/* * 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 OpenMetaverse; using OpenMetaverse.StructuredData; using log4net; using OpenSim.Framework; using OpenSim.Framework.Client; using OpenSim.Framework.Communications; using OpenSim.Framework.Communications.Cache; using OpenSim.Framework.Capabilities; using OpenSim.Region.Framework.Interfaces; using OpenSim.Services.Interfaces; using OSD = OpenMetaverse.StructuredData.OSD; using GridRegion = OpenSim.Services.Interfaces.GridRegion; namespace OpenSim.Region.Framework.Scenes { public delegate void KiPrimitiveDelegate(uint localID); public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List regionlst); /// /// Class that Region communications runs through /// public class SceneCommunicationService //one instance per region { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected CommunicationsManager m_commsProvider; protected IInterregionCommsOut m_interregionCommsOut; protected RegionInfo m_regionInfo; protected Scene m_scene; protected RegionCommsListener regionCommsHost; protected List m_agentsInTransit; public bool RegionLoginsEnabled { get { return m_regionLoginsEnabled; } set { m_regionLoginsEnabled = value; } } private bool m_regionLoginsEnabled = false; /// /// An agent is crossing into this region /// public event AgentCrossing OnAvatarCrossingIntoRegion; /// /// A user will arrive shortly, set up appropriate credentials so it can connect /// public event ExpectUserDelegate OnExpectUser; /// /// A Prim will arrive shortly /// public event CloseAgentConnection OnCloseAgentConnection; /// /// A new prim has arrived /// public event PrimCrossing OnPrimCrossingIntoRegion; ///// ///// A New Region is up and available ///// //public event RegionUp OnRegionUp; /// /// We have a child agent for this avatar and we're getting a status update about it /// public event ChildAgentUpdate OnChildAgentUpdate; //public event RemoveKnownRegionsFromAvatarList OnRemoveKnownRegionFromAvatar; /// /// Time to log one of our users off. Grid Service sends this mostly /// public event LogOffUser OnLogOffUser; /// /// A region wants land data from us! /// public event GetLandData OnGetLandData; private AgentCrossing handlerAvatarCrossingIntoRegion = null; // OnAvatarCrossingIntoRegion; private ExpectUserDelegate handlerExpectUser = null; // OnExpectUser; private CloseAgentConnection handlerCloseAgentConnection = null; // OnCloseAgentConnection; private PrimCrossing handlerPrimCrossingIntoRegion = null; // OnPrimCrossingIntoRegion; //private RegionUp handlerRegionUp = null; // OnRegionUp; private ChildAgentUpdate handlerChildAgentUpdate = null; // OnChildAgentUpdate; //private RemoveKnownRegionsFromAvatarList handlerRemoveKnownRegionFromAvatar = null; // OnRemoveKnownRegionFromAvatar; private LogOffUser handlerLogOffUser = null; private GetLandData handlerGetLandData = null; // OnGetLandData public KiPrimitiveDelegate KiPrimitive; public SceneCommunicationService(CommunicationsManager commsMan) { m_commsProvider = commsMan; m_agentsInTransit = new List(); } public void SetScene(Scene s) { m_scene = s; m_regionInfo = s.RegionInfo; m_interregionCommsOut = m_scene.RequestModuleInterface(); } /// /// Register a region with the grid /// /// /// Thrown if region registration fails. public void RegisterRegion(IInterregionCommsOut comms_out, RegionInfo regionInfos) { } /// /// This region is shutting down, de-register all events! /// De-Register region from Grid! /// public void Close() { } #region CommsManager Event handlers /// /// A New User will arrive shortly, Informs the scene that there's a new user on the way /// /// Data we need to ensure that the agent can connect /// protected void NewUserConnection(AgentCircuitData agent) { handlerExpectUser = OnExpectUser; if (handlerExpectUser != null) { //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: OnExpectUser Fired for User:" + agent.firstname + " " + agent.lastname); handlerExpectUser(agent); } } /// /// The Grid has requested us to log-off the user /// /// Unique ID of agent to log-off /// The secret string that the region establishes with the grid when registering /// The message to send to the user that tells them why they were logged off protected void GridLogOffUser(UUID AgentID, UUID RegionSecret, string message) { handlerLogOffUser = OnLogOffUser; if (handlerLogOffUser != null) { handlerLogOffUser(AgentID, RegionSecret, message); } } /// /// Inform the scene that we've got an update about a child agent that we have /// /// /// protected bool ChildAgentUpdate(ChildAgentDataUpdate cAgentData) { handlerChildAgentUpdate = OnChildAgentUpdate; if (handlerChildAgentUpdate != null) handlerChildAgentUpdate(cAgentData); return true; } protected void AgentCrossing(UUID agentID, Vector3 position, bool isFlying) { handlerAvatarCrossingIntoRegion = OnAvatarCrossingIntoRegion; if (handlerAvatarCrossingIntoRegion != null) { handlerAvatarCrossingIntoRegion(agentID, position, isFlying); } } protected void PrimCrossing(UUID primID, Vector3 position, bool isPhysical) { handlerPrimCrossingIntoRegion = OnPrimCrossingIntoRegion; if (handlerPrimCrossingIntoRegion != null) { handlerPrimCrossingIntoRegion(primID, position, isPhysical); } } protected bool CloseConnection(UUID agentID) { m_log.Debug("[INTERREGION]: Incoming Agent Close Request for agent: " + agentID); handlerCloseAgentConnection = OnCloseAgentConnection; if (handlerCloseAgentConnection != null) { return handlerCloseAgentConnection(agentID); } return false; } protected LandData FetchLandData(uint x, uint y) { handlerGetLandData = OnGetLandData; if (handlerGetLandData != null) { return handlerGetLandData(x, y); } return null; } #endregion #region Inform Client of Neighbours private delegate void InformClientOfNeighbourDelegate( ScenePresence avatar, AgentCircuitData a, GridRegion reg, IPEndPoint endPoint, bool newAgent); private void InformClientOfNeighbourCompleted(IAsyncResult iar) { InformClientOfNeighbourDelegate icon = (InformClientOfNeighbourDelegate) iar.AsyncState; icon.EndInvoke(iar); } /// /// 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 avatar, 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); uint x, y; Utils.LongToUInts(reg.RegionHandle, out x, out y); x = x / Constants.RegionSize; y = y / Constants.RegionSize; m_log.Info("[INTERGRID]: Starting to inform client about neighbour " + x + ", " + y + "(" + endPoint.ToString() + ")"); string capsPath = "http://" + reg.ExternalHostName + ":" + reg.HttpPort + "/CAPS/" + a.CapsPath + "0000/"; string reason = String.Empty; bool regionAccepted = m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, a, out reason); if (regionAccepted && newAgent) { IEventQueue eq = avatar.Scene.RequestModuleInterface(); if (eq != null) { #region IP Translation for NAT IClientIPEndpoint ipepClient; if (avatar.ClientView.TryGet(out ipepClient)) { endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address); } #endregion eq.EnableSimulator(reg.RegionHandle, endPoint, avatar.UUID); eq.EstablishAgentCommunication(avatar.UUID, endPoint, capsPath); m_log.DebugFormat("[CAPS]: Sending new CAPS seed url {0} to client {1} in region {2}", capsPath, avatar.UUID, avatar.Scene.RegionInfo.RegionName); } else { avatar.ControllingClient.InformClientOfNeighbour(reg.RegionHandle, endPoint); // TODO: make Event Queue disablable! } m_log.Info("[INTERGRID]: Completed inform client about neighbour " + endPoint.ToString()); } } public List RequestNeighbours(Scene pScene, uint pRegionLocX, uint pRegionLocY) { Border[] northBorders = pScene.NorthBorders.ToArray(); Border[] southBorders = pScene.SouthBorders.ToArray(); Border[] eastBorders = pScene.EastBorders.ToArray(); Border[] westBorders = pScene.WestBorders.ToArray(); // Legacy one region. Provided for simplicity while testing the all inclusive method in the else statement. if (northBorders.Length <= 1 && southBorders.Length <= 1 && eastBorders.Length <= 1 && westBorders.Length <= 1) { return m_scene.GridService.GetNeighbours(m_regionInfo.ScopeID, m_regionInfo.RegionID); } else { 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) + 1; extent.Y = ((int)extent.Y / (int)Constants.RegionSize) + 1; int startX = (int)(pRegionLocX - 1) * (int)Constants.RegionSize; int startY = (int)(pRegionLocY - 1) * (int)Constants.RegionSize; int endX = ((int)pRegionLocX + (int)extent.X) * (int)Constants.RegionSize; int endY = ((int)pRegionLocY + (int)extent.Y) * (int)Constants.RegionSize; List neighbours = m_scene.GridService.GetRegionRange(m_regionInfo.ScopeID, startX, endX, startY, endY); neighbours.RemoveAll(delegate(GridRegion r) { return r.RegionID == m_regionInfo.RegionID; }); return neighbours; //SimpleRegionInfo regionData = m_commsProvider.GridService.RequestNeighbourInfo() //return m_commsProvider.GridService.RequestNeighbours(pRegionLocX, pRegionLocY); } } /// /// This informs all neighboring regions about agent "avatar". /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// public void EnableNeighbourChildAgents(ScenePresence avatar, List lstneighbours) { //List neighbours = new List(); List neighbours = new List(); ////m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY); //for (int i = 0; i < lstneighbours.Count; i++) //{ // // We don't want to keep sending to regions that consistently fail on comms. // if (!(lstneighbours[i].commFailTF)) // { // neighbours.Add(new SimpleRegionInfo(lstneighbours[i])); // } //} // we're going to be using the above code once neighbour cache is correct. Currently it doesn't appear to be // So we're temporarily going back to the old method of grabbing it from the Grid Server Every time :/ if (m_regionInfo != null) { neighbours = RequestNeighbours(avatar.Scene,m_regionInfo.RegionLocX, m_regionInfo.RegionLocY); } else { m_log.Debug("[ENABLENEIGHBOURCHILDAGENTS]: m_regionInfo was null in EnableNeighbourChildAgents, 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(avatar.Scene.RegionInfo.RegionHandle); // add this region too List previousRegionNeighbourHandles ; if (avatar.Scene.CapsModule != null) { previousRegionNeighbourHandles = new List(avatar.Scene.CapsModule.GetChildrenSeeds(avatar.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 avatar.DropOldNeighbours(oldRegions); /// Collect as many seeds as possible Dictionary seeds; if (avatar.Scene.CapsModule != null) seeds = new Dictionary(avatar.Scene.CapsModule.GetChildrenSeeds(avatar.UUID)); else seeds = new Dictionary(); //m_log.Debug(" !!! No. of seeds: " + seeds.Count); if (!seeds.ContainsKey(avatar.Scene.RegionInfo.RegionHandle)) seeds.Add(avatar.Scene.RegionInfo.RegionHandle, avatar.ControllingClient.RequestClientInfo().CapsPath); /// Create the necessary child agents List cagents = new List(); //foreach (SimpleRegionInfo neighbour in neighbours) foreach (GridRegion neighbour in neighbours) { if (neighbour.RegionHandle != avatar.Scene.RegionInfo.RegionHandle) { AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo(); agent.BaseFolder = UUID.Zero; agent.InventoryFolder = UUID.Zero; agent.startpos = new Vector3(128, 128, 70); agent.child = true; if (newRegions.Contains(neighbour.RegionHandle)) { agent.CapsPath = CapsUtil.GetRandomCapsObjectPath(); avatar.AddNeighbourRegion(neighbour.RegionHandle, agent.CapsPath); seeds.Add(neighbour.RegionHandle, agent.CapsPath); } else agent.CapsPath = avatar.Scene.CapsModule.GetChildSeed(avatar.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 (avatar.Scene.CapsModule != null) { // These two are the same thing! avatar.Scene.CapsModule.SetChildrenSeed(avatar.UUID, seeds); } avatar.KnownRegions = seeds; //avatar.Scene.DumpChildrenSeeds(avatar.UUID); //avatar.DumpKnownRegions(); bool newAgent = false; int count = 0; foreach (GridRegion neighbour in neighbours) { // Don't do it if there's already an agent in that region if (newRegions.Contains(neighbour.RegionHandle)) newAgent = true; else newAgent = false; if (neighbour.RegionHandle != avatar.Scene.RegionInfo.RegionHandle) { InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; try { d.BeginInvoke(avatar, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent, InformClientOfNeighbourCompleted, d); } catch (ArgumentOutOfRangeException) { m_log.ErrorFormat( "[REGIONINFO]: Neighbour Regions response included the current region in the neighbor 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( "[REGIONINFO]: 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++; } } /// /// This informs a single neighboring region about agent "avatar". /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// public void InformNeighborChildAgent(ScenePresence avatar, GridRegion region) { AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo(); agent.BaseFolder = UUID.Zero; agent.InventoryFolder = UUID.Zero; agent.startpos = new Vector3(128, 128, 70); agent.child = true; InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; d.BeginInvoke(avatar, agent, region, region.ExternalEndPoint, true, InformClientOfNeighbourCompleted, d); } #endregion public delegate void InformNeighbourThatRegionUpDelegate(INeighbourService nService, RegionInfo region, ulong regionhandle); private void InformNeighborsThatRegionisUpCompleted(IAsyncResult iar) { InformNeighbourThatRegionUpDelegate icon = (InformNeighbourThatRegionUpDelegate) iar.AsyncState; icon.EndInvoke(iar); } /// /// Asynchronous call to information neighbouring regions that this region is up /// /// /// private void InformNeighboursThatRegionIsUpAsync(INeighbourService neighbourService, RegionInfo region, ulong regionhandle) { uint x = 0, y = 0; Utils.LongToUInts(regionhandle, out x, out y); GridRegion neighbour = null; if (neighbourService != null) neighbour = neighbourService.HelloNeighbour(regionhandle, region); else m_log.DebugFormat("[SCS]: No neighbour service provided for informing neigbhours of this region"); if (neighbour != null) { m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); m_scene.EventManager.TriggerOnRegionUp(neighbour); } else { m_log.WarnFormat("[INTERGRID]: Failed to inform neighbour {0}-{1} that I'm here.", x / Constants.RegionSize, y / Constants.RegionSize); } } public void InformNeighborsThatRegionisUp(INeighbourService neighbourService, RegionInfo region) { //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); for (int x = (int)region.RegionLocX - 1; x <= region.RegionLocX + 1; x++) for (int y = (int)region.RegionLocY - 1; y <= region.RegionLocY + 1; y++) if (!((x == region.RegionLocX) && (y == region.RegionLocY))) // skip this region { ulong handle = Utils.UIntsToLong((uint)x * Constants.RegionSize, (uint)y * Constants.RegionSize); InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; d.BeginInvoke(neighbourService, region, handle, InformNeighborsThatRegionisUpCompleted, d); } //List neighbours = new List(); //// This stays uncached because we don't already know about our neighbors at this point. //neighbours = m_scene.GridService.GetNeighbours(m_regionInfo.ScopeID, m_regionInfo.RegionID); //if (neighbours != null) //{ // for (int i = 0; i < neighbours.Count; i++) // { // InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; // d.BeginInvoke(neighbourService, region, neighbours[i].RegionHandle, // InformNeighborsThatRegionisUpCompleted, // d); // } //} //bool val = m_commsProvider.InterRegion.RegionUp(new SerializableRegionInfo(region)); } public delegate void SendChildAgentDataUpdateDelegate(AgentPosition cAgentData, ulong regionHandle); /// /// This informs all neighboring regions about the settings of it's child agent. /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// /// This contains information, such as, Draw Distance, Camera location, Current Position, Current throttle settings, etc. /// /// private void SendChildAgentDataUpdateAsync(AgentPosition cAgentData, ulong regionHandle) { //m_log.Info("[INTERGRID]: Informing neighbors about my agent in " + m_regionInfo.RegionName); try { //m_commsProvider.InterRegion.ChildAgentUpdate(regionHandle, cAgentData); m_interregionCommsOut.SendChildAgentUpdate(regionHandle, cAgentData); } catch { // Ignore; we did our best } //if (regionAccepted) //{ // //m_log.Info("[INTERGRID]: Completed sending a neighbor an update about my agent"); //} //else //{ // //m_log.Info("[INTERGRID]: Failed sending a neighbor an update about my agent"); //} } private void SendChildAgentDataUpdateCompleted(IAsyncResult iar) { SendChildAgentDataUpdateDelegate icon = (SendChildAgentDataUpdateDelegate) iar.AsyncState; icon.EndInvoke(iar); } public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence) { // This assumes that we know what our neighbors are. try { foreach (ulong regionHandle in presence.KnownChildRegionHandles) { if (regionHandle != m_regionInfo.RegionHandle) { SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync; d.BeginInvoke(cAgentData, regionHandle, SendChildAgentDataUpdateCompleted, d); } } } catch (InvalidOperationException) { // We're ignoring a collection was modified error because this data gets old and outdated fast. } } public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle); /// /// This Closes child agents on neighboring regions /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle) { m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); // let's do our best, but there's not much we can do if the neighbour doesn't accept. //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); m_interregionCommsOut.SendCloseAgent(regionHandle, agentID); } private void SendCloseChildAgentCompleted(IAsyncResult iar) { SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState; icon.EndInvoke(iar); } public void SendCloseChildAgentConnections(UUID agentID, List regionslst) { foreach (ulong handle in regionslst) { SendCloseChildAgentDelegate d = SendCloseChildAgentAsync; d.BeginInvoke(agentID, handle, SendCloseChildAgentCompleted, d); } } /// /// Try to teleport an agent to a new region. /// /// /// /// /// /// public virtual void RequestTeleportToLocation(ScenePresence avatar, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags) { if (!avatar.Scene.Permissions.CanTeleport(avatar.UUID)) return; bool destRegionUp = true; IEventQueue eq = avatar.Scene.RequestModuleInterface(); // Reset animations; the viewer does that in teleports. avatar.Animator.ResetAnimations(); if (regionHandle == m_regionInfo.RegionHandle) { m_log.DebugFormat( "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation {0} within {1}", position, m_regionInfo.RegionName); // Teleport within the same region if (IsOutsideRegion(avatar.Scene, position) || position.Z < 0) { Vector3 emergencyPos = new Vector3(128, 128, 128); m_log.WarnFormat( "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}", position, avatar.Name, avatar.UUID, emergencyPos); position = emergencyPos; } // TODO: Get proper AVG Height float localAVHeight = 1.56f; float posZLimit = 22; // TODO: Check other Scene HeightField if (position.X > 0 && position.X <= (int)Constants.RegionSize && position.Y > 0 && position.Y <=(int)Constants.RegionSize) { posZLimit = (float) avatar.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; } // Only send this if the event queue is null if (eq == null) avatar.ControllingClient.SendTeleportLocationStart(); avatar.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); avatar.Teleport(position); } else { uint x = 0, y = 0; Utils.LongToUInts(regionHandle, out x, out y); GridRegion reg = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, (int)x, (int)y); if (reg != null) { m_log.DebugFormat( "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation to {0} in {1}", position, reg.RegionName); if (eq == null) avatar.ControllingClient.SendTeleportLocationStart(); // 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 = reg.ExternalEndPoint; if (endPoint.Address == null) { // Couldn't resolve the name. Can't TP, because the viewer wants IP addresses. destRegionUp = false; } if (destRegionUp) { uint newRegionX = (uint)(reg.RegionHandle >> 40); uint newRegionY = (((uint)(reg.RegionHandle)) >> 8); uint oldRegionX = (uint)(m_regionInfo.RegionHandle >> 40); uint oldRegionY = (((uint)(m_regionInfo.RegionHandle)) >> 8); // Fixing a bug where teleporting while sitting results in the avatar ending up removed from // both regions if (avatar.ParentID != (uint)0) avatar.StandUp(); if (!avatar.ValidateAttachments()) { avatar.ControllingClient.SendTeleportFailed("Inconsistent attachment state"); return; } // 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 = new List(avatar.GetKnownRegionList()); // 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 agentCircuit = avatar.ControllingClient.RequestClientInfo(); agentCircuit.BaseFolder = UUID.Zero; agentCircuit.InventoryFolder = UUID.Zero; agentCircuit.startpos = position; agentCircuit.child = true; if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY)) { // brand new agent, let's create a new caps seed agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath(); } string reason = String.Empty; // Let's create an agent there if one doesn't exist yet. //if (!m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agentCircuit)) if (!m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, agentCircuit, out reason)) { avatar.ControllingClient.SendTeleportFailed(String.Format("Destination is not accepting teleports: {0}", reason)); return; } // OK, it got this agent. Let's close some child agents avatar.CloseChildAgents(newRegionX, newRegionY); if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY)) { #region IP Translation for NAT IClientIPEndpoint ipepClient; if (avatar.ClientView.TryGet(out ipepClient)) { capsPath = "http://" + NetworkUtil.GetHostFor(ipepClient.EndPoint, reg.ExternalHostName) + ":" + reg.HttpPort + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); } else { capsPath = "http://" + reg.ExternalHostName + ":" + reg.HttpPort + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); } #endregion if (eq != null) { #region IP Translation for NAT // Uses ipepClient above if (avatar.ClientView.TryGet(out ipepClient)) { endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address); } #endregion eq.EnableSimulator(reg.RegionHandle, endPoint, avatar.UUID); // ES makes the client send a UseCircuitCode message to the destination, // which triggers a bunch of things there. // So let's wait Thread.Sleep(2000); eq.EstablishAgentCommunication(avatar.UUID, endPoint, capsPath); } else { avatar.ControllingClient.InformClientOfNeighbour(reg.RegionHandle, endPoint); } } else { agentCircuit.CapsPath = avatar.Scene.CapsModule.GetChildSeed(avatar.UUID, reg.RegionHandle); capsPath = "http://" + reg.ExternalHostName + ":" + reg.HttpPort + "/CAPS/" + agentCircuit.CapsPath + "0000/"; } // Expect avatar crossing is a heavy-duty function at the destination. // That is where MakeRoot is called, which fetches appearance and inventory. // Plus triggers OnMakeRoot, which spawns a series of asynchronous updates. //m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId, // position, false); //{ // avatar.ControllingClient.SendTeleportFailed("Problem with destination."); // // We should close that agent we just created over at destination... // List lst = new List(); // lst.Add(reg.RegionHandle); // SendCloseChildAgentAsync(avatar.UUID, lst); // return; //} SetInTransit(avatar.UUID); // Let's send a full update of the agent. This is a synchronous call. AgentData agent = new AgentData(); avatar.CopyTo(agent); agent.Position = position; agent.CallbackURI = "http://" + m_regionInfo.ExternalHostName + ":" + m_regionInfo.HttpPort + "/agent/" + avatar.UUID.ToString() + "/" + avatar.Scene.RegionInfo.RegionHandle.ToString() + "/release/"; m_interregionCommsOut.SendChildAgentUpdate(reg.RegionHandle, agent); m_log.DebugFormat( "[CAPS]: Sending new CAPS seed url {0} to client {1}", capsPath, avatar.UUID); if (eq != null) { eq.TeleportFinishEvent(reg.RegionHandle, 13, endPoint, 0, teleportFlags, capsPath, avatar.UUID); } else { avatar.ControllingClient.SendRegionTeleport(reg.RegionHandle, 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 send the attachments and close things here. if (!WaitForCallback(avatar.UUID)) { // Client never contacted destination. Let's restore everything back avatar.ControllingClient.SendTeleportFailed("Problems connecting to destination."); ResetFromTransit(avatar.UUID); // Yikes! We should just have a ref to scene here. avatar.Scene.InformClientOfNeighbours(avatar); // Finally, kill the agent we just created at the destination. m_interregionCommsOut.SendCloseAgent(reg.RegionHandle, avatar.UUID); return; } // Can't go back from here if (KiPrimitive != null) { KiPrimitive(avatar.LocalId); } avatar.MakeChildAgent(); // CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it avatar.CrossAttachmentsIntoNewRegion(reg.RegionHandle, true); // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY)) { Thread.Sleep(5000); avatar.Close(); CloseConnection(avatar.UUID); } else // now we have a child agent in this region. avatar.Reset(); // if (teleport success) // seems to be always success here // the user may change their profile information in other region, // so the userinfo in UserProfileCache is not reliable any more, delete it if (avatar.Scene.NeedSceneCacheClear(avatar.UUID)) { m_commsProvider.UserProfileCacheService.RemoveUser(avatar.UUID); m_log.DebugFormat( "[SCENE COMMUNICATION SERVICE]: User {0} is going to another region, profile cache removed", avatar.UUID); } } else { avatar.ControllingClient.SendTeleportFailed("Remote Region appears to be down"); } } else { // TP to a place that doesn't exist (anymore) // Inform the viewer about that avatar.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); avatar.ControllingClient.SendMapBlock(blocks, 0); } } } protected 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; } public bool WaitForCallback(UUID id) { int count = 200; while (m_agentsInTransit.Contains(id) && count-- > 0) { //m_log.Debug(" >>> Waiting... " + count); Thread.Sleep(100); } if (count > 0) return true; else return false; } public bool ReleaseAgent(UUID id) { //m_log.Debug(" >>> ReleaseAgent called <<< "); return ResetFromTransit(id); } public void SetInTransit(UUID id) { lock (m_agentsInTransit) { if (!m_agentsInTransit.Contains(id)) m_agentsInTransit.Add(id); } } protected bool ResetFromTransit(UUID id) { lock (m_agentsInTransit) { if (m_agentsInTransit.Contains(id)) { m_agentsInTransit.Remove(id); return true; } } return false; } private List NeighbourHandles(List neighbours) { List handles = new List(); foreach (GridRegion reg in neighbours) { handles.Add(reg.RegionHandle); } return handles; } 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); }); } public void CrossAgentToNewRegion(Scene scene, ScenePresence agent, bool isFlying) { Vector3 pos = agent.AbsolutePosition; Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z); uint neighbourx = m_regionInfo.RegionLocX; uint neighboury = m_regionInfo.RegionLocY; 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 to edge that will trigger crossing // 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 { 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); InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene); return; } } Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W); if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0) { neighbourx--; newpos.X = Constants.RegionSize - enterDistance; } else { 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); InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene); return; } } 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 { 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); InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene); return; } } 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 { 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); InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene); return; } } 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; } */ CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync; d.BeginInvoke(agent, newpos, neighbourx, neighboury, isFlying, CrossAgentToNewRegionCompleted, d); } public delegate void InformClientToInitateTeleportToLocationDelegate(ScenePresence agent, uint regionX, uint regionY, Vector3 position, Scene initiatingScene); public void InformClientToInitateTeleportToLocation(ScenePresence agent, uint regionX, uint regionY, Vector3 position, Scene initiatingScene) { // This assumes that we know what our neighbors are. InformClientToInitateTeleportToLocationDelegate 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); 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]); im.SendInstantMessage(m, delegate(bool success) { m_log.DebugFormat("[CLIENT]: Client Initiating Teleport sending IM success = {0}", success); }); } } private void InformClientToInitiateTeleportToLocationCompleted(IAsyncResult iar) { InformClientToInitateTeleportToLocationDelegate icon = (InformClientToInitateTeleportToLocationDelegate) iar.AsyncState; icon.EndInvoke(iar); } public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, bool isFlying); /// /// This Closes child agents on neighboring 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, bool isFlying) { m_log.DebugFormat("[SCENE COMM]: Crossing agent {0} {1} to {2}-{3}", agent.Firstname, agent.Lastname, neighbourx, neighboury); ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize); GridRegion neighbourRegion = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, (int)x, (int)y); if (neighbourRegion != null && agent.ValidateAttachments()) { pos = pos + (agent.Velocity); //CachedUserInfo userInfo = m_commsProvider.UserProfileCacheService.GetUserDetails(agent.UUID); //if (userInfo != null) //{ // userInfo.DropInventory(); //} //else //{ // m_log.WarnFormat("[SCENE COMM]: No cached user info found for {0} {1} on leaving region {2}", // agent.Name, agent.UUID, agent.Scene.RegionInfo.RegionName); //} //bool crossingSuccessful = // CrossToNeighbouringRegion(neighbourHandle, agent.ControllingClient.AgentId, pos, //isFlying); SetInTransit(agent.UUID); AgentData cAgent = new AgentData(); agent.CopyTo(cAgent); cAgent.Position = pos; if (isFlying) cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY; cAgent.CallbackURI = "http://" + m_regionInfo.ExternalHostName + ":" + m_regionInfo.HttpPort + "/agent/" + agent.UUID.ToString() + "/" + agent.Scene.RegionInfo.RegionHandle.ToString() + "/release/"; m_interregionCommsOut.SendChildAgentUpdate(neighbourHandle, cAgent); // Next, let's close the child agent connections that are too far away. agent.CloseChildAgents(neighbourx, neighboury); //AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo(); agent.ControllingClient.RequestClientInfo(); //m_log.Debug("BEFORE CROSS"); //Scene.DumpChildrenSeeds(UUID); //DumpKnownRegions(); string agentcaps; if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps)) { m_log.ErrorFormat("[SCENE COMM]: No CAPS information for region handle {0}, exiting CrossToNewRegion.", neighbourRegion.RegionHandle); return agent; } // TODO Should construct this behind a method string capsPath = "http://" + neighbourRegion.ExternalHostName + ":" + neighbourRegion.HttpPort + "/CAPS/" + agentcaps /*circuitdata.CapsPath*/ + "0000/"; m_log.DebugFormat("[CAPS]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); IEventQueue eq = agent.Scene.RequestModuleInterface(); if (eq != null) { eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, capsPath, agent.UUID, agent.ControllingClient.SessionId); } else { agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, capsPath); } if (!WaitForCallback(agent.UUID)) { ResetFromTransit(agent.UUID); // Yikes! We should just have a ref to scene here. agent.Scene.InformClientOfNeighbours(agent); return agent; } agent.MakeChildAgent(); // now we have a child agent in this region. Request all interesting data about other (root) agents agent.SendInitialFullUpdateToAllClients(); agent.CrossAttachmentsIntoNewRegion(neighbourHandle, true); // m_scene.SendKillObject(m_localId); agent.Scene.NotifyMyCoarseLocationChange(); // the user may change their profile information in other region, // so the userinfo in UserProfileCache is not reliable any more, delete it if (agent.Scene.NeedSceneCacheClear(agent.UUID)) { agent.Scene.CommsManager.UserProfileCacheService.RemoveUser(agent.UUID); m_log.DebugFormat( "[SCENE COMM]: User {0} is going to another region, profile cache removed", agent.UUID); } } //m_log.Debug("AFTER CROSS"); //Scene.DumpChildrenSeeds(UUID); //DumpKnownRegions(); return agent; } private void CrossAgentToNewRegionCompleted(IAsyncResult iar) { CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState; ScenePresence agent = icon.EndInvoke(iar); // If the cross was successful, this agent is a child agent if (agent.IsChildAgent) { agent.Reset(); } else // Not successful { //CachedUserInfo userInfo = m_commsProvider.UserProfileCacheService.GetUserDetails(agent.UUID); //if (userInfo != null) //{ // userInfo.FetchInventory(); //} agent.RestoreInCurrentScene(); } // In any case agent.NotInTransit(); //m_log.DebugFormat("[SCENE COMM]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname); } public void LogOffUser(UUID userid, UUID regionid, ulong regionhandle, Vector3 position, Vector3 lookat) { m_commsProvider.LogOffUser(userid, regionid, regionhandle, position, lookat); } // deprecated as of 2008-08-27 public void LogOffUser(UUID userid, UUID regionid, ulong regionhandle, float posx, float posy, float posz) { m_commsProvider.LogOffUser(userid, regionid, regionhandle, posx, posy, posz); } public void ClearUserAgent(UUID avatarID) { m_commsProvider.UserService.ClearUserAgent(avatarID); } public void AddNewUserFriend(UUID friendlistowner, UUID friend, uint perms) { m_commsProvider.AddNewUserFriend(friendlistowner, friend, perms); } public void UpdateUserFriendPerms(UUID friendlistowner, UUID friend, uint perms) { m_commsProvider.UpdateUserFriendPerms(friendlistowner, friend, perms); } public void RemoveUserFriend(UUID friendlistowner, UUID friend) { m_commsProvider.RemoveUserFriend(friendlistowner, friend); } public List GetUserFriendList(UUID friendlistowner) { return m_commsProvider.GetUserFriendList(friendlistowner); } public List GenerateAgentPickerRequestResponse(UUID queryID, string query) { return m_commsProvider.GenerateAgentPickerRequestResponse(queryID, query); } public List RequestNamedRegions(string name, int maxNumber) { return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); } //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); // } //} } }