2707 lines
124 KiB
C#
2707 lines
124 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 OpenSim.Framework;
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using OpenSim.Framework.Capabilities;
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using OpenSim.Framework.Client;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Physics.Manager;
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using OpenSim.Services.Interfaces;
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using GridRegion = OpenSim.Services.Interfaces.GridRegion;
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using OpenMetaverse;
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using log4net;
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using Nini.Config;
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using Mono.Addins;
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namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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{
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "EntityTransferModule")]
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public class EntityTransferModule : INonSharedRegionModule, IEntityTransferModule
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly string LogHeader = "[ENTITY TRANSFER MODULE]";
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public const int DefaultMaxTransferDistance = 4095;
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public const bool WaitForAgentArrivedAtDestinationDefault = true;
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public string OutgoingTransferVersionName { get; set; }
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/// <summary>
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/// Determine the maximum entity transfer version we will use for teleports.
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/// </summary>
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public float MaxOutgoingTransferVersion { get; set; }
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/// <summary>
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/// The maximum distance, in standard region units (256m) that an agent is allowed to transfer.
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/// </summary>
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public int MaxTransferDistance { get; set; }
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/// <summary>
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/// If true then on a teleport, the source region waits for a callback from the destination region. If
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/// a callback fails to arrive within a set time then the user is pulled back into the source region.
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/// </summary>
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public bool WaitForAgentArrivedAtDestination { get; set; }
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/// <summary>
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/// If true then we ask the viewer to disable teleport cancellation and ignore teleport requests.
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/// </summary>
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/// <remarks>
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/// This is useful in situations where teleport is very likely to always succeed and we want to avoid a
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/// situation where avatars can be come 'stuck' due to a failed teleport cancellation. Unfortunately, the
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/// nature of the teleport protocol makes it extremely difficult (maybe impossible) to make teleport
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/// cancellation consistently suceed.
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/// </remarks>
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public bool DisableInterRegionTeleportCancellation { get; set; }
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/// <summary>
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/// Number of times inter-region teleport was attempted.
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/// </summary>
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private Stat m_interRegionTeleportAttempts;
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/// <summary>
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/// Number of times inter-region teleport was aborted (due to simultaneous client logout).
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/// </summary>
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private Stat m_interRegionTeleportAborts;
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/// <summary>
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/// Number of times inter-region teleport was successfully cancelled by the client.
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/// </summary>
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private Stat m_interRegionTeleportCancels;
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/// <summary>
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/// Number of times inter-region teleport failed due to server/client/network problems (e.g. viewer failed to
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/// connect with destination region).
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/// </summary>
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/// <remarks>
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/// This is not necessarily a problem for this simulator - in open-grid/hg conditions, viewer connectivity to
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/// destination simulator is unknown.
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/// </remarks>
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private Stat m_interRegionTeleportFailures;
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protected string m_ThisHomeURI;
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protected string m_GatekeeperURI;
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protected bool m_Enabled = false;
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public Scene Scene { get; private set; }
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/// <summary>
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/// Handles recording and manipulation of state for entities that are in transfer within or between regions
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/// (cross or teleport).
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/// </summary>
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private EntityTransferStateMachine m_entityTransferStateMachine;
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// For performance, we keed a cached of banned regions so we don't keep going
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// to the grid service.
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private class BannedRegionCache
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{
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private ExpiringCache<UUID, ExpiringCache<ulong, DateTime>> m_bannedRegions =
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new ExpiringCache<UUID, ExpiringCache<ulong, DateTime>>();
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ExpiringCache<ulong, DateTime> m_idCache;
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DateTime m_banUntil;
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public BannedRegionCache()
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{
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}
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// Return 'true' if there is a valid ban entry for this agent in this region
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public bool IfBanned(ulong pRegionHandle, UUID pAgentID)
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{
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bool ret = false;
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if (m_bannedRegions.TryGetValue(pAgentID, out m_idCache))
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{
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if (m_idCache.TryGetValue(pRegionHandle, out m_banUntil))
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{
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if (DateTime.Now < m_banUntil)
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{
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ret = true;
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}
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}
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}
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return ret;
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}
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// Add this agent in this region as a banned person
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public void Add(ulong pRegionHandle, UUID pAgentID)
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{
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if (!m_bannedRegions.TryGetValue(pAgentID, out m_idCache))
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{
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m_idCache = new ExpiringCache<ulong, DateTime>();
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m_bannedRegions.Add(pAgentID, m_idCache, TimeSpan.FromSeconds(45));
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}
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m_idCache.Add(pRegionHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
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}
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// Remove the agent from the region's banned list
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public void Remove(ulong pRegionHandle, UUID pAgentID)
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{
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if (m_bannedRegions.TryGetValue(pAgentID, out m_idCache))
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{
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m_idCache.Remove(pRegionHandle);
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}
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}
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}
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private BannedRegionCache m_bannedRegionCache = new BannedRegionCache();
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private IEventQueue m_eqModule;
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private IRegionCombinerModule m_regionCombinerModule;
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#region ISharedRegionModule
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public Type ReplaceableInterface
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{
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get { return null; }
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}
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public virtual string Name
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{
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get { return "BasicEntityTransferModule"; }
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}
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public virtual void Initialise(IConfigSource source)
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{
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IConfig moduleConfig = source.Configs["Modules"];
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if (moduleConfig != null)
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{
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string name = moduleConfig.GetString("EntityTransferModule", "");
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if (name == Name)
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{
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InitialiseCommon(source);
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: {0} enabled.", Name);
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}
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}
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}
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/// <summary>
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/// Initialize config common for this module and any descendents.
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/// </summary>
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/// <param name="source"></param>
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protected virtual void InitialiseCommon(IConfigSource source)
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{
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string transferVersionName = "SIMULATION";
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float maxTransferVersion = 0.3f;
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IConfig hypergridConfig = source.Configs["Hypergrid"];
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if (hypergridConfig != null)
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{
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m_ThisHomeURI = hypergridConfig.GetString("HomeURI", string.Empty);
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if (m_ThisHomeURI != string.Empty && !m_ThisHomeURI.EndsWith("/"))
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m_ThisHomeURI += '/';
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m_GatekeeperURI = hypergridConfig.GetString("GatekeeperURI", string.Empty);
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if (m_GatekeeperURI != string.Empty && !m_GatekeeperURI.EndsWith("/"))
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m_GatekeeperURI += '/';
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}
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IConfig transferConfig = source.Configs["EntityTransfer"];
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if (transferConfig != null)
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{
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string rawVersion
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= transferConfig.GetString(
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"MaxOutgoingTransferVersion",
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string.Format("{0}/{1}", transferVersionName, maxTransferVersion));
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string[] rawVersionComponents = rawVersion.Split(new char[] { '/' });
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bool versionValid = false;
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if (rawVersionComponents.Length >= 2)
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versionValid = float.TryParse(rawVersionComponents[1], out maxTransferVersion);
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if (!versionValid)
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{
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m_log.ErrorFormat(
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"[ENTITY TRANSFER MODULE]: MaxOutgoingTransferVersion {0} is invalid, using {1}",
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rawVersion, string.Format("{0}/{1}", transferVersionName, maxTransferVersion));
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}
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else
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{
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transferVersionName = rawVersionComponents[0];
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m_log.InfoFormat(
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"[ENTITY TRANSFER MODULE]: MaxOutgoingTransferVersion set to {0}",
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string.Format("{0}/{1}", transferVersionName, maxTransferVersion));
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}
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DisableInterRegionTeleportCancellation
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= transferConfig.GetBoolean("DisableInterRegionTeleportCancellation", false);
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WaitForAgentArrivedAtDestination
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= transferConfig.GetBoolean("wait_for_callback", WaitForAgentArrivedAtDestinationDefault);
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MaxTransferDistance = transferConfig.GetInt("max_distance", DefaultMaxTransferDistance);
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}
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else
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{
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MaxTransferDistance = DefaultMaxTransferDistance;
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}
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OutgoingTransferVersionName = transferVersionName;
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MaxOutgoingTransferVersion = maxTransferVersion;
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m_entityTransferStateMachine = new EntityTransferStateMachine(this);
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m_Enabled = true;
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}
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public virtual void PostInitialise()
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{
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}
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public virtual void AddRegion(Scene scene)
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{
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if (!m_Enabled)
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return;
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Scene = scene;
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m_interRegionTeleportAttempts =
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new Stat(
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"InterRegionTeleportAttempts",
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"Number of inter-region teleports attempted.",
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"This does not count attempts which failed due to pre-conditions (e.g. target simulator refused access).\n"
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+ "You can get successfully teleports by subtracting aborts, cancels and teleport failures from this figure.",
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"",
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"entitytransfer",
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Scene.Name,
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StatType.Push,
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null,
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StatVerbosity.Debug);
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m_interRegionTeleportAborts =
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new Stat(
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"InterRegionTeleportAborts",
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"Number of inter-region teleports aborted due to client actions.",
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"The chief action is simultaneous logout whilst teleporting.",
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"",
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"entitytransfer",
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Scene.Name,
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StatType.Push,
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null,
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StatVerbosity.Debug);
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m_interRegionTeleportCancels =
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new Stat(
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"InterRegionTeleportCancels",
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"Number of inter-region teleports cancelled by the client.",
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null,
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"",
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"entitytransfer",
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Scene.Name,
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StatType.Push,
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null,
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StatVerbosity.Debug);
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m_interRegionTeleportFailures =
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new Stat(
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"InterRegionTeleportFailures",
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"Number of inter-region teleports that failed due to server/client/network issues.",
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"This number may not be very helpful in open-grid/hg situations as the network connectivity/quality of destinations is uncontrollable.",
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"",
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"entitytransfer",
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Scene.Name,
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StatType.Push,
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null,
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StatVerbosity.Debug);
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StatsManager.RegisterStat(m_interRegionTeleportAttempts);
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StatsManager.RegisterStat(m_interRegionTeleportAborts);
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StatsManager.RegisterStat(m_interRegionTeleportCancels);
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StatsManager.RegisterStat(m_interRegionTeleportFailures);
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scene.RegisterModuleInterface<IEntityTransferModule>(this);
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scene.EventManager.OnNewClient += OnNewClient;
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}
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protected virtual void OnNewClient(IClientAPI client)
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{
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client.OnTeleportHomeRequest += TriggerTeleportHome;
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client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
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if (!DisableInterRegionTeleportCancellation)
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client.OnTeleportCancel += OnClientCancelTeleport;
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client.OnConnectionClosed += OnConnectionClosed;
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}
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public virtual void Close() {}
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public virtual void RemoveRegion(Scene scene)
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{
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if (m_Enabled)
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{
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StatsManager.DeregisterStat(m_interRegionTeleportAttempts);
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StatsManager.DeregisterStat(m_interRegionTeleportAborts);
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StatsManager.DeregisterStat(m_interRegionTeleportCancels);
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StatsManager.DeregisterStat(m_interRegionTeleportFailures);
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}
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}
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public virtual void RegionLoaded(Scene scene)
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{
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if (!m_Enabled)
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return;
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m_eqModule = Scene.RequestModuleInterface<IEventQueue>();
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m_regionCombinerModule = Scene.RequestModuleInterface<IRegionCombinerModule>();
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}
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#endregion
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#region Agent Teleports
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private void OnConnectionClosed(IClientAPI client)
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{
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if (client.IsLoggingOut && m_entityTransferStateMachine.UpdateInTransit(client.AgentId, AgentTransferState.Aborting))
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{
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Aborted teleport request from {0} in {1} due to simultaneous logout",
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client.Name, Scene.Name);
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}
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}
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private void OnClientCancelTeleport(IClientAPI client)
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{
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m_entityTransferStateMachine.UpdateInTransit(client.AgentId, AgentTransferState.Cancelling);
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Received teleport cancel request from {0} in {1}", client.Name, Scene.Name);
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}
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// Attempt to teleport the ScenePresence to the specified position in the specified region (spec'ed by its handle).
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public void Teleport(ScenePresence sp, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags)
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{
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if (sp.Scene.Permissions.IsGridGod(sp.UUID))
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{
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// This user will be a God in the destination scene, too
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teleportFlags |= (uint)TeleportFlags.Godlike;
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}
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if (!sp.Scene.Permissions.CanTeleport(sp.UUID))
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return;
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string destinationRegionName = "(not found)";
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// Record that this agent is in transit so that we can prevent simultaneous requests and do later detection
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// of whether the destination region completes the teleport.
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if (!m_entityTransferStateMachine.SetInTransit(sp.UUID))
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{
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Ignoring teleport request of {0} {1} to {2}@{3} - agent is already in transit.",
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sp.Name, sp.UUID, position, regionHandle);
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sp.ControllingClient.SendTeleportFailed("Previous teleport process incomplete. Please retry shortly.");
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return;
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}
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try
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{
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// Reset animations; the viewer does that in teleports.
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sp.Animator.ResetAnimations();
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if (regionHandle == sp.Scene.RegionInfo.RegionHandle)
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{
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destinationRegionName = sp.Scene.RegionInfo.RegionName;
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TeleportAgentWithinRegion(sp, position, lookAt, teleportFlags);
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}
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else // Another region possibly in another simulator
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{
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GridRegion finalDestination = null;
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try
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{
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TeleportAgentToDifferentRegion(
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sp, regionHandle, position, lookAt, teleportFlags, out finalDestination);
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}
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finally
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{
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if (finalDestination != null)
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destinationRegionName = finalDestination.RegionName;
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}
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}
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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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"[ENTITY TRANSFER MODULE]: Exception on teleport of {0} from {1}@{2} to {3}@{4}: {5}{6}",
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sp.Name, sp.AbsolutePosition, sp.Scene.RegionInfo.RegionName, position, destinationRegionName,
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e.Message, e.StackTrace);
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sp.ControllingClient.SendTeleportFailed("Internal error");
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}
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finally
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{
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m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
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}
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}
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/// <summary>
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/// Teleports the agent within its current region.
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/// </summary>
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/// <param name="sp"></param>
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/// <param name="position"></param>
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/// <param name="lookAt"></param>
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/// <param name="teleportFlags"></param>
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private void TeleportAgentWithinRegion(ScenePresence sp, Vector3 position, Vector3 lookAt, uint teleportFlags)
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{
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Teleport for {0} to {1} within {2}",
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sp.Name, position, sp.Scene.RegionInfo.RegionName);
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// Teleport within the same region
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if (!sp.Scene.PositionIsInCurrentRegion(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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"[ENTITY TRANSFER MODULE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2} in {3}. Substituting {4}",
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position, sp.Name, sp.UUID, Scene.Name, 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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// TODO: Check other Scene HeightField
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posZLimit = (float)sp.Scene.Heightmap[(int)position.X, (int)position.Y];
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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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if (sp.Flying)
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teleportFlags |= (uint)TeleportFlags.IsFlying;
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m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
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sp.ControllingClient.SendTeleportStart(teleportFlags);
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sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
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sp.TeleportFlags = (Constants.TeleportFlags)teleportFlags;
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sp.Velocity = Vector3.Zero;
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sp.Teleport(position);
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m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.ReceivedAtDestination);
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foreach (SceneObjectGroup grp in sp.GetAttachments())
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{
|
|
sp.Scene.EventManager.TriggerOnScriptChangedEvent(grp.LocalId, (uint)Changed.TELEPORT);
|
|
}
|
|
|
|
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Teleports the agent to a different region.
|
|
/// </summary>
|
|
/// <param name='sp'></param>
|
|
/// <param name='regionHandle'>/param>
|
|
/// <param name='position'></param>
|
|
/// <param name='lookAt'></param>
|
|
/// <param name='teleportFlags'></param>
|
|
/// <param name='finalDestination'></param>
|
|
private void TeleportAgentToDifferentRegion(
|
|
ScenePresence sp, ulong regionHandle, Vector3 position,
|
|
Vector3 lookAt, uint teleportFlags, out GridRegion finalDestination)
|
|
{
|
|
// Get destination region taking into account that the address could be an offset
|
|
// region inside a varregion.
|
|
GridRegion reg = GetTeleportDestinationRegion(sp.Scene.GridService, sp.Scene.RegionInfo.ScopeID, regionHandle, ref position);
|
|
|
|
if (reg != null)
|
|
{
|
|
string homeURI = Scene.GetAgentHomeURI(sp.ControllingClient.AgentId);
|
|
|
|
string message;
|
|
finalDestination = GetFinalDestination(reg, sp.ControllingClient.AgentId, homeURI, out message);
|
|
|
|
if (finalDestination == null)
|
|
{
|
|
m_log.WarnFormat( "{0} Final destination is having problems. Unable to teleport {1} {2}: {3}",
|
|
LogHeader, sp.Name, sp.UUID, message);
|
|
|
|
sp.ControllingClient.SendTeleportFailed(message);
|
|
return;
|
|
}
|
|
|
|
// Check that these are not the same coordinates
|
|
if (finalDestination.RegionLocX == sp.Scene.RegionInfo.RegionLocX &&
|
|
finalDestination.RegionLocY == sp.Scene.RegionInfo.RegionLocY)
|
|
{
|
|
// Can't do. Viewer crashes
|
|
sp.ControllingClient.SendTeleportFailed("Space warp! You would crash. Move to a different region and try again.");
|
|
return;
|
|
}
|
|
|
|
// Validate assorted conditions
|
|
string reason = string.Empty;
|
|
if (!ValidateGenericConditions(sp, reg, finalDestination, teleportFlags, out reason))
|
|
{
|
|
sp.ControllingClient.SendTeleportFailed(reason);
|
|
return;
|
|
}
|
|
|
|
if (message != null)
|
|
sp.ControllingClient.SendAgentAlertMessage(message, true);
|
|
|
|
//
|
|
// This is it
|
|
//
|
|
DoTeleportInternal(sp, reg, finalDestination, position, lookAt, teleportFlags);
|
|
//
|
|
//
|
|
//
|
|
}
|
|
else
|
|
{
|
|
finalDestination = null;
|
|
|
|
// TP to a place that doesn't exist (anymore)
|
|
// Inform the viewer about that
|
|
sp.ControllingClient.SendTeleportFailed("The region you tried to teleport to doesn't exist anymore");
|
|
|
|
// and set the map-tile to '(Offline)'
|
|
uint regX, regY;
|
|
Util.RegionHandleToRegionLoc(regionHandle, out regX, out regY);
|
|
|
|
MapBlockData block = new MapBlockData();
|
|
block.X = (ushort)regX;
|
|
block.Y = (ushort)regY;
|
|
block.Access = (byte)SimAccess.Down;
|
|
|
|
List<MapBlockData> blocks = new List<MapBlockData>();
|
|
blocks.Add(block);
|
|
sp.ControllingClient.SendMapBlock(blocks, 0);
|
|
}
|
|
}
|
|
|
|
// The teleport address could be an address in a subregion of a larger varregion.
|
|
// Find the real base region and adjust the teleport location to account for the
|
|
// larger region.
|
|
private GridRegion GetTeleportDestinationRegion(IGridService gridService, UUID scope, ulong regionHandle, ref Vector3 position)
|
|
{
|
|
uint x = 0, y = 0;
|
|
Util.RegionHandleToWorldLoc(regionHandle, out x, out y);
|
|
|
|
// Compute the world location we're teleporting to
|
|
double worldX = (double)x + position.X;
|
|
double worldY = (double)y + position.Y;
|
|
|
|
// Find the region that contains the position
|
|
GridRegion reg = GetRegionContainingWorldLocation(gridService, scope, worldX, worldY);
|
|
|
|
if (reg != null)
|
|
{
|
|
// modify the position for the offset into the actual region returned
|
|
position.X += x - reg.RegionLocX;
|
|
position.Y += y - reg.RegionLocY;
|
|
}
|
|
|
|
return reg;
|
|
}
|
|
|
|
// Nothing to validate here
|
|
protected virtual bool ValidateGenericConditions(ScenePresence sp, GridRegion reg, GridRegion finalDestination, uint teleportFlags, out string reason)
|
|
{
|
|
reason = String.Empty;
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines whether this instance is within the max transfer distance.
|
|
/// </summary>
|
|
/// <param name="sourceRegion"></param>
|
|
/// <param name="destRegion"></param>
|
|
/// <returns>
|
|
/// <c>true</c> if this instance is within max transfer distance; otherwise, <c>false</c>.
|
|
/// </returns>
|
|
private bool IsWithinMaxTeleportDistance(RegionInfo sourceRegion, GridRegion destRegion)
|
|
{
|
|
if(MaxTransferDistance == 0)
|
|
return true;
|
|
|
|
// m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Source co-ords are x={0} y={1}", curRegionX, curRegionY);
|
|
//
|
|
// m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Final dest is x={0} y={1} {2}@{3}",
|
|
// destRegionX, destRegionY, finalDestination.RegionID, finalDestination.ServerURI);
|
|
|
|
// Insanely, RegionLoc on RegionInfo is the 256m map co-ord whilst GridRegion.RegionLoc is the raw meters position.
|
|
return Math.Abs(sourceRegion.RegionLocX - destRegion.RegionCoordX) <= MaxTransferDistance
|
|
&& Math.Abs(sourceRegion.RegionLocY - destRegion.RegionCoordY) <= MaxTransferDistance;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Wraps DoTeleportInternal() and manages the transfer state.
|
|
/// </summary>
|
|
public void DoTeleport(
|
|
ScenePresence sp, GridRegion reg, GridRegion finalDestination,
|
|
Vector3 position, Vector3 lookAt, uint teleportFlags)
|
|
{
|
|
// Record that this agent is in transit so that we can prevent simultaneous requests and do later detection
|
|
// of whether the destination region completes the teleport.
|
|
if (!m_entityTransferStateMachine.SetInTransit(sp.UUID))
|
|
{
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Ignoring teleport request of {0} {1} to {2} ({3}) {4}/{5} - agent is already in transit.",
|
|
sp.Name, sp.UUID, reg.ServerURI, finalDestination.ServerURI, finalDestination.RegionName, position);
|
|
sp.ControllingClient.SendTeleportFailed("Agent is already in transit.");
|
|
return;
|
|
}
|
|
|
|
try
|
|
{
|
|
DoTeleportInternal(sp, reg, finalDestination, position, lookAt, teleportFlags);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[ENTITY TRANSFER MODULE]: Exception on teleport of {0} from {1}@{2} to {3}@{4}: {5}{6}",
|
|
sp.Name, sp.AbsolutePosition, sp.Scene.RegionInfo.RegionName, position, finalDestination.RegionName,
|
|
e.Message, e.StackTrace);
|
|
|
|
sp.ControllingClient.SendTeleportFailed("Internal error");
|
|
}
|
|
finally
|
|
{
|
|
m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Teleports the agent to another region.
|
|
/// This method doesn't manage the transfer state; the caller must do that.
|
|
/// </summary>
|
|
private void DoTeleportInternal(
|
|
ScenePresence sp, GridRegion reg, GridRegion finalDestination,
|
|
Vector3 position, Vector3 lookAt, uint teleportFlags)
|
|
{
|
|
if (reg == null || finalDestination == null)
|
|
{
|
|
sp.ControllingClient.SendTeleportFailed("Unable to locate destination");
|
|
return;
|
|
}
|
|
|
|
string homeURI = Scene.GetAgentHomeURI(sp.ControllingClient.AgentId);
|
|
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Teleporting {0} {1} from {2} to {3} ({4}) {5}/{6}",
|
|
sp.Name, sp.UUID, sp.Scene.RegionInfo.RegionName,
|
|
reg.ServerURI, finalDestination.ServerURI, finalDestination.RegionName, position);
|
|
|
|
RegionInfo sourceRegion = sp.Scene.RegionInfo;
|
|
|
|
if (!IsWithinMaxTeleportDistance(sourceRegion, finalDestination))
|
|
{
|
|
sp.ControllingClient.SendTeleportFailed(
|
|
string.Format(
|
|
"Can't teleport to {0} ({1},{2}) from {3} ({4},{5}), destination is more than {6} regions way",
|
|
finalDestination.RegionName, finalDestination.RegionCoordX, finalDestination.RegionCoordY,
|
|
sourceRegion.RegionName, sourceRegion.RegionLocX, sourceRegion.RegionLocY,
|
|
MaxTransferDistance));
|
|
|
|
return;
|
|
}
|
|
|
|
uint newRegionX, newRegionY, oldRegionX, oldRegionY;
|
|
Util.RegionHandleToRegionLoc(reg.RegionHandle, out newRegionX, out newRegionY);
|
|
Util.RegionHandleToRegionLoc(sp.Scene.RegionInfo.RegionHandle, out oldRegionX, out oldRegionY);
|
|
|
|
ulong destinationHandle = finalDestination.RegionHandle;
|
|
|
|
// 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 = finalDestination.ExternalEndPoint;
|
|
if (endPoint == null || endPoint.Address == null)
|
|
{
|
|
sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
|
|
|
|
return;
|
|
}
|
|
|
|
if (!sp.ValidateAttachments())
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Failed validation of all attachments for teleport of {0} from {1} to {2}. Continuing.",
|
|
sp.Name, sp.Scene.Name, finalDestination.RegionName);
|
|
|
|
string reason;
|
|
string version;
|
|
string myversion = string.Format("{0}/{1}", OutgoingTransferVersionName, MaxOutgoingTransferVersion);
|
|
if (!Scene.SimulationService.QueryAccess(
|
|
finalDestination, sp.ControllingClient.AgentId, homeURI, true, position, myversion, out version, out reason))
|
|
{
|
|
sp.ControllingClient.SendTeleportFailed(reason);
|
|
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: {0} was stopped from teleporting from {1} to {2} because: {3}",
|
|
sp.Name, sp.Scene.Name, finalDestination.RegionName, reason);
|
|
|
|
return;
|
|
}
|
|
|
|
// Before this point, teleport 'failure' is due to checkable pre-conditions such as whether the target
|
|
// simulator can be found and is explicitly prepared to allow access. Therefore, we will not count these
|
|
// as server attempts.
|
|
m_interRegionTeleportAttempts.Value++;
|
|
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: {0} max transfer version is {1}/{2}, {3} max version is {4}",
|
|
sp.Scene.Name, OutgoingTransferVersionName, MaxOutgoingTransferVersion, finalDestination.RegionName, version);
|
|
|
|
// Fixing a bug where teleporting while sitting results in the avatar ending up removed from
|
|
// both regions
|
|
if (sp.ParentID != (uint)0)
|
|
sp.StandUp();
|
|
else if (sp.Flying)
|
|
teleportFlags |= (uint)TeleportFlags.IsFlying;
|
|
|
|
if (DisableInterRegionTeleportCancellation)
|
|
teleportFlags |= (uint)TeleportFlags.DisableCancel;
|
|
|
|
// At least on LL 3.3.4, this is not strictly necessary - a teleport will succeed without sending this to
|
|
// the viewer. However, it might mean that the viewer does not see the black teleport screen (untested).
|
|
sp.ControllingClient.SendTeleportStart(teleportFlags);
|
|
|
|
// 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 = avatar.KnownRegionHandles;
|
|
// 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 currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
|
|
AgentCircuitData agentCircuit = sp.ControllingClient.RequestClientInfo();
|
|
agentCircuit.startpos = position;
|
|
agentCircuit.child = true;
|
|
agentCircuit.Appearance = sp.Appearance;
|
|
if (currentAgentCircuit != null)
|
|
{
|
|
agentCircuit.ServiceURLs = currentAgentCircuit.ServiceURLs;
|
|
agentCircuit.IPAddress = currentAgentCircuit.IPAddress;
|
|
agentCircuit.Viewer = currentAgentCircuit.Viewer;
|
|
agentCircuit.Channel = currentAgentCircuit.Channel;
|
|
agentCircuit.Mac = currentAgentCircuit.Mac;
|
|
agentCircuit.Id0 = currentAgentCircuit.Id0;
|
|
}
|
|
|
|
// if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
|
|
float dist = (float)Math.Max(sp.Scene.DefaultDrawDistance,
|
|
(float)Math.Max(sp.Scene.RegionInfo.RegionSizeX, sp.Scene.RegionInfo.RegionSizeY));
|
|
if (NeedsNewAgent(dist, oldRegionX, newRegionX, oldRegionY, newRegionY))
|
|
{
|
|
// brand new agent, let's create a new caps seed
|
|
agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
|
|
}
|
|
|
|
// We're going to fallback to V1 if the destination gives us anything smaller than 0.2 or we're forcing
|
|
// use of the earlier protocol
|
|
float versionNumber = 0.1f;
|
|
string[] versionComponents = version.Split(new char[] { '/' });
|
|
if (versionComponents.Length >= 2)
|
|
float.TryParse(versionComponents[1], out versionNumber);
|
|
|
|
if (versionNumber >= 0.2f && MaxOutgoingTransferVersion >= versionNumber)
|
|
TransferAgent_V2(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, oldRegionX, newRegionX, oldRegionY, newRegionY, version, out reason);
|
|
else
|
|
TransferAgent_V1(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, oldRegionX, newRegionX, oldRegionY, newRegionY, version, out reason);
|
|
}
|
|
|
|
private void TransferAgent_V1(ScenePresence sp, AgentCircuitData agentCircuit, GridRegion reg, GridRegion finalDestination,
|
|
IPEndPoint endPoint, uint teleportFlags, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, string version, out string reason)
|
|
{
|
|
ulong destinationHandle = finalDestination.RegionHandle;
|
|
AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
|
|
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Using TP V1 for {0} going from {1} to {2}",
|
|
sp.Name, Scene.Name, finalDestination.RegionName);
|
|
|
|
// Let's create an agent there if one doesn't exist yet.
|
|
// NOTE: logout will always be false for a non-HG teleport.
|
|
bool logout = false;
|
|
if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout))
|
|
{
|
|
m_interRegionTeleportFailures.Value++;
|
|
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Teleport of {0} from {1} to {2} was refused because {3}",
|
|
sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName, reason);
|
|
|
|
sp.ControllingClient.SendTeleportFailed(reason);
|
|
|
|
return;
|
|
}
|
|
|
|
if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling)
|
|
{
|
|
m_interRegionTeleportCancels.Value++;
|
|
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after CreateAgent on client request",
|
|
sp.Name, finalDestination.RegionName, sp.Scene.Name);
|
|
|
|
return;
|
|
}
|
|
else if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting)
|
|
{
|
|
m_interRegionTeleportAborts.Value++;
|
|
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after CreateAgent due to previous client close.",
|
|
sp.Name, finalDestination.RegionName, sp.Scene.Name);
|
|
|
|
return;
|
|
}
|
|
|
|
// Past this point we have to attempt clean up if the teleport fails, so update transfer state.
|
|
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
|
|
|
|
// OK, it got this agent. Let's close some child agents
|
|
sp.CloseChildAgents(newRegionX, newRegionY);
|
|
|
|
IClientIPEndpoint ipepClient;
|
|
string capsPath = String.Empty;
|
|
float dist = (float)Math.Max(sp.Scene.DefaultDrawDistance,
|
|
(float)Math.Max(sp.Scene.RegionInfo.RegionSizeX, sp.Scene.RegionInfo.RegionSizeY));
|
|
if (NeedsNewAgent(dist, oldRegionX, newRegionX, oldRegionY, newRegionY))
|
|
{
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Determined that region {0} at {1},{2} needs new child agent for incoming agent {3} from {4}",
|
|
finalDestination.RegionName, newRegionX, newRegionY, sp.Name, Scene.Name);
|
|
|
|
//sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent...");
|
|
#region IP Translation for NAT
|
|
// Uses ipepClient above
|
|
if (sp.ClientView.TryGet(out ipepClient))
|
|
{
|
|
endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
|
|
}
|
|
#endregion
|
|
capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
|
|
|
|
if (m_eqModule != null)
|
|
{
|
|
// The EnableSimulator message makes the client establish a connection with the destination
|
|
// simulator by sending the initial UseCircuitCode UDP packet to the destination containing the
|
|
// correct circuit code.
|
|
m_eqModule.EnableSimulator(destinationHandle, endPoint, sp.UUID,
|
|
finalDestination.RegionSizeX, finalDestination.RegionSizeY);
|
|
m_log.DebugFormat("{0} Sent EnableSimulator. regName={1}, size=<{2},{3}>", LogHeader,
|
|
finalDestination.RegionName, finalDestination.RegionSizeX, finalDestination.RegionSizeY);
|
|
|
|
// XXX: Is this wait necessary? We will always end up waiting on UpdateAgent for the destination
|
|
// simulator to confirm that it has established communication with the viewer.
|
|
Thread.Sleep(200);
|
|
|
|
// At least on LL 3.3.4 for teleports between different regions on the same simulator this appears
|
|
// unnecessary - teleport will succeed and SEED caps will be requested without it (though possibly
|
|
// only on TeleportFinish). This is untested for region teleport between different simulators
|
|
// though this probably also works.
|
|
m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath, finalDestination.RegionHandle,
|
|
finalDestination.RegionSizeX, finalDestination.RegionSizeY);
|
|
}
|
|
else
|
|
{
|
|
// XXX: This is a little misleading since we're information the client of its avatar destination,
|
|
// which may or may not be a neighbour region of the source region. This path is probably little
|
|
// used anyway (with EQ being the one used). But it is currently being used for test code.
|
|
sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle);
|
|
capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
|
|
}
|
|
|
|
// Let's send a full update of the agent. This is a synchronous call.
|
|
AgentData agent = new AgentData();
|
|
sp.CopyTo(agent);
|
|
agent.Position = agentCircuit.startpos;
|
|
SetCallbackURL(agent, sp.Scene.RegionInfo);
|
|
|
|
|
|
// We will check for an abort before UpdateAgent since UpdateAgent will require an active viewer to
|
|
// establish th econnection to the destination which makes it return true.
|
|
if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting)
|
|
{
|
|
m_interRegionTeleportAborts.Value++;
|
|
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} before UpdateAgent",
|
|
sp.Name, finalDestination.RegionName, sp.Scene.Name);
|
|
|
|
return;
|
|
}
|
|
|
|
// A common teleport failure occurs when we can send CreateAgent to the
|
|
// destination region but the viewer cannot establish the connection (e.g. due to network issues between
|
|
// the viewer and the destination). In this case, UpdateAgent timesout after 10 seconds, although then
|
|
// there's a further 10 second wait whilst we attempt to tell the destination to delete the agent in Fail().
|
|
if (!UpdateAgent(reg, finalDestination, agent, sp))
|
|
{
|
|
if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting)
|
|
{
|
|
m_interRegionTeleportAborts.Value++;
|
|
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after UpdateAgent due to previous client close.",
|
|
sp.Name, finalDestination.RegionName, sp.Scene.Name);
|
|
|
|
return;
|
|
}
|
|
|
|
m_log.WarnFormat(
|
|
"[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1}. Keeping avatar in {2}",
|
|
sp.Name, finalDestination.RegionName, sp.Scene.Name);
|
|
|
|
Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established.");
|
|
return;
|
|
}
|
|
|
|
if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling)
|
|
{
|
|
m_interRegionTeleportCancels.Value++;
|
|
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after UpdateAgent on client request",
|
|
sp.Name, finalDestination.RegionName, sp.Scene.Name);
|
|
|
|
CleanupFailedInterRegionTeleport(sp, currentAgentCircuit.SessionID.ToString(), finalDestination);
|
|
|
|
return;
|
|
}
|
|
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}",
|
|
capsPath, sp.Scene.RegionInfo.RegionName, sp.Name);
|
|
|
|
// We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator,
|
|
// where that neighbour simulator could otherwise request a child agent create on the source which then
|
|
// closes our existing agent which is still signalled as root.
|
|
sp.IsChildAgent = true;
|
|
|
|
// OK, send TPFinish to the client, so that it starts the process of contacting the destination region
|
|
if (m_eqModule != null)
|
|
{
|
|
m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID,
|
|
finalDestination.RegionSizeX, finalDestination.RegionSizeY);
|
|
}
|
|
else
|
|
{
|
|
sp.ControllingClient.SendRegionTeleport(destinationHandle, 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 close things here.
|
|
if (!m_entityTransferStateMachine.WaitForAgentArrivedAtDestination(sp.UUID))
|
|
{
|
|
if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting)
|
|
{
|
|
m_interRegionTeleportAborts.Value++;
|
|
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after WaitForAgentArrivedAtDestination due to previous client close.",
|
|
sp.Name, finalDestination.RegionName, sp.Scene.Name);
|
|
|
|
return;
|
|
}
|
|
|
|
m_log.WarnFormat(
|
|
"[ENTITY TRANSFER MODULE]: Teleport of {0} to {1} from {2} failed due to no callback from destination region. Returning avatar to source region.",
|
|
sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName);
|
|
|
|
Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Destination region did not signal teleport completion.");
|
|
|
|
return;
|
|
}
|
|
|
|
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
|
|
|
|
// For backwards compatibility
|
|
if (version == "Unknown" || version == string.Empty)
|
|
{
|
|
// CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it
|
|
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Old simulator, sending attachments one by one...");
|
|
CrossAttachmentsIntoNewRegion(finalDestination, sp, true);
|
|
}
|
|
|
|
// May need to logout or other cleanup
|
|
AgentHasMovedAway(sp, logout);
|
|
|
|
// Well, this is it. The agent is over there.
|
|
KillEntity(sp.Scene, sp.LocalId);
|
|
|
|
// Now let's make it officially a child agent
|
|
sp.MakeChildAgent();
|
|
|
|
// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
|
|
|
|
if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
|
|
{
|
|
if (!sp.Scene.IncomingPreCloseClient(sp))
|
|
return;
|
|
|
|
// We need to delay here because Imprudence viewers, unlike v1 or v3, have a short (<200ms, <500ms) delay before
|
|
// they regard the new region as the current region after receiving the AgentMovementComplete
|
|
// response. If close is sent before then, it will cause the viewer to quit instead.
|
|
//
|
|
// This sleep can be increased if necessary. However, whilst it's active,
|
|
// an agent cannot teleport back to this region if it has teleported away.
|
|
Thread.Sleep(2000);
|
|
|
|
sp.Scene.CloseAgent(sp.UUID, false);
|
|
}
|
|
else
|
|
{
|
|
// now we have a child agent in this region.
|
|
sp.Reset();
|
|
}
|
|
}
|
|
|
|
private void TransferAgent_V2(ScenePresence sp, AgentCircuitData agentCircuit, GridRegion reg, GridRegion finalDestination,
|
|
IPEndPoint endPoint, uint teleportFlags, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, string version, out string reason)
|
|
{
|
|
ulong destinationHandle = finalDestination.RegionHandle;
|
|
AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
|
|
|
|
// Let's create an agent there if one doesn't exist yet.
|
|
// NOTE: logout will always be false for a non-HG teleport.
|
|
bool logout = false;
|
|
if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout))
|
|
{
|
|
m_interRegionTeleportFailures.Value++;
|
|
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Teleport of {0} from {1} to {2} was refused because {3}",
|
|
sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName, reason);
|
|
|
|
sp.ControllingClient.SendTeleportFailed(reason);
|
|
|
|
return;
|
|
}
|
|
|
|
if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling)
|
|
{
|
|
m_interRegionTeleportCancels.Value++;
|
|
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after CreateAgent on client request",
|
|
sp.Name, finalDestination.RegionName, sp.Scene.Name);
|
|
|
|
return;
|
|
}
|
|
else if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting)
|
|
{
|
|
m_interRegionTeleportAborts.Value++;
|
|
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after CreateAgent due to previous client close.",
|
|
sp.Name, finalDestination.RegionName, sp.Scene.Name);
|
|
|
|
return;
|
|
}
|
|
|
|
// Past this point we have to attempt clean up if the teleport fails, so update transfer state.
|
|
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
|
|
|
|
IClientIPEndpoint ipepClient;
|
|
string capsPath = String.Empty;
|
|
float dist = (float)Math.Max(sp.Scene.DefaultDrawDistance,
|
|
(float)Math.Max(sp.Scene.RegionInfo.RegionSizeX, sp.Scene.RegionInfo.RegionSizeY));
|
|
if (NeedsNewAgent(dist, oldRegionX, newRegionX, oldRegionY, newRegionY))
|
|
{
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Determined that region {0} at {1},{2} needs new child agent for agent {3} from {4}",
|
|
finalDestination.RegionName, newRegionX, newRegionY, sp.Name, Scene.Name);
|
|
|
|
//sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent...");
|
|
#region IP Translation for NAT
|
|
// Uses ipepClient above
|
|
if (sp.ClientView.TryGet(out ipepClient))
|
|
{
|
|
endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
|
|
}
|
|
#endregion
|
|
capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
|
|
}
|
|
else
|
|
{
|
|
agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle);
|
|
capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
|
|
}
|
|
|
|
// We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator,
|
|
// where that neighbour simulator could otherwise request a child agent create on the source which then
|
|
// closes our existing agent which is still signalled as root.
|
|
//sp.IsChildAgent = true;
|
|
|
|
// New protocol: send TP Finish directly, without prior ES or EAC. That's what happens in the Linden grid
|
|
if (m_eqModule != null)
|
|
m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID,
|
|
finalDestination.RegionSizeX, finalDestination.RegionSizeY);
|
|
else
|
|
sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4,
|
|
teleportFlags, capsPath);
|
|
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}",
|
|
capsPath, sp.Scene.RegionInfo.RegionName, sp.Name);
|
|
|
|
// Let's send a full update of the agent.
|
|
AgentData agent = new AgentData();
|
|
sp.CopyTo(agent);
|
|
agent.Position = agentCircuit.startpos;
|
|
agent.SenderWantsToWaitForRoot = true;
|
|
//SetCallbackURL(agent, sp.Scene.RegionInfo);
|
|
|
|
// Reset the do not close flag. This must be done before the destination opens child connections (here
|
|
// triggered by UpdateAgent) to avoid race conditions. However, we also want to reset it as late as possible
|
|
// to avoid a situation where an unexpectedly early call to Scene.NewUserConnection() wrongly results
|
|
// in no close.
|
|
sp.DoNotCloseAfterTeleport = false;
|
|
|
|
// Send the Update. If this returns true, we know the client has contacted the destination
|
|
// via CompleteMovementIntoRegion, so we can let go.
|
|
// If it returns false, something went wrong, and we need to abort.
|
|
if (!UpdateAgent(reg, finalDestination, agent, sp))
|
|
{
|
|
if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting)
|
|
{
|
|
m_interRegionTeleportAborts.Value++;
|
|
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after UpdateAgent due to previous client close.",
|
|
sp.Name, finalDestination.RegionName, sp.Scene.Name);
|
|
|
|
return;
|
|
}
|
|
|
|
m_log.WarnFormat(
|
|
"[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1}. Keeping avatar in {2}",
|
|
sp.Name, finalDestination.RegionName, sp.Scene.Name);
|
|
|
|
Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established.");
|
|
return;
|
|
}
|
|
|
|
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
|
|
|
|
// Need to signal neighbours whether child agents may need closing irrespective of whether this
|
|
// one needed closing. We also need to close child agents as quickly as possible to avoid complicated
|
|
// race conditions with rapid agent releporting (e.g. from A1 to a non-neighbour B, back
|
|
// to a neighbour A2 then off to a non-neighbour C). Closing child agents any later requires complex
|
|
// distributed checks to avoid problems in rapid reteleporting scenarios and where child agents are
|
|
// abandoned without proper close by viewer but then re-used by an incoming connection.
|
|
sp.CloseChildAgents(newRegionX, newRegionY);
|
|
|
|
// May need to logout or other cleanup
|
|
AgentHasMovedAway(sp, logout);
|
|
|
|
// Well, this is it. The agent is over there.
|
|
KillEntity(sp.Scene, sp.LocalId);
|
|
|
|
// Now let's make it officially a child agent
|
|
sp.MakeChildAgent();
|
|
|
|
// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
|
|
if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
|
|
{
|
|
if (!sp.Scene.IncomingPreCloseClient(sp))
|
|
return;
|
|
|
|
// RED ALERT!!!!
|
|
// PLEASE DO NOT DECREASE THIS WAIT TIME UNDER ANY CIRCUMSTANCES.
|
|
// THE VIEWERS SEEM TO NEED SOME TIME AFTER RECEIVING MoveAgentIntoRegion
|
|
// BEFORE THEY SETTLE IN THE NEW REGION.
|
|
// DECREASING THE WAIT TIME HERE WILL EITHER RESULT IN A VIEWER CRASH OR
|
|
// IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS.
|
|
Thread.Sleep(15000);
|
|
|
|
// OK, it got this agent. Let's close everything
|
|
// If we shouldn't close the agent due to some other region renewing the connection
|
|
// then this will be handled in IncomingCloseAgent under lock conditions
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Closing agent {0} in {1} after teleport", sp.Name, Scene.Name);
|
|
|
|
sp.Scene.CloseAgent(sp.UUID, false);
|
|
}
|
|
else
|
|
{
|
|
// now we have a child agent in this region.
|
|
sp.Reset();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clean up an inter-region teleport that did not complete, either because of simulator failure or cancellation.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// All operations here must be idempotent so that we can call this method at any point in the teleport process
|
|
/// up until we send the TeleportFinish event quene event to the viewer.
|
|
/// <remarks>
|
|
/// <param name='sp'> </param>
|
|
/// <param name='finalDestination'></param>
|
|
protected virtual void CleanupFailedInterRegionTeleport(ScenePresence sp, string auth_token, GridRegion finalDestination)
|
|
{
|
|
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
|
|
|
|
if (sp.IsChildAgent) // We had set it to child before attempted TP (V1)
|
|
{
|
|
sp.IsChildAgent = false;
|
|
ReInstantiateScripts(sp);
|
|
|
|
EnableChildAgents(sp);
|
|
}
|
|
// Finally, kill the agent we just created at the destination.
|
|
// XXX: Possibly this should be done asynchronously.
|
|
Scene.SimulationService.CloseAgent(finalDestination, sp.UUID, auth_token);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Signal that the inter-region teleport failed and perform cleanup.
|
|
/// </summary>
|
|
/// <param name='sp'></param>
|
|
/// <param name='finalDestination'></param>
|
|
/// <param name='logout'></param>
|
|
/// <param name='reason'>Human readable reason for teleport failure. Will be sent to client.</param>
|
|
protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout, string auth_code, string reason)
|
|
{
|
|
CleanupFailedInterRegionTeleport(sp, auth_code, finalDestination);
|
|
|
|
m_interRegionTeleportFailures.Value++;
|
|
|
|
sp.ControllingClient.SendTeleportFailed(
|
|
string.Format(
|
|
"Problems connecting to destination {0}, reason: {1}", finalDestination.RegionName, reason));
|
|
|
|
sp.Scene.EventManager.TriggerTeleportFail(sp.ControllingClient, logout);
|
|
}
|
|
|
|
protected virtual bool CreateAgent(ScenePresence sp, GridRegion reg, GridRegion finalDestination, AgentCircuitData agentCircuit, uint teleportFlags, out string reason, out bool logout)
|
|
{
|
|
GridRegion source = new GridRegion(Scene.RegionInfo);
|
|
source.RawServerURI = m_GatekeeperURI;
|
|
|
|
logout = false;
|
|
bool success = Scene.SimulationService.CreateAgent(source, finalDestination, agentCircuit, teleportFlags, out reason);
|
|
|
|
if (success)
|
|
sp.Scene.EventManager.TriggerTeleportStart(sp.ControllingClient, reg, finalDestination, teleportFlags, logout);
|
|
|
|
return success;
|
|
}
|
|
|
|
protected virtual bool UpdateAgent(GridRegion reg, GridRegion finalDestination, AgentData agent, ScenePresence sp)
|
|
{
|
|
return Scene.SimulationService.UpdateAgent(finalDestination, agent);
|
|
}
|
|
|
|
protected virtual void SetCallbackURL(AgentData agent, RegionInfo region)
|
|
{
|
|
agent.CallbackURI = region.ServerURI + "agent/" + agent.AgentID.ToString() + "/" + region.RegionID.ToString() + "/release/";
|
|
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Set release callback URL to {0} in {1}",
|
|
agent.CallbackURI, region.RegionName);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clean up operations once an agent has moved away through cross or teleport.
|
|
/// </summary>
|
|
/// <param name='sp'></param>
|
|
/// <param name='logout'></param>
|
|
protected virtual void AgentHasMovedAway(ScenePresence sp, bool logout)
|
|
{
|
|
if (sp.Scene.AttachmentsModule != null)
|
|
sp.Scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, true);
|
|
}
|
|
|
|
protected void KillEntity(Scene scene, uint localID)
|
|
{
|
|
scene.SendKillObject(new List<uint> { localID });
|
|
}
|
|
|
|
protected virtual GridRegion GetFinalDestination(GridRegion region, UUID agentID, string agentHomeURI, out string message)
|
|
{
|
|
message = null;
|
|
return region;
|
|
}
|
|
|
|
// This returns 'true' if the new region already has a child agent for our
|
|
// incoming agent. The implication is that, if 'false', we have to create the
|
|
// child and then teleport into the region.
|
|
protected virtual bool NeedsNewAgent(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY)
|
|
{
|
|
if (m_regionCombinerModule != null && m_regionCombinerModule.IsRootForMegaregion(Scene.RegionInfo.RegionID))
|
|
{
|
|
Vector2 swCorner, neCorner;
|
|
GetMegaregionViewRange(out swCorner, out neCorner);
|
|
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Megaregion view of {0} is from {1} to {2} with new agent check for {3},{4}",
|
|
Scene.Name, swCorner, neCorner, newRegionX, newRegionY);
|
|
|
|
return !(newRegionX >= swCorner.X && newRegionX <= neCorner.X && newRegionY >= swCorner.Y && newRegionY <= neCorner.Y);
|
|
}
|
|
else
|
|
{
|
|
return Util.IsOutsideView(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY);
|
|
}
|
|
}
|
|
|
|
protected virtual bool NeedsClosing(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg)
|
|
{
|
|
return Util.IsOutsideView(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Landmark Teleport
|
|
/// <summary>
|
|
/// Tries to teleport agent to landmark.
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="regionHandle"></param>
|
|
/// <param name="position"></param>
|
|
public virtual void RequestTeleportLandmark(IClientAPI remoteClient, AssetLandmark lm)
|
|
{
|
|
GridRegion info = Scene.GridService.GetRegionByUUID(UUID.Zero, lm.RegionID);
|
|
|
|
if (info == null)
|
|
{
|
|
// can't find the region: Tell viewer and abort
|
|
remoteClient.SendTeleportFailed("The teleport destination could not be found.");
|
|
return;
|
|
}
|
|
((Scene)(remoteClient.Scene)).RequestTeleportLocation(remoteClient, info.RegionHandle, lm.Position,
|
|
Vector3.Zero, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaLandmark));
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Teleport Home
|
|
|
|
public virtual void TriggerTeleportHome(UUID id, IClientAPI client)
|
|
{
|
|
TeleportHome(id, client);
|
|
}
|
|
|
|
public virtual bool TeleportHome(UUID id, IClientAPI client)
|
|
{
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId);
|
|
|
|
//OpenSim.Services.Interfaces.PresenceInfo pinfo = Scene.PresenceService.GetAgent(client.SessionId);
|
|
GridUserInfo uinfo = Scene.GridUserService.GetGridUserInfo(client.AgentId.ToString());
|
|
|
|
if (uinfo != null)
|
|
{
|
|
if (uinfo.HomeRegionID == UUID.Zero)
|
|
{
|
|
// can't find the Home region: Tell viewer and abort
|
|
m_log.ErrorFormat("{0} No grid user info found for {1} {2}. Cannot send home.",
|
|
LogHeader, client.Name, client.AgentId);
|
|
client.SendTeleportFailed("You don't have a home position set.");
|
|
return false;
|
|
}
|
|
GridRegion regionInfo = Scene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
|
|
if (regionInfo == null)
|
|
{
|
|
// can't find the Home region: Tell viewer and abort
|
|
client.SendTeleportFailed("Your home region could not be found.");
|
|
return false;
|
|
}
|
|
|
|
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Home region of {0} is {1} ({2}-{3})",
|
|
client.Name, regionInfo.RegionName, regionInfo.RegionCoordX, regionInfo.RegionCoordY);
|
|
|
|
// a little eekie that this goes back to Scene and with a forced cast, will fix that at some point...
|
|
((Scene)(client.Scene)).RequestTeleportLocation(
|
|
client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt,
|
|
(uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// can't find the Home region: Tell viewer and abort
|
|
client.SendTeleportFailed("Your home region could not be found.");
|
|
}
|
|
return false;
|
|
}
|
|
|
|
#endregion
|
|
|
|
|
|
#region Agent Crossings
|
|
|
|
// Given a position relative to the current region (which has previously been tested to
|
|
// see that it is actually outside the current region), find the new region that the
|
|
// point is actually in.
|
|
// Returns the coordinates and information of the new region or 'null' of it doesn't exist.
|
|
public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos,
|
|
out string version, out Vector3 newpos, out string failureReason)
|
|
{
|
|
version = String.Empty;
|
|
newpos = pos;
|
|
failureReason = string.Empty;
|
|
string homeURI = scene.GetAgentHomeURI(agentID);
|
|
|
|
// m_log.DebugFormat(
|
|
// "[ENTITY TRANSFER MODULE]: Crossing agent {0} at pos {1} in {2}", agent.Name, pos, scene.Name);
|
|
|
|
// Compute world location of the object's position
|
|
double presenceWorldX = (double)scene.RegionInfo.WorldLocX + pos.X;
|
|
double presenceWorldY = (double)scene.RegionInfo.WorldLocY + pos.Y;
|
|
|
|
// Call the grid service to lookup the region containing the new position.
|
|
GridRegion neighbourRegion = GetRegionContainingWorldLocation(scene.GridService, scene.RegionInfo.ScopeID,
|
|
presenceWorldX, presenceWorldY,
|
|
Math.Max(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY));
|
|
|
|
if (neighbourRegion != null)
|
|
{
|
|
// Compute the entity's position relative to the new region
|
|
newpos = new Vector3((float)(presenceWorldX - (double)neighbourRegion.RegionLocX),
|
|
(float)(presenceWorldY - (double)neighbourRegion.RegionLocY),
|
|
pos.Z);
|
|
|
|
if (m_bannedRegionCache.IfBanned(neighbourRegion.RegionHandle, agentID))
|
|
{
|
|
failureReason = "Cannot region cross into banned parcel";
|
|
neighbourRegion = null;
|
|
}
|
|
else
|
|
{
|
|
// If not banned, make sure this agent is not in the list.
|
|
m_bannedRegionCache.Remove(neighbourRegion.RegionHandle, agentID);
|
|
}
|
|
|
|
// Check to see if we have access to the target region.
|
|
string myversion = string.Format("{0}/{1}", OutgoingTransferVersionName, MaxOutgoingTransferVersion);
|
|
if (neighbourRegion != null
|
|
&& !scene.SimulationService.QueryAccess(neighbourRegion, agentID, homeURI, false, newpos, myversion, out version, out failureReason))
|
|
{
|
|
// remember banned
|
|
m_bannedRegionCache.Add(neighbourRegion.RegionHandle, agentID);
|
|
neighbourRegion = null;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// The destination region just doesn't exist
|
|
failureReason = "Cannot cross into non-existent region";
|
|
}
|
|
|
|
if (neighbourRegion == null)
|
|
m_log.DebugFormat("{0} GetDestination: region not found. Old region name={1} at <{2},{3}> of size <{4},{5}>. Old pos={6}",
|
|
LogHeader, scene.RegionInfo.RegionName,
|
|
scene.RegionInfo.RegionLocX, scene.RegionInfo.RegionLocY,
|
|
scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY,
|
|
pos);
|
|
else
|
|
m_log.DebugFormat("{0} GetDestination: new region={1} at <{2},{3}> of size <{4},{5}>, newpos=<{6},{7}>",
|
|
LogHeader, neighbourRegion.RegionName,
|
|
neighbourRegion.RegionLocX, neighbourRegion.RegionLocY, neighbourRegion.RegionSizeX, neighbourRegion.RegionSizeY,
|
|
newpos.X, newpos.Y);
|
|
|
|
return neighbourRegion;
|
|
}
|
|
|
|
public bool Cross(ScenePresence agent, bool isFlying)
|
|
{
|
|
Vector3 newpos;
|
|
string version;
|
|
string failureReason;
|
|
|
|
GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition,
|
|
out version, out newpos, out failureReason);
|
|
if (neighbourRegion == null)
|
|
{
|
|
agent.ControllingClient.SendAlertMessage(failureReason);
|
|
return false;
|
|
}
|
|
|
|
agent.IsInTransit = true;
|
|
|
|
CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
|
|
d.BeginInvoke(agent, newpos, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
|
|
|
|
Scene.EventManager.TriggerCrossAgentToNewRegion(agent, isFlying, neighbourRegion);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
public delegate void InformClientToInitiateTeleportToLocationDelegate(ScenePresence agent, uint regionX, uint regionY,
|
|
Vector3 position,
|
|
Scene initiatingScene);
|
|
|
|
private void InformClientToInitiateTeleportToLocation(ScenePresence agent, uint regionX, uint regionY, Vector3 position, Scene initiatingScene)
|
|
{
|
|
|
|
// This assumes that we know what our neighbours are.
|
|
|
|
InformClientToInitiateTeleportToLocationDelegate d = InformClientToInitiateTeleportToLocationAsync;
|
|
d.BeginInvoke(agent, regionX, regionY, position, initiatingScene,
|
|
InformClientToInitiateTeleportToLocationCompleted,
|
|
d);
|
|
}
|
|
|
|
public void InformClientToInitiateTeleportToLocationAsync(ScenePresence agent, uint regionX, uint regionY, Vector3 position,
|
|
Scene initiatingScene)
|
|
{
|
|
Thread.Sleep(10000);
|
|
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Auto-reteleporting {0} to correct megaregion location {1},{2},{3} from {4}",
|
|
agent.Name, regionX, regionY, position, initiatingScene.Name);
|
|
|
|
agent.Scene.RequestTeleportLocation(
|
|
agent.ControllingClient,
|
|
Util.RegionLocToHandle(regionX, regionY),
|
|
position,
|
|
agent.Lookat,
|
|
(uint)Constants.TeleportFlags.ViaLocation);
|
|
|
|
/*
|
|
IMessageTransferModule im = initiatingScene.RequestModuleInterface<IMessageTransferModule>();
|
|
if (im != null)
|
|
{
|
|
UUID gotoLocation = Util.BuildFakeParcelID(
|
|
Util.RegionLocToHandle(regionX, regionY),
|
|
(uint)(int)position.X,
|
|
(uint)(int)position.Y,
|
|
(uint)(int)position.Z);
|
|
|
|
GridInstantMessage m
|
|
= new GridInstantMessage(
|
|
initiatingScene,
|
|
UUID.Zero,
|
|
"Region",
|
|
agent.UUID,
|
|
(byte)InstantMessageDialog.GodLikeRequestTeleport,
|
|
false,
|
|
"",
|
|
gotoLocation,
|
|
false,
|
|
new Vector3(127, 0, 0),
|
|
new Byte[0],
|
|
false);
|
|
|
|
im.SendInstantMessage(m, delegate(bool success)
|
|
{
|
|
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Client Initiating Teleport sending IM success = {0}", success);
|
|
});
|
|
|
|
}
|
|
*/
|
|
}
|
|
|
|
private void InformClientToInitiateTeleportToLocationCompleted(IAsyncResult iar)
|
|
{
|
|
InformClientToInitiateTeleportToLocationDelegate icon =
|
|
(InformClientToInitiateTeleportToLocationDelegate)iar.AsyncState;
|
|
icon.EndInvoke(iar);
|
|
}
|
|
|
|
public bool CrossAgentToNewRegionPrep(ScenePresence agent, GridRegion neighbourRegion)
|
|
{
|
|
if (neighbourRegion == null)
|
|
return false;
|
|
|
|
m_entityTransferStateMachine.SetInTransit(agent.UUID);
|
|
|
|
agent.RemoveFromPhysicalScene();
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This Closes child agents on neighbouring regions
|
|
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
|
|
/// </summary>
|
|
public ScenePresence CrossAgentToNewRegionAsync(
|
|
ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
|
|
bool isFlying, string version)
|
|
{
|
|
try
|
|
{
|
|
m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: new region={1} at <{2},{3}>. newpos={4}",
|
|
LogHeader, neighbourRegion.RegionName, neighbourRegion.RegionLocX, neighbourRegion.RegionLocY, pos);
|
|
|
|
if (!CrossAgentToNewRegionPrep(agent, neighbourRegion))
|
|
{
|
|
m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: prep failed. Resetting transfer state", LogHeader);
|
|
m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
|
|
}
|
|
|
|
if (!CrossAgentIntoNewRegionMain(agent, pos, neighbourRegion, isFlying))
|
|
{
|
|
m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: cross main failed. Resetting transfer state", LogHeader);
|
|
m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
|
|
}
|
|
|
|
CrossAgentToNewRegionPost(agent, pos, neighbourRegion, isFlying, version);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.Error(string.Format("{0}: CrossAgentToNewRegionAsync: failed with exception ", LogHeader), e);
|
|
}
|
|
|
|
return agent;
|
|
}
|
|
|
|
public bool CrossAgentIntoNewRegionMain(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying)
|
|
{
|
|
try
|
|
{
|
|
AgentData cAgent = new AgentData();
|
|
agent.CopyTo(cAgent);
|
|
cAgent.Position = pos + agent.Velocity;
|
|
if (isFlying)
|
|
cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
|
|
|
|
// We don't need the callback anymnore
|
|
cAgent.CallbackURI = String.Empty;
|
|
|
|
// Beyond this point, extra cleanup is needed beyond removing transit state
|
|
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.Transferring);
|
|
|
|
if (!agent.Scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
|
|
{
|
|
// region doesn't take it
|
|
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
|
|
|
|
m_log.WarnFormat(
|
|
"[ENTITY TRANSFER MODULE]: Region {0} would not accept update for agent {1} on cross attempt. Returning to original region.",
|
|
neighbourRegion.RegionName, agent.Name);
|
|
|
|
ReInstantiateScripts(agent);
|
|
agent.AddToPhysicalScene(isFlying);
|
|
|
|
return false;
|
|
}
|
|
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2}. Exception {3}{4}",
|
|
agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace);
|
|
|
|
// TODO: Might be worth attempting other restoration here such as reinstantiation of scripts, etc.
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public void CrossAgentToNewRegionPost(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
|
|
bool isFlying, string version)
|
|
{
|
|
agent.ControllingClient.RequestClientInfo();
|
|
|
|
string agentcaps;
|
|
if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
|
|
{
|
|
m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
|
|
neighbourRegion.RegionHandle);
|
|
return;
|
|
}
|
|
|
|
// No turning back
|
|
agent.IsChildAgent = true;
|
|
|
|
string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
|
|
|
|
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
|
|
|
|
Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
|
|
|
|
if (m_eqModule != null)
|
|
{
|
|
m_eqModule.CrossRegion(
|
|
neighbourRegion.RegionHandle, pos + agent.Velocity, vel2 /* agent.Velocity */,
|
|
neighbourRegion.ExternalEndPoint,
|
|
capsPath, agent.UUID, agent.ControllingClient.SessionId,
|
|
neighbourRegion.RegionSizeX, neighbourRegion.RegionSizeY);
|
|
}
|
|
else
|
|
{
|
|
m_log.ErrorFormat("{0} Using old CrossRegion packet. Varregion will not work!!", LogHeader);
|
|
agent.ControllingClient.CrossRegion(neighbourRegion.RegionHandle, pos + agent.Velocity, agent.Velocity, neighbourRegion.ExternalEndPoint,
|
|
capsPath);
|
|
}
|
|
|
|
// SUCCESS!
|
|
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
|
|
|
|
// Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
|
|
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
|
|
|
|
agent.MakeChildAgent();
|
|
|
|
// FIXME: Possibly this should occur lower down after other commands to close other agents,
|
|
// but not sure yet what the side effects would be.
|
|
m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
|
|
|
|
// now we have a child agent in this region. Request all interesting data about other (root) agents
|
|
agent.SendOtherAgentsAvatarDataToMe();
|
|
agent.SendOtherAgentsAppearanceToMe();
|
|
|
|
// Backwards compatibility. Best effort
|
|
if (version == "Unknown" || version == string.Empty)
|
|
{
|
|
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
|
|
Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
|
|
CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
|
|
}
|
|
|
|
// Next, let's close the child agent connections that are too far away.
|
|
uint neighbourx;
|
|
uint neighboury;
|
|
Util.RegionHandleToRegionLoc(neighbourRegion.RegionHandle, out neighbourx, out neighboury);
|
|
|
|
agent.CloseChildAgents(neighbourx, neighboury);
|
|
|
|
AgentHasMovedAway(agent, false);
|
|
|
|
// the user may change their profile information in other region,
|
|
// so the userinfo in UserProfileCache is not reliable any more, delete it
|
|
// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
|
|
// if (agent.Scene.NeedSceneCacheClear(agent.UUID))
|
|
// {
|
|
// m_log.DebugFormat(
|
|
// "[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
|
|
// }
|
|
|
|
//m_log.Debug("AFTER CROSS");
|
|
//Scene.DumpChildrenSeeds(UUID);
|
|
//DumpKnownRegions();
|
|
|
|
return;
|
|
}
|
|
|
|
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
|
|
// agent.RestoreInCurrentScene();
|
|
|
|
// In any case
|
|
agent.IsInTransit = false;
|
|
|
|
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Enable Child Agent
|
|
|
|
/// <summary>
|
|
/// This informs a single neighbouring region about agent "avatar".
|
|
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
|
|
/// </summary>
|
|
/// <param name="sp"></param>
|
|
/// <param name="region"></param>
|
|
public void EnableChildAgent(ScenePresence sp, GridRegion region)
|
|
{
|
|
m_log.DebugFormat("[ENTITY TRANSFER]: Enabling child agent in new neighbour {0}", region.RegionName);
|
|
|
|
AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
|
|
AgentCircuitData agent = sp.ControllingClient.RequestClientInfo();
|
|
agent.BaseFolder = UUID.Zero;
|
|
agent.InventoryFolder = UUID.Zero;
|
|
agent.startpos = new Vector3(128, 128, 70);
|
|
agent.child = true;
|
|
agent.Appearance = sp.Appearance;
|
|
agent.CapsPath = CapsUtil.GetRandomCapsObjectPath();
|
|
|
|
agent.ChildrenCapSeeds = new Dictionary<ulong, string>(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID));
|
|
//m_log.DebugFormat("[XXX] Seeds 1 {0}", agent.ChildrenCapSeeds.Count);
|
|
|
|
if (!agent.ChildrenCapSeeds.ContainsKey(sp.Scene.RegionInfo.RegionHandle))
|
|
agent.ChildrenCapSeeds.Add(sp.Scene.RegionInfo.RegionHandle, sp.ControllingClient.RequestClientInfo().CapsPath);
|
|
//m_log.DebugFormat("[XXX] Seeds 2 {0}", agent.ChildrenCapSeeds.Count);
|
|
|
|
sp.AddNeighbourRegion(region.RegionHandle, agent.CapsPath);
|
|
//foreach (ulong h in agent.ChildrenCapSeeds.Keys)
|
|
// m_log.DebugFormat("[XXX] --> {0}", h);
|
|
//m_log.DebugFormat("[XXX] Adding {0}", region.RegionHandle);
|
|
if (agent.ChildrenCapSeeds.ContainsKey(region.RegionHandle))
|
|
{
|
|
m_log.WarnFormat(
|
|
"[ENTITY TRANSFER]: Overwriting caps seed {0} with {1} for region {2} (handle {3}) for {4} in {5}",
|
|
agent.ChildrenCapSeeds[region.RegionHandle], agent.CapsPath,
|
|
region.RegionName, region.RegionHandle, sp.Name, Scene.Name);
|
|
}
|
|
|
|
agent.ChildrenCapSeeds[region.RegionHandle] = agent.CapsPath;
|
|
|
|
if (sp.Scene.CapsModule != null)
|
|
{
|
|
sp.Scene.CapsModule.SetChildrenSeed(sp.UUID, agent.ChildrenCapSeeds);
|
|
}
|
|
|
|
if (currentAgentCircuit != null)
|
|
{
|
|
agent.ServiceURLs = currentAgentCircuit.ServiceURLs;
|
|
agent.IPAddress = currentAgentCircuit.IPAddress;
|
|
agent.Viewer = currentAgentCircuit.Viewer;
|
|
agent.Channel = currentAgentCircuit.Channel;
|
|
agent.Mac = currentAgentCircuit.Mac;
|
|
agent.Id0 = currentAgentCircuit.Id0;
|
|
}
|
|
|
|
IPEndPoint external = region.ExternalEndPoint;
|
|
if (external != null)
|
|
{
|
|
InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
|
|
d.BeginInvoke(sp, agent, region, external, true,
|
|
InformClientOfNeighbourCompleted,
|
|
d);
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
#region Enable Child Agents
|
|
|
|
private delegate void InformClientOfNeighbourDelegate(
|
|
ScenePresence avatar, AgentCircuitData a, GridRegion reg, IPEndPoint endPoint, bool newAgent);
|
|
|
|
/// <summary>
|
|
/// This informs all neighbouring regions about agent "avatar".
|
|
/// </summary>
|
|
/// <param name="sp"></param>
|
|
public void EnableChildAgents(ScenePresence sp)
|
|
{
|
|
List<GridRegion> neighbours = new List<GridRegion>();
|
|
RegionInfo m_regionInfo = sp.Scene.RegionInfo;
|
|
|
|
if (m_regionInfo != null)
|
|
{
|
|
neighbours = RequestNeighbours(sp, m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
|
|
}
|
|
else
|
|
{
|
|
m_log.Debug("[ENTITY TRANSFER MODULE]: m_regionInfo was null in EnableChildAgents, is this a NPC?");
|
|
}
|
|
|
|
/// We need to find the difference between the new regions where there are no child agents
|
|
/// and the regions where there are already child agents. We only send notification to the former.
|
|
List<ulong> neighbourHandles = NeighbourHandles(neighbours); // on this region
|
|
neighbourHandles.Add(sp.Scene.RegionInfo.RegionHandle); // add this region too
|
|
List<ulong> previousRegionNeighbourHandles;
|
|
|
|
if (sp.Scene.CapsModule != null)
|
|
{
|
|
previousRegionNeighbourHandles =
|
|
new List<ulong>(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID).Keys);
|
|
}
|
|
else
|
|
{
|
|
previousRegionNeighbourHandles = new List<ulong>();
|
|
}
|
|
|
|
List<ulong> newRegions = NewNeighbours(neighbourHandles, previousRegionNeighbourHandles);
|
|
List<ulong> oldRegions = OldNeighbours(neighbourHandles, previousRegionNeighbourHandles);
|
|
|
|
// Dump("Current Neighbors", neighbourHandles);
|
|
// Dump("Previous Neighbours", previousRegionNeighbourHandles);
|
|
// Dump("New Neighbours", newRegions);
|
|
// Dump("Old Neighbours", oldRegions);
|
|
|
|
/// Update the scene presence's known regions here on this region
|
|
sp.DropOldNeighbours(oldRegions);
|
|
|
|
/// Collect as many seeds as possible
|
|
Dictionary<ulong, string> seeds;
|
|
if (sp.Scene.CapsModule != null)
|
|
seeds = new Dictionary<ulong, string>(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID));
|
|
else
|
|
seeds = new Dictionary<ulong, string>();
|
|
|
|
//m_log.Debug(" !!! No. of seeds: " + seeds.Count);
|
|
if (!seeds.ContainsKey(sp.Scene.RegionInfo.RegionHandle))
|
|
seeds.Add(sp.Scene.RegionInfo.RegionHandle, sp.ControllingClient.RequestClientInfo().CapsPath);
|
|
|
|
/// Create the necessary child agents
|
|
List<AgentCircuitData> cagents = new List<AgentCircuitData>();
|
|
foreach (GridRegion neighbour in neighbours)
|
|
{
|
|
if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle)
|
|
{
|
|
AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
|
|
AgentCircuitData agent = sp.ControllingClient.RequestClientInfo();
|
|
agent.BaseFolder = UUID.Zero;
|
|
agent.InventoryFolder = UUID.Zero;
|
|
agent.startpos = sp.AbsolutePosition + CalculateOffset(sp, neighbour);
|
|
agent.child = true;
|
|
agent.Appearance = sp.Appearance;
|
|
if (currentAgentCircuit != null)
|
|
{
|
|
agent.ServiceURLs = currentAgentCircuit.ServiceURLs;
|
|
agent.IPAddress = currentAgentCircuit.IPAddress;
|
|
agent.Viewer = currentAgentCircuit.Viewer;
|
|
agent.Channel = currentAgentCircuit.Channel;
|
|
agent.Mac = currentAgentCircuit.Mac;
|
|
agent.Id0 = currentAgentCircuit.Id0;
|
|
}
|
|
|
|
if (newRegions.Contains(neighbour.RegionHandle))
|
|
{
|
|
agent.CapsPath = CapsUtil.GetRandomCapsObjectPath();
|
|
sp.AddNeighbourRegion(neighbour.RegionHandle, agent.CapsPath);
|
|
seeds.Add(neighbour.RegionHandle, agent.CapsPath);
|
|
}
|
|
else
|
|
{
|
|
agent.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.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 (sp.Scene.CapsModule != null)
|
|
{
|
|
sp.Scene.CapsModule.SetChildrenSeed(sp.UUID, seeds);
|
|
}
|
|
sp.KnownRegions = seeds;
|
|
//avatar.Scene.DumpChildrenSeeds(avatar.UUID);
|
|
//avatar.DumpKnownRegions();
|
|
|
|
bool newAgent = false;
|
|
int count = 0;
|
|
foreach (GridRegion neighbour in neighbours)
|
|
{
|
|
//m_log.WarnFormat("--> Going to send child agent to {0}", neighbour.RegionName);
|
|
// Don't do it if there's already an agent in that region
|
|
if (newRegions.Contains(neighbour.RegionHandle))
|
|
newAgent = true;
|
|
else
|
|
newAgent = false;
|
|
// continue;
|
|
|
|
if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle)
|
|
{
|
|
try
|
|
{
|
|
// Let's put this back at sync, so that it doesn't clog
|
|
// the network, especially for regions in the same physical server.
|
|
// We're really not in a hurry here.
|
|
InformClientOfNeighbourAsync(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent);
|
|
//InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
|
|
//d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
|
|
// InformClientOfNeighbourCompleted,
|
|
// d);
|
|
}
|
|
|
|
catch (ArgumentOutOfRangeException)
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[ENTITY TRANSFER MODULE]: Neighbour Regions response included the current region in the neighbour list. The following region will not display to the client: {0} for region {1} ({2}, {3}).",
|
|
neighbour.ExternalHostName,
|
|
neighbour.RegionHandle,
|
|
neighbour.RegionLocX,
|
|
neighbour.RegionLocY);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[ENTITY TRANSFER MODULE]: 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++;
|
|
}
|
|
}
|
|
|
|
// Computes the difference between two region bases.
|
|
// Returns a vector of world coordinates (meters) from base of first region to the second.
|
|
// The first region is the home region of the passed scene presence.
|
|
Vector3 CalculateOffset(ScenePresence sp, GridRegion neighbour)
|
|
{
|
|
/*
|
|
int rRegionX = (int)sp.Scene.RegionInfo.LegacyRegionLocX;
|
|
int rRegionY = (int)sp.Scene.RegionInfo.LegacyRegionLocY;
|
|
int tRegionX = neighbour.RegionLocX / (int)Constants.RegionSize;
|
|
int tRegionY = neighbour.RegionLocY / (int)Constants.RegionSize;
|
|
int shiftx = (rRegionX - tRegionX) * (int)Constants.RegionSize;
|
|
int shifty = (rRegionY - tRegionY) * (int)Constants.RegionSize;
|
|
return new Vector3(shiftx, shifty, 0f);
|
|
*/
|
|
return new Vector3( sp.Scene.RegionInfo.WorldLocX - neighbour.RegionLocX,
|
|
sp.Scene.RegionInfo.WorldLocY - neighbour.RegionLocY,
|
|
0f);
|
|
}
|
|
|
|
public GridRegion GetRegionContainingWorldLocation(IGridService pGridService, UUID pScopeID, double px, double py)
|
|
{
|
|
// Since we don't know how big the regions could be, we have to search a very large area
|
|
// to find possible regions.
|
|
return GetRegionContainingWorldLocation(pGridService, pScopeID, px, py, Constants.MaximumRegionSize);
|
|
}
|
|
|
|
#region NotFoundLocationCache class
|
|
// A collection of not found locations to make future lookups 'not found' lookups quick.
|
|
// A simple expiring cache that keeps not found locations for some number of seconds.
|
|
// A 'not found' location is presumed to be anywhere in the minimum sized region that
|
|
// contains that point. A conservitive estimate.
|
|
private class NotFoundLocationCache
|
|
{
|
|
private struct NotFoundLocation
|
|
{
|
|
public double minX, maxX, minY, maxY;
|
|
public DateTime expireTime;
|
|
}
|
|
private List<NotFoundLocation> m_notFoundLocations = new List<NotFoundLocation>();
|
|
public NotFoundLocationCache()
|
|
{
|
|
}
|
|
// Add an area to the list of 'not found' places. The area is the snapped region
|
|
// area around the added point.
|
|
public void Add(double pX, double pY)
|
|
{
|
|
lock (m_notFoundLocations)
|
|
{
|
|
if (!LockedContains(pX, pY))
|
|
{
|
|
NotFoundLocation nfl = new NotFoundLocation();
|
|
// A not found location is not found for at least a whole region sized area
|
|
nfl.minX = pX - (pX % (double)Constants.RegionSize);
|
|
nfl.minY = pY - (pY % (double)Constants.RegionSize);
|
|
nfl.maxX = nfl.minX + (double)Constants.RegionSize;
|
|
nfl.maxY = nfl.minY + (double)Constants.RegionSize;
|
|
nfl.expireTime = DateTime.Now + TimeSpan.FromSeconds(30);
|
|
m_notFoundLocations.Add(nfl);
|
|
}
|
|
}
|
|
|
|
}
|
|
// Test to see of this point is in any of the 'not found' areas.
|
|
// Return 'true' if the point is found inside the 'not found' areas.
|
|
public bool Contains(double pX, double pY)
|
|
{
|
|
bool ret = false;
|
|
lock (m_notFoundLocations)
|
|
ret = LockedContains(pX, pY);
|
|
return ret;
|
|
}
|
|
private bool LockedContains(double pX, double pY)
|
|
{
|
|
bool ret = false;
|
|
this.DoExpiration();
|
|
foreach (NotFoundLocation nfl in m_notFoundLocations)
|
|
{
|
|
if (pX >= nfl.minX && pX < nfl.maxX && pY >= nfl.minY && pY < nfl.maxY)
|
|
{
|
|
ret = true;
|
|
break;
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
private void DoExpiration()
|
|
{
|
|
List<NotFoundLocation> m_toRemove = null;
|
|
DateTime now = DateTime.Now;
|
|
foreach (NotFoundLocation nfl in m_notFoundLocations)
|
|
{
|
|
if (nfl.expireTime < now)
|
|
{
|
|
if (m_toRemove == null)
|
|
m_toRemove = new List<NotFoundLocation>();
|
|
m_toRemove.Add(nfl);
|
|
}
|
|
}
|
|
if (m_toRemove != null)
|
|
{
|
|
foreach (NotFoundLocation nfl in m_toRemove)
|
|
m_notFoundLocations.Remove(nfl);
|
|
m_toRemove.Clear();
|
|
}
|
|
}
|
|
}
|
|
#endregion // NotFoundLocationCache class
|
|
private NotFoundLocationCache m_notFoundLocationCache = new NotFoundLocationCache();
|
|
|
|
// Given a world position (fractional meter coordinate), get the GridRegion info for
|
|
// the region containing that point.
|
|
// Someday this should be a method on GridService.
|
|
// 'pSizeHint' is the size of the source region but since the destination point can be anywhere
|
|
// the size of the target region is unknown thus the search area might have to be very large.
|
|
// Return 'null' if no such region exists.
|
|
public GridRegion GetRegionContainingWorldLocation(IGridService pGridService, UUID pScopeID,
|
|
double px, double py, uint pSizeHint)
|
|
{
|
|
m_log.DebugFormat("{0} GetRegionContainingWorldLocation: call, XY=<{1},{2}>", LogHeader, px, py);
|
|
GridRegion ret = null;
|
|
const double fudge = 2.0;
|
|
|
|
// One problem with this routine is negative results. That is, this can be called lots of times
|
|
// for regions that don't exist. m_notFoundLocationCache remembers 'not found' results so they
|
|
// will be quick 'not found's next time.
|
|
// NotFoundLocationCache is an expiring cache so it will eventually forget about 'not found' and
|
|
// thus re-ask the GridService about the location.
|
|
if (m_notFoundLocationCache.Contains(px, py))
|
|
{
|
|
m_log.DebugFormat("{0} GetRegionContainingWorldLocation: Not found via cache. loc=<{1},{2}>", LogHeader, px, py);
|
|
return null;
|
|
}
|
|
|
|
// As an optimization, since most regions will be legacy sized regions (256x256), first try to get
|
|
// the region at the appropriate legacy region location.
|
|
uint possibleX = (uint)Math.Floor(px);
|
|
possibleX -= possibleX % Constants.RegionSize;
|
|
uint possibleY = (uint)Math.Floor(py);
|
|
possibleY -= possibleY % Constants.RegionSize;
|
|
ret = pGridService.GetRegionByPosition(pScopeID, (int)possibleX, (int)possibleY);
|
|
if (ret != null)
|
|
{
|
|
m_log.DebugFormat("{0} GetRegionContainingWorldLocation: Found region using legacy size. rloc=<{1},{2}>. Rname={3}",
|
|
LogHeader, possibleX, possibleY, ret.RegionName);
|
|
}
|
|
|
|
if (ret == null)
|
|
{
|
|
// If the simple lookup failed, search the larger area for a region that contains this point
|
|
double range = (double)pSizeHint + fudge;
|
|
while (ret == null && range <= (Constants.MaximumRegionSize + Constants.RegionSize))
|
|
{
|
|
// Get from the grid service a list of regions that might contain this point.
|
|
// The region origin will be in the zero direction so only subtract the range.
|
|
List<GridRegion> possibleRegions = pGridService.GetRegionRange(pScopeID,
|
|
(int)(px - range), (int)(px),
|
|
(int)(py - range), (int)(py));
|
|
m_log.DebugFormat("{0} GetRegionContainingWorldLocation: possibleRegions cnt={1}, range={2}",
|
|
LogHeader, possibleRegions.Count, range);
|
|
if (possibleRegions != null && possibleRegions.Count > 0)
|
|
{
|
|
// If we found some regions, check to see if the point is within
|
|
foreach (GridRegion gr in possibleRegions)
|
|
{
|
|
m_log.DebugFormat("{0} GetRegionContainingWorldLocation: possibleRegion nm={1}, regionLoc=<{2},{3}>, regionSize=<{4},{5}>",
|
|
LogHeader, gr.RegionName, gr.RegionLocX, gr.RegionLocY, gr.RegionSizeX, gr.RegionSizeY);
|
|
if (px >= (double)gr.RegionLocX && px < (double)(gr.RegionLocX + gr.RegionSizeX)
|
|
&& py >= (double)gr.RegionLocY && py < (double)(gr.RegionLocY + gr.RegionSizeY))
|
|
{
|
|
// Found a region that contains the point
|
|
ret = gr;
|
|
m_log.DebugFormat("{0} GetRegionContainingWorldLocation: found. RegionName={1}", LogHeader, ret.RegionName);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
// Larger search area for next time around if not found
|
|
range *= 2;
|
|
}
|
|
}
|
|
|
|
if (ret == null)
|
|
{
|
|
// remember this location was not found so we can quickly not find it next time
|
|
m_notFoundLocationCache.Add(px, py);
|
|
m_log.DebugFormat("{0} GetRegionContainingWorldLocation: Not found. Remembering loc=<{1},{2}>", LogHeader, px, py);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
private void InformClientOfNeighbourCompleted(IAsyncResult iar)
|
|
{
|
|
InformClientOfNeighbourDelegate icon = (InformClientOfNeighbourDelegate)iar.AsyncState;
|
|
icon.EndInvoke(iar);
|
|
//m_log.WarnFormat(" --> InformClientOfNeighbourCompleted");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Async component for informing client of which neighbours exist
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This needs to run asynchronously, 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 sp, AgentCircuitData a, GridRegion reg,
|
|
IPEndPoint endPoint, bool newAgent)
|
|
{
|
|
// Let's wait just a little to give time to originating regions to catch up with closing child agents
|
|
// after a cross here
|
|
Thread.Sleep(500);
|
|
|
|
Scene scene = sp.Scene;
|
|
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Informing {0} {1} about neighbour {2} {3} at ({4},{5})",
|
|
sp.Name, sp.UUID, reg.RegionName, endPoint, reg.RegionCoordX, reg.RegionCoordY);
|
|
|
|
string capsPath = reg.ServerURI + CapsUtil.GetCapsSeedPath(a.CapsPath);
|
|
|
|
string reason = String.Empty;
|
|
|
|
bool regionAccepted = scene.SimulationService.CreateAgent(null, reg, a, (uint)TeleportFlags.Default, out reason);
|
|
|
|
if (regionAccepted && newAgent)
|
|
{
|
|
if (m_eqModule != null)
|
|
{
|
|
#region IP Translation for NAT
|
|
IClientIPEndpoint ipepClient;
|
|
if (sp.ClientView.TryGet(out ipepClient))
|
|
{
|
|
endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
|
|
}
|
|
#endregion
|
|
|
|
m_log.DebugFormat("{0} {1} is sending {2} EnableSimulator for neighbour region {3}(loc=<{4},{5}>,siz=<{6},{7}>) " +
|
|
"and EstablishAgentCommunication with seed cap {8}", LogHeader,
|
|
scene.RegionInfo.RegionName, sp.Name,
|
|
reg.RegionName, reg.RegionLocX, reg.RegionLocY, reg.RegionSizeX, reg.RegionSizeY , capsPath);
|
|
|
|
m_eqModule.EnableSimulator(reg.RegionHandle, endPoint, sp.UUID, reg.RegionSizeX, reg.RegionSizeY);
|
|
m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath, reg.RegionHandle, reg.RegionSizeX, reg.RegionSizeY);
|
|
}
|
|
else
|
|
{
|
|
sp.ControllingClient.InformClientOfNeighbour(reg.RegionHandle, endPoint);
|
|
// TODO: make Event Queue disablable!
|
|
}
|
|
|
|
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Completed inform {0} {1} about neighbour {2}", sp.Name, sp.UUID, endPoint);
|
|
}
|
|
|
|
if (!regionAccepted)
|
|
m_log.WarnFormat(
|
|
"[ENTITY TRANSFER MODULE]: Region {0} did not accept {1} {2}: {3}",
|
|
reg.RegionName, sp.Name, sp.UUID, reason);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the range considered in view of this megaregion (assuming this is a megaregion).
|
|
/// </summary>
|
|
/// <remarks>Expressed in 256m units</remarks>
|
|
/// <param name='swCorner'></param>
|
|
/// <param name='neCorner'></param>
|
|
private void GetMegaregionViewRange(out Vector2 swCorner, out Vector2 neCorner)
|
|
{
|
|
Vector2 extent = Vector2.Zero;
|
|
|
|
if (m_regionCombinerModule != null)
|
|
{
|
|
Vector2 megaRegionSize = m_regionCombinerModule.GetSizeOfMegaregion(Scene.RegionInfo.RegionID);
|
|
extent.X = (float)Util.WorldToRegionLoc((uint)megaRegionSize.X);
|
|
extent.Y = (float)Util.WorldToRegionLoc((uint)megaRegionSize.Y);
|
|
}
|
|
|
|
swCorner.X = Scene.RegionInfo.RegionLocX - 1;
|
|
swCorner.Y = Scene.RegionInfo.RegionLocY - 1;
|
|
neCorner.X = Scene.RegionInfo.RegionLocX + extent.X;
|
|
neCorner.Y = Scene.RegionInfo.RegionLocY + extent.Y;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return the list of regions that are considered to be neighbours to the given scene.
|
|
/// </summary>
|
|
/// <param name="pScene"></param>
|
|
/// <param name="pRegionLocX"></param>
|
|
/// <param name="pRegionLocY"></param>
|
|
/// <returns></returns>
|
|
protected List<GridRegion> RequestNeighbours(ScenePresence avatar, uint pRegionLocX, uint pRegionLocY)
|
|
{
|
|
Scene pScene = avatar.Scene;
|
|
RegionInfo m_regionInfo = pScene.RegionInfo;
|
|
|
|
// Leaving this as a "megaregions" computation vs "non-megaregions" computation; it isn't
|
|
// clear what should be done with a "far view" given that megaregions already extended the
|
|
// view to include everything in the megaregion
|
|
if (m_regionCombinerModule == null || !m_regionCombinerModule.IsRootForMegaregion(Scene.RegionInfo.RegionID))
|
|
{
|
|
// The area to check is as big as the current region.
|
|
// We presume all adjacent regions are the same size as this region.
|
|
uint dd = Math.Max((uint)avatar.DrawDistance,
|
|
Math.Max(Scene.RegionInfo.RegionSizeX, Scene.RegionInfo.RegionSizeY));
|
|
|
|
uint startX = Util.RegionToWorldLoc(pRegionLocX) - dd + Constants.RegionSize/2;
|
|
uint startY = Util.RegionToWorldLoc(pRegionLocY) - dd + Constants.RegionSize/2;
|
|
|
|
uint endX = Util.RegionToWorldLoc(pRegionLocX) + dd + Constants.RegionSize/2;
|
|
uint endY = Util.RegionToWorldLoc(pRegionLocY) + dd + Constants.RegionSize/2;
|
|
|
|
List<GridRegion> neighbours =
|
|
avatar.Scene.GridService.GetRegionRange(m_regionInfo.ScopeID, (int)startX, (int)endX, (int)startY, (int)endY);
|
|
|
|
neighbours.RemoveAll(delegate(GridRegion r) { return r.RegionID == m_regionInfo.RegionID; });
|
|
return neighbours;
|
|
}
|
|
else
|
|
{
|
|
Vector2 swCorner, neCorner;
|
|
GetMegaregionViewRange(out swCorner, out neCorner);
|
|
|
|
List<GridRegion> neighbours
|
|
= pScene.GridService.GetRegionRange(
|
|
m_regionInfo.ScopeID,
|
|
(int)Util.RegionToWorldLoc((uint)swCorner.X), (int)Util.RegionToWorldLoc((uint)neCorner.X),
|
|
(int)Util.RegionToWorldLoc((uint)swCorner.Y), (int)Util.RegionToWorldLoc((uint)neCorner.Y) );
|
|
|
|
neighbours.RemoveAll(delegate(GridRegion r) { return r.RegionID == m_regionInfo.RegionID; });
|
|
|
|
return neighbours;
|
|
}
|
|
}
|
|
|
|
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); });
|
|
}
|
|
|
|
private List<ulong> NeighbourHandles(List<GridRegion> neighbours)
|
|
{
|
|
List<ulong> handles = new List<ulong>();
|
|
foreach (GridRegion reg in neighbours)
|
|
{
|
|
handles.Add(reg.RegionHandle);
|
|
}
|
|
return handles;
|
|
}
|
|
|
|
// 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);
|
|
// }
|
|
// }
|
|
|
|
#endregion
|
|
|
|
#region Agent Arrived
|
|
|
|
public void AgentArrivedAtDestination(UUID id)
|
|
{
|
|
m_entityTransferStateMachine.SetAgentArrivedAtDestination(id);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Object Transfers
|
|
|
|
/// <summary>
|
|
/// Move the given scene object into a new region depending on which region its absolute position has moved
|
|
/// into.
|
|
///
|
|
/// Using the objects new world location, ask the grid service for a the new region and adjust the prim
|
|
/// position to be relative to the new region.
|
|
/// </summary>
|
|
/// <param name="grp">the scene object that we're crossing</param>
|
|
/// <param name="attemptedPosition">the attempted out of region position of the scene object. This position is
|
|
/// relative to the region the object currently is in.</param>
|
|
/// <param name="silent">if 'true', the deletion of the client from the region is not broadcast to the clients</param>
|
|
public void Cross(SceneObjectGroup grp, Vector3 attemptedPosition, bool silent)
|
|
{
|
|
if (grp == null)
|
|
return;
|
|
if (grp.IsDeleted)
|
|
return;
|
|
|
|
Scene scene = grp.Scene;
|
|
if (scene == null)
|
|
return;
|
|
|
|
if (grp.RootPart.DIE_AT_EDGE)
|
|
{
|
|
// We remove the object here
|
|
try
|
|
{
|
|
scene.DeleteSceneObject(grp, false);
|
|
}
|
|
catch (Exception)
|
|
{
|
|
m_log.Warn("[DATABASE]: exception when trying to remove the prim that crossed the border.");
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Remember the old group position in case the region lookup fails so position can be restored.
|
|
Vector3 oldGroupPosition = grp.RootPart.GroupPosition;
|
|
|
|
// Compute the absolute position of the object.
|
|
double objectWorldLocX = (double)scene.RegionInfo.WorldLocX + attemptedPosition.X;
|
|
double objectWorldLocY = (double)scene.RegionInfo.WorldLocY + attemptedPosition.Y;
|
|
|
|
// Ask the grid service for the region that contains the passed address
|
|
GridRegion destination = GetRegionContainingWorldLocation(scene.GridService, scene.RegionInfo.ScopeID,
|
|
objectWorldLocX, objectWorldLocY);
|
|
|
|
Vector3 pos = Vector3.Zero;
|
|
if (destination != null)
|
|
{
|
|
// Adjust the object's relative position from the old region (attemptedPosition)
|
|
// to be relative to the new region (pos).
|
|
pos = new Vector3( (float)(objectWorldLocX - (double)destination.RegionLocX),
|
|
(float)(objectWorldLocY - (double)destination.RegionLocY),
|
|
attemptedPosition.Z);
|
|
}
|
|
|
|
if (destination == null || !CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
|
|
{
|
|
m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}", grp.UUID);
|
|
|
|
// We are going to move the object back to the old position so long as the old position
|
|
// is in the region
|
|
oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 1.0f, (float)(scene.RegionInfo.RegionSizeX - 1));
|
|
oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 1.0f, (float)(scene.RegionInfo.RegionSizeY - 1));
|
|
oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 1.0f, Constants.RegionHeight);
|
|
|
|
grp.AbsolutePosition = oldGroupPosition;
|
|
grp.Velocity = Vector3.Zero;
|
|
if (grp.RootPart.PhysActor != null)
|
|
grp.RootPart.PhysActor.CrossingFailure();
|
|
|
|
if (grp.RootPart.KeyframeMotion != null)
|
|
grp.RootPart.KeyframeMotion.CrossingFailure();
|
|
|
|
grp.ScheduleGroupForFullUpdate();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Move the given scene object into a new region
|
|
/// </summary>
|
|
/// <param name="newRegionHandle"></param>
|
|
/// <param name="grp">Scene Object Group that we're crossing</param>
|
|
/// <returns>
|
|
/// true if the crossing itself was successful, false on failure
|
|
/// FIMXE: we still return true if the crossing object was not successfully deleted from the originating region
|
|
/// </returns>
|
|
protected bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent)
|
|
{
|
|
//m_log.Debug(" >>> CrossPrimGroupIntoNewRegion <<<");
|
|
|
|
bool successYN = false;
|
|
grp.RootPart.ClearUpdateSchedule();
|
|
//int primcrossingXMLmethod = 0;
|
|
|
|
if (destination != null)
|
|
{
|
|
//string objectState = grp.GetStateSnapshot();
|
|
|
|
//successYN
|
|
// = m_sceneGridService.PrimCrossToNeighboringRegion(
|
|
// newRegionHandle, grp.UUID, m_serialiser.SaveGroupToXml2(grp), primcrossingXMLmethod);
|
|
//if (successYN && (objectState != "") && m_allowScriptCrossings)
|
|
//{
|
|
// successYN = m_sceneGridService.PrimCrossToNeighboringRegion(
|
|
// newRegionHandle, grp.UUID, objectState, 100);
|
|
//}
|
|
|
|
//// And the new channel...
|
|
//if (m_interregionCommsOut != null)
|
|
// successYN = m_interregionCommsOut.SendCreateObject(newRegionHandle, grp, true);
|
|
if (Scene.SimulationService != null)
|
|
successYN = Scene.SimulationService.CreateObject(destination, newPosition, grp, true);
|
|
|
|
if (successYN)
|
|
{
|
|
// We remove the object here
|
|
try
|
|
{
|
|
grp.Scene.DeleteSceneObject(grp, silent);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[ENTITY TRANSFER MODULE]: Exception deleting the old object left behind on a border crossing for {0}, {1}",
|
|
grp, e);
|
|
}
|
|
}
|
|
/*
|
|
* done on caller ( not in attachments crossing for now)
|
|
else
|
|
{
|
|
|
|
if (!grp.IsDeleted)
|
|
{
|
|
PhysicsActor pa = grp.RootPart.PhysActor;
|
|
if (pa != null)
|
|
{
|
|
pa.CrossingFailure();
|
|
if (grp.RootPart.KeyframeMotion != null)
|
|
{
|
|
// moved to KeyframeMotion.CrossingFailure
|
|
// grp.RootPart.Velocity = Vector3.Zero;
|
|
grp.RootPart.KeyframeMotion.CrossingFailure();
|
|
// grp.SendGroupRootTerseUpdate();
|
|
}
|
|
}
|
|
}
|
|
|
|
m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);
|
|
}
|
|
*/
|
|
}
|
|
else
|
|
{
|
|
m_log.Error("[ENTITY TRANSFER MODULE]: destination was unexpectedly null in Scene.CrossPrimGroupIntoNewRegion()");
|
|
}
|
|
|
|
return successYN;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Cross the attachments for an avatar into the destination region.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This is only invoked for simulators released prior to April 2011. Versions of OpenSimulator since then
|
|
/// transfer attachments in one go as part of the ChildAgentDataUpdate data passed in the update agent call.
|
|
/// </remarks>
|
|
/// <param name='destination'></param>
|
|
/// <param name='sp'></param>
|
|
/// <param name='silent'></param>
|
|
protected void CrossAttachmentsIntoNewRegion(GridRegion destination, ScenePresence sp, bool silent)
|
|
{
|
|
List<SceneObjectGroup> attachments = sp.GetAttachments();
|
|
|
|
// m_log.DebugFormat(
|
|
// "[ENTITY TRANSFER MODULE]: Crossing {0} attachments into {1} for {2}",
|
|
// m_attachments.Count, destination.RegionName, sp.Name);
|
|
|
|
foreach (SceneObjectGroup gobj in attachments)
|
|
{
|
|
// If the prim group is null then something must have happened to it!
|
|
if (gobj != null && !gobj.IsDeleted)
|
|
{
|
|
SceneObjectGroup clone = (SceneObjectGroup)gobj.CloneForNewScene();
|
|
clone.RootPart.GroupPosition = gobj.RootPart.AttachedPos;
|
|
clone.IsAttachment = false;
|
|
|
|
//gobj.RootPart.LastOwnerID = gobj.GetFromAssetID();
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Sending attachment {0} to region {1}",
|
|
clone.UUID, destination.RegionName);
|
|
|
|
CrossPrimGroupIntoNewRegion(destination, Vector3.Zero, clone, silent);
|
|
}
|
|
}
|
|
|
|
sp.ClearAttachments();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Misc
|
|
|
|
public bool IsInTransit(UUID id)
|
|
{
|
|
return m_entityTransferStateMachine.GetAgentTransferState(id) != null;
|
|
}
|
|
|
|
protected void ReInstantiateScripts(ScenePresence sp)
|
|
{
|
|
int i = 0;
|
|
if (sp.InTransitScriptStates.Count > 0)
|
|
{
|
|
List<SceneObjectGroup> attachments = sp.GetAttachments();
|
|
|
|
foreach (SceneObjectGroup sog in attachments)
|
|
{
|
|
if (i < sp.InTransitScriptStates.Count)
|
|
{
|
|
sog.SetState(sp.InTransitScriptStates[i++], sp.Scene);
|
|
sog.CreateScriptInstances(0, false, sp.Scene.DefaultScriptEngine, 0);
|
|
sog.ResumeScripts();
|
|
}
|
|
else
|
|
m_log.ErrorFormat(
|
|
"[ENTITY TRANSFER MODULE]: InTransitScriptStates.Count={0} smaller than Attachments.Count={1}",
|
|
sp.InTransitScriptStates.Count, attachments.Count);
|
|
}
|
|
|
|
sp.InTransitScriptStates.Clear();
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
}
|
|
}
|