diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index 65df6814c8..fd04722a61 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -146,6 +146,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
protected virtual void OnNewClient(IClientAPI client)
{
+ client.OnTeleportCancel += OnClientCancelTeleport;
client.OnTeleportHomeRequest += TeleportHome;
client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
}
@@ -166,6 +167,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
#region Agent Teleports
+ private void OnClientCancelTeleport(IClientAPI client)
+ {
+ m_entityTransferStateMachine.UpdateInTransit(client.AgentId, AgentTransferState.Cancelling);
+
+ m_log.DebugFormat(
+ "[ENTITY TRANSFER MODULE]: Received teleport cancel request from {0} in {1}", client.Name, Scene.Name);
+ }
+
public void Teleport(ScenePresence sp, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags)
{
if (sp.Scene.Permissions.IsGridGod(sp.UUID))
@@ -550,6 +559,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
return;
}
+ if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling)
+ {
+ m_log.DebugFormat(
+ "[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after CreateAgent on client request",
+ sp.Name, finalDestination.RegionName, sp.Scene.Name);
+
+ 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);
@@ -614,7 +632,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
return;
}
- sp.ControllingClient.SendTeleportProgress(teleportFlags | (uint)TeleportFlags.DisableCancel, "sending_dest");
+ if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling)
+ {
+ m_log.DebugFormat(
+ "[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after UpdateAgent on client request",
+ sp.Name, finalDestination.RegionName, sp.Scene.Name);
+
+ CleanupAbortedInterRegionTeleport(sp, finalDestination);
+
+ return;
+ }
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}",
@@ -697,14 +724,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// }
}
- protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout)
+ ///
+ /// Clean up an inter-region teleport that did not complete, either because of simulator failure or cancellation.
+ ///
+ ///
+ /// All operations here must be idempotent so that we can call this method at any point in the teleport process
+ /// up until we send the TeleportFinish event quene event to the viewer.
+ ///
+ ///
+ ///
+ protected virtual void CleanupAbortedInterRegionTeleport(ScenePresence sp, GridRegion finalDestination)
{
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
- // Client never contacted destination. Let's restore everything back
- sp.ControllingClient.SendTeleportFailed("Problems connecting to destination.");
-
- // Fail. Reset it back
sp.IsChildAgent = false;
ReInstantiateScripts(sp);
@@ -712,7 +744,20 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// Finally, kill the agent we just created at the destination.
Scene.SimulationService.CloseAgent(finalDestination, sp.UUID);
+ }
+ ///
+ /// Signal that the inter-region teleport failed and perform cleanup.
+ ///
+ ///
+ ///
+ ///
+ protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout)
+ {
+ CleanupAbortedInterRegionTeleport(sp, finalDestination);
+
+ sp.ControllingClient.SendTeleportFailed(
+ string.Format("Problems connecting to destination {0}", finalDestination.RegionName));
sp.Scene.EventManager.TriggerTeleportFail(sp.ControllingClient, logout);
}
@@ -2068,7 +2113,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
public bool IsInTransit(UUID id)
{
- return m_entityTransferStateMachine.IsInTransit(id);
+ return m_entityTransferStateMachine.GetAgentTransferState(id) != null;
}
protected void ReInstantiateScripts(ScenePresence sp)
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs
index d0cab49563..24d81d9480 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs
@@ -51,8 +51,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
/// This is a state machine.
///
/// [Entry] => Preparing
- /// Preparing => { Transferring || CleaningUp || [Exit] }
- /// Transferring => { ReceivedAtDestination || CleaningUp }
+ /// Preparing => { Transferring || Cancelling || CleaningUp || [Exit] }
+ /// Transferring => { ReceivedAtDestination || Cancelling || CleaningUp }
+ /// Cancelling => CleaningUp
/// ReceivedAtDestination => CleaningUp
/// CleaningUp => [Exit]
///
@@ -64,7 +65,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
Preparing, // The agent is being prepared for transfer
Transferring, // The agent is in the process of being transferred to a destination
ReceivedAtDestination, // The destination has notified us that the agent has been successfully received
- CleaningUp // The agent is being changed to child/removed after a transfer
+ CleaningUp, // The agent is being changed to child/removed after a transfer
+ Cancelling // The user has cancelled the teleport but we have yet to act upon this.
}
///
@@ -115,42 +117,110 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
///
///
/// Illegal transitions will throw an Exception
- internal void UpdateInTransit(UUID id, AgentTransferState newState)
+ internal bool UpdateInTransit(UUID id, AgentTransferState newState)
{
+ bool transitionOkay = false;
+
+ // We don't want to throw an exception on cancel since this can come it at any time.
+ bool failIfNotOkay = true;
+
+ // Should be a failure message if failure is not okay.
+ string failureMessage = null;
+
+ AgentTransferState? oldState = null;
+
lock (m_agentsInTransit)
{
// Illegal to try and update an agent that's not actually in transit.
if (!m_agentsInTransit.ContainsKey(id))
- throw new Exception(
- string.Format(
- "Agent with ID {0} is not registered as in transit in {1}",
- id, m_mod.Scene.RegionInfo.RegionName));
+ {
+ if (newState != AgentTransferState.Cancelling)
+ failureMessage = string.Format(
+ "Agent with ID {0} is not registered as in transit in {1}",
+ id, m_mod.Scene.RegionInfo.RegionName);
+ else
+ failIfNotOkay = false;
+ }
+ else
+ {
+ oldState = m_agentsInTransit[id];
- AgentTransferState oldState = m_agentsInTransit[id];
+ if (newState == AgentTransferState.CleaningUp && oldState != AgentTransferState.CleaningUp)
+ {
+ transitionOkay = true;
+ }
+ else if (newState == AgentTransferState.Transferring && oldState == AgentTransferState.Preparing)
+ {
+ transitionOkay = true;
+ }
+ else if (newState == AgentTransferState.ReceivedAtDestination && oldState == AgentTransferState.Transferring)
+ {
+ transitionOkay = true;
+ }
+ else
+ {
+ if (newState == AgentTransferState.Cancelling
+ && (oldState == AgentTransferState.Preparing || oldState == AgentTransferState.Transferring))
+ {
+ transitionOkay = true;
+ }
+ else
+ {
+ failIfNotOkay = false;
+ }
+ }
- bool transitionOkay = false;
-
- if (newState == AgentTransferState.CleaningUp && oldState != AgentTransferState.CleaningUp)
- transitionOkay = true;
- else if (newState == AgentTransferState.Transferring && oldState == AgentTransferState.Preparing)
- transitionOkay = true;
- else if (newState == AgentTransferState.ReceivedAtDestination && oldState == AgentTransferState.Transferring)
- transitionOkay = true;
+ if (!transitionOkay)
+ failureMessage
+ = string.Format(
+ "Agent with ID {0} is not allowed to move from old transit state {1} to new state {2} in {3}",
+ id, oldState, newState, m_mod.Scene.RegionInfo.RegionName);
+ }
if (transitionOkay)
+ {
m_agentsInTransit[id] = newState;
- else
- throw new Exception(
- string.Format(
- "Agent with ID {0} is not allowed to move from old transit state {1} to new state {2} in {3}",
- id, oldState, newState, m_mod.Scene.RegionInfo.RegionName));
+
+// m_log.DebugFormat(
+// "[ENTITY TRANSFER STATE MACHINE]: Changed agent with id {0} from state {1} to {2} in {3}",
+// id, oldState, newState, m_mod.Scene.Name);
+ }
+ else if (failIfNotOkay)
+ {
+ throw new Exception(failureMessage);
+ }
+// else
+// {
+// if (oldState != null)
+// m_log.DebugFormat(
+// "[ENTITY TRANSFER STATE MACHINE]: Ignored change of agent with id {0} from state {1} to {2} in {3}",
+// id, oldState, newState, m_mod.Scene.Name);
+// else
+// m_log.DebugFormat(
+// "[ENTITY TRANSFER STATE MACHINE]: Ignored change of agent with id {0} to state {1} in {2} since agent not in transit",
+// id, newState, m_mod.Scene.Name);
+// }
}
+
+ return transitionOkay;
}
- internal bool IsInTransit(UUID id)
+ ///
+ /// Gets the current agent transfer state.
+ ///
+ /// Null if the agent is not in transit
+ ///
+ /// Identifier.
+ ///
+ internal AgentTransferState? GetAgentTransferState(UUID id)
{
lock (m_agentsInTransit)
- return m_agentsInTransit.ContainsKey(id);
+ {
+ if (!m_agentsInTransit.ContainsKey(id))
+ return null;
+ else
+ return m_agentsInTransit[id];
+ }
}
///
@@ -203,14 +273,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
lock (m_agentsInTransit)
{
- if (!IsInTransit(id))
+ AgentTransferState? currentState = GetAgentTransferState(id);
+
+ if (currentState == null)
throw new Exception(
string.Format(
"Asked to wait for destination callback for agent with ID {0} in {1} but agent is not in transit",
id, m_mod.Scene.RegionInfo.RegionName));
- AgentTransferState currentState = m_agentsInTransit[id];
-
if (currentState != AgentTransferState.Transferring && currentState != AgentTransferState.ReceivedAtDestination)
throw new Exception(
string.Format(