1499 lines
65 KiB
C#
1499 lines
65 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.Communications.Cache;
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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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namespace OpenSim.Region.Framework.Scenes
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{
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public delegate void KiPrimitiveDelegate(uint localID);
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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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protected CommunicationsManager m_commsProvider;
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protected IInterregionCommsOut m_interregionCommsOut;
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protected RegionInfo m_regionInfo;
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protected RegionCommsListener regionCommsHost;
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protected List<UUID> m_agentsInTransit;
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/// <summary>
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/// An agent is crossing into this region
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/// </summary>
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public event AgentCrossing OnAvatarCrossingIntoRegion;
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/// <summary>
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/// A user will arrive shortly, set up appropriate credentials so it can connect
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/// </summary>
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public event ExpectUserDelegate OnExpectUser;
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/// <summary>
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/// A Prim will arrive shortly
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/// </summary>
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public event ExpectPrimDelegate OnExpectPrim;
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public event CloseAgentConnection OnCloseAgentConnection;
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/// <summary>
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/// A new prim has arrived
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/// </summary>
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public event PrimCrossing OnPrimCrossingIntoRegion;
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/// <summary>
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/// A New Region is up and available
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/// </summary>
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public event RegionUp OnRegionUp;
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/// <summary>
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/// We have a child agent for this avatar and we're getting a status update about it
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/// </summary>
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public event ChildAgentUpdate OnChildAgentUpdate;
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//public event RemoveKnownRegionsFromAvatarList OnRemoveKnownRegionFromAvatar;
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/// <summary>
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/// Time to log one of our users off. Grid Service sends this mostly
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/// </summary>
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public event LogOffUser OnLogOffUser;
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/// <summary>
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/// A region wants land data from us!
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/// </summary>
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public event GetLandData OnGetLandData;
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private AgentCrossing handlerAvatarCrossingIntoRegion = null; // OnAvatarCrossingIntoRegion;
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private ExpectUserDelegate handlerExpectUser = null; // OnExpectUser;
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private ExpectPrimDelegate handlerExpectPrim = null; // OnExpectPrim;
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private CloseAgentConnection handlerCloseAgentConnection = null; // OnCloseAgentConnection;
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private PrimCrossing handlerPrimCrossingIntoRegion = null; // OnPrimCrossingIntoRegion;
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private RegionUp handlerRegionUp = null; // OnRegionUp;
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private ChildAgentUpdate handlerChildAgentUpdate = null; // OnChildAgentUpdate;
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//private RemoveKnownRegionsFromAvatarList handlerRemoveKnownRegionFromAvatar = null; // OnRemoveKnownRegionFromAvatar;
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private LogOffUser handlerLogOffUser = null;
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private GetLandData handlerGetLandData = null; // OnGetLandData
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public KiPrimitiveDelegate KiPrimitive;
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public SceneCommunicationService(CommunicationsManager commsMan)
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{
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m_commsProvider = commsMan;
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m_agentsInTransit = new List<UUID>();
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}
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/// <summary>
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/// Register a region with the grid
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/// </summary>
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/// <param name="regionInfos"></param>
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/// <exception cref="System.Exception">Thrown if region registration fails.</exception>
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public void RegisterRegion(IInterregionCommsOut comms_out, RegionInfo regionInfos)
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{
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m_interregionCommsOut = comms_out;
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m_regionInfo = regionInfos;
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m_commsProvider.GridService.gdebugRegionName = regionInfos.RegionName;
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regionCommsHost = m_commsProvider.GridService.RegisterRegion(m_regionInfo);
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if (regionCommsHost != null)
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{
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//m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: registered with gridservice and got" + regionCommsHost.ToString());
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regionCommsHost.debugRegionName = regionInfos.RegionName;
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regionCommsHost.OnExpectPrim += IncomingPrimCrossing;
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regionCommsHost.OnExpectUser += NewUserConnection;
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regionCommsHost.OnAvatarCrossingIntoRegion += AgentCrossing;
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regionCommsHost.OnCloseAgentConnection += CloseConnection;
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regionCommsHost.OnRegionUp += newRegionUp;
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regionCommsHost.OnChildAgentUpdate += ChildAgentUpdate;
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regionCommsHost.OnLogOffUser += GridLogOffUser;
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regionCommsHost.OnGetLandData += FetchLandData;
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}
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else
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{
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//m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: registered with gridservice and got null");
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}
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}
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/// <summary>
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/// Returns a region with the name closest to string provided
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/// </summary>
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/// <param name="name">Partial Region Name for matching</param>
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/// <returns>Region Information for the region</returns>
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public RegionInfo RequestClosestRegion(string name)
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{
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return m_commsProvider.GridService.RequestClosestRegion(name);
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}
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/// <summary>
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/// This region is shutting down, de-register all events!
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/// De-Register region from Grid!
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/// </summary>
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public void Close()
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{
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if (regionCommsHost != null)
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{
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regionCommsHost.OnLogOffUser -= GridLogOffUser;
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regionCommsHost.OnChildAgentUpdate -= ChildAgentUpdate;
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regionCommsHost.OnRegionUp -= newRegionUp;
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regionCommsHost.OnExpectUser -= NewUserConnection;
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regionCommsHost.OnExpectPrim -= IncomingPrimCrossing;
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regionCommsHost.OnAvatarCrossingIntoRegion -= AgentCrossing;
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regionCommsHost.OnCloseAgentConnection -= CloseConnection;
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regionCommsHost.OnGetLandData -= FetchLandData;
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try
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{
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m_commsProvider.GridService.DeregisterRegion(m_regionInfo);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[GRID]: Deregistration of region {0} from the grid failed - {1}. Continuing",
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m_regionInfo.RegionName, e);
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}
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regionCommsHost = null;
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}
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}
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#region CommsManager Event handlers
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/// <summary>
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/// A New User will arrive shortly, Informs the scene that there's a new user on the way
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/// </summary>
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/// <param name="agent">Data we need to ensure that the agent can connect</param>
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///
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protected void NewUserConnection(AgentCircuitData agent)
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{
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handlerExpectUser = OnExpectUser;
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if (handlerExpectUser != null)
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{
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//m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: OnExpectUser Fired for User:" + agent.firstname + " " + agent.lastname);
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handlerExpectUser(agent);
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}
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}
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/// <summary>
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/// The Grid has requested us to log-off the user
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/// </summary>
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/// <param name="AgentID">Unique ID of agent to log-off</param>
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/// <param name="RegionSecret">The secret string that the region establishes with the grid when registering</param>
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/// <param name="message">The message to send to the user that tells them why they were logged off</param>
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protected void GridLogOffUser(UUID AgentID, UUID RegionSecret, string message)
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{
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handlerLogOffUser = OnLogOffUser;
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if (handlerLogOffUser != null)
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{
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handlerLogOffUser(AgentID, RegionSecret, message);
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}
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}
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/// <summary>
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/// A New Region is now available. Inform the scene that there is a new region available.
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/// </summary>
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/// <param name="region">Information about the new region that is available</param>
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/// <returns>True if the event was handled</returns>
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protected bool newRegionUp(RegionInfo region)
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{
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handlerRegionUp = OnRegionUp;
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if (handlerRegionUp != null)
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{
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//m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: newRegionUp Fired for User:" + region.RegionName);
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handlerRegionUp(region);
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}
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return true;
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}
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/// <summary>
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/// Inform the scene that we've got an update about a child agent that we have
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/// </summary>
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/// <param name="cAgentData"></param>
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/// <returns></returns>
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protected bool ChildAgentUpdate(ChildAgentDataUpdate cAgentData)
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{
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handlerChildAgentUpdate = OnChildAgentUpdate;
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if (handlerChildAgentUpdate != null)
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handlerChildAgentUpdate(cAgentData);
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return true;
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}
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protected void AgentCrossing(UUID agentID, Vector3 position, bool isFlying)
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{
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handlerAvatarCrossingIntoRegion = OnAvatarCrossingIntoRegion;
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if (handlerAvatarCrossingIntoRegion != null)
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{
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handlerAvatarCrossingIntoRegion(agentID, position, isFlying);
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}
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}
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/// <summary>
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/// We have a new prim from a neighbor
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/// </summary>
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/// <param name="primID">unique ID for the primative</param>
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/// <param name="objXMLData">XML2 encoded data of the primative</param>
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/// <param name="XMLMethod">An Int that represents the version of the XMLMethod</param>
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/// <returns>True if the prim was accepted, false if it was not</returns>
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protected bool IncomingPrimCrossing(UUID primID, String objXMLData, int XMLMethod)
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{
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handlerExpectPrim = OnExpectPrim;
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if (handlerExpectPrim != null)
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{
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return handlerExpectPrim(primID, objXMLData, XMLMethod);
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}
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else
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{
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return false;
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}
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}
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protected void PrimCrossing(UUID primID, Vector3 position, bool isPhysical)
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{
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handlerPrimCrossingIntoRegion = OnPrimCrossingIntoRegion;
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if (handlerPrimCrossingIntoRegion != null)
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{
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handlerPrimCrossingIntoRegion(primID, position, isPhysical);
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}
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}
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protected bool CloseConnection(UUID agentID)
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{
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m_log.Debug("[INTERREGION]: Incoming Agent Close Request for agent: " + agentID);
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handlerCloseAgentConnection = OnCloseAgentConnection;
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if (handlerCloseAgentConnection != null)
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{
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return handlerCloseAgentConnection(agentID);
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}
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return false;
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}
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protected LandData FetchLandData(uint x, uint y)
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{
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handlerGetLandData = OnGetLandData;
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if (handlerGetLandData != null)
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{
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return handlerGetLandData(x, y);
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}
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return null;
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}
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#endregion
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#region Inform Client of Neighbours
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private delegate void InformClientOfNeighbourDelegate(
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ScenePresence avatar, AgentCircuitData a, SimpleRegionInfo reg, IPEndPoint endPoint, bool newAgent);
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private void InformClientOfNeighbourCompleted(IAsyncResult iar)
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{
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InformClientOfNeighbourDelegate icon = (InformClientOfNeighbourDelegate) iar.AsyncState;
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icon.EndInvoke(iar);
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}
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/// <summary>
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/// Async component for informing client of which neighbours exist
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/// </summary>
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/// <remarks>
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/// This needs to run asynchronously, as a network timeout may block the thread for a long while
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/// </remarks>
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/// <param name="remoteClient"></param>
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/// <param name="a"></param>
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/// <param name="regionHandle"></param>
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/// <param name="endPoint"></param>
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private void InformClientOfNeighbourAsync(ScenePresence avatar, AgentCircuitData a, SimpleRegionInfo reg,
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IPEndPoint endPoint, bool newAgent)
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{
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// Let's wait just a little to give time to originating regions to catch up with closing child agents
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// after a cross here
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Thread.Sleep(500);
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uint x, y;
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Utils.LongToUInts(reg.RegionHandle, out x, out y);
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x = x / Constants.RegionSize;
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y = y / Constants.RegionSize;
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m_log.Info("[INTERGRID]: Starting to inform client about neighbour " + x + ", " + y + "(" + endPoint.ToString() + ")");
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string capsPath = "http://" + reg.ExternalHostName + ":" + reg.HttpPort
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+ "/CAPS/" + a.CapsPath + "0000/";
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string reason = String.Empty;
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//bool regionAccepted = m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, a);
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bool regionAccepted = m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, a, out reason);
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if (regionAccepted && newAgent)
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{
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IEventQueue eq = avatar.Scene.RequestModuleInterface<IEventQueue>();
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if (eq != null)
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{
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#region IP Translation for NAT
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IClientIPEndpoint ipepClient;
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if (avatar.ClientView.TryGet(out ipepClient))
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{
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endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
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}
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#endregion
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eq.EnableSimulator(reg.RegionHandle, endPoint, avatar.UUID);
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eq.EstablishAgentCommunication(avatar.UUID, endPoint, capsPath);
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m_log.DebugFormat("[CAPS]: Sending new CAPS seed url {0} to client {1} in region {2}",
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capsPath, avatar.UUID, avatar.Scene.RegionInfo.RegionName);
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}
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else
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{
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avatar.ControllingClient.InformClientOfNeighbour(reg.RegionHandle, endPoint);
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// TODO: make Event Queue disablable!
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}
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m_log.Info("[INTERGRID]: Completed inform client about neighbour " + endPoint.ToString());
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}
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}
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public void RequestNeighbors(RegionInfo region)
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{
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// List<SimpleRegionInfo> neighbours =
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m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
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//IPEndPoint blah = new IPEndPoint();
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//blah.Address = region.RemotingAddress;
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//blah.Port = region.RemotingPort;
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}
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public List<SimpleRegionInfo> RequestNeighbors(Scene pScene, uint pRegionLocX, uint pRegionLocY)
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{
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Border[] northBorders = pScene.NorthBorders.ToArray();
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Border[] southBorders = pScene.SouthBorders.ToArray();
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Border[] eastBorders = pScene.EastBorders.ToArray();
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Border[] westBorders = pScene.WestBorders.ToArray();
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// Legacy one region. Provided for simplicity while testing the all inclusive method in the else statement.
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if (northBorders.Length <= 1 && southBorders.Length <= 1 && eastBorders.Length <= 1 && westBorders.Length <= 1)
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{
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return m_commsProvider.GridService.RequestNeighbours(pRegionLocX, pRegionLocY);
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}
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else
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{
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return m_commsProvider.GridService.RequestNeighbours(pRegionLocX, pRegionLocY);
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}
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}
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/// <summary>
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/// This informs all neighboring regions about agent "avatar".
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/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
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/// </summary>
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public void EnableNeighbourChildAgents(ScenePresence avatar, List<RegionInfo> lstneighbours)
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{
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List<SimpleRegionInfo> neighbours = new List<SimpleRegionInfo>();
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//m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
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for (int i = 0; i < lstneighbours.Count; i++)
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{
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// We don't want to keep sending to regions that consistently fail on comms.
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if (!(lstneighbours[i].commFailTF))
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{
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neighbours.Add(new SimpleRegionInfo(lstneighbours[i]));
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}
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}
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// we're going to be using the above code once neighbour cache is correct. Currently it doesn't appear to be
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// So we're temporarily going back to the old method of grabbing it from the Grid Server Every time :/
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if (m_regionInfo != null)
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{
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neighbours =
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RequestNeighbors(avatar.Scene,m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
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}
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else
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{
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m_log.Debug("[ENABLENEIGHBOURCHILDAGENTS]: m_regionInfo was null in EnableNeighbourChildAgents, is this a NPC?");
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}
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/// We need to find the difference between the new regions where there are no child agents
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/// and the regions where there are already child agents. We only send notification to the former.
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List<ulong> neighbourHandles = NeighbourHandles(neighbours); // on this region
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neighbourHandles.Add(avatar.Scene.RegionInfo.RegionHandle); // add this region too
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List<ulong> previousRegionNeighbourHandles ;
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if (avatar.Scene.CapsModule != null)
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{
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previousRegionNeighbourHandles =
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new List<ulong>(avatar.Scene.CapsModule.GetChildrenSeeds(avatar.UUID).Keys);
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}
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else
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{
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previousRegionNeighbourHandles = new List<ulong>();
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}
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List<ulong> newRegions = NewNeighbours(neighbourHandles, previousRegionNeighbourHandles);
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List<ulong> oldRegions = OldNeighbours(neighbourHandles, previousRegionNeighbourHandles);
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//Dump("Current Neighbors", neighbourHandles);
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//Dump("Previous Neighbours", previousRegionNeighbourHandles);
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//Dump("New Neighbours", newRegions);
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//Dump("Old Neighbours", oldRegions);
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/// Update the scene presence's known regions here on this region
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avatar.DropOldNeighbours(oldRegions);
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/// Collect as many seeds as possible
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Dictionary<ulong, string> seeds;
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if (avatar.Scene.CapsModule != null)
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seeds
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= new Dictionary<ulong, string>(avatar.Scene.CapsModule.GetChildrenSeeds(avatar.UUID));
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else
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seeds = new Dictionary<ulong, string>();
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//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<AgentCircuitData> cagents = new List<AgentCircuitData>();
|
|
foreach (SimpleRegionInfo 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<ulong, string>(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 (SimpleRegionInfo 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 (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++;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This informs a single neighboring region about agent "avatar".
|
|
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
|
|
/// </summary>
|
|
public void InformNeighborChildAgent(ScenePresence avatar, SimpleRegionInfo 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);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Asynchronous call to information neighbouring regions that this region is up
|
|
/// </summary>
|
|
/// <param name="region"></param>
|
|
/// <param name="regionhandle"></param>
|
|
private void InformNeighboursThatRegionIsUpAsync(INeighbourService neighbourService, RegionInfo region, ulong regionhandle)
|
|
{
|
|
m_log.Info("[INTERGRID]: Starting to inform neighbors that I'm here");
|
|
//RegionUpData regiondata = new RegionUpData(region.RegionLocX, region.RegionLocY, region.ExternalHostName, region.InternalEndPoint.Port);
|
|
|
|
//bool regionAccepted =
|
|
// m_commsProvider.InterRegion.RegionUp(new SerializableRegionInfo(region), regionhandle);
|
|
|
|
//bool regionAccepted = m_interregionCommsOut.SendHelloNeighbour(regionhandle, region);
|
|
bool regionAccepted = false;
|
|
if (neighbourService != null)
|
|
regionAccepted = neighbourService.HelloNeighbour(regionhandle, region);
|
|
else
|
|
m_log.DebugFormat("[SCS]: No neighbour service provided for informing neigbhours of this region");
|
|
|
|
if (regionAccepted)
|
|
{
|
|
m_log.Info("[INTERGRID]: Completed informing neighbors that I'm here");
|
|
handlerRegionUp = OnRegionUp;
|
|
|
|
// yes, we're notifying ourselves.
|
|
if (handlerRegionUp != null)
|
|
handlerRegionUp(region);
|
|
}
|
|
else
|
|
{
|
|
m_log.Warn("[INTERGRID]: Failed to inform neighbors that I'm here.");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called by scene when region is initialized (not always when it's listening for agents)
|
|
/// This is an inter-region message that informs the surrounding neighbors that the sim is up.
|
|
/// </summary>
|
|
public void InformNeighborsThatRegionisUp(INeighbourService neighbourService, RegionInfo region)
|
|
{
|
|
//m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
|
|
|
|
|
|
List<SimpleRegionInfo> neighbours = new List<SimpleRegionInfo>();
|
|
// This stays uncached because we don't already know about our neighbors at this point.
|
|
neighbours = m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
|
|
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);
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
///
|
|
/// </summary>
|
|
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);
|
|
|
|
/// <summary>
|
|
/// This Closes child agents on neighboring regions
|
|
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
|
|
/// </summary>
|
|
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<ulong> regionslst)
|
|
{
|
|
foreach (ulong handle in regionslst)
|
|
{
|
|
SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
|
|
d.BeginInvoke(agentID, handle,
|
|
SendCloseChildAgentCompleted,
|
|
d);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Helper function to request neighbors from grid-comms
|
|
/// </summary>
|
|
/// <param name="regionHandle"></param>
|
|
/// <returns></returns>
|
|
public virtual RegionInfo RequestNeighbouringRegionInfo(ulong regionHandle)
|
|
{
|
|
//m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending Grid Services Request about neighbor " + regionHandle.ToString());
|
|
return m_commsProvider.GridService.RequestNeighbourInfo(regionHandle);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Helper function to request neighbors from grid-comms
|
|
/// </summary>
|
|
/// <param name="regionID"></param>
|
|
/// <returns></returns>
|
|
public virtual RegionInfo RequestNeighbouringRegionInfo(UUID regionID)
|
|
{
|
|
//m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending Grid Services Request about neighbor " + regionID);
|
|
return m_commsProvider.GridService.RequestNeighbourInfo(regionID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Requests map blocks in area of minX, maxX, minY, MaxY in world cordinates
|
|
/// </summary>
|
|
/// <param name="minX"></param>
|
|
/// <param name="minY"></param>
|
|
/// <param name="maxX"></param>
|
|
/// <param name="maxY"></param>
|
|
public virtual void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY)
|
|
{
|
|
List<MapBlockData> mapBlocks;
|
|
mapBlocks = m_commsProvider.GridService.RequestNeighbourMapBlocks(minX - 4, minY - 4, minX + 4, minY + 4);
|
|
remoteClient.SendMapBlock(mapBlocks, 0);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Try to teleport an agent to a new region.
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="RegionHandle"></param>
|
|
/// <param name="position"></param>
|
|
/// <param name="lookAt"></param>
|
|
/// <param name="flags"></param>
|
|
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<IEventQueue>();
|
|
|
|
// Reset animations; the viewer does that in teleports.
|
|
avatar.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
|
|
{
|
|
RegionInfo reg = RequestNeighbouringRegionInfo(regionHandle);
|
|
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<ulong> childRegions = new List<ulong>(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<ulong> lst = new List<ulong>();
|
|
// 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,
|
|
4, 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<MapBlockData> blocks = new List<MapBlockData>();
|
|
blocks.Add(block);
|
|
avatar.ControllingClient.SendMapBlock(blocks, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
private 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<ulong> NeighbourHandles(List<SimpleRegionInfo> neighbours)
|
|
{
|
|
List<ulong> handles = new List<ulong>();
|
|
foreach (SimpleRegionInfo reg in neighbours)
|
|
{
|
|
handles.Add(reg.RegionHandle);
|
|
}
|
|
return handles;
|
|
}
|
|
|
|
private List<ulong> NewNeighbours(List<ulong> currentNeighbours, List<ulong> previousNeighbours)
|
|
{
|
|
return currentNeighbours.FindAll(delegate(ulong handle) { return !previousNeighbours.Contains(handle); });
|
|
}
|
|
|
|
// private List<ulong> CommonNeighbours(List<ulong> currentNeighbours, List<ulong> previousNeighbours)
|
|
// {
|
|
// return currentNeighbours.FindAll(delegate(ulong handle) { return previousNeighbours.Contains(handle); });
|
|
// }
|
|
|
|
private List<ulong> OldNeighbours(List<ulong> currentNeighbours, List<ulong> 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))
|
|
{
|
|
neighboury--;
|
|
newpos.Y = Constants.RegionSize - enterDistance;
|
|
}
|
|
|
|
neighbourx--;
|
|
newpos.X = Constants.RegionSize - enterDistance;
|
|
|
|
}
|
|
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))
|
|
{
|
|
neighboury--;
|
|
newpos.Y = Constants.RegionSize - enterDistance;
|
|
}
|
|
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))
|
|
{
|
|
neighboury--;
|
|
newpos.Y = Constants.RegionSize - enterDistance;
|
|
}
|
|
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 ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, bool isFlying);
|
|
|
|
/// <summary>
|
|
/// This Closes child agents on neighboring regions
|
|
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
|
|
/// </summary>
|
|
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));
|
|
SimpleRegionInfo neighbourRegion = RequestNeighbouringRegionInfo(neighbourHandle);
|
|
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<IEventQueue>();
|
|
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 Dictionary<string, string> GetGridSettings()
|
|
{
|
|
return m_commsProvider.GridService.GetGridSettings();
|
|
}
|
|
|
|
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<FriendListItem> GetUserFriendList(UUID friendlistowner)
|
|
{
|
|
return m_commsProvider.GetUserFriendList(friendlistowner);
|
|
}
|
|
|
|
public List<MapBlockData> RequestNeighbourMapBlocks(int minX, int minY, int maxX, int maxY)
|
|
{
|
|
return m_commsProvider.GridService.RequestNeighbourMapBlocks(minX, minY, maxX, maxY);
|
|
}
|
|
|
|
public List<AvatarPickerAvatar> GenerateAgentPickerRequestResponse(UUID queryID, string query)
|
|
{
|
|
return m_commsProvider.GenerateAgentPickerRequestResponse(queryID, query);
|
|
}
|
|
|
|
public List<RegionInfo> RequestNamedRegions(string name, int maxNumber)
|
|
{
|
|
return m_commsProvider.GridService.RequestNamedRegions(name, maxNumber);
|
|
}
|
|
|
|
//private void Dump(string msg, List<ulong> 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);
|
|
// }
|
|
//}
|
|
}
|
|
}
|