Merge branch 'cpu-performance' of ssh://opensimulator.org/var/git/opensim into cpu-performance
commit
deace1f344
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@ -287,7 +287,7 @@ namespace OpenSim.Framework
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public Vector3 AtAxis;
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public Vector3 AtAxis;
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public Vector3 LeftAxis;
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public Vector3 LeftAxis;
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public Vector3 UpAxis;
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public Vector3 UpAxis;
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public bool ChangedGrid;
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public bool SenderWantsToWaitForRoot;
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public float Far;
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public float Far;
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public float Aspect;
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public float Aspect;
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@ -356,8 +356,9 @@ namespace OpenSim.Framework
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args["left_axis"] = OSD.FromString(LeftAxis.ToString());
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args["left_axis"] = OSD.FromString(LeftAxis.ToString());
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args["up_axis"] = OSD.FromString(UpAxis.ToString());
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args["up_axis"] = OSD.FromString(UpAxis.ToString());
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//backwards compatibility
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args["changed_grid"] = OSD.FromBoolean(ChangedGrid);
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args["changed_grid"] = OSD.FromBoolean(SenderWantsToWaitForRoot);
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args["wait_for_root"] = OSD.FromBoolean(SenderWantsToWaitForRoot);
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args["far"] = OSD.FromReal(Far);
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args["far"] = OSD.FromReal(Far);
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args["aspect"] = OSD.FromReal(Aspect);
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args["aspect"] = OSD.FromReal(Aspect);
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@ -526,8 +527,8 @@ namespace OpenSim.Framework
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if (args["up_axis"] != null)
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if (args["up_axis"] != null)
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Vector3.TryParse(args["up_axis"].AsString(), out AtAxis);
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Vector3.TryParse(args["up_axis"].AsString(), out AtAxis);
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if (args["changed_grid"] != null)
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if (args.ContainsKey("wait_for_root") && args["wait_for_root"] != null)
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ChangedGrid = args["changed_grid"].AsBoolean();
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SenderWantsToWaitForRoot = args["wait_for_root"].AsBoolean();
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if (args["far"] != null)
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if (args["far"] != null)
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Far = (float)(args["far"].AsReal());
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Far = (float)(args["far"].AsReal());
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@ -1211,6 +1211,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// UseCircuitCode handling
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// UseCircuitCode handling
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if (packet.Type == PacketType.UseCircuitCode)
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if (packet.Type == PacketType.UseCircuitCode)
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{
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{
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m_log.DebugFormat("[ZZZ]: In the dungeon: UseCircuitCode");
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// We need to copy the endpoint so that it doesn't get changed when another thread reuses the
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// We need to copy the endpoint so that it doesn't get changed when another thread reuses the
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// buffer.
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// buffer.
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object[] array = new object[] { new IPEndPoint(endPoint.Address, endPoint.Port), packet };
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object[] array = new object[] { new IPEndPoint(endPoint.Address, endPoint.Port), packet };
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@ -1219,6 +1220,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return;
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return;
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}
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}
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else if (packet.Type == PacketType.CompleteAgentMovement)
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{
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// Send ack straight away to let the viewer know that we got it.
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SendAckImmediate(endPoint, packet.Header.Sequence);
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m_log.DebugFormat("[ZZZ]: In the dungeon: CompleteAgentMovement");
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// We need to copy the endpoint so that it doesn't get changed when another thread reuses the
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// buffer.
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object[] array = new object[] { new IPEndPoint(endPoint.Address, endPoint.Port), packet };
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Util.FireAndForget(HandleCompleteMovementIntoRegion, array);
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return;
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}
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// Determine which agent this packet came from
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// Determine which agent this packet came from
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IClientAPI client;
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IClientAPI client;
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@ -1557,6 +1572,56 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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}
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}
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private void HandleCompleteMovementIntoRegion(object o)
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{
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IPEndPoint endPoint = null;
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IClientAPI client = null;
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try
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{
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object[] array = (object[])o;
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endPoint = (IPEndPoint)array[0];
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CompleteAgentMovementPacket packet = (CompleteAgentMovementPacket)array[1];
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// Determine which agent this packet came from
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int count = 10;
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while (!m_scene.TryGetClient(endPoint, out client) && count-- > 0)
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{
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m_log.Debug("[LLUDPSERVER]: Received a CompleteMovementIntoRegion in " + m_scene.RegionInfo.RegionName + " (not ready yet)");
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Thread.Sleep(200);
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}
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if (client == null)
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return;
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IncomingPacket incomingPacket1;
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// Inbox insertion
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if (UsePools)
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{
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incomingPacket1 = m_incomingPacketPool.GetObject();
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incomingPacket1.Client = (LLClientView)client;
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incomingPacket1.Packet = packet;
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}
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else
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{
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incomingPacket1 = new IncomingPacket((LLClientView)client, packet);
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}
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packetInbox.Enqueue(incomingPacket1);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[LLUDPSERVER]: CompleteMovementIntoRegion handling from endpoint {0}, client {1} {2} failed. Exception {3}{4}",
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endPoint != null ? endPoint.ToString() : "n/a",
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client != null ? client.Name : "unknown",
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client != null ? client.AgentId.ToString() : "unknown",
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e.Message,
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e.StackTrace);
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}
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}
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/// <summary>
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/// <summary>
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/// Send an ack immediately to the given endpoint.
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/// Send an ack immediately to the given endpoint.
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/// </summary>
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/// </summary>
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@ -1949,6 +2014,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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Packet packet = incomingPacket.Packet;
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Packet packet = incomingPacket.Packet;
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LLClientView client = incomingPacket.Client;
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LLClientView client = incomingPacket.Client;
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if (packet is CompleteAgentMovementPacket)
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m_log.DebugFormat("[ZZZ]: Received CompleteAgentMovementPacket");
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if (client.IsActive)
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if (client.IsActive)
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{
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{
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m_currentIncomingClient = client;
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m_currentIncomingClient = client;
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@ -684,8 +684,20 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
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agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
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}
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}
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//sp.ControllingClient.SendTeleportProgress(teleportFlags, "Contacting destination...");
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if (version.Equals("SIMULATION/0.2"))
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TransferAgent_V2(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, oldRegionX, newRegionX, oldRegionY, newRegionY, version, out reason);
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else
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TransferAgent_V1(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, oldRegionX, newRegionX, oldRegionY, newRegionY, version, out reason);
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}
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private void TransferAgent_V1(ScenePresence sp, AgentCircuitData agentCircuit, GridRegion reg, GridRegion finalDestination,
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IPEndPoint endPoint, uint teleportFlags, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, string version, out string reason)
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{
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ulong destinationHandle = finalDestination.RegionHandle;
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AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Using TP V1");
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// Let's create an agent there if one doesn't exist yet.
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// Let's create an agent there if one doesn't exist yet.
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// NOTE: logout will always be false for a non-HG teleport.
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// NOTE: logout will always be false for a non-HG teleport.
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bool logout = false;
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bool logout = false;
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@ -707,7 +719,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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m_interRegionTeleportCancels.Value++;
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m_interRegionTeleportCancels.Value++;
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m_log.DebugFormat(
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after CreateAgent on client request",
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"[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after CreateAgent on client request",
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sp.Name, finalDestination.RegionName, sp.Scene.Name);
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sp.Name, finalDestination.RegionName, sp.Scene.Name);
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return;
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return;
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@ -726,13 +738,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// Past this point we have to attempt clean up if the teleport fails, so update transfer state.
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// Past this point we have to attempt clean up if the teleport fails, so update transfer state.
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m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
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m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
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#region old protocol
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// OK, it got this agent. Let's close some child agents
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sp.CloseChildAgents(newRegionX, newRegionY);
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IClientIPEndpoint ipepClient;
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IClientIPEndpoint ipepClient;
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string capsPath = String.Empty;
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if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
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if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
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{
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{
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m_log.DebugFormat(
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Determined that region {0} at {1},{2} needs new child agent for incoming agent {3} from {4}",
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"[ENTITY TRANSFER MODULE]: Determined that region {0} at {1},{2} needs new child agent for incoming agent {3} from {4}",
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finalDestination.RegionName, newRegionX, newRegionY, sp.Name, Scene.Name);
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finalDestination.RegionName, newRegionX, newRegionY, sp.Name, Scene.Name);
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//sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent...");
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//sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent...");
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@ -745,30 +759,30 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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#endregion
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#endregion
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capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
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capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
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//if (m_eqModule != null)
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if (m_eqModule != null)
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//{
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{
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// // The EnableSimulator message makes the client establish a connection with the destination
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// The EnableSimulator message makes the client establish a connection with the destination
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// // simulator by sending the initial UseCircuitCode UDP packet to the destination containing the
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// simulator by sending the initial UseCircuitCode UDP packet to the destination containing the
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// // correct circuit code.
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// correct circuit code.
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// m_eqModule.EnableSimulator(destinationHandle, endPoint, sp.UUID);
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m_eqModule.EnableSimulator(destinationHandle, endPoint, sp.UUID);
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// // XXX: Is this wait necessary? We will always end up waiting on UpdateAgent for the destination
|
// XXX: Is this wait necessary? We will always end up waiting on UpdateAgent for the destination
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// // simulator to confirm that it has established communication with the viewer.
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// simulator to confirm that it has established communication with the viewer.
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// Thread.Sleep(200);
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Thread.Sleep(200);
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// // At least on LL 3.3.4 for teleports between different regions on the same simulator this appears
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// At least on LL 3.3.4 for teleports between different regions on the same simulator this appears
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// // unnecessary - teleport will succeed and SEED caps will be requested without it (though possibly
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// unnecessary - teleport will succeed and SEED caps will be requested without it (though possibly
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// // only on TeleportFinish). This is untested for region teleport between different simulators
|
// only on TeleportFinish). This is untested for region teleport between different simulators
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// // though this probably also works.
|
// though this probably also works.
|
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// m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
|
m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
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//}
|
}
|
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//else
|
else
|
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//{
|
{
|
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// // XXX: This is a little misleading since we're information the client of its avatar destination,
|
// XXX: This is a little misleading since we're information the client of its avatar destination,
|
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// // which may or may not be a neighbour region of the source region. This path is probably little
|
// which may or may not be a neighbour region of the source region. This path is probably little
|
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// // used anyway (with EQ being the one used). But it is currently being used for test code.
|
// used anyway (with EQ being the one used). But it is currently being used for test code.
|
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// sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint);
|
sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint);
|
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//}
|
}
|
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}
|
}
|
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else
|
else
|
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{
|
{
|
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|
@ -776,15 +790,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
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capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
|
capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
|
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}
|
}
|
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|
|
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#endregion old protocol
|
|
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|
|
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// 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.
|
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AgentData agent = new AgentData();
|
AgentData agent = new AgentData();
|
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sp.CopyTo(agent);
|
sp.CopyTo(agent);
|
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agent.Position = position;
|
agent.Position = agentCircuit.startpos;
|
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//SetCallbackURL(agent, sp.Scene.RegionInfo);
|
SetCallbackURL(agent, sp.Scene.RegionInfo);
|
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|
|
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//sp.ControllingClient.SendTeleportProgress(teleportFlags, "Updating agent...");
|
|
||||||
|
|
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// 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
|
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// establish th econnection to the destination which makes it return true.
|
// establish th econnection to the destination which makes it return true.
|
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|
@ -799,22 +810,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
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return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 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);
|
|
||||||
}
|
|
||||||
|
|
||||||
// A common teleport failure occurs when we can send CreateAgent to the
|
// A common teleport failure occurs when we can send CreateAgent to the
|
||||||
// destination region but the viewer cannot establish the connection (e.g. due to network issues between
|
// destination region but the viewer cannot establish the connection (e.g. due to network issues between
|
||||||
// the viewer and the destination). In this case, UpdateAgent timesout after 10 seconds, although then
|
// the viewer and the destination). In this case, UpdateAgent timesout after 10 seconds, although then
|
||||||
|
@ -835,7 +830,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||||
m_log.WarnFormat(
|
m_log.WarnFormat(
|
||||||
"[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1} from {2}. Keeping avatar in source region.",
|
"[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);
|
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.");
|
Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established.");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -845,7 +840,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||||
m_interRegionTeleportCancels.Value++;
|
m_interRegionTeleportCancels.Value++;
|
||||||
|
|
||||||
m_log.DebugFormat(
|
m_log.DebugFormat(
|
||||||
"[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after UpdateAgent on client request",
|
"[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after UpdateAgent on client request",
|
||||||
sp.Name, finalDestination.RegionName, sp.Scene.Name);
|
sp.Name, finalDestination.RegionName, sp.Scene.Name);
|
||||||
|
|
||||||
CleanupFailedInterRegionTeleport(sp, currentAgentCircuit.SessionID.ToString(), finalDestination);
|
CleanupFailedInterRegionTeleport(sp, currentAgentCircuit.SessionID.ToString(), finalDestination);
|
||||||
|
@ -857,30 +852,46 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||||
"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}",
|
"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}",
|
||||||
capsPath, sp.Scene.RegionInfo.RegionName, sp.Name);
|
capsPath, sp.Scene.RegionInfo.RegionName, sp.Name);
|
||||||
|
|
||||||
//// TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which
|
// We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator,
|
||||||
//// trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation
|
// where that neighbour simulator could otherwise request a child agent create on the source which then
|
||||||
//// that the client contacted the destination before we close things here.
|
// closes our existing agent which is still signalled as root.
|
||||||
//if (!m_entityTransferStateMachine.WaitForAgentArrivedAtDestination(sp.UUID))
|
sp.IsChildAgent = true;
|
||||||
//{
|
|
||||||
// if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting)
|
|
||||||
// {
|
|
||||||
// m_interRegionTeleportAborts.Value++;
|
|
||||||
|
|
||||||
// m_log.DebugFormat(
|
// OK, send TPFinish to the client, so that it starts the process of contacting the destination region
|
||||||
// "[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after WaitForAgentArrivedAtDestination due to previous client close.",
|
if (m_eqModule != null)
|
||||||
// sp.Name, finalDestination.RegionName, sp.Scene.Name);
|
{
|
||||||
|
m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4,
|
||||||
|
teleportFlags, capsPath);
|
||||||
|
}
|
||||||
|
|
||||||
// return;
|
// 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 (!m_entityTransferStateMachine.WaitForAgentArrivedAtDestination(sp.UUID))
|
||||||
|
{
|
||||||
|
if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting)
|
||||||
|
{
|
||||||
|
m_interRegionTeleportAborts.Value++;
|
||||||
|
|
||||||
// m_log.WarnFormat(
|
m_log.DebugFormat(
|
||||||
// "[ENTITY TRANSFER MODULE]: Teleport of {0} to {1} from {2} failed due to no callback from destination region. Returning avatar to source region.",
|
"[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after WaitForAgentArrivedAtDestination due to previous client close.",
|
||||||
// sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName);
|
sp.Name, finalDestination.RegionName, sp.Scene.Name);
|
||||||
|
|
||||||
// Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Destination region did not signal teleport completion.");
|
|
||||||
|
|
||||||
// return;
|
return;
|
||||||
//}
|
}
|
||||||
|
|
||||||
|
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, currentAgentCircuit.SessionID.ToString(), "Destination region did not signal teleport completion.");
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
|
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
|
||||||
|
|
||||||
|
@ -901,9 +912,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||||
// Now let's make it officially a child agent
|
// Now let's make it officially a child agent
|
||||||
sp.MakeChildAgent();
|
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
|
// 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))
|
if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
|
||||||
|
@ -914,7 +922,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||||
//
|
//
|
||||||
// This sleep can be increased if necessary. However, whilst it's active,
|
// This sleep can be increased if necessary. However, whilst it's active,
|
||||||
// an agent cannot teleport back to this region if it has teleported away.
|
// an agent cannot teleport back to this region if it has teleported away.
|
||||||
Thread.Sleep(15000);
|
Thread.Sleep(2000);
|
||||||
|
|
||||||
sp.Scene.IncomingCloseAgent(sp.UUID, false);
|
sp.Scene.IncomingCloseAgent(sp.UUID, false);
|
||||||
}
|
}
|
||||||
|
@ -925,6 +933,126 @@ 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.
|
||||||
|
m_log.DebugFormat("[ZZZ]: Sending Update");
|
||||||
|
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))
|
||||||
|
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>
|
||||||
|
@ -936,13 +1064,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||||
/// <param name='finalDestination'></param>
|
/// <param name='finalDestination'></param>
|
||||||
protected virtual void CleanupFailedInterRegionTeleport(ScenePresence sp, string auth_token, GridRegion finalDestination)
|
protected virtual void CleanupFailedInterRegionTeleport(ScenePresence sp, string auth_token, GridRegion finalDestination)
|
||||||
{
|
{
|
||||||
|
m_log.DebugFormat("[ZZZ]: FAIL!");
|
||||||
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
|
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
|
||||||
|
|
||||||
sp.IsChildAgent = false;
|
if (sp.IsChildAgent) // We had set it to child before attempted TP (V1)
|
||||||
ReInstantiateScripts(sp);
|
{
|
||||||
|
sp.IsChildAgent = false;
|
||||||
EnableChildAgents(sp);
|
ReInstantiateScripts(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);
|
||||||
|
|
|
@ -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.
|
||||||
|
|
|
@ -4206,6 +4206,20 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
m_log.WarnFormat("[SCENE]: Attempt to update agent {0} with invalid session id {1} (possibly from simulator in older version; tell them to update).", childAgentUpdate.UUID, cAgentData.SessionID);
|
m_log.WarnFormat("[SCENE]: Attempt to update agent {0} with invalid session id {1} (possibly from simulator in older version; tell them to update).", childAgentUpdate.UUID, cAgentData.SessionID);
|
||||||
|
|
||||||
childAgentUpdate.ChildAgentDataUpdate(cAgentData);
|
childAgentUpdate.ChildAgentDataUpdate(cAgentData);
|
||||||
|
|
||||||
|
int ntimes = 20;
|
||||||
|
if (cAgentData.SenderWantsToWaitForRoot)
|
||||||
|
{
|
||||||
|
while (childAgentUpdate.IsChildAgent && ntimes-- > 0)
|
||||||
|
Thread.Sleep(500);
|
||||||
|
|
||||||
|
m_log.DebugFormat(
|
||||||
|
"[SCENE PRESENCE]: 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;
|
||||||
|
@ -4263,10 +4277,6 @@ 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;
|
||||||
}
|
}
|
||||||
|
|
|
@ -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;
|
||||||
|
@ -1292,6 +1294,26 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
PhysicsActor.Size = new Vector3(0.45f, 0.6f, height);
|
PhysicsActor.Size = new Vector3(0.45f, 0.6f, height);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
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>
|
||||||
|
@ -1309,6 +1331,13 @@ 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))
|
||||||
|
@ -1329,10 +1358,11 @@ 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();
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue