Makes region crossings asynchronous. Moved the bulk of the original code out of ScenePresence and into SceneCommunicationService, where it should be (next to RequestTeleportToLocation). No changes in the crossing mechanism itself, yet. But this change opens the way to doing crossings as slowly as it needs to be, outside the simulator Update loop.

Note: weirdnesses may occur!
0.6.3-post-fixes
diva 2009-02-12 23:23:44 +00:00
parent 9177f28710
commit 7a274a7e1d
4 changed files with 220 additions and 135 deletions

View File

@ -3179,6 +3179,11 @@ namespace OpenSim.Region.Framework.Scenes
return m_sceneGridService.CrossToNeighbouringRegion(regionHandle, agentID, position, isFlying);
}
public void CrossAgentToNewRegion(ScenePresence agent, bool isFlying)
{
m_sceneGridService.CrossAgentToNewRegion(this, agent, isFlying);
}
public void SendOutChildAgentUpdates(AgentPosition cadu, ScenePresence presence)
{
m_sceneGridService.SendChildAgentDataUpdate(cadu, presence);

View File

@ -35,6 +35,7 @@ using OpenMetaverse.StructuredData;
using log4net;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Communications.Capabilities;
using OpenSim.Region.Framework.Interfaces;
using OSD = OpenMetaverse.StructuredData.OSD;
@ -1018,6 +1019,175 @@ namespace OpenSim.Region.Framework.Scenes
return m_commsProvider.InterRegion.ExpectAvatarCrossing(regionhandle, agentID, position, isFlying);
}
public void CrossAgentToNewRegion(Scene scene, ScenePresence agent, bool isFlying)
{
Vector3 pos = agent.AbsolutePosition;
Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
uint neighbourx = m_regionInfo.RegionLocX;
uint neighboury = m_regionInfo.RegionLocY;
// distance to edge that will trigger crossing
const float boundaryDistance = 1.7f;
// distance into new region to place avatar
const float enterDistance = 0.1f;
if (pos.X < boundaryDistance)
{
neighbourx--;
newpos.X = Constants.RegionSize - enterDistance;
}
else if (pos.X > Constants.RegionSize - boundaryDistance)
{
neighbourx++;
newpos.X = enterDistance;
}
if (pos.Y < boundaryDistance)
{
neighboury--;
newpos.Y = Constants.RegionSize - enterDistance;
}
else if (pos.Y > Constants.RegionSize - boundaryDistance)
{
neighboury++;
newpos.Y = enterDistance;
}
Vector3 vel = agent.Velocity;
CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
d.BeginInvoke(agent, newpos, neighbourx, neighboury, isFlying, CrossAgentToNewRegionCompleted, d);
}
public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, bool isFlying);
/// <summary>
/// This Closes child agents on neighboring regions
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
/// </summary>
protected ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, bool isFlying)
{
m_log.DebugFormat("[SCENE COMM]: Crossing agent {0} {1} to {2}-{3}", agent.Firstname, agent.Lastname, neighbourx, neighboury);
ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
SimpleRegionInfo neighbourRegion = RequestNeighbouringRegionInfo(neighbourHandle);
if (neighbourRegion != null && agent.ValidateAttachments())
{
pos = pos + (agent.Velocity);
CachedUserInfo userInfo = m_commsProvider.UserProfileCacheService.GetUserDetails(agent.UUID);
if (userInfo != null)
{
userInfo.DropInventory();
}
else
{
m_log.WarnFormat("[SCENE COMM]: No cached user info found for {0} {1} on leaving region {2}",
agent.Name, agent.UUID, agent.Scene.RegionInfo.RegionName);
}
bool crossingSuccessful =
CrossToNeighbouringRegion(neighbourHandle, agent.ControllingClient.AgentId, pos,
isFlying);
if (crossingSuccessful)
{
// Next, let's close the child agent connections that are too far away.
agent.CloseChildAgents(neighbourx, neighboury);
//AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
agent.ControllingClient.RequestClientInfo();
//Console.WriteLine("BEFORE CROSS");
//Scene.DumpChildrenSeeds(UUID);
//DumpKnownRegions();
string agentcaps;
if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
{
m_log.ErrorFormat("[SCENE COMM]: No CAPS information for region handle {0}, exiting CrossToNewRegion.",
neighbourRegion.RegionHandle);
return agent;
}
// TODO Should construct this behind a method
string capsPath =
"http://" + neighbourRegion.ExternalHostName + ":" + neighbourRegion.HttpPort
+ "/CAPS/" + agentcaps /*circuitdata.CapsPath*/ + "0000/";
m_log.DebugFormat("[CAPS]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
if (eq != null)
{
eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
capsPath, agent.UUID, agent.ControllingClient.SessionId);
}
else
{
agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
capsPath);
}
agent.MakeChildAgent();
// now we have a child agent in this region. Request all interesting data about other (root) agents
agent.SendInitialFullUpdateToAllClients();
agent.CrossAttachmentsIntoNewRegion(neighbourHandle, true);
// m_scene.SendKillObject(m_localId);
agent.Scene.NotifyMyCoarseLocationChange();
// the user may change their profile information in other region,
// so the userinfo in UserProfileCache is not reliable any more, delete it
if (agent.Scene.NeedSceneCacheClear(agent.UUID))
{
agent.Scene.CommsManager.UserProfileCacheService.RemoveUser(agent.UUID);
m_log.DebugFormat(
"[SCENE COMM]: User {0} is going to another region, profile cache removed", agent.UUID);
}
}
else
{
//// Restore the user structures that we needed to delete before asking the receiving region
//// to complete the crossing
//userInfo.FetchInventory();
//agent.Scene.CapsModule.AddCapsHandler(agent.UUID);
}
}
//Console.WriteLine("AFTER CROSS");
//Scene.DumpChildrenSeeds(UUID);
//DumpKnownRegions();
return agent;
}
private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
{
CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
ScenePresence agent = icon.EndInvoke(iar);
// If the cross was successful, this agent is a child agent
if (agent.IsChildAgent)
{
// Put the child agent back at the center
agent.AbsolutePosition = new Vector3(128, 128, 70);
}
else // Not successful
{
CachedUserInfo userInfo = m_commsProvider.UserProfileCacheService.GetUserDetails(agent.UUID);
if (userInfo != null)
{
userInfo.FetchInventory();
}
agent.RestoreInCurrentScene();
}
agent.IsInTransit = false;
//m_log.DebugFormat("[SCENE COMM]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
}
public bool PrimCrossToNeighboringRegion(ulong regionhandle, UUID primID, string objData, int XMLMethod)
{
return m_commsProvider.InterRegion.InformRegionOfPrimCrossing(regionhandle, primID, objData, XMLMethod);

View File

@ -547,6 +547,13 @@ namespace OpenSim.Region.Framework.Scenes
get { return m_animations; }
}
private bool m_inTransit;
public bool IsInTransit
{
get { return m_inTransit; }
set { m_inTransit = value; }
}
#endregion
#region Constructor(s)
@ -850,7 +857,7 @@ namespace OpenSim.Region.Framework.Scenes
CachedUserInfo userInfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(m_uuid);
if (userInfo != null)
userInfo.FetchInventory();
userInfo.FetchInventory();
else
m_log.ErrorFormat("[SCENE]: Could not find user info for {0} when making it a root agent", m_uuid);
@ -2377,15 +2384,31 @@ namespace OpenSim.Region.Framework.Scenes
pos2.Y = pos2.Y + (vel.Y*timeStep);
pos2.Z = pos2.Z + (vel.Z*timeStep);
if ((pos2.X < 0) || (pos2.X > Constants.RegionSize))
if (!IsInTransit)
{
CrossToNewRegion();
if ((pos2.X < 0) || (pos2.X > Constants.RegionSize))
{
CrossToNewRegion();
}
if ((pos2.Y < 0) || (pos2.Y > Constants.RegionSize))
{
CrossToNewRegion();
}
}
else
{
RemoveFromPhysicalScene();
// This constant has been inferred from experimentation
// I'm not sure what this value should be, so I tried a few values.
timeStep = 0.04f;
pos2 = AbsolutePosition;
pos2.X = pos2.X + (vel.X * timeStep);
pos2.Y = pos2.Y + (vel.Y * timeStep);
pos2.Z = pos2.Z + (vel.Z * timeStep);
m_pos = pos2;
}
if ((pos2.Y < 0) || (pos2.Y > Constants.RegionSize))
{
CrossToNewRegion();
}
}
/// <summary>
@ -2396,130 +2419,13 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
protected void CrossToNewRegion()
{
Vector3 pos = AbsolutePosition;
Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
uint neighbourx = m_regionInfo.RegionLocX;
uint neighboury = m_regionInfo.RegionLocY;
m_inTransit = true;
m_scene.CrossAgentToNewRegion(this, m_physicsActor.Flying);
}
// distance to edge that will trigger crossing
const float boundaryDistance = 1.7f;
// distance into new region to place avatar
const float enterDistance = 0.1f;
if (pos.X < boundaryDistance)
{
neighbourx--;
newpos.X = Constants.RegionSize - enterDistance;
}
else if (pos.X > Constants.RegionSize - boundaryDistance)
{
neighbourx++;
newpos.X = enterDistance;
}
if (pos.Y < boundaryDistance)
{
neighboury--;
newpos.Y = Constants.RegionSize - enterDistance;
}
else if (pos.Y > Constants.RegionSize - boundaryDistance)
{
neighboury++;
newpos.Y = enterDistance;
}
Vector3 vel = m_velocity;
ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
SimpleRegionInfo neighbourRegion = m_scene.RequestNeighbouringRegionInfo(neighbourHandle);
if (neighbourRegion != null && ValidateAttachments())
{
// When the neighbour is informed of the border crossing, it will set up CAPS handlers for the avatar
// This means we need to remove the current caps handler here and possibly compensate later,
// in case both scenes are being hosted on the same region server. Messy
//m_scene.RemoveCapsHandler(UUID);
newpos = newpos + (vel);
CachedUserInfo userInfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(UUID);
if (userInfo != null)
{
userInfo.DropInventory();
}
else
{
m_log.WarnFormat("[SCENE PRESENCE]: No cached user info found for {0} {1} on leaving region", Name, UUID);
}
bool crossingSuccessful =
m_scene.InformNeighbourOfCrossing(neighbourHandle, m_controllingClient.AgentId, newpos,
m_physicsActor.Flying);
if (crossingSuccessful)
{
// Next, let's close the child agent connections that are too far away.
CloseChildAgents(neighbourx, neighboury);
//AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
m_controllingClient.RequestClientInfo();
//Console.WriteLine("BEFORE CROSS");
//Scene.DumpChildrenSeeds(UUID);
//DumpKnownRegions();
string agentcaps;
if (!m_knownChildRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
{
m_log.ErrorFormat("[SCENE PRESENCE]: No CAPS information for region handle {0}, exiting CrossToNewRegion.",
neighbourRegion.RegionHandle);
return;
}
// TODO Should construct this behind a method
string capsPath =
"http://" + neighbourRegion.ExternalHostName + ":" + neighbourRegion.HttpPort
+ "/CAPS/" + agentcaps /*circuitdata.CapsPath*/ + "0000/";
m_log.DebugFormat("[CAPS]: Sending new CAPS seed url {0} to client {1}", capsPath, m_uuid);
IEventQueue eq = m_scene.RequestModuleInterface<IEventQueue>();
if (eq != null)
{
eq.CrossRegion(neighbourHandle, newpos, vel, neighbourRegion.ExternalEndPoint,
capsPath, UUID, ControllingClient.SessionId);
}
else
{
m_controllingClient.CrossRegion(neighbourHandle, newpos, vel, neighbourRegion.ExternalEndPoint,
capsPath);
}
MakeChildAgent();
// now we have a child agent in this region. Request all interesting data about other (root) agents
SendInitialFullUpdateToAllClients();
CrossAttachmentsIntoNewRegion(neighbourHandle, true);
// m_scene.SendKillObject(m_localId);
m_scene.NotifyMyCoarseLocationChange();
// the user may change their profile information in other region,
// so the userinfo in UserProfileCache is not reliable any more, delete it
if (m_scene.NeedSceneCacheClear(UUID))
{
m_scene.CommsManager.UserProfileCacheService.RemoveUser(UUID);
m_log.DebugFormat(
"[SCENE PRESENCE]: User {0} is going to another region, profile cache removed", UUID);
}
}
else
{
// Restore the user structures that we needed to delete before asking the receiving region
// to complete the crossing
userInfo.FetchInventory();
m_scene.CapsModule.AddCapsHandler(UUID);
}
}
//Console.WriteLine("AFTER CROSS");
//Scene.DumpChildrenSeeds(UUID);
//DumpKnownRegions();
public void RestoreInCurrentScene()
{
AddToPhysicalScene();
}
/// <summary>

View File

@ -66,11 +66,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
scene2 = SceneSetupHelpers.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000, cm);
scene3 = SceneSetupHelpers.SetupScene("Neighbour x-1", UUID.Random(), 999, 1000, cm);
IRegionModule interregionComms = new RESTInterregionComms();
interregionComms.Initialise(scene, new IniConfigSource());
interregionComms.Initialise(scene2, new IniConfigSource());
interregionComms.Initialise(scene3, new IniConfigSource());
interregionComms.PostInitialise();
IRegionModule interregionComms = new RESTInterregionComms();
interregionComms.Initialise(scene, new IniConfigSource());
interregionComms.Initialise(scene2, new IniConfigSource());
interregionComms.Initialise(scene3, new IniConfigSource());
interregionComms.PostInitialise();
SceneSetupHelpers.SetupSceneModules(scene, new IniConfigSource(), interregionComms);
SceneSetupHelpers.SetupSceneModules(scene2, new IniConfigSource(), interregionComms);
SceneSetupHelpers.SetupSceneModules(scene3, new IniConfigSource(), interregionComms);
@ -203,6 +203,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
scene.RegisterRegionWithGrid();
scene2.RegisterRegionWithGrid();
presence.Update();
// Crossings are asynchronous
while (presence.IsInTransit) { } ;
Assert.That(presence.IsChildAgent, Is.True, "Did not complete region cross as expected.");
Assert.That(presence2.IsChildAgent, Is.False, "Did not receive root status after receiving agent.");
@ -210,6 +212,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
// Cross Back
presence2.AbsolutePosition = new Vector3(-1, 3, 100);
presence2.Update();
// Crossings are asynchronous
while (presence.IsInTransit) { };
Assert.That(presence2.IsChildAgent, Is.True, "Did not return from region as expected.");
Assert.That(presence.IsChildAgent, Is.False, "Presence was not made root in old region again.");