3116,9 @@ namespace OpenSim.Region.Framework.Scenes
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m_originRegionID = cAgent.RegionID;
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m_callbackURI = cAgent.CallbackURI;
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Set callback for {0} in {1} to {2} in CopyFrom()",
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// Name, m_scene.RegionInfo.RegionName, m_callbackURI);
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m_pos = cAgent.Position;
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m_velocity = cAgent.Velocity;
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