238 lines
11 KiB
C#
238 lines
11 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Net;
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using System.Reflection;
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using System.Threading;
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using OpenMetaverse;
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using OpenMetaverse.StructuredData;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Framework.Client;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Capabilities;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Services.Interfaces;
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using OSD = OpenMetaverse.StructuredData.OSD;
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using GridRegion = OpenSim.Services.Interfaces.GridRegion;
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namespace OpenSim.Region.Framework.Scenes
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{
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public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List<ulong> regionlst);
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/// <summary>
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/// Class that Region communications runs through
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/// </summary>
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public class SceneCommunicationService //one instance per region
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static string LogHeader = "[SCENE COMMUNIATION SERVICE]";
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protected RegionInfo m_regionInfo;
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protected Scene m_scene;
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public void SetScene(Scene s)
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{
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m_scene = s;
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m_regionInfo = s.RegionInfo;
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}
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public delegate void InformNeighbourThatRegionUpDelegate(INeighbourService nService, RegionInfo region, ulong regionhandle);
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private void InformNeighborsThatRegionisUpCompleted(IAsyncResult iar)
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{
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InformNeighbourThatRegionUpDelegate icon = (InformNeighbourThatRegionUpDelegate) iar.AsyncState;
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icon.EndInvoke(iar);
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}
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/// <summary>
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/// Asynchronous call to information neighbouring regions that this region is up
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/// </summary>
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/// <param name="region"></param>
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/// <param name="regionhandle"></param>
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private void InformNeighboursThatRegionIsUpAsync(INeighbourService neighbourService, RegionInfo region, ulong regionhandle)
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{
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uint x = 0, y = 0;
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Utils.LongToUInts(regionhandle, out x, out y);
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GridRegion neighbour = null;
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if (neighbourService != null)
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neighbour = neighbourService.HelloNeighbour(regionhandle, region);
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else
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m_log.DebugFormat( "{0} neighbour service provided for region {0} to inform neigbhours of status", LogHeader, m_scene.Name);
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if (neighbour != null)
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{
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m_log.DebugFormat( "{0} Region {1} successfully informed neighbour {2} at {3}-{4} that it is up",
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LogHeader, m_scene.Name, neighbour.RegionName, Util.WorldToRegionLoc(x), Util.WorldToRegionLoc(y));
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m_scene.EventManager.TriggerOnRegionUp(neighbour);
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}
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else
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{
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m_log.WarnFormat(
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"[SCENE COMMUNICATION SERVICE]: Region {0} failed to inform neighbour at {1}-{2} that it is up.",
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m_scene.Name, Util.WorldToRegionLoc(x), Util.WorldToRegionLoc(y));
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}
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}
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public void InformNeighborsThatRegionisUp(INeighbourService neighbourService, RegionInfo region)
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{
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//m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
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List<GridRegion> neighbours
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= m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
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m_log.DebugFormat("{0} Informing {1} neighbours that region {2} is up", LogHeader, neighbours.Count, m_scene.Name);
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foreach (GridRegion n in neighbours)
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{
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InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
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d.BeginInvoke(neighbourService, region, n.RegionHandle,
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InformNeighborsThatRegionisUpCompleted,
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d);
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}
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}
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public delegate void SendChildAgentDataUpdateDelegate(AgentPosition cAgentData, UUID scopeID, GridRegion dest);
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/// <summary>
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/// This informs all neighboring regions about the settings of it's child agent.
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/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
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///
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/// This contains information, such as, Draw Distance, Camera location, Current Position, Current throttle settings, etc.
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///
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/// </summary>
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private void SendChildAgentDataUpdateAsync(AgentPosition cAgentData, UUID scopeID, GridRegion dest)
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{
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//m_log.Info("[INTERGRID]: Informing neighbors about my agent in " + m_regionInfo.RegionName);
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try
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{
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m_scene.SimulationService.UpdateAgent(dest, cAgentData);
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}
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catch
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{
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// Ignore; we did our best
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}
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}
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private void SendChildAgentDataUpdateCompleted(IAsyncResult iar)
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{
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SendChildAgentDataUpdateDelegate icon = (SendChildAgentDataUpdateDelegate) iar.AsyncState;
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icon.EndInvoke(iar);
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}
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public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence)
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{
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// m_log.DebugFormat(
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// "[SCENE COMMUNICATION SERVICE]: Sending child agent position updates for {0} in {1}",
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// presence.Name, m_scene.Name);
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// This assumes that we know what our neighbors are.
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try
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{
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uint x = 0, y = 0;
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List<string> simulatorList = new List<string>();
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foreach (ulong regionHandle in presence.KnownRegionHandles)
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{
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if (regionHandle != m_regionInfo.RegionHandle)
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{
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// we only want to send one update to each simulator; the simulator will
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// hand it off to the regions where a child agent exists, this does assume
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// that the region position is cached or performance will degrade
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Util.RegionHandleToWorldLoc(regionHandle, out x, out y);
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GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
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if (dest == null)
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continue;
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if (!simulatorList.Contains(dest.ServerURI))
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{
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// we havent seen this simulator before, add it to the list
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// and send it an update
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simulatorList.Add(dest.ServerURI);
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// Let move this to sync. Mono definitely does not like async networking.
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m_scene.SimulationService.UpdateAgent(dest, cAgentData);
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// Leaving this here as a reminder that we tried, and it sucks.
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//SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;
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//d.BeginInvoke(cAgentData, m_regionInfo.ScopeID, dest,
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// SendChildAgentDataUpdateCompleted,
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// d);
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}
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}
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}
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}
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catch (InvalidOperationException)
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{
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// We're ignoring a collection was modified error because this data gets old and outdated fast.
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}
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}
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/// <summary>
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/// Closes a child agent on a given region
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/// </summary>
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protected void SendCloseChildAgent(UUID agentID, ulong regionHandle, string auth_token)
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{
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// let's do our best, but there's not much we can do if the neighbour doesn't accept.
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//m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
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uint x = 0, y = 0;
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Util.RegionHandleToWorldLoc(regionHandle, out x, out y);
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GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
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m_log.DebugFormat(
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"[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} to {1}", agentID, destination.RegionName);
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m_scene.SimulationService.CloseAgent(destination, agentID, auth_token);
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}
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/// <summary>
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/// Closes a child agents in a collection of regions. Does so asynchronously
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/// so that the caller doesn't wait.
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/// </summary>
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/// <param name="agentID"></param>
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/// <param name="regionslst"></param>
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public void SendCloseChildAgentConnections(UUID agentID, string auth_code, List<ulong> regionslst)
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{
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foreach (ulong handle in regionslst)
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{
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// We must take a copy here since handle is acts like a reference when used in an iterator.
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// This leads to race conditions if directly passed to SendCloseChildAgent with more than one neighbour region.
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ulong handleCopy = handle;
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Util.FireAndForget((o) => { SendCloseChildAgent(agentID, handleCopy, auth_code); });
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}
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}
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public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
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{
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return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
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}
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}
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} |