OpenSimMirror/OpenSim/Region/Environment/Scenes/SceneCommunicationService.cs

471 lines
20 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using System;
using System.Collections.Generic;
using System.Net;
using System.Text;
using libsecondlife;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Framework.Communications;
namespace OpenSim.Region.Environment.Scenes
{
public delegate void KillObjectDelegate(uint localID);
public class SceneCommunicationService //one instance per region
{
protected CommunicationsManager m_commsProvider;
protected RegionInfo m_regionInfo;
protected RegionCommsListener regionCommsHost;
public event AgentCrossing OnAvatarCrossingIntoRegion;
public event ExpectUserDelegate OnExpectUser;
public event CloseAgentConnection OnCloseAgentConnection;
public event PrimCrossing OnPrimCrossingIntoRegion;
public event RegionUp OnRegionUp;
public event ChildAgentUpdate OnChildAgentUpdate;
public KillObjectDelegate KillObject;
public string _debugRegionName = "";
public string debugRegionName
{
get { return _debugRegionName; }
set
{
_debugRegionName = value;
}
}
public SceneCommunicationService(CommunicationsManager commsMan)
{
m_commsProvider = commsMan;
m_commsProvider.GridService.gdebugRegionName = _debugRegionName;
m_commsProvider.InterRegion.rdebugRegionName = _debugRegionName;
}
public void RegisterRegion(RegionInfo regionInfos)
{
m_regionInfo = regionInfos;
regionCommsHost = m_commsProvider.GridService.RegisterRegion(m_regionInfo);
if (regionCommsHost != null)
{
//MainLog.Instance.Verbose("INTER", debugRegionName + ": SceneCommunicationService: registered with gridservice and got" + regionCommsHost.ToString());
regionCommsHost.debugRegionName = _debugRegionName;
regionCommsHost.OnExpectUser += NewUserConnection;
regionCommsHost.OnAvatarCrossingIntoRegion += AgentCrossing;
regionCommsHost.OnPrimCrossingIntoRegion += PrimCrossing;
regionCommsHost.OnCloseAgentConnection += CloseConnection;
regionCommsHost.OnRegionUp += newRegionUp;
regionCommsHost.OnChildAgentUpdate += ChildAgentUpdate;
}
else
{
//MainLog.Instance.Verbose("INTER", debugRegionName + ": SceneCommunicationService: registered with gridservice and got null");
}
}
public void Close()
{
if (regionCommsHost != null)
{
regionCommsHost.OnChildAgentUpdate -= ChildAgentUpdate;
regionCommsHost.OnRegionUp -= newRegionUp;
regionCommsHost.OnExpectUser -= NewUserConnection;
regionCommsHost.OnAvatarCrossingIntoRegion -= AgentCrossing;
regionCommsHost.OnPrimCrossingIntoRegion -= PrimCrossing;
regionCommsHost.OnCloseAgentConnection -= CloseConnection;
m_commsProvider.GridService.DeregisterRegion(m_regionInfo);
regionCommsHost = null;
}
}
#region CommsManager Event handlers
/// <summary>
///
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="agent"></param>
///
protected void NewUserConnection(ulong regionHandle, AgentCircuitData agent)
{
if (OnExpectUser != null)
{
//MainLog.Instance.Verbose("INTER", debugRegionName + ": SceneCommunicationService: OnExpectUser Fired for User:" + agent.firstname + " " + agent.lastname);
OnExpectUser(regionHandle, agent);
}
}
protected bool newRegionUp(RegionInfo region)
{
if (OnRegionUp != null)
{
//MainLog.Instance.Verbose("INTER", debugRegionName + ": SceneCommunicationService: newRegionUp Fired for User:" + region.RegionName);
OnRegionUp(region);
}
return true;
}
protected bool ChildAgentUpdate(ulong regionHandle, ChildAgentDataUpdate cAgentData)
{
if (OnChildAgentUpdate != null)
OnChildAgentUpdate(regionHandle, cAgentData);
return true;
}
protected void AgentCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position, bool isFlying)
{
if (OnAvatarCrossingIntoRegion != null)
{
OnAvatarCrossingIntoRegion(regionHandle, agentID, position, isFlying);
}
}
protected void PrimCrossing(ulong regionHandle, LLUUID primID, LLVector3 position, bool isPhysical)
{
if (OnPrimCrossingIntoRegion != null)
{
OnPrimCrossingIntoRegion(regionHandle, primID, position, isPhysical);
}
}
protected void CloseConnection(ulong regionHandle, LLUUID agentID)
{
if (OnCloseAgentConnection != null)
{
OnCloseAgentConnection(regionHandle, agentID);
}
}
#endregion
#region Inform Client of Neighbours
private delegate void InformClientOfNeighbourDelegate(
ScenePresence avatar, AgentCircuitData a, ulong regionHandle, IPEndPoint endPoint);
private void InformClientOfNeighbourCompleted(IAsyncResult iar)
{
InformClientOfNeighbourDelegate icon = (InformClientOfNeighbourDelegate)iar.AsyncState;
icon.EndInvoke(iar);
}
/// <summary>
/// Async compnent for informing client of which neighbours exists
/// </summary>
/// <remarks>
/// This needs to run asynchronesously, as a network timeout may block the thread for a long while
/// </remarks>
/// <param name="remoteClient"></param>
/// <param name="a"></param>
/// <param name="regionHandle"></param>
/// <param name="endPoint"></param>
private void InformClientOfNeighbourAsync(ScenePresence avatar, AgentCircuitData a, ulong regionHandle,
IPEndPoint endPoint)
{
MainLog.Instance.Notice("INTERGRID", "Starting to inform client about neighbours");
bool regionAccepted = m_commsProvider.InterRegion.InformRegionOfChildAgent(regionHandle, a);
if (regionAccepted)
{
avatar.ControllingClient.InformClientOfNeighbour(regionHandle, endPoint);
avatar.AddNeighbourRegion(regionHandle);
MainLog.Instance.Notice("INTERGRID", "Completed inform client about neighbours");
}
}
public void RequestNeighbors(RegionInfo region)
{
List<SimpleRegionInfo> neighbours =
m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
//IPEndPoint blah = new IPEndPoint();
//blah.Address = region.RemotingAddress;
//blah.Port = region.RemotingPort;
}
/// <summary>
/// This informs all neighboring regions about agent "avatar".
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
/// </summary>
public void EnableNeighbourChildAgents(ScenePresence avatar, List<RegionInfo> lstneighbours)
{
List<SimpleRegionInfo> neighbours = new List<SimpleRegionInfo>();
//m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
for (int i = 0; i < lstneighbours.Count; i++)
{
// We don't want to keep sending to regions that consistently fail on comms.
if (!(lstneighbours[i].commFailTF))
{
neighbours.Add(new SimpleRegionInfo(lstneighbours[i]));
}
}
// we're going to be using the above code once neighbour cache is correct. Currently it doesn't appear to be
// So we're temporarily going back to the old method of grabbing it from the Grid Server Every time :/
neighbours =
m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
if (neighbours != null)
{
for (int i = 0; i < neighbours.Count; i++)
{
AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo();
agent.BaseFolder = LLUUID.Zero;
agent.InventoryFolder = LLUUID.Zero;
agent.startpos = new LLVector3(128, 128, 70);
agent.child = true;
InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
d.BeginInvoke(avatar, agent, neighbours[i].RegionHandle, neighbours[i].ExternalEndPoint,
InformClientOfNeighbourCompleted,
d);
}
}
}
/// <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, RegionInfo region, List<RegionInfo> neighbours)
{
AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo();
agent.BaseFolder = LLUUID.Zero;
agent.InventoryFolder = LLUUID.Zero;
agent.startpos = new LLVector3(128, 128, 70);
agent.child = true;
InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
d.BeginInvoke(avatar, agent, region.RegionHandle, region.ExternalEndPoint,
InformClientOfNeighbourCompleted,
d);
}
#endregion
public delegate void InformNeighbourThatRegionUpDelegate(RegionInfo region, ulong regionhandle);
private void InformNeighborsThatRegionisUpCompleted(IAsyncResult iar)
{
InformNeighbourThatRegionUpDelegate icon = (InformNeighbourThatRegionUpDelegate)iar.AsyncState;
icon.EndInvoke(iar);
}
private void InformNeighboursThatRegionIsUpAsync(RegionInfo region, ulong regionhandle)
{
MainLog.Instance.Notice("INTERGRID", "Starting to inform neighbors that I'm here");
bool regionAccepted = m_commsProvider.InterRegion.RegionUp((new SearializableRegionInfo(region)), regionhandle);
if (regionAccepted)
{
MainLog.Instance.Notice("INTERGRID", "Completed informing neighbors that I'm here");
}
else
{
MainLog.Instance.Notice("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(RegionInfo region)
{
//MainLog.Instance.Verbose("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(region, neighbours[i].RegionHandle,
InformNeighborsThatRegionisUpCompleted,
d);
}
}
//bool val = m_commsProvider.InterRegion.RegionUp(new SearializableRegionInfo(region));
}
public delegate void SendChildAgentDataUpdateDelegate(ulong regionHandle, ChildAgentDataUpdate cAgentData);
/// <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(ulong regionHandle, ChildAgentDataUpdate cAgentData)
{
MainLog.Instance.Notice("INTERGRID", "Informing a neighbor about my agent.");
bool regionAccepted = m_commsProvider.InterRegion.ChildAgentUpdate(regionHandle,cAgentData);
if (regionAccepted)
{
MainLog.Instance.Notice("INTERGRID", "Completed sending a neighbor an update about my agent");
}
else
{
MainLog.Instance.Notice("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(ulong regionHandle, ChildAgentDataUpdate cAgentData)
{
// This assumes that we know what our neighbors are.
SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;
d.BeginInvoke(regionHandle, cAgentData,
SendChildAgentDataUpdateCompleted,
d);
}
/// <summary>
/// Helper function to request neighbors from grid-comms
/// </summary>
/// <param name="regionHandle"></param>
/// <returns></returns>
public virtual RegionInfo RequestNeighbouringRegionInfo(ulong regionHandle)
{
//MainLog.Instance.Verbose("INTER", debugRegionName + ": SceneCommunicationService: Sending Grid Services Request about neighbor " + regionHandle.ToString());
return m_commsProvider.GridService.RequestNeighbourInfo(regionHandle);
}
/// <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);
}
/// <summary>
///
/// </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, LLVector3 position,
LLVector3 lookAt, uint flags)
{
if (regionHandle == m_regionInfo.RegionHandle)
{
avatar.ControllingClient.SendTeleportLocationStart();
avatar.ControllingClient.SendLocalTeleport(position, lookAt, flags);
avatar.Teleport(position);
}
else
{
RegionInfo reg = RequestNeighbouringRegionInfo(regionHandle);
if (reg != null)
{
avatar.ControllingClient.SendTeleportLocationStart();
AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo();
agent.BaseFolder = LLUUID.Zero;
agent.InventoryFolder = LLUUID.Zero;
agent.startpos = position;
agent.child = true;
avatar.Close();
m_commsProvider.InterRegion.InformRegionOfChildAgent(regionHandle, agent);
m_commsProvider.InterRegion.ExpectAvatarCrossing(regionHandle, avatar.ControllingClient.AgentId, position, false);
AgentCircuitData circuitdata = avatar.ControllingClient.RequestClientInfo();
string capsPath = Util.GetCapsURL(avatar.ControllingClient.AgentId);
avatar.ControllingClient.SendRegionTeleport(regionHandle, 13, reg.ExternalEndPoint, 4, (1 << 4), capsPath);
avatar.MakeChildAgent();
if (KillObject != null)
{
KillObject(avatar.LocalId);
}
uint newRegionX = (uint)(regionHandle >> 40);
uint newRegionY = (((uint)(regionHandle)) >> 8);
uint oldRegionX = (uint)(m_regionInfo.RegionHandle >> 40);
uint oldRegionY = (((uint)(m_regionInfo.RegionHandle)) >> 8);
if (Util.fast_distance2d((int)(newRegionX - oldRegionX), (int)(newRegionY - oldRegionY)) > 3)
{
CloseChildAgentConnections(avatar);
}
}
}
}
/// <summary>
///
/// </summary>
/// <param name="regionhandle"></param>
/// <param name="agentID"></param>
/// <param name="position"></param>
public bool CrossToNeighbouringRegion(ulong regionhandle, LLUUID agentID, LLVector3 position, bool isFlying)
{
return m_commsProvider.InterRegion.ExpectAvatarCrossing(regionhandle, agentID, position, isFlying);
}
public bool PrimCrossToNeighboringRegion(ulong regionhandle, LLUUID primID, LLVector3 position, bool isPhysical)
{
return m_commsProvider.InterRegion.ExpectPrimCrossing(regionhandle, primID, position, isPhysical);
}
public void CloseChildAgentConnections(ScenePresence presence)
{
foreach (ulong regionHandle in presence.KnownChildRegions)
{
m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, presence.ControllingClient.AgentId);
presence.RemoveNeighbourRegion(regionHandle);
}
}
}
}