diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index eb07aacec9..ff052d65de 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -352,6 +352,30 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer 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 (!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"); + 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)) @@ -363,31 +387,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer sourceRegion.RegionName, sourceRegion.RegionLocX, sourceRegion.RegionLocY, MaxTransferDistance)); + ResetFromTransit(sp.UUID); + return; } IEventQueue eq = sp.Scene.RequestModuleInterface(); - if (reg == null || finalDestination == null) - { - sp.ControllingClient.SendTeleportFailed("Unable to locate destination"); - return; - } - - if (!SetInTransit(sp.UUID)) // Avie is already on the way. Caller shouldn't do this. - { - 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; - } - - 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); - uint newRegionX = (uint)(reg.RegionHandle >> 40); uint newRegionY = (((uint)(reg.RegionHandle)) >> 8); uint oldRegionX = (uint)(sp.Scene.RegionInfo.RegionHandle >> 40); @@ -399,17 +405,24 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // 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) - { - // Fixing a bug where teleporting while sitting results in the avatar ending up removed from - // both regions - if (sp.ParentID != (uint)0) - sp.StandUp(); - 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 (endPoint.Address == null) + { + sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down"); + ResetFromTransit(sp.UUID); + + return; + } + + // Fixing a bug where teleporting while sitting results in the avatar ending up removed from + // both regions + if (sp.ParentID != (uint)0) + sp.StandUp(); + + 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()) // { @@ -417,211 +430,206 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // return; // } - string reason; - string version; - if (!m_scene.SimulationService.QueryAccess( - finalDestination, sp.ControllingClient.AgentId, Vector3.Zero, out version, out reason)) - { - sp.ControllingClient.SendTeleportFailed(reason); - 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); - - sp.ControllingClient.SendTeleportStart(teleportFlags); - - // the avatar.Close below will clear the child region list. We need this below for (possibly) - // closing the child agents, so save it here (we need a copy as it is Clear()-ed). - //List childRegions = avatar.KnownRegionHandles; - // Compared to ScenePresence.CrossToNewRegion(), there's no obvious code to handle a teleport - // failure at this point (unlike a border crossing failure). So perhaps this can never fail - // once we reach here... - //avatar.Scene.RemoveCapsHandler(avatar.UUID); - - string capsPath = String.Empty; - - AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode); - AgentCircuitData agentCircuit = sp.ControllingClient.RequestClientInfo(); - agentCircuit.startpos = position; - agentCircuit.child = true; - agentCircuit.Appearance = sp.Appearance; - if (currentAgentCircuit != null) - { - agentCircuit.ServiceURLs = currentAgentCircuit.ServiceURLs; - agentCircuit.IPAddress = currentAgentCircuit.IPAddress; - agentCircuit.Viewer = currentAgentCircuit.Viewer; - agentCircuit.Channel = currentAgentCircuit.Channel; - agentCircuit.Mac = currentAgentCircuit.Mac; - agentCircuit.Id0 = currentAgentCircuit.Id0; - } - - if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY)) - { - // brand new agent, let's create a new caps seed - agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath(); - } - - // Let's create an agent there if one doesn't exist yet. - bool logout = false; - if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout)) - { - sp.ControllingClient.SendTeleportFailed(String.Format("Teleport refused: {0}", reason)); - ResetFromTransit(sp.UUID); - - m_log.DebugFormat( - "[ENTITY TRANSFER MODULE]: Teleport of {0} from {1} to {2} was refused because {3}", - sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName, reason); - - return; - } - - // OK, it got this agent. Let's close some child agents - sp.CloseChildAgents(newRegionX, newRegionY); - - IClientIPEndpoint ipepClient; - if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY)) - { - //sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent..."); - #region IP Translation for NAT - // Uses ipepClient above - if (sp.ClientView.TryGet(out ipepClient)) - { - endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address); - } - #endregion - capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); - - if (eq != null) - { - eq.EnableSimulator(destinationHandle, endPoint, sp.UUID); - - // ES makes the client send a UseCircuitCode message to the destination, - // which triggers a bunch of things there. - // So let's wait - Thread.Sleep(200); - - eq.EstablishAgentCommunication(sp.UUID, endPoint, capsPath); - - } - else - { - sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint); - } - } - else - { - agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle); - capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); - } - - // 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} from {2}. Returning avatar to source region.", - sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName); - - Fail(sp, finalDestination, logout); - return; - } - - sp.ControllingClient.SendTeleportProgress(teleportFlags | (uint)TeleportFlags.DisableCancel, "sending_dest"); + string reason; + string version; + if (!m_scene.SimulationService.QueryAccess( + finalDestination, sp.ControllingClient.AgentId, Vector3.Zero, out version, out reason)) + { + sp.ControllingClient.SendTeleportFailed(reason); + ResetFromTransit(sp.UUID); m_log.DebugFormat( - "[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}", - capsPath, sp.Scene.RegionInfo.RegionName, sp.Name); + "[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); + + sp.ControllingClient.SendTeleportStart(teleportFlags); + + // the avatar.Close below will clear the child region list. We need this below for (possibly) + // closing the child agents, so save it here (we need a copy as it is Clear()-ed). + //List childRegions = avatar.KnownRegionHandles; + // Compared to ScenePresence.CrossToNewRegion(), there's no obvious code to handle a teleport + // failure at this point (unlike a border crossing failure). So perhaps this can never fail + // once we reach here... + //avatar.Scene.RemoveCapsHandler(avatar.UUID); + + string capsPath = String.Empty; + + AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode); + AgentCircuitData agentCircuit = sp.ControllingClient.RequestClientInfo(); + agentCircuit.startpos = position; + agentCircuit.child = true; + agentCircuit.Appearance = sp.Appearance; + if (currentAgentCircuit != null) + { + agentCircuit.ServiceURLs = currentAgentCircuit.ServiceURLs; + agentCircuit.IPAddress = currentAgentCircuit.IPAddress; + agentCircuit.Viewer = currentAgentCircuit.Viewer; + agentCircuit.Channel = currentAgentCircuit.Channel; + agentCircuit.Mac = currentAgentCircuit.Mac; + agentCircuit.Id0 = currentAgentCircuit.Id0; + } + + if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY)) + { + // brand new agent, let's create a new caps seed + agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath(); + } + + // Let's create an agent there if one doesn't exist yet. + bool logout = false; + if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout)) + { + sp.ControllingClient.SendTeleportFailed(String.Format("Teleport refused: {0}", reason)); + ResetFromTransit(sp.UUID); + + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: Teleport of {0} from {1} to {2} was refused because {3}", + sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName, reason); + + return; + } + + // OK, it got this agent. Let's close some child agents + sp.CloseChildAgents(newRegionX, newRegionY); + + IClientIPEndpoint ipepClient; + if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY)) + { + //sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent..."); + #region IP Translation for NAT + // Uses ipepClient above + if (sp.ClientView.TryGet(out ipepClient)) + { + endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address); + } + #endregion + capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); if (eq != null) { - eq.TeleportFinishEvent(destinationHandle, 13, endPoint, - 0, teleportFlags, capsPath, sp.UUID); + eq.EnableSimulator(destinationHandle, endPoint, sp.UUID); + + // ES makes the client send a UseCircuitCode message to the destination, + // which triggers a bunch of things there. + // So let's wait + Thread.Sleep(200); + + eq.EstablishAgentCommunication(sp.UUID, endPoint, capsPath); + } 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 (EnableWaitForCallbackFromTeleportDest && !WaitForCallback(sp.UUID)) - { - 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); - 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)) - { - // 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. - // However, if this delay is longer, then a viewer can teleport back to this region and experience - // a failure because the old ScenePresence has not yet been cleaned up. - Thread.Sleep(2000); - - 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); + sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint); } } else { - sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down"); + agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle); + capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); + } + + // 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} from {2}. Returning avatar to source region.", + sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName); + + Fail(sp, finalDestination, logout); + return; + } + + sp.ControllingClient.SendTeleportProgress(teleportFlags | (uint)TeleportFlags.DisableCancel, "sending_dest"); + + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}", + capsPath, sp.Scene.RegionInfo.RegionName, sp.Name); + + 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 (EnableWaitForCallbackFromTeleportDest && !WaitForCallback(sp.UUID)) + { + 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); + 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)) + { + // 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. + // However, if this delay is longer, then a viewer can teleport back to this region and experience + // a failure because the old ScenePresence has not yet been cleaned up. + Thread.Sleep(2000); + + 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); } }