/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Net; using System.Reflection; using System.Threading; using OpenSim.Framework; using OpenSim.Framework.Capabilities; using OpenSim.Framework.Client; using OpenSim.Framework.Monitoring; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Physics.Manager; using OpenSim.Services.Interfaces; using GridRegion = OpenSim.Services.Interfaces.GridRegion; using OpenMetaverse; using log4net; using Nini.Config; using Mono.Addins; namespace OpenSim.Region.CoreModules.Framework.EntityTransfer { [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "EntityTransferModule")] public class EntityTransferModule : INonSharedRegionModule, IEntityTransferModule { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); public const int DefaultMaxTransferDistance = 4095; public const bool WaitForAgentArrivedAtDestinationDefault = true; /// /// The maximum distance, in standard region units (256m) that an agent is allowed to transfer. /// public int MaxTransferDistance { get; set; } /// /// If true then on a teleport, the source region waits for a callback from the destination region. If /// a callback fails to arrive within a set time then the user is pulled back into the source region. /// public bool WaitForAgentArrivedAtDestination { get; set; } /// /// If true then we ask the viewer to disable teleport cancellation and ignore teleport requests. /// /// /// This is useful in situations where teleport is very likely to always succeed and we want to avoid a /// situation where avatars can be come 'stuck' due to a failed teleport cancellation. Unfortunately, the /// nature of the teleport protocol makes it extremely difficult (maybe impossible) to make teleport /// cancellation consistently suceed. /// public bool DisableInterRegionTeleportCancellation { get; set; } /// /// Number of times inter-region teleport was attempted. /// private Stat m_interRegionTeleportAttempts; /// /// Number of times inter-region teleport was aborted (due to simultaneous client logout). /// private Stat m_interRegionTeleportAborts; /// /// Number of times inter-region teleport was successfully cancelled by the client. /// private Stat m_interRegionTeleportCancels; /// /// Number of times inter-region teleport failed due to server/client/network problems (e.g. viewer failed to /// connect with destination region). /// /// /// This is not necessarily a problem for this simulator - in open-grid/hg conditions, viewer connectivity to /// destination simulator is unknown. /// private Stat m_interRegionTeleportFailures; protected bool m_Enabled = false; public Scene Scene { get; private set; } /// /// Handles recording and manipulation of state for entities that are in transfer within or between regions /// (cross or teleport). /// private EntityTransferStateMachine m_entityTransferStateMachine; private ExpiringCache> m_bannedRegions = new ExpiringCache>(); private IEventQueue m_eqModule; private IRegionCombinerModule m_regionCombinerModule; #region ISharedRegionModule public Type ReplaceableInterface { get { return null; } } public virtual string Name { get { return "BasicEntityTransferModule"; } } public virtual void Initialise(IConfigSource source) { IConfig moduleConfig = source.Configs["Modules"]; if (moduleConfig != null) { string name = moduleConfig.GetString("EntityTransferModule", ""); if (name == Name) { InitialiseCommon(source); m_log.DebugFormat("[ENTITY TRANSFER MODULE]: {0} enabled.", Name); } } } /// /// Initialize config common for this module and any descendents. /// /// protected virtual void InitialiseCommon(IConfigSource source) { IConfig transferConfig = source.Configs["EntityTransfer"]; if (transferConfig != null) { DisableInterRegionTeleportCancellation = transferConfig.GetBoolean("DisableInterRegionTeleportCancellation", false); WaitForAgentArrivedAtDestination = transferConfig.GetBoolean("wait_for_callback", WaitForAgentArrivedAtDestinationDefault); MaxTransferDistance = transferConfig.GetInt("max_distance", DefaultMaxTransferDistance); } else { MaxTransferDistance = DefaultMaxTransferDistance; } m_entityTransferStateMachine = new EntityTransferStateMachine(this); m_Enabled = true; } public virtual void PostInitialise() { } public virtual void AddRegion(Scene scene) { if (!m_Enabled) return; Scene = scene; m_interRegionTeleportAttempts = new Stat( "InterRegionTeleportAttempts", "Number of inter-region teleports attempted.", "This does not count attempts which failed due to pre-conditions (e.g. target simulator refused access).\n" + "You can get successfully teleports by subtracting aborts, cancels and teleport failures from this figure.", "", "entitytransfer", Scene.Name, StatType.Push, null, StatVerbosity.Debug); m_interRegionTeleportAborts = new Stat( "InterRegionTeleportAborts", "Number of inter-region teleports aborted due to client actions.", "The chief action is simultaneous logout whilst teleporting.", "", "entitytransfer", Scene.Name, StatType.Push, null, StatVerbosity.Debug); m_interRegionTeleportCancels = new Stat( "InterRegionTeleportCancels", "Number of inter-region teleports cancelled by the client.", null, "", "entitytransfer", Scene.Name, StatType.Push, null, StatVerbosity.Debug); m_interRegionTeleportFailures = new Stat( "InterRegionTeleportFailures", "Number of inter-region teleports that failed due to server/client/network issues.", "This number may not be very helpful in open-grid/hg situations as the network connectivity/quality of destinations is uncontrollable.", "", "entitytransfer", Scene.Name, StatType.Push, null, StatVerbosity.Debug); StatsManager.RegisterStat(m_interRegionTeleportAttempts); StatsManager.RegisterStat(m_interRegionTeleportAborts); StatsManager.RegisterStat(m_interRegionTeleportCancels); StatsManager.RegisterStat(m_interRegionTeleportFailures); scene.RegisterModuleInterface(this); scene.EventManager.OnNewClient += OnNewClient; } protected virtual void OnNewClient(IClientAPI client) { client.OnTeleportHomeRequest += TriggerTeleportHome; client.OnTeleportLandmarkRequest += RequestTeleportLandmark; if (!DisableInterRegionTeleportCancellation) client.OnTeleportCancel += OnClientCancelTeleport; client.OnConnectionClosed += OnConnectionClosed; } public virtual void Close() {} public virtual void RemoveRegion(Scene scene) { if (m_Enabled) { StatsManager.DeregisterStat(m_interRegionTeleportAttempts); StatsManager.DeregisterStat(m_interRegionTeleportAborts); StatsManager.DeregisterStat(m_interRegionTeleportCancels); StatsManager.DeregisterStat(m_interRegionTeleportFailures); } } public virtual void RegionLoaded(Scene scene) { if (!m_Enabled) return; m_eqModule = Scene.RequestModuleInterface(); m_regionCombinerModule = Scene.RequestModuleInterface(); } #endregion #region Agent Teleports private void OnConnectionClosed(IClientAPI client) { if (client.IsLoggingOut && m_entityTransferStateMachine.UpdateInTransit(client.AgentId, AgentTransferState.Aborting)) { m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Aborted teleport request from {0} in {1} due to simultaneous logout", client.Name, Scene.Name); } } 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)) { // This user will be a God in the destination scene, too teleportFlags |= (uint)TeleportFlags.Godlike; } if (!sp.Scene.Permissions.CanTeleport(sp.UUID)) return; string destinationRegionName = "(not found)"; // Record that this agent is in transit so that we can prevent simultaneous requests and do later detection // of whether the destination region completes the teleport. if (!m_entityTransferStateMachine.SetInTransit(sp.UUID)) { m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Ignoring teleport request of {0} {1} to {2}@{3} - agent is already in transit.", sp.Name, sp.UUID, position, regionHandle); sp.ControllingClient.SendTeleportFailed("Previous teleport process incomplete. Please retry shortly."); return; } try { // Reset animations; the viewer does that in teleports. sp.Animator.ResetAnimations(); if (regionHandle == sp.Scene.RegionInfo.RegionHandle) { destinationRegionName = sp.Scene.RegionInfo.RegionName; TeleportAgentWithinRegion(sp, position, lookAt, teleportFlags); } else // Another region possibly in another simulator { GridRegion finalDestination = null; try { TeleportAgentToDifferentRegion( sp, regionHandle, position, lookAt, teleportFlags, out finalDestination); } finally { if (finalDestination != null) destinationRegionName = finalDestination.RegionName; } } } catch (Exception e) { m_log.ErrorFormat( "[ENTITY TRANSFER MODULE]: Exception on teleport of {0} from {1}@{2} to {3}@{4}: {5}{6}", sp.Name, sp.AbsolutePosition, sp.Scene.RegionInfo.RegionName, position, destinationRegionName, e.Message, e.StackTrace); sp.ControllingClient.SendTeleportFailed("Internal error"); } finally { m_entityTransferStateMachine.ResetFromTransit(sp.UUID); } } /// /// Teleports the agent within its current region. /// /// /// /// /// 0 && position.X <= (int)Constants.RegionSize && position.Y > 0 && position.Y <= (int)Constants.RegionSize) { posZLimit = (float)sp.Scene.Heightmap[(int)position.X, (int)position.Y]; } float newPosZ = posZLimit + localAVHeight; if (posZLimit >= (position.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) { position.Z = newPosZ; } m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring); sp.ControllingClient.SendTeleportStart(teleportFlags); sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); sp.Velocity = Vector3.Zero; sp.Teleport(position); m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.ReceivedAtDestination); foreach (SceneObjectGroup grp in sp.GetAttachments()) { sp.Scene.EventManager.TriggerOnScriptChangedEvent(grp.LocalId, (uint)Changed.TELEPORT); } m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp); } /// /// Teleports the agent to a different region. /// /// /// /param> /// /// /// /// private void TeleportAgentToDifferentRegion( ScenePresence sp, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags, out GridRegion finalDestination) { uint x = 0, y = 0; Utils.LongToUInts(regionHandle, out x, out y); GridRegion reg = Scene.GridService.GetRegionByPosition(sp.Scene.RegionInfo.ScopeID, (int)x, (int)y); if (reg != null) { finalDestination = GetFinalDestination(reg); if (finalDestination == null) { m_log.WarnFormat( "[ENTITY TRANSFER MODULE]: Final destination is having problems. Unable to teleport {0} {1}", sp.Name, sp.UUID); sp.ControllingClient.SendTeleportFailed("Problem at destination"); return; } // Check that these are not the same coordinates if (finalDestination.RegionLocX == sp.Scene.RegionInfo.RegionLocX && finalDestination.RegionLocY == sp.Scene.RegionInfo.RegionLocY) { // Can't do. Viewer crashes sp.ControllingClient.SendTeleportFailed("Space warp! You would crash. Move to a different region and try again."); return; } // Validate assorted conditions string reason = string.Empty; if (!ValidateGenericConditions(sp, reg, finalDestination, teleportFlags, out reason)) { sp.ControllingClient.SendTeleportFailed(reason); return; } // // This is it // DoTeleportInternal(sp, reg, finalDestination, position, lookAt, teleportFlags); // // // } else { finalDestination = null; // TP to a place that doesn't exist (anymore) // Inform the viewer about that sp.ControllingClient.SendTeleportFailed("The region you tried to teleport to doesn't exist anymore"); // and set the map-tile to '(Offline)' uint regX, regY; Utils.LongToUInts(regionHandle, out regX, out regY); MapBlockData block = new MapBlockData(); block.X = (ushort)(regX / Constants.RegionSize); block.Y = (ushort)(regY / Constants.RegionSize); block.Access = 254; // == not there List blocks = new List(); blocks.Add(block); sp.ControllingClient.SendMapBlock(blocks, 0); } } // Nothing to validate here protected virtual bool ValidateGenericConditions(ScenePresence sp, GridRegion reg, GridRegion finalDestination, uint teleportFlags, out string reason) { reason = String.Empty; return true; } /// /// Determines whether this instance is within the max transfer distance. /// /// /// /// /// true if this instance is within max transfer distance; otherwise, false. /// private bool IsWithinMaxTeleportDistance(RegionInfo sourceRegion, GridRegion destRegion) { // m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Source co-ords are x={0} y={1}", curRegionX, curRegionY); // // m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Final dest is x={0} y={1} {2}@{3}", // destRegionX, destRegionY, finalDestination.RegionID, finalDestination.ServerURI); // Insanely, RegionLoc on RegionInfo is the 256m map co-ord whilst GridRegion.RegionLoc is the raw meters position. return Math.Abs(sourceRegion.RegionLocX - destRegion.RegionCoordX) <= MaxTransferDistance && Math.Abs(sourceRegion.RegionLocY - destRegion.RegionCoordY) <= MaxTransferDistance; } /// /// Wraps DoTeleportInternal() and manages the transfer state. /// public void DoTeleport( ScenePresence sp, GridRegion reg, GridRegion finalDestination, Vector3 position, Vector3 lookAt, uint teleportFlags) { // Record that this agent is in transit so that we can prevent simultaneous requests and do later detection // of whether the destination region completes the teleport. if (!m_entityTransferStateMachine.SetInTransit(sp.UUID)) { m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Ignoring teleport request of {0} {1} to {2} ({3}) {4}/{5} - agent is already in transit.", sp.Name, sp.UUID, reg.ServerURI, finalDestination.ServerURI, finalDestination.RegionName, position); return; } try { DoTeleportInternal(sp, reg, finalDestination, position, lookAt, teleportFlags); } catch (Exception e) { m_log.ErrorFormat( "[ENTITY TRANSFER MODULE]: Exception on teleport of {0} from {1}@{2} to {3}@{4}: {5}{6}", sp.Name, sp.AbsolutePosition, sp.Scene.RegionInfo.RegionName, position, finalDestination.RegionName, e.Message, e.StackTrace); sp.ControllingClient.SendTeleportFailed("Internal error"); } finally { m_entityTransferStateMachine.ResetFromTransit(sp.UUID); } } /// /// Teleports the agent to another region. /// This method doesn't manage the transfer state; the caller must do that. /// private void DoTeleportInternal( ScenePresence sp, GridRegion reg, GridRegion finalDestination, Vector3 position, Vector3 lookAt, uint teleportFlags) { if (reg == null || finalDestination == null) { sp.ControllingClient.SendTeleportFailed("Unable to locate destination"); return; } m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Teleporting {0} {1} from {2} to {3} ({4}) {5}/{6}", sp.Name, sp.UUID, sp.Scene.RegionInfo.RegionName, reg.ServerURI, finalDestination.ServerURI, finalDestination.RegionName, position); RegionInfo sourceRegion = sp.Scene.RegionInfo; if (!IsWithinMaxTeleportDistance(sourceRegion, finalDestination)) { sp.ControllingClient.SendTeleportFailed( string.Format( "Can't teleport to {0} ({1},{2}) from {3} ({4},{5}), destination is more than {6} regions way", finalDestination.RegionName, finalDestination.RegionCoordX, finalDestination.RegionCoordY, sourceRegion.RegionName, sourceRegion.RegionLocX, sourceRegion.RegionLocY, MaxTransferDistance)); return; } uint newRegionX = (uint)(reg.RegionHandle >> 40); uint newRegionY = (((uint)(reg.RegionHandle)) >> 8); uint oldRegionX = (uint)(sp.Scene.RegionInfo.RegionHandle >> 40); uint oldRegionY = (((uint)(sp.Scene.RegionInfo.RegionHandle)) >> 8); ulong destinationHandle = finalDestination.RegionHandle; // Let's do DNS resolution only once in this process, please! // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, // it's actually doing a lot of work. IPEndPoint endPoint = finalDestination.ExternalEndPoint; if (endPoint.Address == null) { sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down"); return; } if (!sp.ValidateAttachments()) m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for teleport of {0} from {1} to {2}. Continuing.", sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName); string reason; string version; if (!Scene.SimulationService.QueryAccess( finalDestination, sp.ControllingClient.AgentId, Vector3.Zero, out version, out reason)) { sp.ControllingClient.SendTeleportFailed(reason); m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: {0} was stopped from teleporting from {1} to {2} because {3}", sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName, reason); return; } // Before this point, teleport 'failure' is due to checkable pre-conditions such as whether the target // simulator can be found and is explicitly prepared to allow access. Therefore, we will not count these // as server attempts. m_interRegionTeleportAttempts.Value++; m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Destination is running version {0}", version); // Fixing a bug where teleporting while sitting results in the avatar ending up removed from // both regions if (sp.ParentID != (uint)0) sp.StandUp(); if (DisableInterRegionTeleportCancellation) teleportFlags |= (uint)TeleportFlags.DisableCancel; // At least on LL 3.3.4, this is not strictly necessary - a teleport will succeed without sending this to // the viewer. However, it might mean that the viewer does not see the black teleport screen (untested). sp.ControllingClient.SendTeleportStart(teleportFlags); // the avatar.Close below will clear the child region list. We need this below for (possibly) // closing the child agents, so save it here (we need a copy as it is Clear()-ed). //List childRegions = avatar.KnownRegionHandles; // Compared to ScenePresence.CrossToNewRegion(), there's no obvious code to handle a teleport // failure at this point (unlike a border crossing failure). So perhaps this can never fail // once we reach here... //avatar.Scene.RemoveCapsHandler(avatar.UUID); string capsPath = String.Empty; AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode); AgentCircuitData agentCircuit = sp.ControllingClient.RequestClientInfo(); agentCircuit.startpos = position; agentCircuit.child = true; agentCircuit.Appearance = sp.Appearance; if (currentAgentCircuit != null) { agentCircuit.ServiceURLs = currentAgentCircuit.ServiceURLs; agentCircuit.IPAddress = currentAgentCircuit.IPAddress; agentCircuit.Viewer = currentAgentCircuit.Viewer; agentCircuit.Channel = currentAgentCircuit.Channel; agentCircuit.Mac = currentAgentCircuit.Mac; agentCircuit.Id0 = currentAgentCircuit.Id0; } if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY)) { // brand new agent, let's create a new caps seed 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 for {0} going from {1} to {2}", sp.Name, Scene.Name, finalDestination.RegionName); // 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; } if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling) { m_interRegionTeleportCancels.Value++; 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; } else 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 CreateAgent due to previous client close.", 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); // OK, it got this agent. Let's close some child agents sp.CloseChildAgents(newRegionX, newRegionY); 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 incoming 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); if (m_eqModule != null) { // The EnableSimulator message makes the client establish a connection with the destination // simulator by sending the initial UseCircuitCode UDP packet to the destination containing the // correct circuit code. m_eqModule.EnableSimulator(destinationHandle, endPoint, sp.UUID); // XXX: Is this wait necessary? We will always end up waiting on UpdateAgent for the destination // simulator to confirm that it has established communication with the viewer. Thread.Sleep(200); // At least on LL 3.3.4 for teleports between different regions on the same simulator this appears // unnecessary - teleport will succeed and SEED caps will be requested without it (though possibly // only on TeleportFinish). This is untested for region teleport between different simulators // though this probably also works. m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath); } else { // XXX: This is a little misleading since we're information the client of its avatar destination, // which may or may not be a neighbour region of the source region. This path is probably little // used anyway (with EQ being the one used). But it is currently being used for test code. sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint); } } else { agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle); capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); } // Let's send a full update of the agent. This is a synchronous call. AgentData agent = new AgentData(); sp.CopyTo(agent); agent.Position = agentCircuit.startpos; SetCallbackURL(agent, sp.Scene.RegionInfo); // 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. 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} before UpdateAgent", sp.Name, finalDestination.RegionName, sp.Scene.Name); return; } // 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 // the viewer and the destination). In this case, UpdateAgent timesout after 10 seconds, although then // there's a further 10 second wait whilst we attempt to tell the destination to delete the agent in Fail(). 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; } if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling) { m_interRegionTeleportCancels.Value++; 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); CleanupFailedInterRegionTeleport(sp, currentAgentCircuit.SessionID.ToString(), finalDestination); return; } m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}", capsPath, sp.Scene.RegionInfo.RegionName, sp.Name); // 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; // OK, send TPFinish to the client, so that it starts the process of contacting the destination region 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); } // 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.DebugFormat( "[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after WaitForAgentArrivedAtDestination due to previous client close.", sp.Name, finalDestination.RegionName, sp.Scene.Name); 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); // For backwards compatibility if (version == "Unknown" || version == string.Empty) { // CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Old simulator, sending attachments one by one..."); CrossAttachmentsIntoNewRegion(finalDestination, sp, true); } // 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(); // 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 (!sp.Scene.IncomingPreCloseAgent(sp)) return; // We need to delay here because Imprudence viewers, unlike v1 or v3, have a short (<200ms, <500ms) delay before // they regard the new region as the current region after receiving the AgentMovementComplete // response. If close is sent before then, it will cause the viewer to quit instead. // // 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. Thread.Sleep(2000); sp.Scene.IncomingCloseAgent(sp.UUID, false); } else { // now we have a child agent in this region. sp.Reset(); } } 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; } if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling) { m_interRegionTeleportCancels.Value++; 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; } else 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 CreateAgent due to previous client close.", 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); 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); // Reset the do not close flag. This must be done before the destination opens child connections (here // triggered by UpdateAgent) to avoid race conditions. However, we also want to reset it as late as possible // to avoid a situation where an unexpectedly early call to Scene.NewUserConnection() wrongly results // in no close. sp.DoNotCloseAfterTeleport = false; // 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); // Need to signal neighbours whether child agents may need closing irrespective of whether this // one needed closing. We also need to close child agents as quickly as possible to avoid complicated // race conditions with rapid agent releporting (e.g. from A1 to a non-neighbour B, back // to a neighbour A2 then off to a non-neighbour C). Closing child agents any later requires complex // distributed checks to avoid problems in rapid reteleporting scenarios and where child agents are // abandoned without proper close by viewer but then re-used by an incoming connection. sp.CloseChildAgents(newRegionX, newRegionY); // 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(); // 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 (!sp.Scene.IncomingPreCloseAgent(sp)) return; // 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(15000); // OK, it got this agent. Let's close everything // If we shouldn't close the agent due to some other region renewing the connection // then this will be handled in IncomingCloseAgent under lock conditions m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Closing agent {0} in {1} after teleport", sp.Name, Scene.Name); sp.Scene.IncomingCloseAgent(sp.UUID, false); } else { // now we have a child agent in this region. sp.Reset(); } } /// /// 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 CleanupFailedInterRegionTeleport(ScenePresence sp, string auth_token, GridRegion finalDestination) { m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp); if (sp.IsChildAgent) // We had set it to child before attempted TP (V1) { sp.IsChildAgent = false; ReInstantiateScripts(sp); EnableChildAgents(sp); } // Finally, kill the agent we just created at the destination. // XXX: Possibly this should be done asynchronously. Scene.SimulationService.CloseAgent(finalDestination, sp.UUID, auth_token); } /// /// Signal that the inter-region teleport failed and perform cleanup. /// /// /// /// /// Human readable reason for teleport failure. Will be sent to client. protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout, string auth_code, string reason) { CleanupFailedInterRegionTeleport(sp, auth_code, finalDestination); m_interRegionTeleportFailures.Value++; sp.ControllingClient.SendTeleportFailed( string.Format( "Problems connecting to destination {0}, reason: {1}", finalDestination.RegionName, reason)); sp.Scene.EventManager.TriggerTeleportFail(sp.ControllingClient, logout); } protected virtual bool CreateAgent(ScenePresence sp, GridRegion reg, GridRegion finalDestination, AgentCircuitData agentCircuit, uint teleportFlags, out string reason, out bool logout) { logout = false; bool success = Scene.SimulationService.CreateAgent(finalDestination, agentCircuit, teleportFlags, out reason); if (success) sp.Scene.EventManager.TriggerTeleportStart(sp.ControllingClient, reg, finalDestination, teleportFlags, logout); return success; } protected virtual bool UpdateAgent(GridRegion reg, GridRegion finalDestination, AgentData agent, ScenePresence sp) { return Scene.SimulationService.UpdateAgent(finalDestination, agent); } protected virtual void SetCallbackURL(AgentData agent, RegionInfo region) { agent.CallbackURI = region.ServerURI + "agent/" + agent.AgentID.ToString() + "/" + region.RegionID.ToString() + "/release/"; m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Set release callback URL to {0} in {1}", agent.CallbackURI, region.RegionName); } /// /// Clean up operations once an agent has moved away through cross or teleport. /// /// /// protected virtual void AgentHasMovedAway(ScenePresence sp, bool logout) { if (sp.Scene.AttachmentsModule != null) sp.Scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, true); } protected void KillEntity(Scene scene, uint localID) { scene.SendKillObject(new List { localID }); } protected virtual GridRegion GetFinalDestination(GridRegion region) { return region; } protected virtual bool NeedsNewAgent(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY) { if (m_regionCombinerModule != null && m_regionCombinerModule.IsRootForMegaregion(Scene.RegionInfo.RegionID)) { Vector2 swCorner, neCorner; GetMegaregionViewRange(out swCorner, out neCorner); m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Megaregion view of {0} is from {1} to {2} with new agent check for {3},{4}", Scene.Name, swCorner, neCorner, newRegionX, newRegionY); return !(newRegionX >= swCorner.X && newRegionX <= neCorner.X && newRegionY >= swCorner.Y && newRegionY <= neCorner.Y); } else { return Util.IsOutsideView(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY); } } protected virtual bool NeedsClosing(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg) { return Util.IsOutsideView(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY); } protected virtual bool IsOutsideRegion(Scene s, Vector3 pos) { if (s.TestBorderCross(pos, Cardinals.N)) return true; if (s.TestBorderCross(pos, Cardinals.S)) return true; if (s.TestBorderCross(pos, Cardinals.E)) return true; if (s.TestBorderCross(pos, Cardinals.W)) return true; return false; } #endregion #region Landmark Teleport /// /// Tries to teleport agent to landmark. /// /// /// /// public virtual void RequestTeleportLandmark(IClientAPI remoteClient, AssetLandmark lm) { GridRegion info = Scene.GridService.GetRegionByUUID(UUID.Zero, lm.RegionID); if (info == null) { // can't find the region: Tell viewer and abort remoteClient.SendTeleportFailed("The teleport destination could not be found."); return; } ((Scene)(remoteClient.Scene)).RequestTeleportLocation(remoteClient, info.RegionHandle, lm.Position, Vector3.Zero, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaLandmark)); } #endregion #region Teleport Home public virtual void TriggerTeleportHome(UUID id, IClientAPI client) { TeleportHome(id, client); } public virtual bool TeleportHome(UUID id, IClientAPI client) { m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId); //OpenSim.Services.Interfaces.PresenceInfo pinfo = Scene.PresenceService.GetAgent(client.SessionId); GridUserInfo uinfo = Scene.GridUserService.GetGridUserInfo(client.AgentId.ToString()); if (uinfo != null) { GridRegion regionInfo = Scene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); if (regionInfo == null) { // can't find the Home region: Tell viewer and abort client.SendTeleportFailed("Your home region could not be found."); return false; } m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Home region of {0} is {1} ({2}-{3})", client.Name, regionInfo.RegionName, regionInfo.RegionCoordX, regionInfo.RegionCoordY); // a little eekie that this goes back to Scene and with a forced cast, will fix that at some point... ((Scene)(client.Scene)).RequestTeleportLocation( client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome)); return true; } else { m_log.ErrorFormat( "[ENTITY TRANSFER MODULE]: No grid user information found for {0} {1}. Cannot send home.", client.Name, client.AgentId); } return false; } #endregion #region Agent Crossings public bool Cross(ScenePresence agent, bool isFlying) { Scene scene = agent.Scene; Vector3 pos = agent.AbsolutePosition; // m_log.DebugFormat( // "[ENTITY TRANSFER MODULE]: Crossing agent {0} at pos {1} in {2}", agent.Name, pos, scene.Name); Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z); uint neighbourx = scene.RegionInfo.RegionLocX; uint neighboury = scene.RegionInfo.RegionLocY; const float boundaryDistance = 1.7f; Vector3 northCross = new Vector3(0, boundaryDistance, 0); Vector3 southCross = new Vector3(0, -1 * boundaryDistance, 0); Vector3 eastCross = new Vector3(boundaryDistance, 0, 0); Vector3 westCross = new Vector3(-1 * boundaryDistance, 0, 0); // distance into new region to place avatar const float enterDistance = 0.5f; if (scene.TestBorderCross(pos + westCross, Cardinals.W)) { if (scene.TestBorderCross(pos + northCross, Cardinals.N)) { Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N); neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize); } else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) { Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) { neighboury--; newpos.Y = Constants.RegionSize - enterDistance; } else { agent.IsInTransit = true; neighboury = b.TriggerRegionY; neighbourx = b.TriggerRegionX; Vector3 newposition = pos; newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize; newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize; agent.ControllingClient.SendAgentAlertMessage( String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false); InformClientToInitiateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene); return true; } } Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W); if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0) { neighbourx--; newpos.X = Constants.RegionSize - enterDistance; } else { agent.IsInTransit = true; neighboury = ba.TriggerRegionY; neighbourx = ba.TriggerRegionX; Vector3 newposition = pos; newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize; newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize; agent.ControllingClient.SendAgentAlertMessage( String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false); InformClientToInitiateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene); return true; } } else if (scene.TestBorderCross(pos + eastCross, Cardinals.E)) { Border b = scene.GetCrossedBorder(pos + eastCross, Cardinals.E); neighbourx += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize); newpos.X = enterDistance; if (scene.TestBorderCross(pos + southCross, Cardinals.S)) { Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S); if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0) { neighboury--; newpos.Y = Constants.RegionSize - enterDistance; } else { agent.IsInTransit = true; neighboury = ba.TriggerRegionY; neighbourx = ba.TriggerRegionX; Vector3 newposition = pos; newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize; newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize; agent.ControllingClient.SendAgentAlertMessage( String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false); InformClientToInitiateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene); return true; } } else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) { Border c = scene.GetCrossedBorder(pos + northCross, Cardinals.N); neighboury += (uint)(int)(c.BorderLine.Z / (int)Constants.RegionSize); newpos.Y = enterDistance; } } else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) { Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) { neighboury--; newpos.Y = Constants.RegionSize - enterDistance; } else { agent.IsInTransit = true; neighboury = b.TriggerRegionY; neighbourx = b.TriggerRegionX; Vector3 newposition = pos; newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize; newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize; agent.ControllingClient.SendAgentAlertMessage( String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false); InformClientToInitiateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene); return true; } } else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) { Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N); neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize); newpos.Y = enterDistance; } /* if (pos.X < boundaryDistance) //West { neighbourx--; newpos.X = Constants.RegionSize - enterDistance; } else if (pos.X > Constants.RegionSize - boundaryDistance) // East { neighbourx++; newpos.X = enterDistance; } if (pos.Y < boundaryDistance) // South { neighboury--; newpos.Y = Constants.RegionSize - enterDistance; } else if (pos.Y > Constants.RegionSize - boundaryDistance) // North { neighboury++; newpos.Y = enterDistance; } */ ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize); ExpiringCache r; DateTime banUntil; if (m_bannedRegions.TryGetValue(agent.ControllingClient.AgentId, out r)) { if (r.TryGetValue(neighbourHandle, out banUntil)) { if (DateTime.Now < banUntil) return false; r.Remove(neighbourHandle); } } else { r = null; } GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); string reason; string version; if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newpos, out version, out reason)) { agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel"); if (r == null) { r = new ExpiringCache(); r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); m_bannedRegions.Add(agent.ControllingClient.AgentId, r, TimeSpan.FromSeconds(45)); } else { r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); } return false; } agent.IsInTransit = true; CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync; d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d); return true; } public delegate void InformClientToInitiateTeleportToLocationDelegate(ScenePresence agent, uint regionX, uint regionY, Vector3 position, Scene initiatingScene); private void InformClientToInitiateTeleportToLocation(ScenePresence agent, uint regionX, uint regionY, Vector3 position, Scene initiatingScene) { // This assumes that we know what our neighbours are. InformClientToInitiateTeleportToLocationDelegate d = InformClientToInitiateTeleportToLocationAsync; d.BeginInvoke(agent, regionX, regionY, position, initiatingScene, InformClientToInitiateTeleportToLocationCompleted, d); } public void InformClientToInitiateTeleportToLocationAsync(ScenePresence agent, uint regionX, uint regionY, Vector3 position, Scene initiatingScene) { Thread.Sleep(10000); m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Auto-reteleporting {0} to correct megaregion location {1},{2},{3} from {4}", agent.Name, regionX, regionY, position, initiatingScene.Name); agent.Scene.RequestTeleportLocation( agent.ControllingClient, Utils.UIntsToLong(regionX * (uint)Constants.RegionSize, regionY * (uint)Constants.RegionSize), position, agent.Lookat, (uint)Constants.TeleportFlags.ViaLocation); /* IMessageTransferModule im = initiatingScene.RequestModuleInterface(); if (im != null) { UUID gotoLocation = Util.BuildFakeParcelID( Util.UIntsToLong( (regionX * (uint)Constants.RegionSize), (regionY * (uint)Constants.RegionSize)), (uint)(int)position.X, (uint)(int)position.Y, (uint)(int)position.Z); GridInstantMessage m = new GridInstantMessage( initiatingScene, UUID.Zero, "Region", agent.UUID, (byte)InstantMessageDialog.GodLikeRequestTeleport, false, "", gotoLocation, false, new Vector3(127, 0, 0), new Byte[0], false); im.SendInstantMessage(m, delegate(bool success) { m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Client Initiating Teleport sending IM success = {0}", success); }); } */ } private void InformClientToInitiateTeleportToLocationCompleted(IAsyncResult iar) { InformClientToInitiateTeleportToLocationDelegate icon = (InformClientToInitiateTeleportToLocationDelegate)iar.AsyncState; icon.EndInvoke(iar); } public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version); /// /// This Closes child agents on neighbouring regions /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// protected ScenePresence CrossAgentToNewRegionAsync( ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version) { if (neighbourRegion == null) return agent; if (!m_entityTransferStateMachine.SetInTransit(agent.UUID)) { m_log.ErrorFormat( "[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2} - agent is already in transit", agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName); return agent; } bool transitWasReset = false; try { ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}", agent.Firstname, agent.Lastname, neighbourx, neighboury, version); Scene m_scene = agent.Scene; if (!agent.ValidateAttachments()) m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.", agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName); pos = pos + agent.Velocity; Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0); agent.RemoveFromPhysicalScene(); AgentData cAgent = new AgentData(); agent.CopyTo(cAgent); cAgent.Position = pos; if (isFlying) cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY; // We don't need the callback anymnore cAgent.CallbackURI = String.Empty; // Beyond this point, extra cleanup is needed beyond removing transit state m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.Transferring); if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent)) { // region doesn't take it m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp); m_log.WarnFormat( "[ENTITY TRANSFER MODULE]: Region {0} would not accept update for agent {1} on cross attempt. Returning to original region.", neighbourRegion.RegionName, agent.Name); ReInstantiateScripts(agent); agent.AddToPhysicalScene(isFlying); return agent; } //m_log.Debug("BEFORE CROSS"); //Scene.DumpChildrenSeeds(UUID); //DumpKnownRegions(); string agentcaps; if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps)) { m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.", neighbourRegion.RegionHandle); return agent; } // No turning back agent.IsChildAgent = true; string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps); m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); if (m_eqModule != null) { m_eqModule.CrossRegion( neighbourHandle, pos, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint, capsPath, agent.UUID, agent.ControllingClient.SessionId); } else { agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, capsPath); } // SUCCESS! m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination); // Unlike a teleport, here we do not wait for the destination region to confirm the receipt. m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp); agent.MakeChildAgent(); // FIXME: Possibly this should occur lower down after other commands to close other agents, // but not sure yet what the side effects would be. m_entityTransferStateMachine.ResetFromTransit(agent.UUID); transitWasReset = true; // now we have a child agent in this region. Request all interesting data about other (root) agents agent.SendOtherAgentsAvatarDataToMe(); agent.SendOtherAgentsAppearanceToMe(); // Backwards compatibility. Best effort if (version == "Unknown" || version == string.Empty) { m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one..."); Thread.Sleep(3000); // wait a little now that we're not waiting for the callback CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true); } // Next, let's close the child agent connections that are too far away. agent.CloseChildAgents(neighbourx, neighboury); AgentHasMovedAway(agent, false); //m_log.Debug("AFTER CROSS"); //Scene.DumpChildrenSeeds(UUID); //DumpKnownRegions(); } catch (Exception e) { m_log.ErrorFormat( "[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2}. Exception {3}{4}", agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace); // TODO: Might be worth attempting other restoration here such as reinstantiation of scripts, etc. } finally { if (!transitWasReset) m_entityTransferStateMachine.ResetFromTransit(agent.UUID); } 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) // agent.Reset(); //else // Not successful // agent.RestoreInCurrentScene(); // In any case agent.IsInTransit = false; m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname); } #endregion #region Enable Child Agent /// /// This informs a single neighbouring region about agent "avatar". /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// /// /// public void EnableChildAgent(ScenePresence sp, GridRegion region) { m_log.DebugFormat("[ENTITY TRANSFER]: Enabling child agent in new neighbour {0}", region.RegionName); AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode); AgentCircuitData agent = sp.ControllingClient.RequestClientInfo(); agent.BaseFolder = UUID.Zero; agent.InventoryFolder = UUID.Zero; agent.startpos = new Vector3(128, 128, 70); agent.child = true; agent.Appearance = sp.Appearance; agent.CapsPath = CapsUtil.GetRandomCapsObjectPath(); agent.ChildrenCapSeeds = new Dictionary(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID)); //m_log.DebugFormat("[XXX] Seeds 1 {0}", agent.ChildrenCapSeeds.Count); if (!agent.ChildrenCapSeeds.ContainsKey(sp.Scene.RegionInfo.RegionHandle)) agent.ChildrenCapSeeds.Add(sp.Scene.RegionInfo.RegionHandle, sp.ControllingClient.RequestClientInfo().CapsPath); //m_log.DebugFormat("[XXX] Seeds 2 {0}", agent.ChildrenCapSeeds.Count); sp.AddNeighbourRegion(region.RegionHandle, agent.CapsPath); //foreach (ulong h in agent.ChildrenCapSeeds.Keys) // m_log.DebugFormat("[XXX] --> {0}", h); //m_log.DebugFormat("[XXX] Adding {0}", region.RegionHandle); agent.ChildrenCapSeeds.Add(region.RegionHandle, agent.CapsPath); if (sp.Scene.CapsModule != null) { sp.Scene.CapsModule.SetChildrenSeed(sp.UUID, agent.ChildrenCapSeeds); } if (currentAgentCircuit != null) { agent.ServiceURLs = currentAgentCircuit.ServiceURLs; agent.IPAddress = currentAgentCircuit.IPAddress; agent.Viewer = currentAgentCircuit.Viewer; agent.Channel = currentAgentCircuit.Channel; agent.Mac = currentAgentCircuit.Mac; agent.Id0 = currentAgentCircuit.Id0; } InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, InformClientOfNeighbourCompleted, d); } #endregion #region Enable Child Agents private delegate void InformClientOfNeighbourDelegate( ScenePresence avatar, AgentCircuitData a, GridRegion reg, IPEndPoint endPoint, bool newAgent); /// /// This informs all neighbouring regions about agent "avatar". /// /// public void EnableChildAgents(ScenePresence sp) { List neighbours = new List(); RegionInfo m_regionInfo = sp.Scene.RegionInfo; if (m_regionInfo != null) { neighbours = RequestNeighbours(sp, m_regionInfo.RegionLocX, m_regionInfo.RegionLocY); } else { m_log.Debug("[ENTITY TRANSFER MODULE]: m_regionInfo was null in EnableChildAgents, is this a NPC?"); } /// We need to find the difference between the new regions where there are no child agents /// and the regions where there are already child agents. We only send notification to the former. List neighbourHandles = NeighbourHandles(neighbours); // on this region neighbourHandles.Add(sp.Scene.RegionInfo.RegionHandle); // add this region too List previousRegionNeighbourHandles; if (sp.Scene.CapsModule != null) { previousRegionNeighbourHandles = new List(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID).Keys); } else { previousRegionNeighbourHandles = new List(); } List newRegions = NewNeighbours(neighbourHandles, previousRegionNeighbourHandles); List oldRegions = OldNeighbours(neighbourHandles, previousRegionNeighbourHandles); // Dump("Current Neighbors", neighbourHandles); // Dump("Previous Neighbours", previousRegionNeighbourHandles); // Dump("New Neighbours", newRegions); // Dump("Old Neighbours", oldRegions); /// Update the scene presence's known regions here on this region sp.DropOldNeighbours(oldRegions); /// Collect as many seeds as possible Dictionary seeds; if (sp.Scene.CapsModule != null) seeds = new Dictionary(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID)); else seeds = new Dictionary(); //m_log.Debug(" !!! No. of seeds: " + seeds.Count); if (!seeds.ContainsKey(sp.Scene.RegionInfo.RegionHandle)) seeds.Add(sp.Scene.RegionInfo.RegionHandle, sp.ControllingClient.RequestClientInfo().CapsPath); /// Create the necessary child agents List cagents = new List(); foreach (GridRegion neighbour in neighbours) { if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle) { AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode); AgentCircuitData agent = sp.ControllingClient.RequestClientInfo(); agent.BaseFolder = UUID.Zero; agent.InventoryFolder = UUID.Zero; agent.startpos = sp.AbsolutePosition + CalculateOffset(sp, neighbour); agent.child = true; agent.Appearance = sp.Appearance; if (currentAgentCircuit != null) { agent.ServiceURLs = currentAgentCircuit.ServiceURLs; agent.IPAddress = currentAgentCircuit.IPAddress; agent.Viewer = currentAgentCircuit.Viewer; agent.Channel = currentAgentCircuit.Channel; agent.Mac = currentAgentCircuit.Mac; agent.Id0 = currentAgentCircuit.Id0; } if (newRegions.Contains(neighbour.RegionHandle)) { agent.CapsPath = CapsUtil.GetRandomCapsObjectPath(); sp.AddNeighbourRegion(neighbour.RegionHandle, agent.CapsPath); seeds.Add(neighbour.RegionHandle, agent.CapsPath); } else { agent.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, neighbour.RegionHandle); } cagents.Add(agent); } } /// Update all child agent with everyone's seeds foreach (AgentCircuitData a in cagents) { a.ChildrenCapSeeds = new Dictionary(seeds); } if (sp.Scene.CapsModule != null) { sp.Scene.CapsModule.SetChildrenSeed(sp.UUID, seeds); } sp.KnownRegions = seeds; //avatar.Scene.DumpChildrenSeeds(avatar.UUID); //avatar.DumpKnownRegions(); bool newAgent = false; int count = 0; foreach (GridRegion neighbour in neighbours) { //m_log.WarnFormat("--> Going to send child agent to {0}", neighbour.RegionName); // Don't do it if there's already an agent in that region if (newRegions.Contains(neighbour.RegionHandle)) newAgent = true; else newAgent = false; // continue; if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle) { try { // Let's put this back at sync, so that it doesn't clog // the network, especially for regions in the same physical server. // We're really not in a hurry here. InformClientOfNeighbourAsync(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent); //InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; //d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent, // InformClientOfNeighbourCompleted, // d); } catch (ArgumentOutOfRangeException) { m_log.ErrorFormat( "[ENTITY TRANSFER MODULE]: Neighbour Regions response included the current region in the neighbour list. The following region will not display to the client: {0} for region {1} ({2}, {3}).", neighbour.ExternalHostName, neighbour.RegionHandle, neighbour.RegionLocX, neighbour.RegionLocY); } catch (Exception e) { m_log.ErrorFormat( "[ENTITY TRANSFER MODULE]: Could not resolve external hostname {0} for region {1} ({2}, {3}). {4}", neighbour.ExternalHostName, neighbour.RegionHandle, neighbour.RegionLocX, neighbour.RegionLocY, e); // FIXME: Okay, even though we've failed, we're still going to throw the exception on, // since I don't know what will happen if we just let the client continue // XXX: Well, decided to swallow the exception instead for now. Let us see how that goes. // throw e; } } count++; } } Vector3 CalculateOffset(ScenePresence sp, GridRegion neighbour) { int rRegionX = (int)sp.Scene.RegionInfo.RegionLocX; int rRegionY = (int)sp.Scene.RegionInfo.RegionLocY; int tRegionX = neighbour.RegionLocX / (int)Constants.RegionSize; int tRegionY = neighbour.RegionLocY / (int)Constants.RegionSize; int shiftx = (rRegionX - tRegionX) * (int)Constants.RegionSize; int shifty = (rRegionY - tRegionY) * (int)Constants.RegionSize; return new Vector3(shiftx, shifty, 0f); } private void InformClientOfNeighbourCompleted(IAsyncResult iar) { InformClientOfNeighbourDelegate icon = (InformClientOfNeighbourDelegate)iar.AsyncState; icon.EndInvoke(iar); //m_log.WarnFormat(" --> InformClientOfNeighbourCompleted"); } /// /// Async component for informing client of which neighbours exist /// /// /// This needs to run asynchronously, as a network timeout may block the thread for a long while /// /// /// /// /// private void InformClientOfNeighbourAsync(ScenePresence sp, AgentCircuitData a, GridRegion reg, IPEndPoint endPoint, bool newAgent) { // Let's wait just a little to give time to originating regions to catch up with closing child agents // after a cross here Thread.Sleep(500); Scene scene = sp.Scene; m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Informing {0} {1} about neighbour {2} {3} at ({4},{5})", sp.Name, sp.UUID, reg.RegionName, endPoint, reg.RegionCoordX, reg.RegionCoordY); string capsPath = reg.ServerURI + CapsUtil.GetCapsSeedPath(a.CapsPath); string reason = String.Empty; bool regionAccepted = scene.SimulationService.CreateAgent(reg, a, (uint)TeleportFlags.Default, out reason); if (regionAccepted && newAgent) { if (m_eqModule != null) { #region IP Translation for NAT IClientIPEndpoint ipepClient; if (sp.ClientView.TryGet(out ipepClient)) { endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address); } #endregion m_log.DebugFormat("[ENTITY TRANSFER MODULE]: {0} is sending {1} EnableSimulator for neighbour region {2} @ {3} " + "and EstablishAgentCommunication with seed cap {4}", scene.RegionInfo.RegionName, sp.Name, reg.RegionName, reg.RegionHandle, capsPath); m_eqModule.EnableSimulator(reg.RegionHandle, endPoint, sp.UUID); m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath); } else { sp.ControllingClient.InformClientOfNeighbour(reg.RegionHandle, endPoint); // TODO: make Event Queue disablable! } m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Completed inform {0} {1} about neighbour {2}", sp.Name, sp.UUID, endPoint); } if (!regionAccepted) m_log.WarnFormat( "[ENTITY TRANSFER MODULE]: Region {0} did not accept {1} {2}: {3}", reg.RegionName, sp.Name, sp.UUID, reason); } /// /// Gets the range considered in view of this megaregion (assuming this is a megaregion). /// /// Expressed in 256m units /// /// private void GetMegaregionViewRange(out Vector2 swCorner, out Vector2 neCorner) { Border[] northBorders = Scene.NorthBorders.ToArray(); Border[] eastBorders = Scene.EastBorders.ToArray(); Vector2 extent = Vector2.Zero; for (int i = 0; i < eastBorders.Length; i++) { extent.X = (eastBorders[i].BorderLine.Z > extent.X) ? eastBorders[i].BorderLine.Z : extent.X; } for (int i = 0; i < northBorders.Length; i++) { extent.Y = (northBorders[i].BorderLine.Z > extent.Y) ? northBorders[i].BorderLine.Z : extent.Y; } // Loss of fraction on purpose extent.X = ((int)extent.X / (int)Constants.RegionSize); extent.Y = ((int)extent.Y / (int)Constants.RegionSize); swCorner.X = Scene.RegionInfo.RegionLocX - 1; swCorner.Y = Scene.RegionInfo.RegionLocY - 1; neCorner.X = Scene.RegionInfo.RegionLocX + extent.X; neCorner.Y = Scene.RegionInfo.RegionLocY + extent.Y; } /// /// Return the list of regions that are considered to be neighbours to the given scene. /// /// /// /// /// protected List RequestNeighbours(ScenePresence avatar, uint pRegionLocX, uint pRegionLocY) { Scene pScene = avatar.Scene; RegionInfo m_regionInfo = pScene.RegionInfo; // Leaving this as a "megaregions" computation vs "non-megaregions" computation; it isn't // clear what should be done with a "far view" given that megaregions already extended the // view to include everything in the megaregion if (m_regionCombinerModule == null || !m_regionCombinerModule.IsRootForMegaregion(Scene.RegionInfo.RegionID)) { int dd = avatar.DrawDistance < Constants.RegionSize ? (int)Constants.RegionSize : (int)avatar.DrawDistance; int startX = (int)pRegionLocX * (int)Constants.RegionSize - dd + (int)(Constants.RegionSize/2); int startY = (int)pRegionLocY * (int)Constants.RegionSize - dd + (int)(Constants.RegionSize/2); int endX = (int)pRegionLocX * (int)Constants.RegionSize + dd + (int)(Constants.RegionSize/2); int endY = (int)pRegionLocY * (int)Constants.RegionSize + dd + (int)(Constants.RegionSize/2); List neighbours = avatar.Scene.GridService.GetRegionRange(m_regionInfo.ScopeID, startX, endX, startY, endY); neighbours.RemoveAll(delegate(GridRegion r) { return r.RegionID == m_regionInfo.RegionID; }); return neighbours; } else { Vector2 swCorner, neCorner; GetMegaregionViewRange(out swCorner, out neCorner); List neighbours = pScene.GridService.GetRegionRange( m_regionInfo.ScopeID, (int)swCorner.X * (int)Constants.RegionSize, (int)neCorner.X * (int)Constants.RegionSize, (int)swCorner.Y * (int)Constants.RegionSize, (int)neCorner.Y * (int)Constants.RegionSize); neighbours.RemoveAll(delegate(GridRegion r) { return r.RegionID == m_regionInfo.RegionID; }); return neighbours; } } private List NewNeighbours(List currentNeighbours, List previousNeighbours) { return currentNeighbours.FindAll(delegate(ulong handle) { return !previousNeighbours.Contains(handle); }); } // private List CommonNeighbours(List currentNeighbours, List previousNeighbours) // { // return currentNeighbours.FindAll(delegate(ulong handle) { return previousNeighbours.Contains(handle); }); // } private List OldNeighbours(List currentNeighbours, List previousNeighbours) { return previousNeighbours.FindAll(delegate(ulong handle) { return !currentNeighbours.Contains(handle); }); } private List NeighbourHandles(List neighbours) { List handles = new List(); foreach (GridRegion reg in neighbours) { handles.Add(reg.RegionHandle); } return handles; } // private void Dump(string msg, List handles) // { // m_log.InfoFormat("-------------- HANDLE DUMP ({0}) ---------", msg); // foreach (ulong handle in handles) // { // uint x, y; // Utils.LongToUInts(handle, out x, out y); // x = x / Constants.RegionSize; // y = y / Constants.RegionSize; // m_log.InfoFormat("({0}, {1})", x, y); // } // } #endregion #region Agent Arrived public void AgentArrivedAtDestination(UUID id) { m_entityTransferStateMachine.SetAgentArrivedAtDestination(id); } #endregion #region Object Transfers /// /// Move the given scene object into a new region depending on which region its absolute position has moved /// into. /// /// This method locates the new region handle and offsets the prim position for the new region /// /// the attempted out of region position of the scene object /// the scene object that we're crossing public void Cross(SceneObjectGroup grp, Vector3 attemptedPosition, bool silent) { if (grp == null) return; if (grp.IsDeleted) return; Scene scene = grp.Scene; if (scene == null) return; if (grp.RootPart.DIE_AT_EDGE) { // We remove the object here try { scene.DeleteSceneObject(grp, false); } catch (Exception) { m_log.Warn("[DATABASE]: exception when trying to remove the prim that crossed the border."); } return; } int thisx = (int)scene.RegionInfo.RegionLocX; int thisy = (int)scene.RegionInfo.RegionLocY; Vector3 EastCross = new Vector3(0.1f, 0, 0); Vector3 WestCross = new Vector3(-0.1f, 0, 0); Vector3 NorthCross = new Vector3(0, 0.1f, 0); Vector3 SouthCross = new Vector3(0, -0.1f, 0); // use this if no borders were crossed! ulong newRegionHandle = Util.UIntsToLong((uint)((thisx) * Constants.RegionSize), (uint)((thisy) * Constants.RegionSize)); Vector3 pos = attemptedPosition; int changeX = 1; int changeY = 1; if (scene.TestBorderCross(attemptedPosition + WestCross, Cardinals.W)) { if (scene.TestBorderCross(attemptedPosition + SouthCross, Cardinals.S)) { Border crossedBorderx = scene.GetCrossedBorder(attemptedPosition + WestCross, Cardinals.W); if (crossedBorderx.BorderLine.Z > 0) { pos.X = ((pos.X + crossedBorderx.BorderLine.Z)); changeX = (int)(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize); } else pos.X = ((pos.X + Constants.RegionSize)); Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S); //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize) if (crossedBordery.BorderLine.Z > 0) { pos.Y = ((pos.Y + crossedBordery.BorderLine.Z)); changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize); } else pos.Y = ((pos.Y + Constants.RegionSize)); newRegionHandle = Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize), (uint)((thisy - changeY) * Constants.RegionSize)); // x - 1 // y - 1 } else if (scene.TestBorderCross(attemptedPosition + NorthCross, Cardinals.N)) { Border crossedBorderx = scene.GetCrossedBorder(attemptedPosition + WestCross, Cardinals.W); if (crossedBorderx.BorderLine.Z > 0) { pos.X = ((pos.X + crossedBorderx.BorderLine.Z)); changeX = (int)(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize); } else pos.X = ((pos.X + Constants.RegionSize)); Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S); //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize) if (crossedBordery.BorderLine.Z > 0) { pos.Y = ((pos.Y + crossedBordery.BorderLine.Z)); changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize); } else pos.Y = ((pos.Y + Constants.RegionSize)); newRegionHandle = Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize), (uint)((thisy + changeY) * Constants.RegionSize)); // x - 1 // y + 1 } else { Border crossedBorderx = scene.GetCrossedBorder(attemptedPosition + WestCross, Cardinals.W); if (crossedBorderx.BorderLine.Z > 0) { pos.X = ((pos.X + crossedBorderx.BorderLine.Z)); changeX = (int)(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize); } else pos.X = ((pos.X + Constants.RegionSize)); newRegionHandle = Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize)); // x - 1 } } else if (scene.TestBorderCross(attemptedPosition + EastCross, Cardinals.E)) { if (scene.TestBorderCross(attemptedPosition + SouthCross, Cardinals.S)) { pos.X = ((pos.X - Constants.RegionSize)); Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S); //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize) if (crossedBordery.BorderLine.Z > 0) { pos.Y = ((pos.Y + crossedBordery.BorderLine.Z)); changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize); } else pos.Y = ((pos.Y + Constants.RegionSize)); newRegionHandle = Util.UIntsToLong((uint)((thisx + changeX) * Constants.RegionSize), (uint)((thisy - changeY) * Constants.RegionSize)); // x + 1 // y - 1 } else if (scene.TestBorderCross(attemptedPosition + NorthCross, Cardinals.N)) { pos.X = ((pos.X - Constants.RegionSize)); pos.Y = ((pos.Y - Constants.RegionSize)); newRegionHandle = Util.UIntsToLong((uint)((thisx + changeX) * Constants.RegionSize), (uint)((thisy + changeY) * Constants.RegionSize)); // x + 1 // y + 1 } else { pos.X = ((pos.X - Constants.RegionSize)); newRegionHandle = Util.UIntsToLong((uint)((thisx + changeX) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize)); // x + 1 } } else if (scene.TestBorderCross(attemptedPosition + SouthCross, Cardinals.S)) { Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S); //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize) if (crossedBordery.BorderLine.Z > 0) { pos.Y = ((pos.Y + crossedBordery.BorderLine.Z)); changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize); } else pos.Y = ((pos.Y + Constants.RegionSize)); newRegionHandle = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy - changeY) * Constants.RegionSize)); // y - 1 } else if (scene.TestBorderCross(attemptedPosition + NorthCross, Cardinals.N)) { pos.Y = ((pos.Y - Constants.RegionSize)); newRegionHandle = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy + changeY) * Constants.RegionSize)); // y + 1 } // Offset the positions for the new region across the border Vector3 oldGroupPosition = grp.RootPart.GroupPosition; // If we fail to cross the border, then reset the position of the scene object on that border. uint x = 0, y = 0; Utils.LongToUInts(newRegionHandle, out x, out y); GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); if (destination == null || !CrossPrimGroupIntoNewRegion(destination, pos, grp, silent)) { m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID); // We are going to move the object back to the old position so long as the old position // is in the region oldGroupPosition.X = Util.Clamp(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1); oldGroupPosition.Y = Util.Clamp(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1); oldGroupPosition.Z = Util.Clamp(oldGroupPosition.Z,1.0f,4096.0f); grp.RootPart.GroupPosition = oldGroupPosition; // Need to turn off the physics flags, otherwise the object will continue to attempt to // move out of the region creating an infinite loop of failed attempts to cross grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false); if (grp.RootPart.KeyframeMotion != null) grp.RootPart.KeyframeMotion.CrossingFailure(); grp.ScheduleGroupForFullUpdate(); } } /// /// Move the given scene object into a new region /// /// /// Scene Object Group that we're crossing /// /// true if the crossing itself was successful, false on failure /// FIMXE: we still return true if the crossing object was not successfully deleted from the originating region /// protected bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent) { //m_log.Debug(" >>> CrossPrimGroupIntoNewRegion <<<"); bool successYN = false; grp.RootPart.ClearUpdateSchedule(); //int primcrossingXMLmethod = 0; if (destination != null) { //string objectState = grp.GetStateSnapshot(); //successYN // = m_sceneGridService.PrimCrossToNeighboringRegion( // newRegionHandle, grp.UUID, m_serialiser.SaveGroupToXml2(grp), primcrossingXMLmethod); //if (successYN && (objectState != "") && m_allowScriptCrossings) //{ // successYN = m_sceneGridService.PrimCrossToNeighboringRegion( // newRegionHandle, grp.UUID, objectState, 100); //} //// And the new channel... //if (m_interregionCommsOut != null) // successYN = m_interregionCommsOut.SendCreateObject(newRegionHandle, grp, true); if (Scene.SimulationService != null) successYN = Scene.SimulationService.CreateObject(destination, newPosition, grp, true); if (successYN) { // We remove the object here try { grp.Scene.DeleteSceneObject(grp, silent); } catch (Exception e) { m_log.ErrorFormat( "[ENTITY TRANSFER MODULE]: Exception deleting the old object left behind on a border crossing for {0}, {1}", grp, e); } } else { if (!grp.IsDeleted) { PhysicsActor pa = grp.RootPart.PhysActor; if (pa != null) pa.CrossingFailure(); } m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp); } } else { m_log.Error("[ENTITY TRANSFER MODULE]: destination was unexpectedly null in Scene.CrossPrimGroupIntoNewRegion()"); } return successYN; } /// /// Cross the attachments for an avatar into the destination region. /// /// /// This is only invoked for simulators released prior to April 2011. Versions of OpenSimulator since then /// transfer attachments in one go as part of the ChildAgentDataUpdate data passed in the update agent call. /// /// /// /// protected void CrossAttachmentsIntoNewRegion(GridRegion destination, ScenePresence sp, bool silent) { List attachments = sp.GetAttachments(); // m_log.DebugFormat( // "[ENTITY TRANSFER MODULE]: Crossing {0} attachments into {1} for {2}", // m_attachments.Count, destination.RegionName, sp.Name); foreach (SceneObjectGroup gobj in attachments) { // If the prim group is null then something must have happened to it! if (gobj != null && !gobj.IsDeleted) { SceneObjectGroup clone = (SceneObjectGroup)gobj.CloneForNewScene(); clone.RootPart.GroupPosition = gobj.RootPart.AttachedPos; clone.IsAttachment = false; //gobj.RootPart.LastOwnerID = gobj.GetFromAssetID(); m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Sending attachment {0} to region {1}", clone.UUID, destination.RegionName); CrossPrimGroupIntoNewRegion(destination, Vector3.Zero, clone, silent); } } sp.ClearAttachments(); } #endregion #region Misc public bool IsInTransit(UUID id) { return m_entityTransferStateMachine.GetAgentTransferState(id) != null; } protected void ReInstantiateScripts(ScenePresence sp) { int i = 0; if (sp.InTransitScriptStates.Count > 0) { List attachments = sp.GetAttachments(); foreach (SceneObjectGroup sog in attachments) { if (i < sp.InTransitScriptStates.Count) { sog.SetState(sp.InTransitScriptStates[i++], sp.Scene); sog.CreateScriptInstances(0, false, sp.Scene.DefaultScriptEngine, 0); sog.ResumeScripts(); } else m_log.ErrorFormat( "[ENTITY TRANSFER MODULE]: InTransitScriptStates.Count={0} smaller than Attachments.Count={1}", sp.InTransitScriptStates.Count, attachments.Count); } sp.InTransitScriptStates.Clear(); } } #endregion } }