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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using System.Net;
- using System.Reflection;
- using System.Threading;
- using OpenSim.Framework;
- using OpenSim.Framework.Capabilities;
- using OpenSim.Framework.Client;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Services.Interfaces;
- using GridRegion = OpenSim.Services.Interfaces.GridRegion;
- using OpenMetaverse;
- using log4net;
- using Nini.Config;
- namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
- {
- public class EntityTransferModule : ISharedRegionModule, IEntityTransferModule
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- protected bool m_Enabled = false;
- protected Scene m_aScene;
- protected List<UUID> m_agentsInTransit;
- #region ISharedRegionModule
- public Type ReplaceableInterface
- {
- get { return null; }
- }
- public virtual string Name
- {
- get { return "BasicEntityTransferModule"; }
- }
- public virtual void Initialise(IConfigSource source)
- {
- IConfig moduleConfig = source.Configs["Modules"];
- if (moduleConfig != null)
- {
- string name = moduleConfig.GetString("EntityTransferModule", "");
- if (name == Name)
- {
- m_agentsInTransit = new List<UUID>();
- m_Enabled = true;
- m_log.InfoFormat("[ENTITY TRANSFER MODULE]: {0} enabled.", Name);
- }
- }
- }
- public virtual void PostInitialise()
- {
- }
- public virtual void AddRegion(Scene scene)
- {
- if (!m_Enabled)
- return;
- if (m_aScene == null)
- m_aScene = scene;
- scene.RegisterModuleInterface<IEntityTransferModule>(this);
- scene.EventManager.OnNewClient += OnNewClient;
- }
- protected virtual void OnNewClient(IClientAPI client)
- {
- client.OnTeleportHomeRequest += TeleportHome;
- }
- public virtual void Close()
- {
- if (!m_Enabled)
- return;
- }
- public virtual void RemoveRegion(Scene scene)
- {
- if (!m_Enabled)
- return;
- if (scene == m_aScene)
- m_aScene = null;
- }
- public virtual void RegionLoaded(Scene scene)
- {
- if (!m_Enabled)
- return;
- }
- #endregion
- #region Agent Teleports
- public void Teleport(ScenePresence sp, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags)
- {
- if (!sp.Scene.Permissions.CanTeleport(sp.UUID))
- return;
- IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
- // Reset animations; the viewer does that in teleports.
- sp.Animator.ResetAnimations();
- try
- {
- if (regionHandle == sp.Scene.RegionInfo.RegionHandle)
- {
- m_log.DebugFormat(
- "[ENTITY TRANSFER MODULE]: RequestTeleportToLocation {0} within {1}",
- position, sp.Scene.RegionInfo.RegionName);
- // Teleport within the same region
- if (IsOutsideRegion(sp.Scene, position) || position.Z < 0)
- {
- Vector3 emergencyPos = new Vector3(128, 128, 128);
- m_log.WarnFormat(
- "[ENTITY TRANSFER MODULE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}",
- position, sp.Name, sp.UUID, emergencyPos);
- position = emergencyPos;
- }
- // TODO: Get proper AVG Height
- float localAVHeight = 1.56f;
- float posZLimit = 22;
- // TODO: Check other Scene HeightField
- if (position.X > 0 && position.X <= (int)Constants.RegionSize && position.Y > 0 && position.Y <= (int)Constants.RegionSize)
- {
- posZLimit = (float)sp.Scene.Heightmap[(int)position.X, (int)position.Y];
- }
- float newPosZ = posZLimit + localAVHeight;
- if (posZLimit >= (position.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
- {
- position.Z = newPosZ;
- }
- // Only send this if the event queue is null
- if (eq == null)
- sp.ControllingClient.SendTeleportLocationStart();
- sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
- sp.Teleport(position);
- foreach (SceneObjectGroup grp in sp.Attachments)
- sp.Scene.EventManager.TriggerOnScriptChangedEvent(grp.LocalId, (uint)Changed.TELEPORT);
- }
- else // Another region possibly in another simulator
- {
- uint x = 0, y = 0;
- Utils.LongToUInts(regionHandle, out x, out y);
- GridRegion reg = m_aScene.GridService.GetRegionByPosition(sp.Scene.RegionInfo.ScopeID, (int)x, (int)y);
- if (reg != null)
- {
- GridRegion finalDestination = GetFinalDestination(reg);
- if (finalDestination == null)
- {
- m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Final destination is having problems. Unable to teleport agent.");
- sp.ControllingClient.SendTeleportFailed("Problem at destination");
- return;
- }
- m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Final destination is x={0} y={1} uuid={2}",
- finalDestination.RegionLocX / Constants.RegionSize, finalDestination.RegionLocY / Constants.RegionSize, finalDestination.RegionID);
- //
- // This is it
- //
- DoTeleport(sp, reg, finalDestination, position, lookAt, teleportFlags, eq);
- //
- //
- //
- }
- else
- {
- // TP to a place that doesn't exist (anymore)
- // Inform the viewer about that
- sp.ControllingClient.SendTeleportFailed("The region you tried to teleport to doesn't exist anymore");
- // and set the map-tile to '(Offline)'
- uint regX, regY;
- Utils.LongToUInts(regionHandle, out regX, out regY);
- MapBlockData block = new MapBlockData();
- block.X = (ushort)(regX / Constants.RegionSize);
- block.Y = (ushort)(regY / Constants.RegionSize);
- block.Access = 254; // == not there
- List<MapBlockData> blocks = new List<MapBlockData>();
- blocks.Add(block);
- sp.ControllingClient.SendMapBlock(blocks, 0);
- }
- }
- }
- catch (Exception e)
- {
- m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Exception on teleport: {0}\n{1}", e.Message, e.StackTrace);
- sp.ControllingClient.SendTeleportFailed("Internal error");
- }
- }
- protected void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination, Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq)
- {
- if (reg == null || finalDestination == null)
- {
- sp.ControllingClient.SendTeleportFailed("Unable to locate destination");
- return;
- }
- m_log.DebugFormat(
- "[ENTITY TRANSFER MODULE]: Request Teleport to {0}:{1}:{2}/{3}",
- reg.ExternalHostName, reg.HttpPort, finalDestination.RegionName, position);
- uint newRegionX = (uint)(reg.RegionHandle >> 40);
- uint newRegionY = (((uint)(reg.RegionHandle)) >> 8);
- uint oldRegionX = (uint)(sp.Scene.RegionInfo.RegionHandle >> 40);
- uint oldRegionY = (((uint)(sp.Scene.RegionInfo.RegionHandle)) >> 8);
- ulong destinationHandle = finalDestination.RegionHandle;
- if (eq == null)
- sp.ControllingClient.SendTeleportLocationStart();
- // Let's do DNS resolution only once in this process, please!
- // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
- // it's actually doing a lot of work.
- IPEndPoint endPoint = finalDestination.ExternalEndPoint;
- if (endPoint.Address != null)
- {
- // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
- // both regions
- if (sp.ParentID != (uint)0)
- sp.StandUp();
- if (!sp.ValidateAttachments())
- {
- sp.ControllingClient.SendTeleportFailed("Inconsistent attachment state");
- return;
- }
- // the avatar.Close below will clear the child region list. We need this below for (possibly)
- // closing the child agents, so save it here (we need a copy as it is Clear()-ed).
- //List<ulong> childRegions = new List<ulong>(avatar.GetKnownRegionList());
- // Compared to ScenePresence.CrossToNewRegion(), there's no obvious code to handle a teleport
- // failure at this point (unlike a border crossing failure). So perhaps this can never fail
- // once we reach here...
- //avatar.Scene.RemoveCapsHandler(avatar.UUID);
- string capsPath = String.Empty;
- AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
- AgentCircuitData agentCircuit = sp.ControllingClient.RequestClientInfo();
- agentCircuit.startpos = position;
- agentCircuit.child = true;
- agentCircuit.Appearance = sp.Appearance;
- if (currentAgentCircuit != null)
- {
- agentCircuit.ServiceURLs = currentAgentCircuit.ServiceURLs;
- agentCircuit.Viewer = currentAgentCircuit.Viewer;
- }
- if (NeedsNewAgent(oldRegionX, newRegionX, oldRegionY, newRegionY))
- {
- // brand new agent, let's create a new caps seed
- agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
- }
- string reason = String.Empty;
- // Let's create an agent there if one doesn't exist yet.
- if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason))
- {
- sp.ControllingClient.SendTeleportFailed(String.Format("Destination refused: {0}",
- reason));
- return;
- }
- // OK, it got this agent. Let's close some child agents
- sp.CloseChildAgents(newRegionX, newRegionY);
- if (NeedsNewAgent(oldRegionX, newRegionX, oldRegionY, newRegionY))
- {
- #region IP Translation for NAT
- IClientIPEndpoint ipepClient;
- if (sp.ClientView.TryGet(out ipepClient))
- {
- capsPath
- = "http://"
- + NetworkUtil.GetHostFor(ipepClient.EndPoint, finalDestination.ExternalHostName)
- + ":"
- + finalDestination.HttpPort
- + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
- }
- else
- {
- capsPath
- = "http://"
- + finalDestination.ExternalHostName
- + ":"
- + finalDestination.HttpPort
- + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
- }
- #endregion
- if (eq != null)
- {
- #region IP Translation for NAT
- // Uses ipepClient above
- if (sp.ClientView.TryGet(out ipepClient))
- {
- endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
- }
- #endregion
- eq.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);
- eq.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
- }
- else
- {
- sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint);
- }
- }
- else
- {
- agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle);
- capsPath = "http://" + finalDestination.ExternalHostName + ":" + finalDestination.HttpPort
- + "/CAPS/" + agentCircuit.CapsPath + "0000/";
- }
- // Expect avatar crossing is a heavy-duty function at the destination.
- // That is where MakeRoot is called, which fetches appearance and inventory.
- // Plus triggers OnMakeRoot, which spawns a series of asynchronous updates.
- //m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId,
- // position, false);
- //{
- // avatar.ControllingClient.SendTeleportFailed("Problem with destination.");
- // // We should close that agent we just created over at destination...
- // List<ulong> lst = new List<ulong>();
- // lst.Add(reg.RegionHandle);
- // SendCloseChildAgentAsync(avatar.UUID, lst);
- // return;
- //}
- SetInTransit(sp.UUID);
- // 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);
- if (!UpdateAgent(reg, finalDestination, agent))
- {
- // Region doesn't take it
- Fail(sp, finalDestination);
- return;
- }
- m_log.DebugFormat(
- "[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, sp.UUID);
- if (eq != null)
- {
- eq.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 send the attachments and close things here.
- if (!WaitForCallback(sp.UUID))
- {
- Fail(sp, finalDestination);
- return;
- }
- // CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it
- CrossAttachmentsIntoNewRegion(finalDestination, sp, true);
- KillEntity(sp.Scene, sp.LocalId);
- // Now let's make it officially a child agent
- sp.MakeChildAgent();
- // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
- if (NeedsClosing(oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
- {
- Thread.Sleep(5000);
- sp.Close();
- 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);
- }
- }
- else
- {
- sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
- }
- }
- private void Fail(ScenePresence sp, GridRegion finalDestination)
- {
- // Client never contacted destination. Let's restore everything back
- sp.ControllingClient.SendTeleportFailed("Problems connecting to destination.");
- // Fail. Reset it back
- sp.IsChildAgent = false;
- ResetFromTransit(sp.UUID);
- EnableChildAgents(sp);
- // Finally, kill the agent we just created at the destination.
- m_aScene.SimulationService.CloseAgent(finalDestination, sp.UUID);
- }
- protected virtual bool CreateAgent(ScenePresence sp, GridRegion reg, GridRegion finalDestination, AgentCircuitData agentCircuit, uint teleportFlags, out string reason)
- {
- return m_aScene.SimulationService.CreateAgent(finalDestination, agentCircuit, teleportFlags, out reason);
- }
- protected virtual bool UpdateAgent(GridRegion reg, GridRegion finalDestination, AgentData agent)
- {
- return m_aScene.SimulationService.UpdateAgent(finalDestination, agent);
- }
- protected virtual void SetCallbackURL(AgentData agent, RegionInfo region)
- {
- agent.CallbackURI = "http://" + region.ExternalHostName + ":" + region.HttpPort +
- "/agent/" + agent.AgentID.ToString() + "/" + region.RegionID.ToString() + "/release/";
- }
- protected void KillEntity(Scene scene, uint localID)
- {
- scene.SendKillObject(localID);
- }
- protected virtual GridRegion GetFinalDestination(GridRegion region)
- {
- return region;
- }
- protected virtual bool NeedsNewAgent(uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY)
- {
- return Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY);
- }
- protected virtual bool NeedsClosing(uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg)
- {
- return Util.IsOutsideView(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 Teleport Home
- public virtual void TeleportHome(UUID id, IClientAPI client)
- {
- m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
- //OpenSim.Services.Interfaces.PresenceInfo pinfo = m_aScene.PresenceService.GetAgent(client.SessionId);
- GridUserInfo uinfo = m_aScene.GridUserService.GetGridUserInfo(client.AgentId.ToString());
- if (uinfo != null)
- {
- GridRegion regionInfo = m_aScene.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;
- }
- m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})",
- regionInfo.RegionName, regionInfo.RegionID, regionInfo.RegionLocX / Constants.RegionSize, regionInfo.RegionLocY / Constants.RegionSize);
- // 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));
- }
- }
- #endregion
- #region Agent Crossings
- public void Cross(ScenePresence agent, bool isFlying)
- {
- Scene scene = agent.Scene;
- Vector3 pos = agent.AbsolutePosition;
- Vector3 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 to edge that will trigger crossing
- // 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))
- {
- Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
- if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0)
- {
- neighboury--;
- newpos.Y = Constants.RegionSize - enterDistance;
- }
- else
- {
- neighboury = b.TriggerRegionY;
- neighbourx = b.TriggerRegionX;
- Vector3 newposition = pos;
- newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
- newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
- agent.ControllingClient.SendAgentAlertMessage(
- String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
- InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
- return;
- }
- }
- Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
- if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
- {
- neighbourx--;
- newpos.X = Constants.RegionSize - enterDistance;
- }
- else
- {
- neighboury = ba.TriggerRegionY;
- neighbourx = ba.TriggerRegionX;
- Vector3 newposition = pos;
- newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
- newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
- agent.ControllingClient.SendAgentAlertMessage(
- String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
- InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
- return;
- }
- }
- 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))
- {
- Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
- if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
- {
- neighboury--;
- newpos.Y = Constants.RegionSize - enterDistance;
- }
- else
- {
- neighboury = ba.TriggerRegionY;
- neighbourx = ba.TriggerRegionX;
- Vector3 newposition = pos;
- newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
- newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
- agent.ControllingClient.SendAgentAlertMessage(
- String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
- InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
- return;
- }
- }
- 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);
- if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0)
- {
- neighboury--;
- newpos.Y = Constants.RegionSize - enterDistance;
- }
- else
- {
- neighboury = b.TriggerRegionY;
- neighbourx = b.TriggerRegionX;
- Vector3 newposition = pos;
- newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
- newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
- agent.ControllingClient.SendAgentAlertMessage(
- String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
- InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
- return;
- }
- }
- 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;
- }
- */
- CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
- d.BeginInvoke(agent, newpos, neighbourx, neighboury, isFlying, CrossAgentToNewRegionCompleted, d);
- }
- 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 neighbors 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 delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, bool isFlying);
- /// <summary>
- /// This Closes child agents on neighboring regions
- /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
- /// </summary>
- protected ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, bool isFlying)
- {
- m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3}", agent.Firstname, agent.Lastname, neighbourx, neighboury);
- Scene m_scene = agent.Scene;
- ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
- int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
- GridRegion neighbourRegion = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, (int)x, (int)y);
- if (neighbourRegion != null && agent.ValidateAttachments())
- {
- pos = pos + (agent.Velocity);
- SetInTransit(agent.UUID);
- AgentData cAgent = new AgentData();
- agent.CopyTo(cAgent);
- cAgent.Position = pos;
- if (isFlying)
- cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
- cAgent.CallbackURI = "http://" + m_scene.RegionInfo.ExternalHostName + ":" + m_scene.RegionInfo.HttpPort +
- "/agent/" + agent.UUID.ToString() + "/" + m_scene.RegionInfo.RegionID.ToString() + "/release/";
- if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
- {
- // region doesn't take it
- ResetFromTransit(agent.UUID);
- return agent;
- }
- // Next, let's close the child agent connections that are too far away.
- agent.CloseChildAgents(neighbourx, neighboury);
- //AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
- agent.ControllingClient.RequestClientInfo();
- //m_log.Debug("BEFORE CROSS");
- //Scene.DumpChildrenSeeds(UUID);
- //DumpKnownRegions();
- 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 agent;
- }
- // TODO Should construct this behind a method
- string capsPath =
- "http://" + neighbourRegion.ExternalHostName + ":" + neighbourRegion.HttpPort
- + "/CAPS/" + agentcaps /*circuitdata.CapsPath*/ + "0000/";
- m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
- IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
- if (eq != null)
- {
- eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
- capsPath, agent.UUID, agent.ControllingClient.SessionId);
- }
- else
- {
- agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
- capsPath);
- }
- if (!WaitForCallback(agent.UUID))
- {
- m_log.Debug("[ENTITY TRANSFER MODULE]: Callback never came in crossing agent");
- ResetFromTransit(agent.UUID);
- // Yikes! We should just have a ref to scene here.
- //agent.Scene.InformClientOfNeighbours(agent);
- EnableChildAgents(agent);
- return agent;
- }
- agent.MakeChildAgent();
- // now we have a child agent in this region. Request all interesting data about other (root) agents
- agent.SendInitialFullUpdateToAllClients();
- CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
- // 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 agent;
- }
- 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.NotInTransit();
- //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 neighboring region about agent "avatar".
- /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
- /// </summary>
- public void EnableChildAgent(ScenePresence sp, GridRegion region)
- {
- m_log.DebugFormat("[ENTITY TRANSFER]: Enabling child agent in new neighour {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.Viewer = currentAgentCircuit.Viewer;
- }
- InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
- d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, 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 neighboring regions about agent "avatar".
- /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
- /// </summary>
- public void EnableChildAgents(ScenePresence sp)
- {
- List<GridRegion> neighbours = new List<GridRegion>();
- RegionInfo m_regionInfo = sp.Scene.RegionInfo;
- if (m_regionInfo != null)
- {
- neighbours = RequestNeighbours(sp.Scene, 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 = new Vector3(128, 128, 70);
- agent.child = true;
- agent.Appearance = sp.Appearance;
- if (currentAgentCircuit != null)
- {
- agent.ServiceURLs = currentAgentCircuit.ServiceURLs;
- agent.Viewer = currentAgentCircuit.Viewer;
- }
- 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)
- {
- InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
- try
- {
- 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 neighbor 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++;
- }
- }
- 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 m_scene = sp.Scene;
- uint x, y;
- Utils.LongToUInts(reg.RegionHandle, out x, out y);
- x = x / Constants.RegionSize;
- y = y / Constants.RegionSize;
- m_log.Info("[ENTITY TRANSFER MODULE]: Starting to inform client about neighbour " + x + ", " + y + "(" + endPoint.ToString() + ")");
- string capsPath = "http://" + reg.ExternalHostName + ":" + reg.HttpPort
- + "/CAPS/" + a.CapsPath + "0000/";
- string reason = String.Empty;
- bool regionAccepted = m_scene.SimulationService.CreateAgent(reg, a, (uint)TeleportFlags.Default, out reason);
- if (regionAccepted && newAgent)
- {
- IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
- if (eq != 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 neighbor region {2} @ {3} " +
- "and EstablishAgentCommunication with seed cap {4}",
- m_scene.RegionInfo.RegionName, sp.Name, reg.RegionName, reg.RegionHandle, capsPath);
- eq.EnableSimulator(reg.RegionHandle, endPoint, sp.UUID);
- eq.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
- }
- else
- {
- sp.ControllingClient.InformClientOfNeighbour(reg.RegionHandle, endPoint);
- // TODO: make Event Queue disablable!
- }
- m_log.Info("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString());
- }
- }
- protected List<GridRegion> RequestNeighbours(Scene pScene, uint pRegionLocX, uint pRegionLocY)
- {
- 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();
- // Legacy one region. Provided for simplicity while testing the all inclusive method in the else statement.
- if (northBorders.Length <= 1 && southBorders.Length <= 1 && eastBorders.Length <= 1 && westBorders.Length <= 1)
- {
- return pScene.GridService.GetNeighbours(m_regionInfo.ScopeID, m_regionInfo.RegionID);
- }
- 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_log.Debug(" >>> ReleaseAgent called <<< ");
- ResetFromTransit(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;
- grp.OffsetForNewRegion(pos);
- // 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(UUID.Zero, (int)x, (int)y);
- if (destination != null && !CrossPrimGroupIntoNewRegion(destination, grp, silent))
- {
- grp.OffsetForNewRegion(oldGroupPosition);
- 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, SceneObjectGroup grp, bool silent)
- {
- //m_log.Debug(" >>> CrossPrimGroupIntoNewRegion <<<");
- bool successYN = false;
- grp.RootPart.UpdateFlag = 0;
- //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 (m_aScene.SimulationService != null)
- successYN = m_aScene.SimulationService.CreateObject(destination, 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);
- }
- }
- else
- {
- if (!grp.IsDeleted)
- {
- if (grp.RootPart.PhysActor != null)
- {
- grp.RootPart.PhysActor.CrossingFailure();
- }
- }
- 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;
- }
- protected bool CrossAttachmentsIntoNewRegion(GridRegion destination, ScenePresence sp, bool silent)
- {
- List<SceneObjectGroup> m_attachments = sp.Attachments;
- lock (m_attachments)
- {
- // Validate
- foreach (SceneObjectGroup gobj in m_attachments)
- {
- if (gobj == null || gobj.IsDeleted)
- return false;
- }
- foreach (SceneObjectGroup gobj in m_attachments)
- {
- // If the prim group is null then something must have happened to it!
- if (gobj != null && gobj.RootPart != null)
- {
- // Set the parent localID to 0 so it transfers over properly.
- gobj.RootPart.SetParentLocalId(0);
- gobj.AbsolutePosition = gobj.RootPart.AttachedPos;
- gobj.RootPart.IsAttachment = false;
- //gobj.RootPart.LastOwnerID = gobj.GetFromAssetID();
- m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending attachment {0} to region {1}", gobj.UUID, destination.RegionName);
- CrossPrimGroupIntoNewRegion(destination, gobj, silent);
- }
- }
- m_attachments.Clear();
- return true;
- }
- }
- #endregion
- #region Misc
- protected bool WaitForCallback(UUID id)
- {
- int count = 200;
- while (m_agentsInTransit.Contains(id) && count-- > 0)
- {
- //m_log.Debug(" >>> Waiting... " + count);
- Thread.Sleep(100);
- }
- if (count > 0)
- return true;
- else
- return false;
- }
- protected void SetInTransit(UUID id)
- {
- lock (m_agentsInTransit)
- {
- if (!m_agentsInTransit.Contains(id))
- m_agentsInTransit.Add(id);
- }
- }
- protected bool ResetFromTransit(UUID id)
- {
- lock (m_agentsInTransit)
- {
- if (m_agentsInTransit.Contains(id))
- {
- m_agentsInTransit.Remove(id);
- return true;
- }
- }
- return false;
- }
- #endregion
- }
- }
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