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.
0.7.3-extended
Justin Clark-Casey (justincc) 2012-05-17 23:33:26 +01:00
parent 1ca1f80eac
commit dc3cfcbe69
3 changed files with 43 additions and 22 deletions

View File

@ -2629,7 +2629,8 @@ namespace OpenSim.Region.Framework.Scenes
if (sp == null)
{
m_log.DebugFormat(
"[SCENE]: Adding new child scene presence {0} to scene {1} at pos {2}", client.Name, RegionInfo.RegionName, client.StartPos);
"[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}",
client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos);
m_clientManager.Add(client);
SubscribeToClientEvents(client);
@ -3880,8 +3881,7 @@ namespace OpenSim.Region.Framework.Scenes
// XPTO: if this agent is not allowed here as root, always return false
// We have to wait until the viewer contacts this region after receiving EAC.
// That calls AddNewClient, which finally creates the ScenePresence
// TODO: This check should probably be in QueryAccess().
ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
if (nearestParcel == null)
{
@ -3892,14 +3892,8 @@ namespace OpenSim.Region.Framework.Scenes
return false;
}
int num = m_sceneGraph.GetNumberOfScenePresences();
if (num >= RegionInfo.RegionSettings.AgentLimit)
{
if (!Permissions.IsAdministrator(cAgentData.AgentID))
return false;
}
// We have to wait until the viewer contacts this region after receiving EAC.
// That calls AddNewClient, which finally creates the ScenePresence
ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
if (childAgentUpdate != null)
@ -3943,14 +3937,28 @@ namespace OpenSim.Region.Framework.Scenes
return false;
}
/// <summary>
/// Poll until the requested ScenePresence appears or we timeout.
/// </summary>
/// <returns>The scene presence is found, else null.</returns>
/// <param name='agentID'></param>
protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
{
int ntimes = 10;
ScenePresence childAgentUpdate = null;
while ((childAgentUpdate = GetScenePresence(agentID)) == null && (ntimes-- > 0))
ScenePresence sp = null;
while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
Thread.Sleep(1000);
return childAgentUpdate;
if (sp == null)
m_log.WarnFormat(
"[SCENE PRESENCE]: Did not find presence with id {0} in {1} before timeout",
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;
}
public virtual bool IncomingRetrieveRootAgent(UUID id, out IAgentData agent)
@ -5157,13 +5165,22 @@ namespace OpenSim.Region.Framework.Scenes
// child agent creation, thereby emulating the SL behavior.
public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
{
int num = m_sceneGraph.GetNumberOfScenePresences();
// FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
// However, the long term fix is to make sure root agent count is always accurate.
m_sceneGraph.RecalculateStats();
int num = m_sceneGraph.GetRootAgentCount();
if (num >= RegionInfo.RegionSettings.AgentLimit)
{
if (!Permissions.IsAdministrator(agentID))
{
reason = "The region is full";
m_log.DebugFormat(
"[SCENE]: Denying presence with id {0} entry into {1} since region is at agent limit of {2}",
agentID, RegionInfo.RegionName, RegionInfo.RegionSettings.AgentLimit);
return false;
}
}

View File

@ -797,11 +797,6 @@ namespace OpenSim.Region.Framework.Scenes
return m_scenePresenceArray;
}
public int GetNumberOfScenePresences()
{
return m_scenePresenceArray.Count;
}
/// <summary>
/// Request a scene presence by UUID. Fast, indexed lookup.
/// </summary>

View File

@ -1224,6 +1224,12 @@ namespace OpenSim.Region.Framework.Scenes
Scene.SimulationService.ReleaseAgent(m_originRegionID, UUID, m_callbackURI);
m_callbackURI = null;
}
// else
// {
// m_log.DebugFormat(
// "[SCENE PRESENCE]: No callback provided on CompleteMovement of {0} {1} to {2}",
// client.Name, client.AgentId, m_scene.RegionInfo.RegionName);
// }
ValidateAndSendAppearanceAndAgentData();
@ -2569,7 +2575,7 @@ namespace OpenSim.Region.Framework.Scenes
// If we are using the the cached appearance then send it out to everyone
if (cachedappearance)
{
m_log.DebugFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name);
m_log.DebugFormat("[SCENE PRESENCE]: baked textures are in the cache for {0}", Name);
// If the avatars baked textures are all in the cache, then we have a
// complete appearance... send it out, if not, then we'll send it when
@ -3031,7 +3037,7 @@ namespace OpenSim.Region.Framework.Scenes
public void ChildAgentDataUpdate(AgentData cAgentData)
{
//m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName);
// m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName);
if (!IsChildAgent)
return;
@ -3171,6 +3177,9 @@ namespace OpenSim.Region.Framework.Scenes
m_originRegionID = cAgent.RegionID;
m_callbackURI = cAgent.CallbackURI;
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Set callback for {0} in {1} to {2} in CopyFrom()",
// Name, m_scene.RegionInfo.RegionName, m_callbackURI);
m_pos = cAgent.Position;
m_velocity = cAgent.Velocity;