392 lines
19 KiB
C#
392 lines
19 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 log4net;
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using OpenMetaverse;
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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 GridRegion = OpenSim.Services.Interfaces.GridRegion;
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namespace OpenSim.Region.Framework.Scenes.Hypergrid
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{
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public class HGSceneCommunicationService : SceneCommunicationService
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private IHyperlinkService m_hg;
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IHyperlinkService HyperlinkService
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{
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get
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{
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if (m_hg == null)
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m_hg = m_scene.RequestModuleInterface<IHyperlinkService>();
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return m_hg;
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}
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}
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public HGSceneCommunicationService(CommunicationsManager commsMan) : base(commsMan)
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{
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}
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/// <summary>
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/// Try to teleport an agent to a new region.
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="RegionHandle"></param>
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/// <param name="position"></param>
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/// <param name="lookAt"></param>
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/// <param name="flags"></param>
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public override void RequestTeleportToLocation(ScenePresence avatar, ulong regionHandle, Vector3 position,
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Vector3 lookAt, uint teleportFlags)
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{
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if (!avatar.Scene.Permissions.CanTeleport(avatar.UUID))
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return;
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bool destRegionUp = true;
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IEventQueue eq = avatar.Scene.RequestModuleInterface<IEventQueue>();
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// Reset animations; the viewer does that in teleports.
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avatar.Animator.ResetAnimations();
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if (regionHandle == m_regionInfo.RegionHandle)
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{
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// Teleport within the same region
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if (IsOutsideRegion(avatar.Scene, position) || position.Z < 0)
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{
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Vector3 emergencyPos = new Vector3(128, 128, 128);
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m_log.WarnFormat(
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"[HGSceneCommService]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}",
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position, avatar.Name, avatar.UUID, emergencyPos);
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position = emergencyPos;
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}
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// TODO: Get proper AVG Height
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float localAVHeight = 1.56f;
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float posZLimit = 22;
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if (position.X > 0 && position.X <= (int)Constants.RegionSize && position.Y > 0 && position.Y <= (int)Constants.RegionSize)
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{
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posZLimit = (float) avatar.Scene.Heightmap[(int) position.X, (int) position.Y];
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}
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float newPosZ = posZLimit + localAVHeight;
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if (posZLimit >= (position.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
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{
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position.Z = newPosZ;
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}
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// Only send this if the event queue is null
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if (eq == null)
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avatar.ControllingClient.SendTeleportLocationStart();
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avatar.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
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avatar.Teleport(position);
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}
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else
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{
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uint x = 0, y = 0;
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Utils.LongToUInts(regionHandle, out x, out y);
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GridRegion reg = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, (int)x, (int)y);
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if (reg != null)
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{
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uint newRegionX = (uint)(reg.RegionHandle >> 40);
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uint newRegionY = (((uint)(reg.RegionHandle)) >> 8);
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uint oldRegionX = (uint)(m_regionInfo.RegionHandle >> 40);
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uint oldRegionY = (((uint)(m_regionInfo.RegionHandle)) >> 8);
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///
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/// Hypergrid mod start
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///
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///
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bool isHyperLink = (HyperlinkService.GetHyperlinkRegion(reg.RegionHandle) != null);
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bool isHomeUser = true;
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ulong realHandle = regionHandle;
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CachedUserInfo uinfo = m_commsProvider.UserProfileCacheService.GetUserDetails(avatar.UUID);
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if (uinfo != null)
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{
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isHomeUser = HyperlinkService.IsLocalUser(uinfo.UserProfile.ID);
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realHandle = m_hg.FindRegionHandle(regionHandle);
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m_log.Debug("XXX ---- home user? " + isHomeUser + " --- hyperlink? " + isHyperLink + " --- real handle: " + realHandle.ToString());
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}
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///
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/// Hypergrid mod stop
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///
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///
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if (eq == null)
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avatar.ControllingClient.SendTeleportLocationStart();
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// Let's do DNS resolution only once in this process, please!
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// This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
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// it's actually doing a lot of work.
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IPEndPoint endPoint = reg.ExternalEndPoint;
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if (endPoint.Address == null)
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{
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// Couldn't resolve the name. Can't TP, because the viewer wants IP addresses.
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destRegionUp = false;
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}
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if (destRegionUp)
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{
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// Fixing a bug where teleporting while sitting results in the avatar ending up removed from
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// both regions
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if (avatar.ParentID != (uint)0)
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avatar.StandUp();
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if (!avatar.ValidateAttachments())
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{
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avatar.ControllingClient.SendTeleportFailed("Inconsistent attachment state");
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return;
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}
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// the avatar.Close below will clear the child region list. We need this below for (possibly)
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// closing the child agents, so save it here (we need a copy as it is Clear()-ed).
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//List<ulong> childRegions = new List<ulong>(avatar.GetKnownRegionList());
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// Compared to ScenePresence.CrossToNewRegion(), there's no obvious code to handle a teleport
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// failure at this point (unlike a border crossing failure). So perhaps this can never fail
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// once we reach here...
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//avatar.Scene.RemoveCapsHandler(avatar.UUID);
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string capsPath = String.Empty;
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AgentCircuitData agentCircuit = avatar.ControllingClient.RequestClientInfo();
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agentCircuit.BaseFolder = UUID.Zero;
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agentCircuit.InventoryFolder = UUID.Zero;
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agentCircuit.startpos = position;
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agentCircuit.child = true;
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if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
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{
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// brand new agent, let's create a new caps seed
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agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
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}
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string reason = String.Empty;
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//if (!m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agentCircuit))
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if (!m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, agentCircuit, teleportFlags, out reason))
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{
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avatar.ControllingClient.SendTeleportFailed(String.Format("Destination is not accepting teleports: {0}",
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reason));
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return;
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}
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// Let's close some agents
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if (isHyperLink) // close them all except this one
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{
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List<ulong> regions = new List<ulong>(avatar.KnownChildRegionHandles);
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regions.Remove(avatar.Scene.RegionInfo.RegionHandle);
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SendCloseChildAgentConnections(avatar.UUID, regions);
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}
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else // close just a few
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avatar.CloseChildAgents(newRegionX, newRegionY);
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if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY) || isHyperLink)
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{
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capsPath
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= "http://"
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+ reg.ExternalHostName
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+ ":"
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+ reg.HttpPort
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+ CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
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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(realHandle, endPoint, avatar.UUID);
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// ES makes the client send a UseCircuitCode message to the destination,
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// which triggers a bunch of things there.
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// So let's wait
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Thread.Sleep(2000);
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eq.EstablishAgentCommunication(avatar.UUID, endPoint, capsPath);
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}
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else
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{
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avatar.ControllingClient.InformClientOfNeighbour(realHandle, endPoint);
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// TODO: make Event Queue disablable!
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}
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}
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else
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{
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// child agent already there
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agentCircuit.CapsPath = avatar.Scene.CapsModule.GetChildSeed(avatar.UUID, reg.RegionHandle);
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capsPath = "http://" + reg.ExternalHostName + ":" + reg.HttpPort
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+ "/CAPS/" + agentCircuit.CapsPath + "0000/";
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}
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//m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId,
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// position, false);
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//if (!m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId,
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// position, false))
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//{
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// avatar.ControllingClient.SendTeleportFailed("Problem with destination.");
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// // We should close that agent we just created over at destination...
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// List<ulong> lst = new List<ulong>();
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// lst.Add(realHandle);
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// SendCloseChildAgentAsync(avatar.UUID, lst);
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// return;
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//}
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SetInTransit(avatar.UUID);
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// Let's send a full update of the agent. This is a synchronous call.
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AgentData agent = new AgentData();
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avatar.CopyTo(agent);
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agent.Position = position;
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agent.CallbackURI = "http://" + m_regionInfo.ExternalHostName + ":" + m_regionInfo.HttpPort +
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"/agent/" + avatar.UUID.ToString() + "/" + avatar.Scene.RegionInfo.RegionHandle.ToString() + "/release/";
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m_interregionCommsOut.SendChildAgentUpdate(reg.RegionHandle, agent);
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m_log.DebugFormat(
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"[CAPS]: Sending new CAPS seed url {0} to client {1}", agentCircuit.CapsPath, avatar.UUID);
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///
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/// Hypergrid mod: realHandle instead of reg.RegionHandle
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///
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///
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if (eq != null)
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{
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eq.TeleportFinishEvent(realHandle, 13, endPoint,
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4, teleportFlags, capsPath, avatar.UUID);
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}
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else
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{
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avatar.ControllingClient.SendRegionTeleport(realHandle, 13, endPoint, 4,
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teleportFlags, capsPath);
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}
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///
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/// Hypergrid mod stop
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///
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// TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which
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// trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation
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// that the client contacted the destination before we send the attachments and close things here.
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if (!WaitForCallback(avatar.UUID))
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{
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// Client never contacted destination. Let's restore everything back
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avatar.ControllingClient.SendTeleportFailed("Problems connecting to destination.");
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ResetFromTransit(avatar.UUID);
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// Yikes! We should just have a ref to scene here.
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avatar.Scene.InformClientOfNeighbours(avatar);
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// Finally, kill the agent we just created at the destination.
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m_interregionCommsOut.SendCloseAgent(reg.RegionHandle, avatar.UUID);
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return;
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}
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// Can't go back from here
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if (KiPrimitive != null)
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{
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KiPrimitive(avatar.LocalId);
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}
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avatar.MakeChildAgent();
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// CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it
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avatar.CrossAttachmentsIntoNewRegion(reg.RegionHandle, true);
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// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
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///
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/// Hypergrid mod: extra check for isHyperLink
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///
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if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY) || isHyperLink)
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{
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Thread.Sleep(5000);
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avatar.Close();
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CloseConnection(avatar.UUID);
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}
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// if (teleport success) // seems to be always success here
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// the user may change their profile information in other region,
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// so the userinfo in UserProfileCache is not reliable any more, delete it
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if (avatar.Scene.NeedSceneCacheClear(avatar.UUID) || isHyperLink)
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{
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m_commsProvider.UserProfileCacheService.RemoveUser(avatar.UUID);
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m_log.DebugFormat(
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"[HGSceneCommService]: User {0} is going to another region, profile cache removed",
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avatar.UUID);
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}
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}
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else
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{
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avatar.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
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}
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}
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else
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{
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// TP to a place that doesn't exist (anymore)
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// Inform the viewer about that
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avatar.ControllingClient.SendTeleportFailed("The region you tried to teleport to doesn't exist anymore");
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// and set the map-tile to '(Offline)'
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uint regX, regY;
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Utils.LongToUInts(regionHandle, out regX, out regY);
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MapBlockData block = new MapBlockData();
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block.X = (ushort)(regX / Constants.RegionSize);
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block.Y = (ushort)(regY / Constants.RegionSize);
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block.Access = 254; // == not there
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List<MapBlockData> blocks = new List<MapBlockData>();
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blocks.Add(block);
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avatar.ControllingClient.SendMapBlock(blocks, 0);
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}
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}
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}
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}
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}
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