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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 OpenMetaverse;
- using OpenMetaverse.StructuredData;
- using log4net;
- using OpenSim.Framework;
- using OpenSim.Framework.Client;
- using OpenSim.Framework.Communications;
- using OpenSim.Framework.Communications.Cache;
- using OpenSim.Framework.Capabilities;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Services.Interfaces;
- using OSD = OpenMetaverse.StructuredData.OSD;
- namespace OpenSim.Region.Framework.Scenes
- {
- public delegate void KiPrimitiveDelegate(uint localID);
- public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List<ulong> regionlst);
- /// <summary>
- /// Class that Region communications runs through
- /// </summary>
- public class SceneCommunicationService //one instance per region
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- protected CommunicationsManager m_commsProvider;
- protected IInterregionCommsOut m_interregionCommsOut;
- protected RegionInfo m_regionInfo;
- protected RegionCommsListener regionCommsHost;
- protected List<UUID> m_agentsInTransit;
- /// <summary>
- /// An agent is crossing into this region
- /// </summary>
- public event AgentCrossing OnAvatarCrossingIntoRegion;
- /// <summary>
- /// A user will arrive shortly, set up appropriate credentials so it can connect
- /// </summary>
- public event ExpectUserDelegate OnExpectUser;
- /// <summary>
- /// A Prim will arrive shortly
- /// </summary>
- public event ExpectPrimDelegate OnExpectPrim;
- public event CloseAgentConnection OnCloseAgentConnection;
- /// <summary>
- /// A new prim has arrived
- /// </summary>
- public event PrimCrossing OnPrimCrossingIntoRegion;
- /// <summary>
- /// A New Region is up and available
- /// </summary>
- public event RegionUp OnRegionUp;
- /// <summary>
- /// We have a child agent for this avatar and we're getting a status update about it
- /// </summary>
- public event ChildAgentUpdate OnChildAgentUpdate;
- //public event RemoveKnownRegionsFromAvatarList OnRemoveKnownRegionFromAvatar;
- /// <summary>
- /// Time to log one of our users off. Grid Service sends this mostly
- /// </summary>
- public event LogOffUser OnLogOffUser;
- /// <summary>
- /// A region wants land data from us!
- /// </summary>
- public event GetLandData OnGetLandData;
- private AgentCrossing handlerAvatarCrossingIntoRegion = null; // OnAvatarCrossingIntoRegion;
- private ExpectUserDelegate handlerExpectUser = null; // OnExpectUser;
- private ExpectPrimDelegate handlerExpectPrim = null; // OnExpectPrim;
- private CloseAgentConnection handlerCloseAgentConnection = null; // OnCloseAgentConnection;
- private PrimCrossing handlerPrimCrossingIntoRegion = null; // OnPrimCrossingIntoRegion;
- private RegionUp handlerRegionUp = null; // OnRegionUp;
- private ChildAgentUpdate handlerChildAgentUpdate = null; // OnChildAgentUpdate;
- //private RemoveKnownRegionsFromAvatarList handlerRemoveKnownRegionFromAvatar = null; // OnRemoveKnownRegionFromAvatar;
- private LogOffUser handlerLogOffUser = null;
- private GetLandData handlerGetLandData = null; // OnGetLandData
- public KiPrimitiveDelegate KiPrimitive;
- public SceneCommunicationService(CommunicationsManager commsMan)
- {
- m_commsProvider = commsMan;
- m_agentsInTransit = new List<UUID>();
- }
- /// <summary>
- /// Register a region with the grid
- /// </summary>
- /// <param name="regionInfos"></param>
- /// <exception cref="System.Exception">Thrown if region registration fails.</exception>
- public void RegisterRegion(IInterregionCommsOut comms_out, RegionInfo regionInfos)
- {
- m_interregionCommsOut = comms_out;
- m_regionInfo = regionInfos;
- m_commsProvider.GridService.gdebugRegionName = regionInfos.RegionName;
- regionCommsHost = m_commsProvider.GridService.RegisterRegion(m_regionInfo);
- if (regionCommsHost != null)
- {
- //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: registered with gridservice and got" + regionCommsHost.ToString());
- regionCommsHost.debugRegionName = regionInfos.RegionName;
- regionCommsHost.OnExpectPrim += IncomingPrimCrossing;
- regionCommsHost.OnExpectUser += NewUserConnection;
- regionCommsHost.OnAvatarCrossingIntoRegion += AgentCrossing;
- regionCommsHost.OnCloseAgentConnection += CloseConnection;
- regionCommsHost.OnRegionUp += newRegionUp;
- regionCommsHost.OnChildAgentUpdate += ChildAgentUpdate;
- regionCommsHost.OnLogOffUser += GridLogOffUser;
- regionCommsHost.OnGetLandData += FetchLandData;
- }
- else
- {
- //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: registered with gridservice and got null");
- }
- }
- /// <summary>
- /// Returns a region with the name closest to string provided
- /// </summary>
- /// <param name="name">Partial Region Name for matching</param>
- /// <returns>Region Information for the region</returns>
- public RegionInfo RequestClosestRegion(string name)
- {
- return m_commsProvider.GridService.RequestClosestRegion(name);
- }
- /// <summary>
- /// This region is shutting down, de-register all events!
- /// De-Register region from Grid!
- /// </summary>
- public void Close()
- {
- if (regionCommsHost != null)
- {
- regionCommsHost.OnLogOffUser -= GridLogOffUser;
- regionCommsHost.OnChildAgentUpdate -= ChildAgentUpdate;
- regionCommsHost.OnRegionUp -= newRegionUp;
- regionCommsHost.OnExpectUser -= NewUserConnection;
- regionCommsHost.OnExpectPrim -= IncomingPrimCrossing;
- regionCommsHost.OnAvatarCrossingIntoRegion -= AgentCrossing;
- regionCommsHost.OnCloseAgentConnection -= CloseConnection;
- regionCommsHost.OnGetLandData -= FetchLandData;
-
- try
- {
- m_commsProvider.GridService.DeregisterRegion(m_regionInfo);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[GRID]: Deregistration of region {0} from the grid failed - {1}. Continuing",
- m_regionInfo.RegionName, e);
- }
-
- regionCommsHost = null;
- }
- }
- #region CommsManager Event handlers
- /// <summary>
- /// A New User will arrive shortly, Informs the scene that there's a new user on the way
- /// </summary>
- /// <param name="agent">Data we need to ensure that the agent can connect</param>
- ///
- protected void NewUserConnection(AgentCircuitData agent)
- {
- handlerExpectUser = OnExpectUser;
- if (handlerExpectUser != null)
- {
- //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: OnExpectUser Fired for User:" + agent.firstname + " " + agent.lastname);
- handlerExpectUser(agent);
- }
- }
- /// <summary>
- /// The Grid has requested us to log-off the user
- /// </summary>
- /// <param name="AgentID">Unique ID of agent to log-off</param>
- /// <param name="RegionSecret">The secret string that the region establishes with the grid when registering</param>
- /// <param name="message">The message to send to the user that tells them why they were logged off</param>
- protected void GridLogOffUser(UUID AgentID, UUID RegionSecret, string message)
- {
- handlerLogOffUser = OnLogOffUser;
- if (handlerLogOffUser != null)
- {
- handlerLogOffUser(AgentID, RegionSecret, message);
- }
- }
- /// <summary>
- /// A New Region is now available. Inform the scene that there is a new region available.
- /// </summary>
- /// <param name="region">Information about the new region that is available</param>
- /// <returns>True if the event was handled</returns>
- protected bool newRegionUp(RegionInfo region)
- {
- handlerRegionUp = OnRegionUp;
- if (handlerRegionUp != null)
- {
- //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: newRegionUp Fired for User:" + region.RegionName);
- handlerRegionUp(region);
- }
- return true;
- }
- /// <summary>
- /// Inform the scene that we've got an update about a child agent that we have
- /// </summary>
- /// <param name="cAgentData"></param>
- /// <returns></returns>
- protected bool ChildAgentUpdate(ChildAgentDataUpdate cAgentData)
- {
- handlerChildAgentUpdate = OnChildAgentUpdate;
- if (handlerChildAgentUpdate != null)
- handlerChildAgentUpdate(cAgentData);
- return true;
- }
- protected void AgentCrossing(UUID agentID, Vector3 position, bool isFlying)
- {
- handlerAvatarCrossingIntoRegion = OnAvatarCrossingIntoRegion;
- if (handlerAvatarCrossingIntoRegion != null)
- {
- handlerAvatarCrossingIntoRegion(agentID, position, isFlying);
- }
- }
- /// <summary>
- /// We have a new prim from a neighbor
- /// </summary>
- /// <param name="primID">unique ID for the primative</param>
- /// <param name="objXMLData">XML2 encoded data of the primative</param>
- /// <param name="XMLMethod">An Int that represents the version of the XMLMethod</param>
- /// <returns>True if the prim was accepted, false if it was not</returns>
- protected bool IncomingPrimCrossing(UUID primID, String objXMLData, int XMLMethod)
- {
- handlerExpectPrim = OnExpectPrim;
- if (handlerExpectPrim != null)
- {
- return handlerExpectPrim(primID, objXMLData, XMLMethod);
- }
- else
- {
- return false;
- }
- }
- protected void PrimCrossing(UUID primID, Vector3 position, bool isPhysical)
- {
- handlerPrimCrossingIntoRegion = OnPrimCrossingIntoRegion;
- if (handlerPrimCrossingIntoRegion != null)
- {
- handlerPrimCrossingIntoRegion(primID, position, isPhysical);
- }
- }
- protected bool CloseConnection(UUID agentID)
- {
- m_log.Debug("[INTERREGION]: Incoming Agent Close Request for agent: " + agentID);
- handlerCloseAgentConnection = OnCloseAgentConnection;
- if (handlerCloseAgentConnection != null)
- {
- return handlerCloseAgentConnection(agentID);
- }
-
- return false;
- }
- protected LandData FetchLandData(uint x, uint y)
- {
- handlerGetLandData = OnGetLandData;
- if (handlerGetLandData != null)
- {
- return handlerGetLandData(x, y);
- }
- return null;
- }
- #endregion
- #region Inform Client of Neighbours
- private delegate void InformClientOfNeighbourDelegate(
- ScenePresence avatar, AgentCircuitData a, SimpleRegionInfo reg, IPEndPoint endPoint, bool newAgent);
- private void InformClientOfNeighbourCompleted(IAsyncResult iar)
- {
- InformClientOfNeighbourDelegate icon = (InformClientOfNeighbourDelegate) iar.AsyncState;
- icon.EndInvoke(iar);
- }
- /// <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 avatar, AgentCircuitData a, SimpleRegionInfo 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);
- uint x, y;
- Utils.LongToUInts(reg.RegionHandle, out x, out y);
- x = x / Constants.RegionSize;
- y = y / Constants.RegionSize;
- m_log.Info("[INTERGRID]: 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_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, a);
- bool regionAccepted = m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, a, out reason);
- if (regionAccepted && newAgent)
- {
- IEventQueue eq = avatar.Scene.RequestModuleInterface<IEventQueue>();
- if (eq != null)
- {
- #region IP Translation for NAT
- IClientIPEndpoint ipepClient;
- if (avatar.ClientView.TryGet(out ipepClient))
- {
- endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
- }
- #endregion
- eq.EnableSimulator(reg.RegionHandle, endPoint, avatar.UUID);
- eq.EstablishAgentCommunication(avatar.UUID, endPoint, capsPath);
- m_log.DebugFormat("[CAPS]: Sending new CAPS seed url {0} to client {1} in region {2}",
- capsPath, avatar.UUID, avatar.Scene.RegionInfo.RegionName);
- }
- else
- {
- avatar.ControllingClient.InformClientOfNeighbour(reg.RegionHandle, endPoint);
- // TODO: make Event Queue disablable!
- }
- m_log.Info("[INTERGRID]: Completed inform client about neighbour " + endPoint.ToString());
- }
- }
- public void RequestNeighbors(RegionInfo region)
- {
- // List<SimpleRegionInfo> neighbours =
- m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
- //IPEndPoint blah = new IPEndPoint();
- //blah.Address = region.RemotingAddress;
- //blah.Port = region.RemotingPort;
- }
- /// <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 EnableNeighbourChildAgents(ScenePresence avatar, List<RegionInfo> lstneighbours)
- {
- List<SimpleRegionInfo> neighbours = new List<SimpleRegionInfo>();
- //m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
- for (int i = 0; i < lstneighbours.Count; i++)
- {
- // We don't want to keep sending to regions that consistently fail on comms.
- if (!(lstneighbours[i].commFailTF))
- {
- neighbours.Add(new SimpleRegionInfo(lstneighbours[i]));
- }
- }
- // we're going to be using the above code once neighbour cache is correct. Currently it doesn't appear to be
- // So we're temporarily going back to the old method of grabbing it from the Grid Server Every time :/
- if (m_regionInfo != null)
- {
- neighbours =
- m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
- }
- else
- {
- m_log.Debug("[ENABLENEIGHBOURCHILDAGENTS]: m_regionInfo was null in EnableNeighbourChildAgents, 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(avatar.Scene.RegionInfo.RegionHandle); // add this region too
- List<ulong> previousRegionNeighbourHandles ;
- if (avatar.Scene.CapsModule != null)
- {
- previousRegionNeighbourHandles =
- new List<ulong>(avatar.Scene.CapsModule.GetChildrenSeeds(avatar.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
- avatar.DropOldNeighbours(oldRegions);
- /// Collect as many seeds as possible
- Dictionary<ulong, string> seeds;
- if (avatar.Scene.CapsModule != null)
- seeds
- = new Dictionary<ulong, string>(avatar.Scene.CapsModule.GetChildrenSeeds(avatar.UUID));
- else
- seeds = new Dictionary<ulong, string>();
-
- //m_log.Debug(" !!! No. of seeds: " + seeds.Count);
- if (!seeds.ContainsKey(avatar.Scene.RegionInfo.RegionHandle))
- seeds.Add(avatar.Scene.RegionInfo.RegionHandle, avatar.ControllingClient.RequestClientInfo().CapsPath);
- /// Create the necessary child agents
- List<AgentCircuitData> cagents = new List<AgentCircuitData>();
- foreach (SimpleRegionInfo neighbour in neighbours)
- {
- if (neighbour.RegionHandle != avatar.Scene.RegionInfo.RegionHandle)
- {
- AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo();
- agent.BaseFolder = UUID.Zero;
- agent.InventoryFolder = UUID.Zero;
- agent.startpos = new Vector3(128, 128, 70);
- agent.child = true;
- if (newRegions.Contains(neighbour.RegionHandle))
- {
- agent.CapsPath = CapsUtil.GetRandomCapsObjectPath();
- avatar.AddNeighbourRegion(neighbour.RegionHandle, agent.CapsPath);
- seeds.Add(neighbour.RegionHandle, agent.CapsPath);
- }
- else
- agent.CapsPath = avatar.Scene.CapsModule.GetChildSeed(avatar.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 (avatar.Scene.CapsModule != null)
- {
- // These two are the same thing!
- avatar.Scene.CapsModule.SetChildrenSeed(avatar.UUID, seeds);
- }
- avatar.KnownRegions = seeds;
- //avatar.Scene.DumpChildrenSeeds(avatar.UUID);
- //avatar.DumpKnownRegions();
- bool newAgent = false;
- int count = 0;
- foreach (SimpleRegionInfo neighbour in neighbours)
- {
- // 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 != avatar.Scene.RegionInfo.RegionHandle)
- {
- InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
- try
- {
- d.BeginInvoke(avatar, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
- InformClientOfNeighbourCompleted,
- d);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[REGIONINFO]: 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++;
- }
- }
- /// <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 InformNeighborChildAgent(ScenePresence avatar, SimpleRegionInfo region)
- {
- AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo();
- agent.BaseFolder = UUID.Zero;
- agent.InventoryFolder = UUID.Zero;
- agent.startpos = new Vector3(128, 128, 70);
- agent.child = true;
- InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
- d.BeginInvoke(avatar, agent, region, region.ExternalEndPoint, true,
- InformClientOfNeighbourCompleted,
- d);
- }
- #endregion
- public delegate void InformNeighbourThatRegionUpDelegate(INeighbourService nService, RegionInfo region, ulong regionhandle);
- private void InformNeighborsThatRegionisUpCompleted(IAsyncResult iar)
- {
- InformNeighbourThatRegionUpDelegate icon = (InformNeighbourThatRegionUpDelegate) iar.AsyncState;
- icon.EndInvoke(iar);
- }
- /// <summary>
- /// Asynchronous call to information neighbouring regions that this region is up
- /// </summary>
- /// <param name="region"></param>
- /// <param name="regionhandle"></param>
- private void InformNeighboursThatRegionIsUpAsync(INeighbourService neighbourService, RegionInfo region, ulong regionhandle)
- {
- m_log.Info("[INTERGRID]: Starting to inform neighbors that I'm here");
- //RegionUpData regiondata = new RegionUpData(region.RegionLocX, region.RegionLocY, region.ExternalHostName, region.InternalEndPoint.Port);
- //bool regionAccepted =
- // m_commsProvider.InterRegion.RegionUp(new SerializableRegionInfo(region), regionhandle);
- //bool regionAccepted = m_interregionCommsOut.SendHelloNeighbour(regionhandle, region);
- bool regionAccepted = false;
- if (neighbourService != null)
- regionAccepted = neighbourService.HelloNeighbour(regionhandle, region);
- else
- m_log.DebugFormat("[SCS]: No neighbour service provided for informing neigbhours of this region");
- if (regionAccepted)
- {
- m_log.Info("[INTERGRID]: Completed informing neighbors that I'm here");
- handlerRegionUp = OnRegionUp;
- // yes, we're notifying ourselves.
- if (handlerRegionUp != null)
- handlerRegionUp(region);
- }
- else
- {
- m_log.Warn("[INTERGRID]: Failed to inform neighbors that I'm here.");
- }
- }
- /// <summary>
- /// Called by scene when region is initialized (not always when it's listening for agents)
- /// This is an inter-region message that informs the surrounding neighbors that the sim is up.
- /// </summary>
- public void InformNeighborsThatRegionisUp(INeighbourService neighbourService, RegionInfo region)
- {
- //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
-
- List<SimpleRegionInfo> neighbours = new List<SimpleRegionInfo>();
- // This stays uncached because we don't already know about our neighbors at this point.
- neighbours = m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
- if (neighbours != null)
- {
- for (int i = 0; i < neighbours.Count; i++)
- {
- InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
- d.BeginInvoke(neighbourService, region, neighbours[i].RegionHandle,
- InformNeighborsThatRegionisUpCompleted,
- d);
- }
- }
- //bool val = m_commsProvider.InterRegion.RegionUp(new SerializableRegionInfo(region));
- }
- public delegate void SendChildAgentDataUpdateDelegate(AgentPosition cAgentData, ulong regionHandle);
- /// <summary>
- /// This informs all neighboring regions about the settings of it's child agent.
- /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
- ///
- /// This contains information, such as, Draw Distance, Camera location, Current Position, Current throttle settings, etc.
- ///
- /// </summary>
- private void SendChildAgentDataUpdateAsync(AgentPosition cAgentData, ulong regionHandle)
- {
- //m_log.Info("[INTERGRID]: Informing neighbors about my agent in " + m_regionInfo.RegionName);
- try
- {
- //m_commsProvider.InterRegion.ChildAgentUpdate(regionHandle, cAgentData);
- m_interregionCommsOut.SendChildAgentUpdate(regionHandle, cAgentData);
- }
- catch
- {
- // Ignore; we did our best
- }
- //if (regionAccepted)
- //{
- // //m_log.Info("[INTERGRID]: Completed sending a neighbor an update about my agent");
- //}
- //else
- //{
- // //m_log.Info("[INTERGRID]: Failed sending a neighbor an update about my agent");
- //}
-
- }
- private void SendChildAgentDataUpdateCompleted(IAsyncResult iar)
- {
- SendChildAgentDataUpdateDelegate icon = (SendChildAgentDataUpdateDelegate) iar.AsyncState;
- icon.EndInvoke(iar);
- }
- public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence)
- {
- // This assumes that we know what our neighbors are.
- try
- {
- foreach (ulong regionHandle in presence.KnownChildRegionHandles)
- {
- if (regionHandle != m_regionInfo.RegionHandle)
- {
- SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;
- d.BeginInvoke(cAgentData, regionHandle,
- SendChildAgentDataUpdateCompleted,
- d);
- }
- }
- }
- catch (InvalidOperationException)
- {
- // We're ignoring a collection was modified error because this data gets old and outdated fast.
- }
- }
- public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
- /// <summary>
- /// This Closes child agents on neighboring regions
- /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
- /// </summary>
- protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
- {
- m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
- // let's do our best, but there's not much we can do if the neighbour doesn't accept.
- //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
- m_interregionCommsOut.SendCloseAgent(regionHandle, agentID);
- }
- private void SendCloseChildAgentCompleted(IAsyncResult iar)
- {
- SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
- icon.EndInvoke(iar);
- }
- public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
- {
- foreach (ulong handle in regionslst)
- {
- SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
- d.BeginInvoke(agentID, handle,
- SendCloseChildAgentCompleted,
- d);
- }
- }
- /// <summary>
- /// Helper function to request neighbors from grid-comms
- /// </summary>
- /// <param name="regionHandle"></param>
- /// <returns></returns>
- public virtual RegionInfo RequestNeighbouringRegionInfo(ulong regionHandle)
- {
- //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending Grid Services Request about neighbor " + regionHandle.ToString());
- return m_commsProvider.GridService.RequestNeighbourInfo(regionHandle);
- }
- /// <summary>
- /// Helper function to request neighbors from grid-comms
- /// </summary>
- /// <param name="regionID"></param>
- /// <returns></returns>
- public virtual RegionInfo RequestNeighbouringRegionInfo(UUID regionID)
- {
- //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending Grid Services Request about neighbor " + regionID);
- return m_commsProvider.GridService.RequestNeighbourInfo(regionID);
- }
- /// <summary>
- /// Requests map blocks in area of minX, maxX, minY, MaxY in world cordinates
- /// </summary>
- /// <param name="minX"></param>
- /// <param name="minY"></param>
- /// <param name="maxX"></param>
- /// <param name="maxY"></param>
- public virtual void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY)
- {
- List<MapBlockData> mapBlocks;
- mapBlocks = m_commsProvider.GridService.RequestNeighbourMapBlocks(minX - 4, minY - 4, minX + 4, minY + 4);
- remoteClient.SendMapBlock(mapBlocks, 0);
- }
- /// <summary>
- /// Try to teleport an agent to a new region.
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="RegionHandle"></param>
- /// <param name="position"></param>
- /// <param name="lookAt"></param>
- /// <param name="flags"></param>
- public virtual void RequestTeleportToLocation(ScenePresence avatar, ulong regionHandle, Vector3 position,
- Vector3 lookAt, uint teleportFlags)
- {
- if (!avatar.Scene.Permissions.CanTeleport(avatar.UUID))
- return;
- bool destRegionUp = true;
- IEventQueue eq = avatar.Scene.RequestModuleInterface<IEventQueue>();
- // Reset animations; the viewer does that in teleports.
- avatar.ResetAnimations();
- if (regionHandle == m_regionInfo.RegionHandle)
- {
- m_log.DebugFormat(
- "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation {0} within {1}",
- position, m_regionInfo.RegionName);
-
- // Teleport within the same region
- if (position.X < 0 || position.X > Constants.RegionSize || position.Y < 0 || position.Y > Constants.RegionSize || position.Z < 0)
- {
- Vector3 emergencyPos = new Vector3(128, 128, 128);
- m_log.WarnFormat(
- "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}",
- position, avatar.Name, avatar.UUID, emergencyPos);
- position = emergencyPos;
- }
-
- // TODO: Get proper AVG Height
- float localAVHeight = 1.56f;
- float posZLimit = (float)avatar.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)
- avatar.ControllingClient.SendTeleportLocationStart();
-
- avatar.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
- avatar.Teleport(position);
- }
- else
- {
- RegionInfo reg = RequestNeighbouringRegionInfo(regionHandle);
- if (reg != null)
- {
- m_log.DebugFormat(
- "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation to {0} in {1}",
- position, reg.RegionName);
-
- if (eq == null)
- avatar.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 = reg.ExternalEndPoint;
- if (endPoint.Address == null)
- {
- // Couldn't resolve the name. Can't TP, because the viewer wants IP addresses.
- destRegionUp = false;
- }
- if (destRegionUp)
- {
- uint newRegionX = (uint)(reg.RegionHandle >> 40);
- uint newRegionY = (((uint)(reg.RegionHandle)) >> 8);
- uint oldRegionX = (uint)(m_regionInfo.RegionHandle >> 40);
- uint oldRegionY = (((uint)(m_regionInfo.RegionHandle)) >> 8);
- // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
- // both regions
- if (avatar.ParentID != (uint)0)
- avatar.StandUp();
-
- if (!avatar.ValidateAttachments())
- {
- avatar.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 agentCircuit = avatar.ControllingClient.RequestClientInfo();
- agentCircuit.BaseFolder = UUID.Zero;
- agentCircuit.InventoryFolder = UUID.Zero;
- agentCircuit.startpos = position;
- agentCircuit.child = true;
-
- if (Util.IsOutsideView(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 (!m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agentCircuit))
- if (!m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, agentCircuit, out reason))
- {
- avatar.ControllingClient.SendTeleportFailed(String.Format("Destination is not accepting teleports: {0}",
- reason));
- return;
- }
- // OK, it got this agent. Let's close some child agents
- avatar.CloseChildAgents(newRegionX, newRegionY);
- if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
- {
- #region IP Translation for NAT
- IClientIPEndpoint ipepClient;
- if (avatar.ClientView.TryGet(out ipepClient))
- {
- capsPath
- = "http://"
- + NetworkUtil.GetHostFor(ipepClient.EndPoint, reg.ExternalHostName)
- + ":"
- + reg.HttpPort
- + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
- }
- else
- {
- capsPath
- = "http://"
- + reg.ExternalHostName
- + ":"
- + reg.HttpPort
- + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
- }
- #endregion
- if (eq != null)
- {
- #region IP Translation for NAT
- // Uses ipepClient above
- if (avatar.ClientView.TryGet(out ipepClient))
- {
- endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
- }
- #endregion
- eq.EnableSimulator(reg.RegionHandle, endPoint, avatar.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(2000);
- eq.EstablishAgentCommunication(avatar.UUID, endPoint, capsPath);
- }
- else
- {
- avatar.ControllingClient.InformClientOfNeighbour(reg.RegionHandle, endPoint);
- }
- }
- else
- {
- agentCircuit.CapsPath = avatar.Scene.CapsModule.GetChildSeed(avatar.UUID, reg.RegionHandle);
- capsPath = "http://" + reg.ExternalHostName + ":" + reg.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(avatar.UUID);
- // Let's send a full update of the agent. This is a synchronous call.
- AgentData agent = new AgentData();
- avatar.CopyTo(agent);
- agent.Position = position;
- agent.CallbackURI = "http://" + m_regionInfo.ExternalHostName + ":" + m_regionInfo.HttpPort +
- "/agent/" + avatar.UUID.ToString() + "/" + avatar.Scene.RegionInfo.RegionHandle.ToString() + "/release/";
- m_interregionCommsOut.SendChildAgentUpdate(reg.RegionHandle, agent);
- m_log.DebugFormat(
- "[CAPS]: Sending new CAPS seed url {0} to client {1}", capsPath, avatar.UUID);
-
- if (eq != null)
- {
- eq.TeleportFinishEvent(reg.RegionHandle, 13, endPoint,
- 4, teleportFlags, capsPath, avatar.UUID);
- }
- else
- {
- avatar.ControllingClient.SendRegionTeleport(reg.RegionHandle, 13, endPoint, 4,
- teleportFlags, capsPath);
- }
- // TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which
- // trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation
- // that the client contacted the destination before we send the attachments and close things here.
- if (!WaitForCallback(avatar.UUID))
- {
- // Client never contacted destination. Let's restore everything back
- avatar.ControllingClient.SendTeleportFailed("Problems connecting to destination.");
- ResetFromTransit(avatar.UUID);
-
- // Yikes! We should just have a ref to scene here.
- avatar.Scene.InformClientOfNeighbours(avatar);
- // Finally, kill the agent we just created at the destination.
- m_interregionCommsOut.SendCloseAgent(reg.RegionHandle, avatar.UUID);
- return;
- }
- // Can't go back from here
- if (KiPrimitive != null)
- {
- KiPrimitive(avatar.LocalId);
- }
- avatar.MakeChildAgent();
- // CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it
- avatar.CrossAttachmentsIntoNewRegion(reg.RegionHandle, true);
- // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
- if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
- {
- Thread.Sleep(5000);
- avatar.Close();
- CloseConnection(avatar.UUID);
- }
- else
- // now we have a child agent in this region.
- avatar.Reset();
- // if (teleport success) // seems to be always success here
- // the user may change their profile information in other region,
- // so the userinfo in UserProfileCache is not reliable any more, delete it
- if (avatar.Scene.NeedSceneCacheClear(avatar.UUID))
- {
- m_commsProvider.UserProfileCacheService.RemoveUser(avatar.UUID);
- m_log.DebugFormat(
- "[SCENE COMMUNICATION SERVICE]: User {0} is going to another region, profile cache removed",
- avatar.UUID);
- }
- }
- else
- {
- avatar.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
- }
- }
- else
- {
- // TP to a place that doesn't exist (anymore)
- // Inform the viewer about that
- avatar.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);
- avatar.ControllingClient.SendMapBlock(blocks, 0);
- }
- }
- }
- public bool WaitForCallback(UUID id)
- {
- int count = 20;
- while (m_agentsInTransit.Contains(id) && count-- > 0)
- {
- //m_log.Debug(" >>> Waiting... " + count);
- Thread.Sleep(1000);
- }
- if (count > 0)
- return true;
- else
- return false;
- }
- public bool ReleaseAgent(UUID id)
- {
- //m_log.Debug(" >>> ReleaseAgent called <<< ");
- return ResetFromTransit(id);
- }
- public 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;
- }
- private List<ulong> NeighbourHandles(List<SimpleRegionInfo> neighbours)
- {
- List<ulong> handles = new List<ulong>();
- foreach (SimpleRegionInfo reg in neighbours)
- {
- handles.Add(reg.RegionHandle);
- }
- return handles;
- }
- 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); });
- }
- public void CrossAgentToNewRegion(Scene scene, ScenePresence agent, bool isFlying)
- {
- Vector3 pos = agent.AbsolutePosition;
- Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
- uint neighbourx = m_regionInfo.RegionLocX;
- uint neighboury = m_regionInfo.RegionLocY;
- // distance to edge that will trigger crossing
- const float boundaryDistance = 1.7f;
- // distance into new region to place avatar
- const float enterDistance = 0.1f;
- if (pos.X < boundaryDistance)
- {
- neighbourx--;
- newpos.X = Constants.RegionSize - enterDistance;
- }
- else if (pos.X > Constants.RegionSize - boundaryDistance)
- {
- neighbourx++;
- newpos.X = enterDistance;
- }
- if (pos.Y < boundaryDistance)
- {
- neighboury--;
- newpos.Y = Constants.RegionSize - enterDistance;
- }
- else if (pos.Y > Constants.RegionSize - boundaryDistance)
- {
- neighboury++;
- newpos.Y = enterDistance;
- }
- CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
- d.BeginInvoke(agent, newpos, neighbourx, neighboury, isFlying, CrossAgentToNewRegionCompleted, d);
- }
- 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("[SCENE COMM]: Crossing agent {0} {1} to {2}-{3}", agent.Firstname, agent.Lastname, neighbourx, neighboury);
- ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
- SimpleRegionInfo neighbourRegion = RequestNeighbouringRegionInfo(neighbourHandle);
- if (neighbourRegion != null && agent.ValidateAttachments())
- {
- pos = pos + (agent.Velocity);
- CachedUserInfo userInfo = m_commsProvider.UserProfileCacheService.GetUserDetails(agent.UUID);
- if (userInfo != null)
- {
- userInfo.DropInventory();
- }
- else
- {
- m_log.WarnFormat("[SCENE COMM]: No cached user info found for {0} {1} on leaving region {2}",
- agent.Name, agent.UUID, agent.Scene.RegionInfo.RegionName);
- }
- //bool crossingSuccessful =
- // CrossToNeighbouringRegion(neighbourHandle, agent.ControllingClient.AgentId, pos,
- //isFlying);
- 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_regionInfo.ExternalHostName + ":" + m_regionInfo.HttpPort +
- "/agent/" + agent.UUID.ToString() + "/" + agent.Scene.RegionInfo.RegionHandle.ToString() + "/release/";
- m_interregionCommsOut.SendChildAgentUpdate(neighbourHandle, cAgent);
- // 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("[SCENE COMM]: No CAPS 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("[CAPS]: 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))
- {
- ResetFromTransit(agent.UUID);
- // Yikes! We should just have a ref to scene here.
- agent.Scene.InformClientOfNeighbours(agent);
- return agent;
- }
- agent.MakeChildAgent();
- // now we have a child agent in this region. Request all interesting data about other (root) agents
- agent.SendInitialFullUpdateToAllClients();
- agent.CrossAttachmentsIntoNewRegion(neighbourHandle, true);
- // m_scene.SendKillObject(m_localId);
- agent.Scene.NotifyMyCoarseLocationChange();
- // the user may change their profile information in other region,
- // so the userinfo in UserProfileCache is not reliable any more, delete it
- if (agent.Scene.NeedSceneCacheClear(agent.UUID))
- {
- agent.Scene.CommsManager.UserProfileCacheService.RemoveUser(agent.UUID);
- m_log.DebugFormat(
- "[SCENE COMM]: User {0} is going to another region, profile cache removed", 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
- {
- CachedUserInfo userInfo = m_commsProvider.UserProfileCacheService.GetUserDetails(agent.UUID);
- if (userInfo != null)
- {
- userInfo.FetchInventory();
- }
- agent.RestoreInCurrentScene();
- }
- // In any case
- agent.NotInTransit();
- //m_log.DebugFormat("[SCENE COMM]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
- }
- public Dictionary<string, string> GetGridSettings()
- {
- return m_commsProvider.GridService.GetGridSettings();
- }
- public void LogOffUser(UUID userid, UUID regionid, ulong regionhandle, Vector3 position, Vector3 lookat)
- {
- m_commsProvider.LogOffUser(userid, regionid, regionhandle, position, lookat);
- }
- // deprecated as of 2008-08-27
- public void LogOffUser(UUID userid, UUID regionid, ulong regionhandle, float posx, float posy, float posz)
- {
- m_commsProvider.LogOffUser(userid, regionid, regionhandle, posx, posy, posz);
- }
- public void ClearUserAgent(UUID avatarID)
- {
- m_commsProvider.UserService.ClearUserAgent(avatarID);
- }
- public void AddNewUserFriend(UUID friendlistowner, UUID friend, uint perms)
- {
- m_commsProvider.AddNewUserFriend(friendlistowner, friend, perms);
- }
- public void UpdateUserFriendPerms(UUID friendlistowner, UUID friend, uint perms)
- {
- m_commsProvider.UpdateUserFriendPerms(friendlistowner, friend, perms);
- }
- public void RemoveUserFriend(UUID friendlistowner, UUID friend)
- {
- m_commsProvider.RemoveUserFriend(friendlistowner, friend);
- }
- public List<FriendListItem> GetUserFriendList(UUID friendlistowner)
- {
- return m_commsProvider.GetUserFriendList(friendlistowner);
- }
- public List<MapBlockData> RequestNeighbourMapBlocks(int minX, int minY, int maxX, int maxY)
- {
- return m_commsProvider.GridService.RequestNeighbourMapBlocks(minX, minY, maxX, maxY);
- }
- public List<AvatarPickerAvatar> GenerateAgentPickerRequestResponse(UUID queryID, string query)
- {
- return m_commsProvider.GenerateAgentPickerRequestResponse(queryID, query);
- }
-
- public List<RegionInfo> RequestNamedRegions(string name, int maxNumber)
- {
- return m_commsProvider.GridService.RequestNamedRegions(name, maxNumber);
- }
- //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);
- // }
- //}
- }
- }
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