OpenSimMirror/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs

358 lines
16 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Net;
using System.Reflection;
using System.Threading;
using OpenMetaverse;
using log4net;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Framework.Capabilities;
using OpenSim.Framework.Client;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.PhysicsModules.SharedBase;
using OpenSim.Services.Interfaces;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{
/// <summary>
/// The possible states that an agent can be in when its being transferred between regions.
/// </summary>
/// <remarks>
/// This is a state machine.
///
/// [Entry] => Preparing
/// Preparing => { Transferring || Cancelling || CleaningUp || Aborting || [Exit] }
/// Transferring => { ReceivedAtDestination || Cancelling || CleaningUp || Aborting }
/// Cancelling => CleaningUp || Aborting
/// ReceivedAtDestination => CleaningUp || Aborting
/// CleaningUp => [Exit]
/// Aborting => [Exit]
///
/// In other words, agents normally travel throwing Preparing => Transferring => ReceivedAtDestination => CleaningUp
/// However, any state can transition to CleaningUp if the teleport has failed.
/// </remarks>
enum AgentTransferState
{
Preparing, // The agent is being prepared for transfer
Transferring, // The agent is in the process of being transferred to a destination
ReceivedAtDestination, // The destination has notified us that the agent has been successfully received
CleaningUp, // The agent is being changed to child/removed after a transfer
Cancelling, // The user has cancelled the teleport but we have yet to act upon this.
Aborting // The transfer is aborting. Unlike Cancelling, no compensating actions should be performed
}
/// <summary>
/// Records the state of entities when they are in transfer within or between regions (cross or teleport).
/// </summary>
public class EntityTransferStateMachine
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[ENTITY TRANSFER STATE MACHINE]";
/// <summary>
/// If true then on a teleport, the source region waits for a callback from the destination region. If
/// a callback fails to arrive within a set time then the user is pulled back into the source region.
/// </summary>
public bool EnableWaitForAgentArrivedAtDestination { get; set; }
private EntityTransferModule m_mod;
private Dictionary<UUID, AgentTransferState> m_agentsInTransit = new Dictionary<UUID, AgentTransferState>();
public EntityTransferStateMachine(EntityTransferModule module)
{
m_mod = module;
}
/// <summary>
/// Set that an agent is in transit.
/// </summary>
/// <param name='id'>The ID of the agent being teleported</param>
/// <returns>true if the agent was not already in transit, false if it was</returns>
internal bool SetInTransit(UUID id)
{
m_log.DebugFormat("{0} SetInTransit. agent={1}, newState=Preparing", LogHeader, id);
lock (m_agentsInTransit)
{
if (!m_agentsInTransit.ContainsKey(id))
{
m_agentsInTransit[id] = AgentTransferState.Preparing;
return true;
}
}
return false;
}
/// <summary>
/// Updates the state of an agent that is already in transit.
/// </summary>
/// <param name='id'></param>
/// <param name='newState'></param>
/// <returns></returns>
/// <exception cref='Exception'>Illegal transitions will throw an Exception</exception>
internal bool UpdateInTransit(UUID id, AgentTransferState newState)
{
m_log.DebugFormat("{0} UpdateInTransit. agent={1}, newState={2}", LogHeader, id, newState);
bool transitionOkay = false;
// We don't want to throw an exception on cancel since this can come it at any time.
bool failIfNotOkay = true;
// Should be a failure message if failure is not okay.
string failureMessage = null;
AgentTransferState? oldState = null;
lock (m_agentsInTransit)
{
// Illegal to try and update an agent that's not actually in transit.
if (!m_agentsInTransit.ContainsKey(id))
{
if (newState != AgentTransferState.Cancelling && newState != AgentTransferState.Aborting)
failureMessage = string.Format(
"Agent with ID {0} is not registered as in transit in {1}",
id, m_mod.Scene.RegionInfo.RegionName);
else
failIfNotOkay = false;
}
else
{
oldState = m_agentsInTransit[id];
if (newState == AgentTransferState.Aborting)
{
transitionOkay = true;
}
else if (newState == AgentTransferState.CleaningUp && oldState != AgentTransferState.CleaningUp)
{
transitionOkay = true;
}
else if (newState == AgentTransferState.Transferring && oldState == AgentTransferState.Preparing)
{
transitionOkay = true;
}
else if (newState == AgentTransferState.ReceivedAtDestination && oldState == AgentTransferState.Transferring)
{
transitionOkay = true;
}
else
{
if (newState == AgentTransferState.Cancelling
&& (oldState == AgentTransferState.Preparing || oldState == AgentTransferState.Transferring))
{
transitionOkay = true;
}
else
{
failIfNotOkay = false;
}
}
if (!transitionOkay)
failureMessage
= string.Format(
"Agent with ID {0} is not allowed to move from old transit state {1} to new state {2} in {3}",
id, oldState, newState, m_mod.Scene.RegionInfo.RegionName);
}
if (transitionOkay)
{
m_agentsInTransit[id] = newState;
// m_log.DebugFormat(
// "[ENTITY TRANSFER STATE MACHINE]: Changed agent with id {0} from state {1} to {2} in {3}",
// id, oldState, newState, m_mod.Scene.Name);
}
else if (failIfNotOkay)
{
m_log.DebugFormat("{0} UpdateInTransit. Throwing transition failure = {1}", LogHeader, failureMessage);
throw new Exception(failureMessage);
}
// else
// {
// if (oldState != null)
// m_log.DebugFormat(
// "[ENTITY TRANSFER STATE MACHINE]: Ignored change of agent with id {0} from state {1} to {2} in {3}",
// id, oldState, newState, m_mod.Scene.Name);
// else
// m_log.DebugFormat(
// "[ENTITY TRANSFER STATE MACHINE]: Ignored change of agent with id {0} to state {1} in {2} since agent not in transit",
// id, newState, m_mod.Scene.Name);
// }
}
return transitionOkay;
}
/// <summary>
/// Gets the current agent transfer state.
/// </summary>
/// <returns>Null if the agent is not in transit</returns>
/// <param name='id'>
/// Identifier.
/// </param>
internal AgentTransferState? GetAgentTransferState(UUID id)
{
lock (m_agentsInTransit)
{
if (!m_agentsInTransit.ContainsKey(id))
return null;
else
return m_agentsInTransit[id];
}
}
/// <summary>
/// Removes an agent from the transit state machine.
/// </summary>
/// <param name='id'></param>
/// <returns>true if the agent was flagged as being teleported when this method was called, false otherwise</returns>
internal bool ResetFromTransit(UUID id)
{
lock (m_agentsInTransit)
{
if (m_agentsInTransit.ContainsKey(id))
{
AgentTransferState state = m_agentsInTransit[id];
if (state == AgentTransferState.Transferring || state == AgentTransferState.ReceivedAtDestination)
{
// FIXME: For now, we allow exit from any state since a thrown exception in teleport is now guranteed
// to be handled properly - ResetFromTransit() could be invoked at any step along the process
m_log.WarnFormat(
"[ENTITY TRANSFER STATE MACHINE]: Agent with ID {0} should not exit directly from state {1}, should go to {2} state first in {3}",
id, state, AgentTransferState.CleaningUp, m_mod.Scene.RegionInfo.RegionName);
// throw new Exception(
// "Agent with ID {0} cannot exit directly from state {1}, it must go to {2} state first",
// state, AgentTransferState.CleaningUp);
}
m_agentsInTransit.Remove(id);
m_log.DebugFormat(
"[ENTITY TRANSFER STATE MACHINE]: Agent {0} cleared from transit in {1}",
id, m_mod.Scene.RegionInfo.RegionName);
return true;
}
}
m_log.WarnFormat(
"[ENTITY TRANSFER STATE MACHINE]: Agent {0} requested to clear from transit in {1} but was already cleared",
id, m_mod.Scene.RegionInfo.RegionName);
return false;
}
internal bool WaitForAgentArrivedAtDestination(UUID id)
{
if (!m_mod.WaitForAgentArrivedAtDestination)
return true;
lock (m_agentsInTransit)
{
AgentTransferState? currentState = GetAgentTransferState(id);
if (currentState == null)
throw new Exception(
string.Format(
"Asked to wait for destination callback for agent with ID {0} in {1} but agent is not in transit",
id, m_mod.Scene.RegionInfo.RegionName));
if (currentState != AgentTransferState.Transferring && currentState != AgentTransferState.ReceivedAtDestination)
throw new Exception(
string.Format(
"Asked to wait for destination callback for agent with ID {0} in {1} but agent is in state {2}",
id, m_mod.Scene.RegionInfo.RegionName, currentState));
}
int count = 400;
// There should be no race condition here since no other code should be removing the agent transfer or
// changing the state to another other than Transferring => ReceivedAtDestination.
while (count-- > 0)
{
lock (m_agentsInTransit)
{
if (m_agentsInTransit[id] == AgentTransferState.ReceivedAtDestination)
break;
}
// m_log.Debug(" >>> Waiting... " + count);
Thread.Sleep(100);
}
return count > 0;
}
internal void SetAgentArrivedAtDestination(UUID id)
{
lock (m_agentsInTransit)
{
if (!m_agentsInTransit.ContainsKey(id))
{
m_log.WarnFormat(
"[ENTITY TRANSFER STATE MACHINE]: Region {0} received notification of arrival in destination of agent {1} but no teleport request is active",
m_mod.Scene.RegionInfo.RegionName, id);
return;
}
AgentTransferState currentState = m_agentsInTransit[id];
if (currentState == AgentTransferState.ReceivedAtDestination)
{
// An anomoly but don't make this an outright failure - destination region could be overzealous in sending notification.
m_log.WarnFormat(
"[ENTITY TRANSFER STATE MACHINE]: Region {0} received notification of arrival in destination of agent {1} but notification has already previously been received",
m_mod.Scene.RegionInfo.RegionName, id);
}
else if (currentState != AgentTransferState.Transferring)
{
m_log.ErrorFormat(
"[ENTITY TRANSFER STATE MACHINE]: Region {0} received notification of arrival in destination of agent {1} but agent is in state {2}",
m_mod.Scene.RegionInfo.RegionName, id, currentState);
return;
}
m_agentsInTransit[id] = AgentTransferState.ReceivedAtDestination;
}
}
}
}