Merge branch 'master' into careminster

Conflicts:
	OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
	OpenSim/Region/Framework/Scenes/Scene.cs
	OpenSim/Region/Framework/Scenes/ScenePresence.cs
	bin/OpenSimDefaults.ini
avinationmerge
Melanie 2013-07-25 16:55:23 +01:00
commit 7914eaa357
9 changed files with 359 additions and 86 deletions

View File

@ -53,7 +53,7 @@ namespace OpenSim.Groups
private ForeignImporter m_ForeignImporter; private ForeignImporter m_ForeignImporter;
private Dictionary<string, bool> m_ActiveRequests = new Dictionary<string, bool>(); private Dictionary<string, bool> m_ActiveRequests = new Dictionary<string, bool>();
private const int GROUPS_CACHE_TIMEOUT = 5 * 60; // 5 minutes private const int GROUPS_CACHE_TIMEOUT = 1 * 60; // 1 minutes
// This all important cache cahces objects of different types: // This all important cache cahces objects of different types:
// group-<GroupID> or group-<Name> => ExtendedGroupRecord // group-<GroupID> or group-<Name> => ExtendedGroupRecord

View File

@ -292,7 +292,7 @@ namespace OpenSim.Framework
public Vector3 AtAxis; public Vector3 AtAxis;
public Vector3 LeftAxis; public Vector3 LeftAxis;
public Vector3 UpAxis; public Vector3 UpAxis;
public bool ChangedGrid; public bool SenderWantsToWaitForRoot;
public float Far; public float Far;
public float Aspect; public float Aspect;
@ -363,8 +363,9 @@ namespace OpenSim.Framework
args["left_axis"] = OSD.FromString(LeftAxis.ToString()); args["left_axis"] = OSD.FromString(LeftAxis.ToString());
args["up_axis"] = OSD.FromString(UpAxis.ToString()); args["up_axis"] = OSD.FromString(UpAxis.ToString());
//backwards compatibility
args["changed_grid"] = OSD.FromBoolean(ChangedGrid); args["changed_grid"] = OSD.FromBoolean(SenderWantsToWaitForRoot);
args["wait_for_root"] = OSD.FromBoolean(SenderWantsToWaitForRoot);
args["far"] = OSD.FromReal(Far); args["far"] = OSD.FromReal(Far);
args["aspect"] = OSD.FromReal(Aspect); args["aspect"] = OSD.FromReal(Aspect);
@ -537,8 +538,8 @@ namespace OpenSim.Framework
if (args["up_axis"] != null) if (args["up_axis"] != null)
Vector3.TryParse(args["up_axis"].AsString(), out AtAxis); Vector3.TryParse(args["up_axis"].AsString(), out AtAxis);
if (args["changed_grid"] != null) if (args.ContainsKey("wait_for_root") && args["wait_for_root"] != null)
ChangedGrid = args["changed_grid"].AsBoolean(); SenderWantsToWaitForRoot = args["wait_for_root"].AsBoolean();
if (args["far"] != null) if (args["far"] != null)
Far = (float)(args["far"].AsReal()); Far = (float)(args["far"].AsReal());

View File

@ -1302,6 +1302,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
queue.Enqueue(buffer); queue.Enqueue(buffer);
return; return;
} }
else if (packet.Type == PacketType.CompleteAgentMovement)
{
// Send ack straight away to let the viewer know that we got it.
SendAckImmediate(endPoint, packet.Header.Sequence);
// We need to copy the endpoint so that it doesn't get changed when another thread reuses the
// buffer.
object[] array = new object[] { new IPEndPoint(endPoint.Address, endPoint.Port), packet };
Util.FireAndForget(HandleCompleteMovementIntoRegion, array);
return;
}
} }
// Determine which agent this packet came from // Determine which agent this packet came from
@ -1676,6 +1689,72 @@ namespace OpenSim.Region.ClientStack.LindenUDP
} }
} }
private void HandleCompleteMovementIntoRegion(object o)
{
IPEndPoint endPoint = null;
IClientAPI client = null;
try
{
object[] array = (object[])o;
endPoint = (IPEndPoint)array[0];
CompleteAgentMovementPacket packet = (CompleteAgentMovementPacket)array[1];
// Determine which agent this packet came from
int count = 20;
bool ready = false;
while (!ready && count-- > 0)
{
if (m_scene.TryGetClient(endPoint, out client) && client.IsActive && client.SceneAgent != null)
{
LLClientView llClientView = (LLClientView)client;
LLUDPClient udpClient = llClientView.UDPClient;
if (udpClient != null && udpClient.IsConnected)
ready = true;
else
{
m_log.Debug("[LLUDPSERVER]: Received a CompleteMovementIntoRegion in " + m_scene.RegionInfo.RegionName + " (not ready yet)");
Thread.Sleep(200);
}
}
else
{
m_log.Debug("[LLUDPSERVER]: Received a CompleteMovementIntoRegion in " + m_scene.RegionInfo.RegionName + " (not ready yet)");
Thread.Sleep(200);
}
}
if (client == null)
return;
IncomingPacket incomingPacket1;
// Inbox insertion
if (UsePools)
{
incomingPacket1 = m_incomingPacketPool.GetObject();
incomingPacket1.Client = (LLClientView)client;
incomingPacket1.Packet = packet;
}
else
{
incomingPacket1 = new IncomingPacket((LLClientView)client, packet);
}
packetInbox.Enqueue(incomingPacket1);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[LLUDPSERVER]: CompleteMovementIntoRegion handling from endpoint {0}, client {1} {2} failed. Exception {3}{4}",
endPoint != null ? endPoint.ToString() : "n/a",
client != null ? client.Name : "unknown",
client != null ? client.AgentId.ToString() : "unknown",
e.Message,
e.StackTrace);
}
}
/// <summary> /// <summary>
/// Send an ack immediately to the given endpoint. /// Send an ack immediately to the given endpoint.
/// </summary> /// </summary>

View File

@ -689,6 +689,20 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath(); agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
} }
if (version.Equals("SIMULATION/0.2"))
TransferAgent_V2(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, oldRegionX, newRegionX, oldRegionY, newRegionY, version, out reason);
else
TransferAgent_V1(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, oldRegionX, newRegionX, oldRegionY, newRegionY, version, out reason);
}
private void TransferAgent_V1(ScenePresence sp, AgentCircuitData agentCircuit, GridRegion reg, GridRegion finalDestination,
IPEndPoint endPoint, uint teleportFlags, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, string version, out string reason)
{
ulong destinationHandle = finalDestination.RegionHandle;
AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Using TP V1");
// Let's create an agent there if one doesn't exist yet. // Let's create an agent there if one doesn't exist yet.
// NOTE: logout will always be false for a non-HG teleport. // NOTE: logout will always be false for a non-HG teleport.
bool logout = false; bool logout = false;
@ -733,6 +747,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
sp.CloseChildAgents(newRegionX, newRegionY); sp.CloseChildAgents(newRegionX, newRegionY);
IClientIPEndpoint ipepClient; IClientIPEndpoint ipepClient;
string capsPath = String.Empty;
if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY)) if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
{ {
m_log.DebugFormat( m_log.DebugFormat(
@ -783,10 +798,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// Let's send a full update of the agent. This is a synchronous call. // Let's send a full update of the agent. This is a synchronous call.
AgentData agent = new AgentData(); AgentData agent = new AgentData();
sp.CopyTo(agent); sp.CopyTo(agent);
agent.Position = position; agent.Position = agentCircuit.startpos;
SetCallbackURL(agent, sp.Scene.RegionInfo); SetCallbackURL(agent, sp.Scene.RegionInfo);
//sp.ControllingClient.SendTeleportProgress(teleportFlags, "Updating agent...");
// We will check for an abort before UpdateAgent since UpdateAgent will require an active viewer to // We will check for an abort before UpdateAgent since UpdateAgent will require an active viewer to
// establish th econnection to the destination which makes it return true. // establish th econnection to the destination which makes it return true.
@ -848,6 +862,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// closes our existing agent which is still signalled as root. // closes our existing agent which is still signalled as root.
sp.IsChildAgent = true; sp.IsChildAgent = true;
// OK, send TPFinish to the client, so that it starts the process of contacting the destination region
if (m_eqModule != null) if (m_eqModule != null)
{ {
m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID); m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID);
@ -906,13 +921,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) 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 // RED ALERT!!!!
// they regard the new region as the current region after receiving the AgentMovementComplete // PLEASE DO NOT DECREASE THIS WAIT TIME UNDER ANY CIRCUMSTANCES.
// response. If close is sent before then, it will cause the viewer to quit instead. // THE VIEWERS SEEM TO NEED SOME TIME AFTER RECEIVING MoveAgentIntoRegion
// // BEFORE THEY SETTLE IN THE NEW REGION.
// This sleep can be increased if necessary. However, whilst it's active, // DECREASING THE WAIT TIME HERE WILL EITHER RESULT IN A VIEWER CRASH OR
// an agent cannot teleport back to this region if it has teleported away. // IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS.
Thread.Sleep(3000); Thread.Sleep(5000);
sp.Scene.IncomingCloseAgent(sp.UUID, false); sp.Scene.IncomingCloseAgent(sp.UUID, false);
} }
@ -923,6 +938,134 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
} }
} }
private void TransferAgent_V2(ScenePresence sp, AgentCircuitData agentCircuit, GridRegion reg, GridRegion finalDestination,
IPEndPoint endPoint, uint teleportFlags, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, string version, out string reason)
{
ulong destinationHandle = finalDestination.RegionHandle;
AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
// Let's create an agent there if one doesn't exist yet.
// NOTE: logout will always be false for a non-HG teleport.
bool logout = false;
if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout))
{
m_interRegionTeleportFailures.Value++;
sp.ControllingClient.SendTeleportFailed(String.Format("Teleport refused: {0}", reason));
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;
}
// Past this point we have to attempt clean up if the teleport fails, so update transfer state.
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
IClientIPEndpoint ipepClient;
string capsPath = String.Empty;
if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Determined that region {0} at {1},{2} needs new child agent for agent {3} from {4}",
finalDestination.RegionName, newRegionX, newRegionY, sp.Name, Scene.Name);
//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);
}
else
{
agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle);
capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
}
// We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator,
// where that neighbour simulator could otherwise request a child agent create on the source which then
// closes our existing agent which is still signalled as root.
//sp.IsChildAgent = true;
// New protocol: send TP Finish directly, without prior ES or EAC. That's what happens in the Linden grid
if (m_eqModule != null)
m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID);
else
sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4,
teleportFlags, capsPath);
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}",
capsPath, sp.Scene.RegionInfo.RegionName, sp.Name);
// Let's send a full update of the agent.
AgentData agent = new AgentData();
sp.CopyTo(agent);
agent.Position = agentCircuit.startpos;
agent.SenderWantsToWaitForRoot = true;
//SetCallbackURL(agent, sp.Scene.RegionInfo);
// Send the Update. If this returns true, we know the client has contacted the destination
// via CompleteMovementIntoRegion, so we can let go.
// If it returns false, something went wrong, and we need to abort.
if (!UpdateAgent(reg, finalDestination, agent, sp))
{
if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting)
{
m_interRegionTeleportAborts.Value++;
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after UpdateAgent due to previous client close.",
sp.Name, finalDestination.RegionName, sp.Scene.Name);
return;
}
m_log.WarnFormat(
"[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1} from {2}. Keeping avatar in source region.",
sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName);
Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established.");
return;
}
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
// 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();
// OK, it got this agent. Let's close some child agents
sp.CloseChildAgents(newRegionX, newRegionY);
// 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))
{
// RED ALERT!!!!
// PLEASE DO NOT DECREASE THIS WAIT TIME UNDER ANY CIRCUMSTANCES.
// THE VIEWERS SEEM TO NEED SOME TIME AFTER RECEIVING MoveAgentIntoRegion
// BEFORE THEY SETTLE IN THE NEW REGION.
// DECREASING THE WAIT TIME HERE WILL EITHER RESULT IN A VIEWER CRASH OR
// IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS.
Thread.Sleep(5000);
sp.Scene.IncomingCloseAgent(sp.UUID, false);
}
else
// now we have a child agent in this region.
sp.Reset();
}
/// <summary> /// <summary>
/// Clean up an inter-region teleport that did not complete, either because of simulator failure or cancellation. /// Clean up an inter-region teleport that did not complete, either because of simulator failure or cancellation.
/// </summary> /// </summary>
@ -936,11 +1079,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{ {
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp); m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
if (sp.IsChildAgent) // We had set it to child before attempted TP (V1)
{
sp.IsChildAgent = false; sp.IsChildAgent = false;
ReInstantiateScripts(sp); ReInstantiateScripts(sp);
EnableChildAgents(sp); EnableChildAgents(sp);
}
// Finally, kill the agent we just created at the destination. // Finally, kill the agent we just created at the destination.
// XXX: Possibly this should be done asynchronously. // XXX: Possibly this should be done asynchronously.
Scene.SimulationService.CloseAgent(finalDestination, sp.UUID, auth_token); Scene.SimulationService.CloseAgent(finalDestination, sp.UUID, auth_token);

View File

@ -79,7 +79,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence
public void OnConnectionClose(IClientAPI client) public void OnConnectionClose(IClientAPI client)
{ {
if (!client.SceneAgent.IsChildAgent) if (client != null && client.SceneAgent != null && !client.SceneAgent.IsChildAgent)
{ {
// m_log.DebugFormat("[PRESENCE DETECTOR]: Detected client logout {0} in {1}", client.AgentId, client.Scene.RegionInfo.RegionName); // m_log.DebugFormat("[PRESENCE DETECTOR]: Detected client logout {0} in {1}", client.AgentId, client.Scene.RegionInfo.RegionName);
m_PresenceService.LogoutAgent(client.SessionId); m_PresenceService.LogoutAgent(client.SessionId);

View File

@ -48,7 +48,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
/// <summary> /// <summary>
/// Version of this service /// Version of this service
/// </summary> /// </summary>
private const string m_Version = "SIMULATION/0.1"; private const string m_Version = "SIMULATION/0.2";
/// <summary> /// <summary>
/// Map region ID to scene. /// Map region ID to scene.

View File

@ -230,6 +230,8 @@ namespace OpenSim.Region.Framework.Scenes
public bool m_seeIntoBannedRegion = false; public bool m_seeIntoBannedRegion = false;
public int MaxUndoCount = 5; public int MaxUndoCount = 5;
public bool SeeIntoRegion { get; set; }
// Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
public bool LoginLock = false; public bool LoginLock = false;
@ -861,9 +863,11 @@ namespace OpenSim.Region.Framework.Scenes
//Animation states //Animation states
m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20);
PhysicalPrims = startupConfig.GetBoolean("physical_prim", true); PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
CollidablePrims = startupConfig.GetBoolean("collidable_prim", true); CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys); m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
if (RegionInfo.NonphysPrimMin > 0) if (RegionInfo.NonphysPrimMin > 0)
{ {
@ -3910,17 +3914,12 @@ namespace OpenSim.Region.Framework.Scenes
try try
{ {
// Always check estate if this is a login. Always if (!AuthorizeUser(agent, SeeIntoRegion, out reason))
// check if banned regions are to be blacked out.
if (vialogin || (!m_seeIntoBannedRegion))
{
if (!AuthorizeUser(agent, out reason))
{ {
m_authenticateHandler.RemoveCircuit(agent.circuitcode); m_authenticateHandler.RemoveCircuit(agent.circuitcode);
return false; return false;
} }
} }
}
catch (Exception e) catch (Exception e)
{ {
m_log.ErrorFormat( m_log.ErrorFormat(
@ -4158,7 +4157,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="reason">outputs the reason to this string</param> /// <param name="reason">outputs the reason to this string</param>
/// <returns>True if the region accepts this agent. False if it does not. False will /// <returns>True if the region accepts this agent. False if it does not. False will
/// also return a reason.</returns> /// also return a reason.</returns>
protected virtual bool AuthorizeUser(AgentCircuitData agent, out string reason) protected virtual bool AuthorizeUser(AgentCircuitData agent, bool bypassAccessControl, out string reason)
{ {
reason = String.Empty; reason = String.Empty;
@ -4193,6 +4192,12 @@ namespace OpenSim.Region.Framework.Scenes
m_log.ErrorFormat("[CONNECTION BEGIN]: Estate Settings is null!"); m_log.ErrorFormat("[CONNECTION BEGIN]: Estate Settings is null!");
} }
// We only test the things below when we want to cut off
// child agents from being present in the scene for which their root
// agent isn't allowed. Otherwise, we allow child agents. The test for
// the root is done elsewhere (QueryAccess)
if (!bypassAccessControl)
{
List<UUID> agentGroups = new List<UUID>(); List<UUID> agentGroups = new List<UUID>();
if (m_groupsModule != null) if (m_groupsModule != null)
@ -4239,6 +4244,7 @@ namespace OpenSim.Region.Framework.Scenes
RegionInfo.RegionName); RegionInfo.RegionName);
return false; return false;
} }
}
// TODO: estate/region settings are not properly hooked up // TODO: estate/region settings are not properly hooked up
// to ILandObject.isRestrictedFromLand() // to ILandObject.isRestrictedFromLand()
@ -4402,6 +4408,20 @@ namespace OpenSim.Region.Framework.Scenes
} }
childAgentUpdate.ChildAgentDataUpdate(cAgentData); childAgentUpdate.ChildAgentDataUpdate(cAgentData);
int ntimes = 20;
if (cAgentData.SenderWantsToWaitForRoot)
{
while (childAgentUpdate.IsChildAgent && ntimes-- > 0)
Thread.Sleep(1000);
m_log.DebugFormat(
"[SCENE]: Found presence {0} {1} {2} in {3} after {4} waits",
childAgentUpdate.Name, childAgentUpdate.UUID, childAgentUpdate.IsChildAgent ? "child" : "root", RegionInfo.RegionName, 20 - ntimes);
if (childAgentUpdate.IsChildAgent)
return false;
}
return true; return true;
} }
return false; return false;
@ -4459,10 +4479,6 @@ namespace OpenSim.Region.Framework.Scenes
m_log.WarnFormat( m_log.WarnFormat(
"[SCENE PRESENCE]: Did not find presence with id {0} in {1} before timeout", "[SCENE PRESENCE]: Did not find presence with id {0} in {1} before timeout",
agentID, RegionInfo.RegionName); agentID, RegionInfo.RegionName);
// else
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Found presence {0} {1} {2} in {3} after {4} waits",
// sp.Name, sp.UUID, sp.IsChildAgent ? "child" : "root", RegionInfo.RegionName, 10 - ntimes);
return sp; return sp;
} }
@ -5873,7 +5889,7 @@ Environment.Exit(1);
try try
{ {
if (!AuthorizeUser(aCircuit, out reason)) if (!AuthorizeUser(aCircuit, false, out reason))
{ {
// m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID); // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
return false; return false;

View File

@ -29,7 +29,9 @@ using System;
using System.Xml; using System.Xml;
using System.Collections.Generic; using System.Collections.Generic;
using System.Reflection; using System.Reflection;
using System.Threading;
using System.Timers; using System.Timers;
using Timer = System.Timers.Timer;
using OpenMetaverse; using OpenMetaverse;
using log4net; using log4net;
using Nini.Config; using Nini.Config;
@ -1154,9 +1156,8 @@ namespace OpenSim.Region.Framework.Scenes
MovementFlag = 0; MovementFlag = 0;
// DIVA NOTE: I moved TriggerOnMakeRootAgent out of here and into the end of m_scene.EventManager.TriggerOnMakeRootAgent(this);
// CompleteMovement. We don't want modules doing heavy computation before CompleteMovement
// is over.
} }
public int GetStateSource() public int GetStateSource()
@ -1502,6 +1503,26 @@ namespace OpenSim.Region.Framework.Scenes
} }
private bool WaitForUpdateAgent(IClientAPI client)
{
// Before UpdateAgent, m_originRegionID is UUID.Zero; after, it's non-Zero
int count = 20;
while (m_originRegionID.Equals(UUID.Zero) && count-- > 0)
{
m_log.DebugFormat("[SCENE PRESENCE]: Agent {0} waiting for update in {1}", client.Name, Scene.RegionInfo.RegionName);
Thread.Sleep(200);
}
if (m_originRegionID.Equals(UUID.Zero))
{
// Movement into region will fail
m_log.WarnFormat("[SCENE PRESENCE]: Update agent {0} never arrived", client.Name);
return false;
}
return true;
}
/// <summary> /// <summary>
/// Complete Avatar's movement into the region. /// Complete Avatar's movement into the region.
/// </summary> /// </summary>
@ -1519,6 +1540,13 @@ namespace OpenSim.Region.Framework.Scenes
"[SCENE PRESENCE]: Completing movement of {0} into region {1} in position {2}", "[SCENE PRESENCE]: Completing movement of {0} into region {1} in position {2}",
client.Name, Scene.RegionInfo.RegionName, AbsolutePosition); client.Name, Scene.RegionInfo.RegionName, AbsolutePosition);
// Make sure it's not a login agent. We don't want to wait for updates during login
if ((m_teleportFlags & TeleportFlags.ViaLogin) == 0)
// Let's wait until UpdateAgent (called by departing region) is done
if (!WaitForUpdateAgent(client))
// The sending region never sent the UpdateAgent data, we have to refuse
return;
Vector3 look = Velocity; Vector3 look = Velocity;
// if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) // if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
@ -1540,10 +1568,11 @@ namespace OpenSim.Region.Framework.Scenes
bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
MakeRootAgent(AbsolutePosition, flying); MakeRootAgent(AbsolutePosition, flying);
// Tell the client that we're totally ready
ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
// Remember in HandleUseCircuitCode, we delayed this to here // Remember in HandleUseCircuitCode, we delayed this to here
// This will also send the initial data to clients when TP to a neighboring region.
// Not ideal, but until we know we're TP-ing from a neighboring region, there's not much we can do
if (m_teleportFlags > 0) if (m_teleportFlags > 0)
SendInitialDataToMe(); SendInitialDataToMe();
@ -1600,10 +1629,6 @@ namespace OpenSim.Region.Framework.Scenes
// "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms", // "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms",
// client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds); // client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds);
// DIVA NOTE: moved this here from MakeRoot. We don't want modules making heavy
// computations before CompleteMovement is over
m_scene.EventManager.TriggerOnMakeRootAgent(this);
} }
/// <summary> /// <summary>

View File

@ -86,6 +86,13 @@
;; from the selected region_info_source. ;; from the selected region_info_source.
allow_regionless = false allow_regionless = false
;; Allow child agents to see into the region even if their root counterpart isn't allowed in here
see_into_region = true
; Maximum number of position, rotation and scale changes for each prim that the simulator will store for later undos
; Increasing this number will increase memory usage.
MaxPrimUndos = 20
; Maximum size of non physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonPhysicalPrimMax!). ; Maximum size of non physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonPhysicalPrimMax!).
NonPhysicalPrimMax = 256 NonPhysicalPrimMax = 256