2047 lines
87 KiB
C#
2047 lines
87 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.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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namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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{
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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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public const int DefaultMaxTransferDistance = 4095;
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public const bool WaitForAgentArrivedAtDestinationDefault = true;
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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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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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private ExpiringCache<UUID, ExpiringCache<ulong, DateTime>> m_bannedRegions =
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new ExpiringCache<UUID, ExpiringCache<ulong, DateTime>>();
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private IEventQueue m_eqModule;
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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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IConfig transferConfig = source.Configs["EntityTransfer"];
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if (transferConfig != null)
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{
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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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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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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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}
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public virtual void Close() {}
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public virtual void RemoveRegion(Scene scene) {}
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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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}
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#endregion
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#region Agent Teleports
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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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// Reset animations; the viewer does that in teleports.
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sp.Animator.ResetAnimations();
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string destinationRegionName = "(not found)";
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try
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{
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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;
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TeleportAgentToDifferentRegion(
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sp, regionHandle, position, lookAt, teleportFlags, out finalDestination);
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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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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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// Make sure that we clear the in-transit flag so that future teleport attempts don't always fail.
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m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
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sp.ControllingClient.SendTeleportFailed("Internal error");
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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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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 within region teleport request of {0} {1} to {2} - agent is already in transit.",
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sp.Name, sp.UUID, position);
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return;
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}
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// Teleport within the same region
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if (IsOutsideRegion(sp.Scene, position) || position.Z < 0)
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{
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Vector3 emergencyPos = new Vector3(128, 128, 128);
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m_log.WarnFormat(
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"[ENTITY TRANSFER MODULE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}",
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position, sp.Name, sp.UUID, emergencyPos);
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position = emergencyPos;
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}
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// TODO: Get proper AVG Height
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float localAVHeight = 1.56f;
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float posZLimit = 22;
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// TODO: Check other Scene HeightField
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if (position.X > 0 && position.X <= (int)Constants.RegionSize && position.Y > 0 && position.Y <= (int)Constants.RegionSize)
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{
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posZLimit = (float)sp.Scene.Heightmap[(int)position.X, (int)position.Y];
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}
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float newPosZ = posZLimit + localAVHeight;
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if (posZLimit >= (position.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
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{
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position.Z = newPosZ;
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}
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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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{
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sp.Scene.EventManager.TriggerOnScriptChangedEvent(grp.LocalId, (uint)Changed.TELEPORT);
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}
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m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
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m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
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}
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/// <summary>
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/// Teleports the agent to a different region.
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/// </summary>
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/// <param name='sp'></param>
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/// <param name='regionHandle'>/param>
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/// <param name='position'></param>
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/// <param name='lookAt'></param>
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/// <param name='teleportFlags'></param>
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/// <param name='finalDestination'></param>
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private void TeleportAgentToDifferentRegion(
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ScenePresence sp, ulong regionHandle, Vector3 position,
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Vector3 lookAt, uint teleportFlags, out GridRegion finalDestination)
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{
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uint x = 0, y = 0;
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Utils.LongToUInts(regionHandle, out x, out y);
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GridRegion reg = Scene.GridService.GetRegionByPosition(sp.Scene.RegionInfo.ScopeID, (int)x, (int)y);
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if (reg != null)
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{
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finalDestination = GetFinalDestination(reg);
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if (finalDestination == null)
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{
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m_log.WarnFormat(
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"[ENTITY TRANSFER MODULE]: Final destination is having problems. Unable to teleport {0} {1}",
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sp.Name, sp.UUID);
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sp.ControllingClient.SendTeleportFailed("Problem at destination");
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return;
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}
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// Check that these are not the same coordinates
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if (finalDestination.RegionLocX == sp.Scene.RegionInfo.RegionLocX &&
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finalDestination.RegionLocY == sp.Scene.RegionInfo.RegionLocY)
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{
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// Can't do. Viewer crashes
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sp.ControllingClient.SendTeleportFailed("Space warp! You would crash. Move to a different region and try again.");
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return;
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}
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//
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// This is it
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//
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DoTeleport(sp, reg, finalDestination, position, lookAt, teleportFlags);
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//
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//
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//
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}
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else
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{
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finalDestination = null;
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// TP to a place that doesn't exist (anymore)
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// Inform the viewer about that
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sp.ControllingClient.SendTeleportFailed("The region you tried to teleport to doesn't exist anymore");
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// and set the map-tile to '(Offline)'
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uint regX, regY;
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Utils.LongToUInts(regionHandle, out regX, out regY);
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MapBlockData block = new MapBlockData();
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block.X = (ushort)(regX / Constants.RegionSize);
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block.Y = (ushort)(regY / Constants.RegionSize);
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block.Access = 254; // == not there
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List<MapBlockData> blocks = new List<MapBlockData>();
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blocks.Add(block);
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sp.ControllingClient.SendMapBlock(blocks, 0);
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}
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}
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/// <summary>
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/// Determines whether this instance is within the max transfer distance.
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/// </summary>
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/// <param name="sourceRegion"></param>
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/// <param name="destRegion"></param>
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/// <returns>
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/// <c>true</c> if this instance is within max transfer distance; otherwise, <c>false</c>.
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/// </returns>
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private bool IsWithinMaxTeleportDistance(RegionInfo sourceRegion, GridRegion destRegion)
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{
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// m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Source co-ords are x={0} y={1}", curRegionX, curRegionY);
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//
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// m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Final dest is x={0} y={1} {2}@{3}",
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// destRegionX, destRegionY, finalDestination.RegionID, finalDestination.ServerURI);
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// Insanely, RegionLoc on RegionInfo is the 256m map co-ord whilst GridRegion.RegionLoc is the raw meters position.
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return Math.Abs(sourceRegion.RegionLocX - destRegion.RegionCoordX) <= MaxTransferDistance
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&& Math.Abs(sourceRegion.RegionLocY - destRegion.RegionCoordY) <= MaxTransferDistance;
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}
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public void DoTeleport(
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ScenePresence sp, GridRegion reg, GridRegion finalDestination,
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Vector3 position, Vector3 lookAt, uint teleportFlags)
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{
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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}) {4}/{5} - agent is already in transit.",
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sp.Name, sp.UUID, reg.ServerURI, finalDestination.ServerURI, finalDestination.RegionName, position);
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return;
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}
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if (reg == null || finalDestination == null)
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{
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sp.ControllingClient.SendTeleportFailed("Unable to locate destination");
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m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
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return;
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}
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Teleporting {0} {1} from {2} to {3} ({4}) {5}/{6}",
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sp.Name, sp.UUID, sp.Scene.RegionInfo.RegionName,
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reg.ServerURI, finalDestination.ServerURI, finalDestination.RegionName, position);
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RegionInfo sourceRegion = sp.Scene.RegionInfo;
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if (!IsWithinMaxTeleportDistance(sourceRegion, finalDestination))
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{
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sp.ControllingClient.SendTeleportFailed(
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string.Format(
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"Can't teleport to {0} ({1},{2}) from {3} ({4},{5}), destination is more than {6} regions way",
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finalDestination.RegionName, finalDestination.RegionCoordX, finalDestination.RegionCoordY,
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sourceRegion.RegionName, sourceRegion.RegionLocX, sourceRegion.RegionLocY,
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MaxTransferDistance));
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m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
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return;
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}
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uint newRegionX = (uint)(reg.RegionHandle >> 40);
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uint newRegionY = (((uint)(reg.RegionHandle)) >> 8);
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uint oldRegionX = (uint)(sp.Scene.RegionInfo.RegionHandle >> 40);
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uint oldRegionY = (((uint)(sp.Scene.RegionInfo.RegionHandle)) >> 8);
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ulong destinationHandle = finalDestination.RegionHandle;
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// Let's do DNS resolution only once in this process, please!
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// This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
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// it's actually doing a lot of work.
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IPEndPoint endPoint = finalDestination.ExternalEndPoint;
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if (endPoint == null || endPoint.Address == null)
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{
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sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
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m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
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return;
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}
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if (!sp.ValidateAttachments())
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Failed validation of all attachments for teleport of {0} from {1} to {2}. Continuing.",
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sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName);
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// if (!sp.ValidateAttachments())
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// {
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// sp.ControllingClient.SendTeleportFailed("Inconsistent attachment state");
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// return;
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// }
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string reason;
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string version;
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if (!Scene.SimulationService.QueryAccess(
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finalDestination, sp.ControllingClient.AgentId, Vector3.Zero, out version, out reason))
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{
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sp.ControllingClient.SendTeleportFailed(reason);
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m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: {0} was stopped from teleporting from {1} to {2} because {3}",
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sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName, reason);
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return;
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}
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Destination is running version {0}", version);
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// Fixing a bug where teleporting while sitting results in the avatar ending up removed from
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// both regions
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if (sp.ParentID != (uint)0)
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sp.StandUp();
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else if (sp.Flying)
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teleportFlags |= (uint)TeleportFlags.IsFlying;
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sp.ControllingClient.SendTeleportStart(teleportFlags);
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// the avatar.Close below will clear the child region list. We need this below for (possibly)
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// closing the child agents, so save it here (we need a copy as it is Clear()-ed).
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//List<ulong> childRegions = avatar.KnownRegionHandles;
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// Compared to ScenePresence.CrossToNewRegion(), there's no obvious code to handle a teleport
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// failure at this point (unlike a border crossing failure). So perhaps this can never fail
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// once we reach here...
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//avatar.Scene.RemoveCapsHandler(avatar.UUID);
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string capsPath = String.Empty;
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AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
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AgentCircuitData agentCircuit = sp.ControllingClient.RequestClientInfo();
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agentCircuit.startpos = position;
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agentCircuit.child = true;
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agentCircuit.Appearance = sp.Appearance;
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if (currentAgentCircuit != null)
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{
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agentCircuit.ServiceURLs = currentAgentCircuit.ServiceURLs;
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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))
|
|
{
|
|
// brand new agent, let's create a new caps seed
|
|
agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
|
|
}
|
|
|
|
// Let's create an agent there if one doesn't exist yet.
|
|
bool logout = false;
|
|
if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout))
|
|
{
|
|
sp.ControllingClient.SendTeleportFailed(String.Format("Teleport refused: {0}", reason));
|
|
m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
|
|
|
|
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);
|
|
|
|
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;
|
|
if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
|
|
{
|
|
//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)
|
|
{
|
|
m_eqModule.EnableSimulator(destinationHandle, endPoint, sp.UUID);
|
|
|
|
// ES makes the client send a UseCircuitCode message to the destination,
|
|
// which triggers a bunch of things there.
|
|
// So let's wait
|
|
Thread.Sleep(200);
|
|
|
|
m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
|
|
|
|
}
|
|
else
|
|
{
|
|
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 = position;
|
|
SetCallbackURL(agent, sp.Scene.RegionInfo);
|
|
|
|
//sp.ControllingClient.SendTeleportProgress(teleportFlags, "Updating agent...");
|
|
|
|
if (!UpdateAgent(reg, finalDestination, agent))
|
|
{
|
|
// Region doesn't take it
|
|
m_log.WarnFormat(
|
|
"[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1} from {2}. Returning avatar to source region.",
|
|
sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName);
|
|
|
|
Fail(sp, finalDestination, logout);
|
|
return;
|
|
}
|
|
|
|
sp.ControllingClient.SendTeleportProgress(teleportFlags | (uint)TeleportFlags.DisableCancel, "sending_dest");
|
|
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}",
|
|
capsPath, sp.Scene.RegionInfo.RegionName, sp.Name);
|
|
|
|
if (m_eqModule != null)
|
|
{
|
|
m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID);
|
|
}
|
|
else
|
|
{
|
|
sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4,
|
|
teleportFlags, capsPath);
|
|
}
|
|
|
|
// Let's set this to true tentatively. This does not trigger OnChildAgent
|
|
sp.IsChildAgent = true;
|
|
|
|
// 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))
|
|
{
|
|
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);
|
|
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();
|
|
|
|
// sp.Scene.CleanDroppedAttachments();
|
|
|
|
// 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))
|
|
{
|
|
// 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(3000);
|
|
|
|
sp.Scene.IncomingCloseAgent(sp.UUID);
|
|
}
|
|
else
|
|
{
|
|
// now we have a child agent in this region.
|
|
sp.Reset();
|
|
}
|
|
|
|
// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
|
|
if (sp.Scene.NeedSceneCacheClear(sp.UUID))
|
|
{
|
|
m_log.DebugFormat(
|
|
"[ENTITY TRANSFER MODULE]: User {0} is going to another region, profile cache removed",
|
|
sp.UUID);
|
|
}
|
|
|
|
m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
|
|
}
|
|
|
|
protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout)
|
|
{
|
|
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
|
|
|
|
// Client never contacted destination. Let's restore everything back
|
|
sp.ControllingClient.SendTeleportFailed("Problems connecting to destination.");
|
|
|
|
// Fail. Reset it back
|
|
sp.IsChildAgent = false;
|
|
ReInstantiateScripts(sp);
|
|
|
|
EnableChildAgents(sp);
|
|
|
|
// Finally, kill the agent we just created at the destination.
|
|
Scene.SimulationService.CloseAgent(finalDestination, sp.UUID);
|
|
|
|
sp.Scene.EventManager.TriggerTeleportFail(sp.ControllingClient, logout);
|
|
|
|
m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
|
|
}
|
|
|
|
protected virtual bool CreateAgent(ScenePresence sp, GridRegion reg, GridRegion finalDestination, AgentCircuitData agentCircuit, uint teleportFlags, out string reason, out bool logout)
|
|
{
|
|
logout = false;
|
|
bool success = Scene.SimulationService.CreateAgent(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)
|
|
{
|
|
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)
|
|
{
|
|
return region;
|
|
}
|
|
|
|
protected virtual bool NeedsNewAgent(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY)
|
|
{
|
|
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);
|
|
}
|
|
|
|
protected virtual bool IsOutsideRegion(Scene s, Vector3 pos)
|
|
{
|
|
if (s.TestBorderCross(pos, Cardinals.N))
|
|
return true;
|
|
if (s.TestBorderCross(pos, Cardinals.S))
|
|
return true;
|
|
if (s.TestBorderCross(pos, Cardinals.E))
|
|
return true;
|
|
if (s.TestBorderCross(pos, Cardinals.W))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
#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
|
|
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));
|
|
}
|
|
else
|
|
{
|
|
// can't find the Home region: Tell viewer and abort
|
|
client.SendTeleportFailed("Your home region could not be found.");
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
#endregion
|
|
|
|
|
|
#region Agent Crossings
|
|
|
|
public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos)
|
|
{
|
|
version = String.Empty;
|
|
newpos = new Vector3(pos.X, pos.Y, pos.Z);
|
|
uint neighbourx = scene.RegionInfo.RegionLocX;
|
|
uint neighboury = scene.RegionInfo.RegionLocY;
|
|
const float boundaryDistance = 1.7f;
|
|
Vector3 northCross = new Vector3(0, boundaryDistance, 0);
|
|
Vector3 southCross = new Vector3(0, -1 * boundaryDistance, 0);
|
|
Vector3 eastCross = new Vector3(boundaryDistance, 0, 0);
|
|
Vector3 westCross = new Vector3(-1 * boundaryDistance, 0, 0);
|
|
|
|
// distance into new region to place avatar
|
|
const float enterDistance = 0.5f;
|
|
|
|
if (scene.TestBorderCross(pos + westCross, Cardinals.W))
|
|
{
|
|
if (scene.TestBorderCross(pos + northCross, Cardinals.N))
|
|
{
|
|
Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
|
|
neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
|
|
}
|
|
else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
|
|
{
|
|
neighboury--;
|
|
newpos.Y = Constants.RegionSize - enterDistance;
|
|
}
|
|
|
|
neighbourx--;
|
|
newpos.X = Constants.RegionSize - enterDistance;
|
|
}
|
|
else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
|
|
{
|
|
Border b = scene.GetCrossedBorder(pos + eastCross, Cardinals.E);
|
|
neighbourx += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
|
|
newpos.X = enterDistance;
|
|
|
|
if (scene.TestBorderCross(pos + southCross, Cardinals.S))
|
|
{
|
|
neighboury--;
|
|
newpos.Y = Constants.RegionSize - enterDistance;
|
|
}
|
|
else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
|
|
{
|
|
Border c = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
|
|
neighboury += (uint)(int)(c.BorderLine.Z / (int)Constants.RegionSize);
|
|
newpos.Y = enterDistance;
|
|
}
|
|
}
|
|
else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
|
|
{
|
|
Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
|
|
neighboury--;
|
|
newpos.Y = Constants.RegionSize - enterDistance;
|
|
}
|
|
else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
|
|
{
|
|
Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
|
|
neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
|
|
newpos.Y = enterDistance;
|
|
}
|
|
|
|
/*
|
|
|
|
if (pos.X < boundaryDistance) //West
|
|
{
|
|
neighbourx--;
|
|
newpos.X = Constants.RegionSize - enterDistance;
|
|
}
|
|
else if (pos.X > Constants.RegionSize - boundaryDistance) // East
|
|
{
|
|
neighbourx++;
|
|
newpos.X = enterDistance;
|
|
}
|
|
|
|
if (pos.Y < boundaryDistance) // South
|
|
{
|
|
neighboury--;
|
|
newpos.Y = Constants.RegionSize - enterDistance;
|
|
}
|
|
else if (pos.Y > Constants.RegionSize - boundaryDistance) // North
|
|
{
|
|
neighboury++;
|
|
newpos.Y = enterDistance;
|
|
}
|
|
*/
|
|
|
|
xDest = neighbourx;
|
|
yDest = neighboury;
|
|
|
|
int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
|
|
|
|
ulong neighbourHandle = Utils.UIntsToLong((uint)x, (uint)y);
|
|
|
|
ExpiringCache<ulong, DateTime> r;
|
|
DateTime banUntil;
|
|
|
|
if (m_bannedRegions.TryGetValue(agentID, out r))
|
|
{
|
|
if (r.TryGetValue(neighbourHandle, out banUntil))
|
|
{
|
|
if (DateTime.Now < banUntil)
|
|
return null;
|
|
r.Remove(neighbourHandle);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
r = null;
|
|
}
|
|
|
|
GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
|
|
|
|
string reason;
|
|
if (!scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
|
|
{
|
|
if (r == null)
|
|
{
|
|
r = new ExpiringCache<ulong, DateTime>();
|
|
r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
|
|
|
|
m_bannedRegions.Add(agentID, r, TimeSpan.FromSeconds(45));
|
|
}
|
|
else
|
|
{
|
|
r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
|
|
}
|
|
return null;
|
|
}
|
|
|
|
return neighbourRegion;
|
|
}
|
|
|
|
public bool Cross(ScenePresence agent, bool isFlying)
|
|
{
|
|
uint x;
|
|
uint y;
|
|
Vector3 newpos;
|
|
string version;
|
|
|
|
GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos);
|
|
if (neighbourRegion == null)
|
|
{
|
|
agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
|
|
return false;
|
|
}
|
|
|
|
agent.IsInTransit = true;
|
|
|
|
CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
|
|
d.BeginInvoke(agent, newpos, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
public delegate void InformClientToInitateTeleportToLocationDelegate(ScenePresence agent, uint regionX, uint regionY,
|
|
Vector3 position,
|
|
Scene initiatingScene);
|
|
|
|
private void InformClientToInitateTeleportToLocation(ScenePresence agent, uint regionX, uint regionY, Vector3 position, Scene initiatingScene)
|
|
{
|
|
|
|
// This assumes that we know what our neighbours are.
|
|
|
|
InformClientToInitateTeleportToLocationDelegate 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);
|
|
IMessageTransferModule im = initiatingScene.RequestModuleInterface<IMessageTransferModule>();
|
|
if (im != null)
|
|
{
|
|
UUID gotoLocation = Util.BuildFakeParcelID(
|
|
Util.UIntsToLong(
|
|
(regionX *
|
|
(uint)Constants.RegionSize),
|
|
(regionY *
|
|
(uint)Constants.RegionSize)),
|
|
(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]);
|
|
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)
|
|
{
|
|
InformClientToInitateTeleportToLocationDelegate icon =
|
|
(InformClientToInitateTeleportToLocationDelegate)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)
|
|
{
|
|
if (!CrossAgentToNewRegionPrep(agent, neighbourRegion))
|
|
return agent;
|
|
|
|
if (!CrossAgentIntoNewRegionMain(agent, pos, neighbourRegion, isFlying))
|
|
return agent;
|
|
|
|
CrossAgentToNewRegionPost(agent, pos, neighbourRegion, isFlying, version);
|
|
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);
|
|
|
|
ReInstantiateScripts(agent);
|
|
agent.AddToPhysicalScene(isFlying);
|
|
m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
|
|
|
|
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);
|
|
}
|
|
else
|
|
{
|
|
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;
|
|
|
|
Utils.LongToUInts(neighbourRegion.RegionHandle, out neighbourx, out neighboury);
|
|
|
|
neighbourx /= Constants.RegionSize;
|
|
neighboury /= Constants.RegionSize;
|
|
|
|
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);
|
|
agent.ChildrenCapSeeds.Add(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;
|
|
|
|
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++;
|
|
}
|
|
}
|
|
|
|
Vector3 CalculateOffset(ScenePresence sp, GridRegion neighbour)
|
|
{
|
|
int rRegionX = (int)sp.Scene.RegionInfo.RegionLocX;
|
|
int rRegionY = (int)sp.Scene.RegionInfo.RegionLocY;
|
|
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);
|
|
}
|
|
|
|
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(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("[ENTITY TRANSFER MODULE]: {0} is sending {1} EnableSimulator for neighbour region {2} @ {3} " +
|
|
"and EstablishAgentCommunication with seed cap {4}",
|
|
scene.RegionInfo.RegionName, sp.Name, reg.RegionName, reg.RegionHandle, capsPath);
|
|
|
|
m_eqModule.EnableSimulator(reg.RegionHandle, endPoint, sp.UUID);
|
|
m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
|
|
}
|
|
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>
|
|
/// 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;
|
|
|
|
Border[] northBorders = pScene.NorthBorders.ToArray();
|
|
Border[] southBorders = pScene.SouthBorders.ToArray();
|
|
Border[] eastBorders = pScene.EastBorders.ToArray();
|
|
Border[] westBorders = pScene.WestBorders.ToArray();
|
|
|
|
// 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 (northBorders.Length <= 1 && southBorders.Length <= 1 && eastBorders.Length <= 1 && westBorders.Length <= 1)
|
|
{
|
|
int dd = avatar.DrawDistance < Constants.RegionSize ? (int)Constants.RegionSize : (int)avatar.DrawDistance;
|
|
|
|
int startX = (int)pRegionLocX * (int)Constants.RegionSize - dd + (int)(Constants.RegionSize/2);
|
|
int startY = (int)pRegionLocY * (int)Constants.RegionSize - dd + (int)(Constants.RegionSize/2);
|
|
|
|
int endX = (int)pRegionLocX * (int)Constants.RegionSize + dd + (int)(Constants.RegionSize/2);
|
|
int endY = (int)pRegionLocY * (int)Constants.RegionSize + dd + (int)(Constants.RegionSize/2);
|
|
|
|
List<GridRegion> neighbours =
|
|
avatar.Scene.GridService.GetRegionRange(m_regionInfo.ScopeID, startX, endX, startY, endY);
|
|
|
|
neighbours.RemoveAll(delegate(GridRegion r) { return r.RegionID == m_regionInfo.RegionID; });
|
|
return neighbours;
|
|
}
|
|
else
|
|
{
|
|
Vector2 extent = Vector2.Zero;
|
|
for (int i = 0; i < eastBorders.Length; i++)
|
|
{
|
|
extent.X = (eastBorders[i].BorderLine.Z > extent.X) ? eastBorders[i].BorderLine.Z : extent.X;
|
|
}
|
|
for (int i = 0; i < northBorders.Length; i++)
|
|
{
|
|
extent.Y = (northBorders[i].BorderLine.Z > extent.Y) ? northBorders[i].BorderLine.Z : extent.Y;
|
|
}
|
|
|
|
// Loss of fraction on purpose
|
|
extent.X = ((int)extent.X / (int)Constants.RegionSize) + 1;
|
|
extent.Y = ((int)extent.Y / (int)Constants.RegionSize) + 1;
|
|
|
|
int startX = (int)(pRegionLocX - 1) * (int)Constants.RegionSize;
|
|
int startY = (int)(pRegionLocY - 1) * (int)Constants.RegionSize;
|
|
|
|
int endX = ((int)pRegionLocX + (int)extent.X) * (int)Constants.RegionSize;
|
|
int endY = ((int)pRegionLocY + (int)extent.Y) * (int)Constants.RegionSize;
|
|
|
|
List<GridRegion> neighbours = pScene.GridService.GetRegionRange(m_regionInfo.ScopeID, startX, endX, startY, endY);
|
|
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.
|
|
///
|
|
/// This method locates the new region handle and offsets the prim position for the new region
|
|
/// </summary>
|
|
/// <param name="attemptedPosition">the attempted out of region position of the scene object</param>
|
|
/// <param name="grp">the scene object that we're crossing</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;
|
|
}
|
|
|
|
int thisx = (int)scene.RegionInfo.RegionLocX;
|
|
int thisy = (int)scene.RegionInfo.RegionLocY;
|
|
Vector3 EastCross = new Vector3(0.1f, 0, 0);
|
|
Vector3 WestCross = new Vector3(-0.1f, 0, 0);
|
|
Vector3 NorthCross = new Vector3(0, 0.1f, 0);
|
|
Vector3 SouthCross = new Vector3(0, -0.1f, 0);
|
|
|
|
|
|
// use this if no borders were crossed!
|
|
ulong newRegionHandle
|
|
= Util.UIntsToLong((uint)((thisx) * Constants.RegionSize),
|
|
(uint)((thisy) * Constants.RegionSize));
|
|
|
|
Vector3 pos = attemptedPosition;
|
|
|
|
int changeX = 1;
|
|
int changeY = 1;
|
|
|
|
if (scene.TestBorderCross(attemptedPosition + WestCross, Cardinals.W))
|
|
{
|
|
if (scene.TestBorderCross(attemptedPosition + SouthCross, Cardinals.S))
|
|
{
|
|
|
|
Border crossedBorderx = scene.GetCrossedBorder(attemptedPosition + WestCross, Cardinals.W);
|
|
|
|
if (crossedBorderx.BorderLine.Z > 0)
|
|
{
|
|
pos.X = ((pos.X + crossedBorderx.BorderLine.Z));
|
|
changeX = (int)(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize);
|
|
}
|
|
else
|
|
pos.X = ((pos.X + Constants.RegionSize));
|
|
|
|
Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
|
|
//(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)
|
|
|
|
if (crossedBordery.BorderLine.Z > 0)
|
|
{
|
|
pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
|
|
changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
|
|
}
|
|
else
|
|
pos.Y = ((pos.Y + Constants.RegionSize));
|
|
|
|
|
|
|
|
newRegionHandle
|
|
= Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize),
|
|
(uint)((thisy - changeY) * Constants.RegionSize));
|
|
// x - 1
|
|
// y - 1
|
|
}
|
|
else if (scene.TestBorderCross(attemptedPosition + NorthCross, Cardinals.N))
|
|
{
|
|
Border crossedBorderx = scene.GetCrossedBorder(attemptedPosition + WestCross, Cardinals.W);
|
|
|
|
if (crossedBorderx.BorderLine.Z > 0)
|
|
{
|
|
pos.X = ((pos.X + crossedBorderx.BorderLine.Z));
|
|
changeX = (int)(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize);
|
|
}
|
|
else
|
|
pos.X = ((pos.X + Constants.RegionSize));
|
|
|
|
|
|
Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
|
|
//(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)
|
|
|
|
if (crossedBordery.BorderLine.Z > 0)
|
|
{
|
|
pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
|
|
changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
|
|
}
|
|
else
|
|
pos.Y = ((pos.Y + Constants.RegionSize));
|
|
|
|
newRegionHandle
|
|
= Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize),
|
|
(uint)((thisy + changeY) * Constants.RegionSize));
|
|
// x - 1
|
|
// y + 1
|
|
}
|
|
else
|
|
{
|
|
Border crossedBorderx = scene.GetCrossedBorder(attemptedPosition + WestCross, Cardinals.W);
|
|
|
|
if (crossedBorderx.BorderLine.Z > 0)
|
|
{
|
|
pos.X = ((pos.X + crossedBorderx.BorderLine.Z));
|
|
changeX = (int)(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize);
|
|
}
|
|
else
|
|
pos.X = ((pos.X + Constants.RegionSize));
|
|
|
|
newRegionHandle
|
|
= Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize),
|
|
(uint)(thisy * Constants.RegionSize));
|
|
// x - 1
|
|
}
|
|
}
|
|
else if (scene.TestBorderCross(attemptedPosition + EastCross, Cardinals.E))
|
|
{
|
|
if (scene.TestBorderCross(attemptedPosition + SouthCross, Cardinals.S))
|
|
{
|
|
|
|
pos.X = ((pos.X - Constants.RegionSize));
|
|
Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
|
|
//(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)
|
|
|
|
if (crossedBordery.BorderLine.Z > 0)
|
|
{
|
|
pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
|
|
changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
|
|
}
|
|
else
|
|
pos.Y = ((pos.Y + Constants.RegionSize));
|
|
|
|
|
|
newRegionHandle
|
|
= Util.UIntsToLong((uint)((thisx + changeX) * Constants.RegionSize),
|
|
(uint)((thisy - changeY) * Constants.RegionSize));
|
|
// x + 1
|
|
// y - 1
|
|
}
|
|
else if (scene.TestBorderCross(attemptedPosition + NorthCross, Cardinals.N))
|
|
{
|
|
pos.X = ((pos.X - Constants.RegionSize));
|
|
pos.Y = ((pos.Y - Constants.RegionSize));
|
|
newRegionHandle
|
|
= Util.UIntsToLong((uint)((thisx + changeX) * Constants.RegionSize),
|
|
(uint)((thisy + changeY) * Constants.RegionSize));
|
|
// x + 1
|
|
// y + 1
|
|
}
|
|
else
|
|
{
|
|
pos.X = ((pos.X - Constants.RegionSize));
|
|
newRegionHandle
|
|
= Util.UIntsToLong((uint)((thisx + changeX) * Constants.RegionSize),
|
|
(uint)(thisy * Constants.RegionSize));
|
|
// x + 1
|
|
}
|
|
}
|
|
else if (scene.TestBorderCross(attemptedPosition + SouthCross, Cardinals.S))
|
|
{
|
|
Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
|
|
//(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)
|
|
|
|
if (crossedBordery.BorderLine.Z > 0)
|
|
{
|
|
pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
|
|
changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
|
|
}
|
|
else
|
|
pos.Y = ((pos.Y + Constants.RegionSize));
|
|
|
|
newRegionHandle
|
|
= Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy - changeY) * Constants.RegionSize));
|
|
// y - 1
|
|
}
|
|
else if (scene.TestBorderCross(attemptedPosition + NorthCross, Cardinals.N))
|
|
{
|
|
|
|
pos.Y = ((pos.Y - Constants.RegionSize));
|
|
newRegionHandle
|
|
= Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy + changeY) * Constants.RegionSize));
|
|
// y + 1
|
|
}
|
|
|
|
// Offset the positions for the new region across the border
|
|
Vector3 oldGroupPosition = grp.RootPart.GroupPosition;
|
|
|
|
// If we fail to cross the border, then reset the position of the scene object on that border.
|
|
uint x = 0, y = 0;
|
|
Utils.LongToUInts(newRegionHandle, out x, out y);
|
|
GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
|
|
|
|
if (destination != null)
|
|
{
|
|
if (CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
|
|
return; // we did it
|
|
}
|
|
|
|
// no one or failed lets go back and tell physics to go on
|
|
oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 0.5f, (float)Constants.RegionSize - 0.5f);
|
|
oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
|
|
oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 0.5f, 4096.0f);
|
|
|
|
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.IsInTransit(id);
|
|
}
|
|
|
|
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
|
|
|
|
}
|
|
}
|