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using System;
using System.Collections.Generic;
using System.Net;
using System.Reflection;
using System.Threading;
using OpenMetaverse;
using log4net;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Framework.Capabilities;
using OpenSim.Framework.Client;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Physics.Manager;
using OpenSim.Services.Interfaces;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{
///
/// The possible states that an agent can be in when its being transferred between regions.
///
///
/// This is a state machine.
///
/// [Entry] => Preparing
/// Preparing => { Transferring || CleaningUp || [Exit] }
/// Transferring => { ReceivedAtDestination || CleaningUp }
/// ReceivedAtDestination => CleaningUp
/// CleaningUp => [Exit]
///
/// In other words, agents normally travel throwing Preparing => Transferring => ReceivedAtDestination => CleaningUp
/// However, any state can transition to CleaningUp if the teleport has failed.
///
enum AgentTransferState
{
Preparing, // The agent is being prepared for transfer
Transferring, // The agent is in the process of being transferred to a destination
ReceivedAtDestination, // The destination has notified us that the agent has been successfully received
CleaningUp // The agent is being changed to child/removed after a transfer
}
///
/// Records the state of entities when they are in transfer within or between regions (cross or teleport).
///
public class EntityTransferStateMachine
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
///
/// If true then on a teleport, the source region waits for a callback from the destination region. If
/// a callback fails to arrive within a set time then the user is pulled back into the source region.
///
public bool EnableWaitForAgentArrivedAtDestination { get; set; }
private EntityTransferModule m_mod;
private Dictionary m_agentsInTransit = new Dictionary();
public EntityTransferStateMachine(EntityTransferModule module)
{
m_mod = module;
}
///
/// Set that an agent is in transit.
///
/// The ID of the agent being teleported
/// true if the agent was not already in transit, false if it was
internal bool SetInTransit(UUID id)
{
lock (m_agentsInTransit)
{
if (!m_agentsInTransit.ContainsKey(id))
{
m_agentsInTransit[id] = AgentTransferState.Preparing;
return true;
}
}
return false;
}
///
/// Updates the state of an agent that is already in transit.
///
///
///
///
/// Illegal transitions will throw an Exception
internal void UpdateInTransit(UUID id, AgentTransferState newState)
{
lock (m_agentsInTransit)
{
// Illegal to try and update an agent that's not actually in transit.
if (!m_agentsInTransit.ContainsKey(id))
throw new Exception(
string.Format(
"Agent with ID {0} is not registered as in transit in {1}",
id, m_mod.Scene.RegionInfo.RegionName));
AgentTransferState oldState = m_agentsInTransit[id];
bool transitionOkay = false;
if (newState == AgentTransferState.CleaningUp && oldState != AgentTransferState.CleaningUp)
transitionOkay = true;
else if (newState == AgentTransferState.Transferring && oldState == AgentTransferState.Preparing)
transitionOkay = true;
else if (newState == AgentTransferState.ReceivedAtDestination && oldState == AgentTransferState.Transferring)
transitionOkay = true;
if (transitionOkay)
m_agentsInTransit[id] = newState;
else
throw new Exception(
string.Format(
"Agent with ID {0} is not allowed to move from old transit state {1} to new state {2} in {3}",
id, oldState, newState, m_mod.Scene.RegionInfo.RegionName));
}
}
internal bool IsInTransit(UUID id)
{
lock (m_agentsInTransit)
return m_agentsInTransit.ContainsKey(id);
}
///
/// Removes an agent from the transit state machine.
///
///
/// true if the agent was flagged as being teleported when this method was called, false otherwise
internal bool ResetFromTransit(UUID id)
{
lock (m_agentsInTransit)
{
if (m_agentsInTransit.ContainsKey(id))
{
AgentTransferState state = m_agentsInTransit[id];
if (state == AgentTransferState.Transferring || state == AgentTransferState.ReceivedAtDestination)
{
// FIXME: For now, we allow exit from any state since a thrown exception in teleport is now guranteed
// to be handled properly - ResetFromTransit() could be invoked at any step along the process
m_log.WarnFormat(
"[ENTITY TRANSFER STATE MACHINE]: Agent with ID {0} should not exit directly from state {1}, should go to {2} state first in {3}",
id, state, AgentTransferState.CleaningUp, m_mod.Scene.RegionInfo.RegionName);
// throw new Exception(
// "Agent with ID {0} cannot exit directly from state {1}, it must go to {2} state first",
// state, AgentTransferState.CleaningUp);
}
m_agentsInTransit.Remove(id);
m_log.DebugFormat(
"[ENTITY TRANSFER STATE MACHINE]: Agent {0} cleared from transit in {1}",
id, m_mod.Scene.RegionInfo.RegionName);
return true;
}
}
m_log.WarnFormat(
"[ENTITY TRANSFER STATE MACHINE]: Agent {0} requested to clear from transit in {1} but was already cleared",
id, m_mod.Scene.RegionInfo.RegionName);
return false;
}
internal bool WaitForAgentArrivedAtDestination(UUID id)
{
if (!m_mod.WaitForAgentArrivedAtDestination)
return true;
lock (m_agentsInTransit)
{
if (!IsInTransit(id))
throw new Exception(
string.Format(
"Asked to wait for destination callback for agent with ID {0} in {1} but agent is not in transit",
id, m_mod.Scene.RegionInfo.RegionName));
AgentTransferState currentState = m_agentsInTransit[id];
if (currentState != AgentTransferState.Transferring && currentState != AgentTransferState.ReceivedAtDestination)
throw new Exception(
string.Format(
"Asked to wait for destination callback for agent with ID {0} in {1} but agent is in state {2}",
id, m_mod.Scene.RegionInfo.RegionName, currentState));
}
int count = 200;
// There should be no race condition here since no other code should be removing the agent transfer or
// changing the state to another other than Transferring => ReceivedAtDestination.
while (m_agentsInTransit[id] != AgentTransferState.ReceivedAtDestination && count-- > 0)
{
// m_log.Debug(" >>> Waiting... " + count);
Thread.Sleep(100);
}
return count > 0;
}
internal void SetAgentArrivedAtDestination(UUID id)
{
lock (m_agentsInTransit)
{
if (!m_agentsInTransit.ContainsKey(id))
{
m_log.WarnFormat(
"[ENTITY TRANSFER STATE MACHINE]: Region {0} received notification of arrival in destination of agent {1} but no teleport request is active",
m_mod.Scene.RegionInfo.RegionName, id);
return;
}
AgentTransferState currentState = m_agentsInTransit[id];
if (currentState == AgentTransferState.ReceivedAtDestination)
{
// An anomoly but don't make this an outright failure - destination region could be overzealous in sending notification.
m_log.WarnFormat(
"[ENTITY TRANSFER STATE MACHINE]: Region {0} received notification of arrival in destination of agent {1} but notification has already previously been received",
m_mod.Scene.RegionInfo.RegionName, id);
}
else if (currentState != AgentTransferState.Transferring)
{
m_log.ErrorFormat(
"[ENTITY TRANSFER STATE MACHINE]: Region {0} received notification of arrival in destination of agent {1} but agent is in state {2}",
m_mod.Scene.RegionInfo.RegionName, id, currentState);
return;
}
m_agentsInTransit[id] = AgentTransferState.ReceivedAtDestination;
}
}
}
}