178 lines
6.8 KiB
C#
178 lines
6.8 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.IO;
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using System.Reflection;
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using System.Text;
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using System.Collections.Generic;
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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 OpenSim;
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using OpenSim.Region;
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using OpenSim.Region.Framework;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Framework;
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using OpenSim.Services.Interfaces;
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//using OpenSim.Framework.Capabilities;
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using Nini.Config;
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using log4net;
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using OSDMap = OpenMetaverse.StructuredData.OSDMap;
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using TeleportFlags = OpenSim.Framework.Constants.TeleportFlags;
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namespace OpenSim.Region.OptionalModules.ViewerSupport
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{
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public class SimulatorFeaturesHelper
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private IEntityTransferModule m_TransferModule;
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private Scene m_scene;
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private struct RegionSend {
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public UUID region;
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public bool send;
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};
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// Using a static cache so that we don't have to perform the time-consuming tests
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// in ShouldSend on Extra SimFeatures that go on the same response but come from
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// different modules.
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// This cached is indexed on the agentID and maps to a list of regions
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private static ExpiringCache<UUID, List<RegionSend>> m_Cache = new ExpiringCache<UUID, List<RegionSend>>();
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private const double TIMEOUT = 1.0; // time in cache
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public SimulatorFeaturesHelper(Scene scene, IEntityTransferModule et)
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{
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m_scene = scene;
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m_TransferModule = et;
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}
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public bool ShouldSend(UUID agentID)
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{
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List<RegionSend> rsendlist;
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RegionSend rsend;
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if (m_Cache.TryGetValue(agentID, out rsendlist))
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{
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rsend = rsendlist.Find(r => r.region == m_scene.RegionInfo.RegionID);
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if (rsend.region != UUID.Zero) // Found it
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{
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return rsend.send;
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}
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}
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// Relatively complex logic for deciding whether to send the extra SimFeature or not.
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// This is because the viewer calls this cap to all sims that it knows about,
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// including the departing sims and non-neighbors (those that are cached).
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rsend.region = m_scene.RegionInfo.RegionID;
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rsend.send = false;
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IClientAPI client = null;
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int counter = 200;
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// Let's wait a little to see if we get a client here
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while (!m_scene.TryGetClient(agentID, out client) && counter-- > 0)
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Thread.Sleep(50);
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if (client != null)
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{
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ScenePresence sp = WaitGetScenePresence(agentID);
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if (sp == null) // Client is connected but SP still doesn't exist: this may happen on login
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{
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m_log.DebugFormat("[XXX]: SP is null");
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}
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else
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{
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// On the receiving region, the call to this cap may arrive before
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// the agent is root. Make sure we only proceed from here when the agent
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// has been made root
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counter = 200;
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while ((sp.IsInTransit || sp.IsChildAgent) && counter-- > 0)
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{
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Thread.Sleep(50);
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}
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// The viewer calls this cap on the departing sims too. Make sure
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// that we only proceed after the agent is not in transit anymore.
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// The agent must be root and not going anywhere
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if (!sp.IsChildAgent && !m_TransferModule.IsInTransit(agentID))
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rsend.send = true;
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else
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m_log.DebugFormat("[XXX]: Child or in transit");
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}
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}
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else
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m_log.DebugFormat("[XXX]: client is null");
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if (rsendlist == null)
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{
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rsendlist = new List<RegionSend>();
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m_Cache.AddOrUpdate(agentID, rsendlist, TIMEOUT);
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}
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rsendlist.Add(rsend);
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return rsend.send;
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}
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public int UserLevel(UUID agentID)
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{
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int level = 0;
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UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, agentID);
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if (account != null)
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level = account.UserLevel;
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return level;
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}
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protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
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{
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int ntimes = 20;
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ScenePresence sp = null;
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while ((sp = m_scene.GetScenePresence(agentID)) == null && (ntimes-- > 0))
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Thread.Sleep(1000);
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if (sp == null)
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m_log.WarnFormat(
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"[XXX]: Did not find presence with id {0} in {1} before timeout",
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agentID, m_scene.RegionInfo.RegionName);
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else
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{
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ntimes = 10;
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while (sp.IsInTransit && (ntimes-- > 0))
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Thread.Sleep(1000);
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}
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return sp;
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}
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}
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}
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