/* * 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.Framework.Monitoring; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.PhysicsModules.SharedBase; using OpenSim.Services.Interfaces; using GridRegion = OpenSim.Services.Interfaces.GridRegion; using OpenMetaverse; using log4net; using Nini.Config; using Mono.Addins; namespace OpenSim.Region.CoreModules.Framework.EntityTransfer { [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "EntityTransferModule")] public class EntityTransferModule : INonSharedRegionModule, IEntityTransferModule { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static readonly string LogHeader = "[ENTITY TRANSFER MODULE]"; public const int DefaultMaxTransferDistance = 4095; public const bool WaitForAgentArrivedAtDestinationDefault = true; /// /// The maximum distance, in standard region units (256m) that an agent is allowed to transfer. /// public int MaxTransferDistance { get; set; } /// /// If true then on a teleport, the source region waits for a callback from the destination region. If /// a callback fails to arrive within a set time then the user is pulled back into the source region. /// public bool WaitForAgentArrivedAtDestination { get; set; } /// /// If true then we ask the viewer to disable teleport cancellation and ignore teleport requests. /// /// /// This is useful in situations where teleport is very likely to always succeed and we want to avoid a /// situation where avatars can be come 'stuck' due to a failed teleport cancellation. Unfortunately, the /// nature of the teleport protocol makes it extremely difficult (maybe impossible) to make teleport /// cancellation consistently suceed. /// public bool DisableInterRegionTeleportCancellation { get; set; } /// /// Number of times inter-region teleport was attempted. /// private Stat m_interRegionTeleportAttempts; /// /// Number of times inter-region teleport was aborted (due to simultaneous client logout). /// private Stat m_interRegionTeleportAborts; /// /// Number of times inter-region teleport was successfully cancelled by the client. /// private Stat m_interRegionTeleportCancels; /// /// Number of times inter-region teleport failed due to server/client/network problems (e.g. viewer failed to /// connect with destination region). /// /// /// This is not necessarily a problem for this simulator - in open-grid/hg conditions, viewer connectivity to /// destination simulator is unknown. /// private Stat m_interRegionTeleportFailures; protected string m_ThisHomeURI; protected string m_GatekeeperURI; protected bool m_Enabled = false; public Scene Scene { get; private set; } /// /// Handles recording and manipulation of state for entities that are in transfer within or between regions /// (cross or teleport). /// private EntityTransferStateMachine m_entityTransferStateMachine; // For performance, we keed a cached of banned regions so we don't keep going // to the grid service. private class BannedRegionCache { private ExpiringCache> m_bannedRegions = new ExpiringCache>(); ExpiringCache m_idCache; DateTime m_banUntil; public BannedRegionCache() { } // Return 'true' if there is a valid ban entry for this agent in this region public bool IfBanned(ulong pRegionHandle, UUID pAgentID) { bool ret = false; if (m_bannedRegions.TryGetValue(pAgentID, out m_idCache)) { if (m_idCache.TryGetValue(pRegionHandle, out m_banUntil)) { if (DateTime.UtcNow < m_banUntil) { ret = true; } } } return ret; } // Add this agent in this region as a banned person public void Add(ulong pRegionHandle, UUID pAgentID) { this.Add(pRegionHandle, pAgentID, 45, 15); } public void Add(ulong pRegionHandle, UUID pAgentID, double newTime, double extendTime) { if (!m_bannedRegions.TryGetValue(pAgentID, out m_idCache)) { m_idCache = new ExpiringCache(); m_bannedRegions.Add(pAgentID, m_idCache, TimeSpan.FromSeconds(newTime)); } m_idCache.Add(pRegionHandle, DateTime.UtcNow + TimeSpan.FromSeconds(extendTime), TimeSpan.FromSeconds(extendTime)); } // Remove the agent from the region's banned list public void Remove(ulong pRegionHandle, UUID pAgentID) { if (m_bannedRegions.TryGetValue(pAgentID, out m_idCache)) { m_idCache.Remove(pRegionHandle); } } } private BannedRegionCache m_bannedRegionCache = new BannedRegionCache(); private IEventQueue m_eqModule; #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) { InitialiseCommon(source); m_log.DebugFormat("[ENTITY TRANSFER MODULE]: {0} enabled.", Name); } } } /// /// Initialize config common for this module and any descendents. /// /// protected virtual void InitialiseCommon(IConfigSource source) { IConfig hypergridConfig = source.Configs["Hypergrid"]; if (hypergridConfig != null) { m_ThisHomeURI = hypergridConfig.GetString("HomeURI", string.Empty); if (m_ThisHomeURI != string.Empty && !m_ThisHomeURI.EndsWith("/")) m_ThisHomeURI += '/'; m_GatekeeperURI = hypergridConfig.GetString("GatekeeperURI", string.Empty); if (m_GatekeeperURI != string.Empty && !m_GatekeeperURI.EndsWith("/")) m_GatekeeperURI += '/'; } IConfig transferConfig = source.Configs["EntityTransfer"]; if (transferConfig != null) { DisableInterRegionTeleportCancellation = transferConfig.GetBoolean("DisableInterRegionTeleportCancellation", false); WaitForAgentArrivedAtDestination = transferConfig.GetBoolean("wait_for_callback", WaitForAgentArrivedAtDestinationDefault); MaxTransferDistance = transferConfig.GetInt("max_distance", DefaultMaxTransferDistance); } else { MaxTransferDistance = DefaultMaxTransferDistance; } m_entityTransferStateMachine = new EntityTransferStateMachine(this); m_Enabled = true; } public virtual void PostInitialise() { } public virtual void AddRegion(Scene scene) { if (!m_Enabled) return; Scene = scene; m_interRegionTeleportAttempts = new Stat( "InterRegionTeleportAttempts", "Number of inter-region teleports attempted.", "This does not count attempts which failed due to pre-conditions (e.g. target simulator refused access).\n" + "You can get successfully teleports by subtracting aborts, cancels and teleport failures from this figure.", "", "entitytransfer", Scene.Name, StatType.Push, null, StatVerbosity.Debug); m_interRegionTeleportAborts = new Stat( "InterRegionTeleportAborts", "Number of inter-region teleports aborted due to client actions.", "The chief action is simultaneous logout whilst teleporting.", "", "entitytransfer", Scene.Name, StatType.Push, null, StatVerbosity.Debug); m_interRegionTeleportCancels = new Stat( "InterRegionTeleportCancels", "Number of inter-region teleports cancelled by the client.", null, "", "entitytransfer", Scene.Name, StatType.Push, null, StatVerbosity.Debug); m_interRegionTeleportFailures = new Stat( "InterRegionTeleportFailures", "Number of inter-region teleports that failed due to server/client/network issues.", "This number may not be very helpful in open-grid/hg situations as the network connectivity/quality of destinations is uncontrollable.", "", "entitytransfer", Scene.Name, StatType.Push, null, StatVerbosity.Debug); StatsManager.RegisterStat(m_interRegionTeleportAttempts); StatsManager.RegisterStat(m_interRegionTeleportAborts); StatsManager.RegisterStat(m_interRegionTeleportCancels); StatsManager.RegisterStat(m_interRegionTeleportFailures); scene.RegisterModuleInterface(this); scene.EventManager.OnNewClient += OnNewClient; } protected virtual void OnNewClient(IClientAPI client) { client.OnTeleportHomeRequest += TriggerTeleportHome; client.OnTeleportLandmarkRequest += RequestTeleportLandmark; if (!DisableInterRegionTeleportCancellation) client.OnTeleportCancel += OnClientCancelTeleport; client.OnConnectionClosed += OnConnectionClosed; } public virtual void Close() {} public virtual void RemoveRegion(Scene scene) { if (m_Enabled) { StatsManager.DeregisterStat(m_interRegionTeleportAttempts); StatsManager.DeregisterStat(m_interRegionTeleportAborts); StatsManager.DeregisterStat(m_interRegionTeleportCancels); StatsManager.DeregisterStat(m_interRegionTeleportFailures); } } public virtual void RegionLoaded(Scene scene) { if (!m_Enabled) return; m_eqModule = Scene.RequestModuleInterface(); } #endregion #region Agent Teleports private void OnConnectionClosed(IClientAPI client) { if (client.IsLoggingOut && m_entityTransferStateMachine.UpdateInTransit(client.AgentId, AgentTransferState.Aborting)) { m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Aborted teleport request from {0} in {1} due to simultaneous logout", client.Name, Scene.Name); } } private void OnClientCancelTeleport(IClientAPI client) { m_entityTransferStateMachine.UpdateInTransit(client.AgentId, AgentTransferState.Cancelling); m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Received teleport cancel request from {0} in {1}", client.Name, Scene.Name); } // Attempt to teleport the ScenePresence to the specified position in the specified region (spec'ed by its handle). public void Teleport(ScenePresence sp, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags) { if (sp.Scene.Permissions.IsGridGod(sp.UUID)) { // This user will be a God in the destination scene, too teleportFlags |= (uint)TeleportFlags.Godlike; } if (!sp.Scene.Permissions.CanTeleport(sp.UUID)) return; string destinationRegionName = "(not found)"; // Record that this agent is in transit so that we can prevent simultaneous requests and do later detection // of whether the destination region completes the teleport. if (!m_entityTransferStateMachine.SetInTransit(sp.UUID)) { m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Ignoring teleport request of {0} {1} to {2}@{3} - agent is already in transit.", sp.Name, sp.UUID, position, regionHandle); sp.ControllingClient.SendTeleportFailed("Previous teleport process incomplete. Please retry shortly."); return; } try { // Reset animations; the viewer does that in teleports. sp.Animator.ResetAnimations(); if (regionHandle == sp.Scene.RegionInfo.RegionHandle) { destinationRegionName = sp.Scene.RegionInfo.RegionName; TeleportAgentWithinRegion(sp, position, lookAt, teleportFlags); } else // Another region possibly in another simulator { GridRegion finalDestination = null; try { TeleportAgentToDifferentRegion( sp, regionHandle, position, lookAt, teleportFlags, out finalDestination); } finally { if (finalDestination != null) destinationRegionName = finalDestination.RegionName; } } } catch (Exception e) { m_log.ErrorFormat( "[ENTITY TRANSFER MODULE]: Exception on teleport of {0} from {1}@{2} to {3}@{4}: {5}{6}", sp.Name, sp.AbsolutePosition, sp.Scene.RegionInfo.RegionName, position, destinationRegionName, e.Message, e.StackTrace); sp.ControllingClient.SendTeleportFailed("Internal error"); } finally { m_entityTransferStateMachine.ResetFromTransit(sp.UUID); } } /// /// Teleports the agent within its current region. /// /// /// /// /// private void TeleportAgentWithinRegion(ScenePresence sp, Vector3 position, Vector3 lookAt, uint teleportFlags) { m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Teleport for {0} to {1} within {2}", sp.Name, position, sp.Scene.RegionInfo.RegionName); // Teleport within the same region if (!sp.Scene.PositionIsInCurrentRegion(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} in {3}. Substituting {4}", position, sp.Name, sp.UUID, Scene.Name, emergencyPos); position = emergencyPos; } // TODO: Get proper AVG Height float localHalfAVHeight = 0.8f; if (sp.Appearance != null) localHalfAVHeight = sp.Appearance.AvatarHeight / 2; float posZLimit = 22; // TODO: Check other Scene HeightField posZLimit = (float)sp.Scene.Heightmap[(int)position.X, (int)position.Y]; posZLimit += localHalfAVHeight + 0.1f; if ((position.Z < posZLimit) && !(Single.IsInfinity(posZLimit) || Single.IsNaN(posZLimit))) { position.Z = posZLimit; } if (sp.Flying) teleportFlags |= (uint)TeleportFlags.IsFlying; m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring); sp.ControllingClient.SendTeleportStart(teleportFlags); lookAt.Z = 0f; if(Math.Abs(lookAt.X) < 0.01f && Math.Abs(lookAt.Y) < 0.01f) { lookAt.X = 1.0f; lookAt.Y = 0; } sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); sp.TeleportFlags = (Constants.TeleportFlags)teleportFlags; sp.RotateToLookAt(lookAt); sp.Velocity = Vector3.Zero; sp.Teleport(position); m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.ReceivedAtDestination); foreach (SceneObjectGroup grp in sp.GetAttachments()) { sp.Scene.EventManager.TriggerOnScriptChangedEvent(grp.LocalId, (uint)Changed.TELEPORT); } m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp); } /// /// Teleports the agent to a different region. /// /// /// /param> /// /// /// /// private void TeleportAgentToDifferentRegion( ScenePresence sp, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags, out GridRegion finalDestination) { // Get destination region taking into account that the address could be an offset // region inside a varregion. GridRegion reg = GetTeleportDestinationRegion(sp.Scene.GridService, sp.Scene.RegionInfo.ScopeID, regionHandle, ref position); if (reg != null) { string homeURI = Scene.GetAgentHomeURI(sp.ControllingClient.AgentId); string message; finalDestination = GetFinalDestination(reg, sp.ControllingClient.AgentId, homeURI, out message); if (finalDestination == null) { m_log.WarnFormat( "{0} Final destination is having problems. Unable to teleport {1} {2}: {3}", LogHeader, sp.Name, sp.UUID, message); sp.ControllingClient.SendTeleportFailed(message); return; } // Check that these are not the same coordinates if (finalDestination.RegionLocX == sp.Scene.RegionInfo.RegionLocX && finalDestination.RegionLocY == sp.Scene.RegionInfo.RegionLocY) { // Can't do. Viewer crashes sp.ControllingClient.SendTeleportFailed("Space warp! You would crash. Move to a different region and try again."); return; } // Validate assorted conditions string reason = string.Empty; if (!ValidateGenericConditions(sp, reg, finalDestination, teleportFlags, out reason)) { sp.ControllingClient.SendTeleportFailed(reason); return; } if (message != null) sp.ControllingClient.SendAgentAlertMessage(message, true); // // This is it // DoTeleportInternal(sp, reg, finalDestination, position, lookAt, teleportFlags); // // // } else { finalDestination = null; // 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; Util.RegionHandleToRegionLoc(regionHandle, out regX, out regY); MapBlockData block = new MapBlockData(); block.X = (ushort)(regX); block.Y = (ushort)(regY); block.Access = (byte)SimAccess.Down; // == not there List blocks = new List(); blocks.Add(block); sp.ControllingClient.SendMapBlock(blocks, 0); } } // The teleport address could be an address in a subregion of a larger varregion. // Find the real base region and adjust the teleport location to account for the // larger region. private GridRegion GetTeleportDestinationRegion(IGridService gridService, UUID scope, ulong regionHandle, ref Vector3 position) { uint x = 0, y = 0; Util.RegionHandleToWorldLoc(regionHandle, out x, out y); // Compute the world location we're teleporting to double worldX = (double)x + position.X; double worldY = (double)y + position.Y; // Find the region that contains the position GridRegion reg = GetRegionContainingWorldLocation(gridService, scope, worldX, worldY); if (reg != null) { // modify the position for the offset into the actual region returned position.X += x - reg.RegionLocX; position.Y += y - reg.RegionLocY; } return reg; } // Nothing to validate here protected virtual bool ValidateGenericConditions(ScenePresence sp, GridRegion reg, GridRegion finalDestination, uint teleportFlags, out string reason) { reason = String.Empty; return true; } /// /// Determines whether this instance is within the max transfer distance. /// /// /// /// /// true if this instance is within max transfer distance; otherwise, false. /// private bool IsWithinMaxTeleportDistance(RegionInfo sourceRegion, GridRegion destRegion) { if(MaxTransferDistance == 0) return true; // m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Source co-ords are x={0} y={1}", curRegionX, curRegionY); // // m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Final dest is x={0} y={1} {2}@{3}", // destRegionX, destRegionY, finalDestination.RegionID, finalDestination.ServerURI); // Insanely, RegionLoc on RegionInfo is the 256m map co-ord whilst GridRegion.RegionLoc is the raw meters position. return Math.Abs(sourceRegion.RegionLocX - destRegion.RegionCoordX) <= MaxTransferDistance && Math.Abs(sourceRegion.RegionLocY - destRegion.RegionCoordY) <= MaxTransferDistance; } /// /// Wraps DoTeleportInternal() and manages the transfer state. /// public void DoTeleport( ScenePresence sp, GridRegion reg, GridRegion finalDestination, Vector3 position, Vector3 lookAt, uint teleportFlags) { // Record that this agent is in transit so that we can prevent simultaneous requests and do later detection // of whether the destination region completes the teleport. if (!m_entityTransferStateMachine.SetInTransit(sp.UUID)) { m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Ignoring teleport request of {0} {1} to {2} ({3}) {4}/{5} - agent is already in transit.", sp.Name, sp.UUID, reg.ServerURI, finalDestination.ServerURI, finalDestination.RegionName, position); sp.ControllingClient.SendTeleportFailed("Agent is already in transit."); return; } try { DoTeleportInternal(sp, reg, finalDestination, position, lookAt, teleportFlags); } catch (Exception e) { m_log.ErrorFormat( "[ENTITY TRANSFER MODULE]: Exception on teleport of {0} from {1}@{2} to {3}@{4}: {5}{6}", sp.Name, sp.AbsolutePosition, sp.Scene.RegionInfo.RegionName, position, finalDestination.RegionName, e.Message, e.StackTrace); sp.ControllingClient.SendTeleportFailed("Internal error"); } finally { m_entityTransferStateMachine.ResetFromTransit(sp.UUID); } } /// /// Teleports the agent to another region. /// This method doesn't manage the transfer state; the caller must do that. /// private void DoTeleportInternal( ScenePresence sp, GridRegion reg, GridRegion finalDestination, Vector3 position, Vector3 lookAt, uint teleportFlags) { if (reg == null || finalDestination == null) { sp.ControllingClient.SendTeleportFailed("Unable to locate destination"); return; } string homeURI = Scene.GetAgentHomeURI(sp.ControllingClient.AgentId); m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Teleporting {0} {1} from {2} to {3} ({4}) {5}/{6}", sp.Name, sp.UUID, sp.Scene.RegionInfo.RegionName, reg.ServerURI, finalDestination.ServerURI, finalDestination.RegionName, position); RegionInfo sourceRegion = sp.Scene.RegionInfo; if (!IsWithinMaxTeleportDistance(sourceRegion, finalDestination)) { sp.ControllingClient.SendTeleportFailed( string.Format( "Can't teleport to {0} ({1},{2}) from {3} ({4},{5}), destination is more than {6} regions way", finalDestination.RegionName, finalDestination.RegionCoordX, finalDestination.RegionCoordY, sourceRegion.RegionName, sourceRegion.RegionLocX, sourceRegion.RegionLocY, MaxTransferDistance)); return; } ulong destinationHandle = finalDestination.RegionHandle; // 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 == null || endPoint.Address == null) { sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down"); return; } if (!sp.ValidateAttachments()) m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for teleport of {0} from {1} to {2}. Continuing.", sp.Name, sp.Scene.Name, finalDestination.RegionName); string reason; EntityTransferContext ctx = new EntityTransferContext(); if (!Scene.SimulationService.QueryAccess( finalDestination, sp.ControllingClient.AgentId, homeURI, true, position, sp.Scene.GetFormatsOffered(), ctx, out reason)) { sp.ControllingClient.SendTeleportFailed(reason); m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: {0} was stopped from teleporting from {1} to {2} because: {3}", sp.Name, sp.Scene.Name, finalDestination.RegionName, reason); return; } // Before this point, teleport 'failure' is due to checkable pre-conditions such as whether the target // simulator can be found and is explicitly prepared to allow access. Therefore, we will not count these // as server attempts. m_interRegionTeleportAttempts.Value++; m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: {0} transfer protocol version to {1} is {2} / {3}", sp.Scene.Name, finalDestination.RegionName, ctx.OutboundVersion, ctx.InboundVersion); // Fixing a bug where teleporting while sitting results in the avatar ending up removed from // both regions if (sp.ParentID != (uint)0) sp.StandUp(); else if (sp.Flying) teleportFlags |= (uint)TeleportFlags.IsFlying; if (DisableInterRegionTeleportCancellation) teleportFlags |= (uint)TeleportFlags.DisableCancel; // At least on LL 3.3.4, this is not strictly necessary - a teleport will succeed without sending this to // the viewer. However, it might mean that the viewer does not see the black teleport screen (untested). sp.ControllingClient.SendTeleportStart(teleportFlags); // 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 childRegions = avatar.KnownRegionHandles; // 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); AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode); AgentCircuitData agentCircuit = sp.ControllingClient.RequestClientInfo(); agentCircuit.startpos = position; agentCircuit.child = true; // agentCircuit.Appearance = sp.Appearance; // agentCircuit.Appearance = new AvatarAppearance(sp.Appearance, true, false); agentCircuit.Appearance = new AvatarAppearance(); agentCircuit.Appearance.AvatarHeight = sp.Appearance.AvatarHeight; if (currentAgentCircuit != null) { agentCircuit.ServiceURLs = currentAgentCircuit.ServiceURLs; agentCircuit.IPAddress = currentAgentCircuit.IPAddress; agentCircuit.Viewer = currentAgentCircuit.Viewer; agentCircuit.Channel = currentAgentCircuit.Channel; agentCircuit.Mac = currentAgentCircuit.Mac; agentCircuit.Id0 = currentAgentCircuit.Id0; } IClientIPEndpoint ipepClient; uint newRegionX, newRegionY, oldRegionX, oldRegionY; Util.RegionHandleToRegionLoc(destinationHandle, out newRegionX, out newRegionY); Util.RegionHandleToRegionLoc(sourceRegion.RegionHandle, out oldRegionX, out oldRegionY); int oldSizeX = (int)sourceRegion.RegionSizeX; int oldSizeY = (int)sourceRegion.RegionSizeY; int newSizeX = finalDestination.RegionSizeX; int newSizeY = finalDestination.RegionSizeY; bool OutSideViewRange = NeedsNewAgent(sp.RegionViewDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, oldSizeX, oldSizeY, newSizeX, newSizeY); if (OutSideViewRange) { m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Determined that region {0} at {1},{2} needs new child agent for agent {3} from {4}", finalDestination.RegionName, newRegionX, newRegionY, sp.Name, Scene.Name); //sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent..."); #region IP Translation for NAT // Uses ipepClient above if (sp.ClientView.TryGet(out ipepClient)) { endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address); } #endregion agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath(); } else { agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle); if (agentCircuit.CapsPath == null) agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath(); } // We're going to fallback to V1 if the destination gives us anything smaller than 0.2 if (ctx.OutboundVersion >= 0.2f) TransferAgent_V2(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, OutSideViewRange , ctx, out reason); else TransferAgent_V1(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, OutSideViewRange, ctx, out reason); } private void TransferAgent_V1(ScenePresence sp, AgentCircuitData agentCircuit, GridRegion reg, GridRegion finalDestination, IPEndPoint endPoint, uint teleportFlags, bool OutSideViewRange, EntityTransferContext ctx, out string reason) { ulong destinationHandle = finalDestination.RegionHandle; AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode); m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Using TP V1 for {0} going from {1} to {2}", sp.Name, Scene.Name, finalDestination.RegionName); string capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); // Let's create an agent there if one doesn't exist yet. // NOTE: logout will always be false for a non-HG teleport. bool logout = false; if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, ctx, out reason, out logout)) { m_interRegionTeleportFailures.Value++; m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Teleport of {0} from {1} to {2} was refused because {3}", sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName, reason); sp.ControllingClient.SendTeleportFailed(reason); return; } if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling) { m_interRegionTeleportCancels.Value++; m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after CreateAgent on client request", sp.Name, finalDestination.RegionName, sp.Scene.Name); return; } else if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting) { m_interRegionTeleportAborts.Value++; m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after CreateAgent due to previous client close.", sp.Name, finalDestination.RegionName, sp.Scene.Name); return; } // Past this point we have to attempt clean up if the teleport fails, so update transfer state. m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring); // OK, it got this agent. Let's close some child agents if (OutSideViewRange) { if (m_eqModule != null) { // The EnableSimulator message makes the client establish a connection with the destination // simulator by sending the initial UseCircuitCode UDP packet to the destination containing the // correct circuit code. m_eqModule.EnableSimulator(destinationHandle, endPoint, sp.UUID, finalDestination.RegionSizeX, finalDestination.RegionSizeY); m_log.DebugFormat("{0} Sent EnableSimulator. regName={1}, size=<{2},{3}>", LogHeader, finalDestination.RegionName, finalDestination.RegionSizeX, finalDestination.RegionSizeY); // XXX: Is this wait necessary? We will always end up waiting on UpdateAgent for the destination // simulator to confirm that it has established communication with the viewer. Thread.Sleep(200); // At least on LL 3.3.4 for teleports between different regions on the same simulator this appears // unnecessary - teleport will succeed and SEED caps will be requested without it (though possibly // only on TeleportFinish). This is untested for region teleport between different simulators // though this probably also works. m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath, finalDestination.RegionHandle, finalDestination.RegionSizeX, finalDestination.RegionSizeY); } else { // XXX: This is a little misleading since we're information the client of its avatar destination, // which may or may not be a neighbour region of the source region. This path is probably little // used anyway (with EQ being the one used). But it is currently being used for test code. sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint); } } // Let's send a full update of the agent. This is a synchronous call. AgentData agent = new AgentData(); sp.CopyTo(agent,false); if ((teleportFlags & (uint)TeleportFlags.IsFlying) != 0) agent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY; agent.Position = agentCircuit.startpos; SetCallbackURL(agent, sp.Scene.RegionInfo); // We will check for an abort before UpdateAgent since UpdateAgent will require an active viewer to // establish th econnection to the destination which makes it return true. if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting) { m_interRegionTeleportAborts.Value++; m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} before UpdateAgent", sp.Name, finalDestination.RegionName, sp.Scene.Name); return; } // A common teleport failure occurs when we can send CreateAgent to the // destination region but the viewer cannot establish the connection (e.g. due to network issues between // the viewer and the destination). In this case, UpdateAgent timesout after 10 seconds, although then // there's a further 10 second wait whilst we attempt to tell the destination to delete the agent in Fail(). if (!UpdateAgent(reg, finalDestination, agent, sp, ctx)) { if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting) { m_interRegionTeleportAborts.Value++; m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after UpdateAgent due to previous client close.", sp.Name, finalDestination.RegionName, sp.Scene.Name); return; } m_log.WarnFormat( "[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1}. Keeping avatar in {2}", sp.Name, finalDestination.RegionName, sp.Scene.Name); Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established."); return; } if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling) { m_interRegionTeleportCancels.Value++; m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after UpdateAgent on client request", sp.Name, finalDestination.RegionName, sp.Scene.Name); CleanupFailedInterRegionTeleport(sp, currentAgentCircuit.SessionID.ToString(), finalDestination); return; } m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}", capsPath, sp.Scene.RegionInfo.RegionName, sp.Name); // We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator, // where that neighbour simulator could otherwise request a child agent create on the source which then // closes our existing agent which is still signalled as root. sp.IsChildAgent = true; // OK, send TPFinish to the client, so that it starts the process of contacting the destination region if (m_eqModule != null) { m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID, finalDestination.RegionSizeX, finalDestination.RegionSizeY); } else { sp.ControllingClient.SendRegionTeleport(destinationHandle, 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 close things here. if (!m_entityTransferStateMachine.WaitForAgentArrivedAtDestination(sp.UUID)) { if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting) { m_interRegionTeleportAborts.Value++; m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after WaitForAgentArrivedAtDestination due to previous client close.", sp.Name, finalDestination.RegionName, sp.Scene.Name); return; } m_log.WarnFormat( "[ENTITY TRANSFER MODULE]: Teleport of {0} to {1} from {2} failed due to no callback from destination region. Returning avatar to source region.", sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName); Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Destination region did not signal teleport completion."); return; } /* // TODO: This may be 0.6. Check if still needed // For backwards compatibility if (version == 0f) { // CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Old simulator, sending attachments one by one..."); CrossAttachmentsIntoNewRegion(finalDestination, sp, true); } */ m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp); sp.CloseChildAgents(logout, destinationHandle, finalDestination.RegionSizeX, finalDestination.RegionSizeY); // call HG hook AgentHasMovedAway(sp, logout); sp.HasMovedAway(!(OutSideViewRange || logout)); // ulong sourceRegionHandle = sp.RegionHandle; // Now let's make it officially a child agent sp.MakeChildAgent(destinationHandle); // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone if (NeedsClosing(reg, OutSideViewRange)) { if (!sp.Scene.IncomingPreCloseClient(sp)) return; // We need to delay here because Imprudence viewers, unlike v1 or v3, have a short (<200ms, <500ms) delay before // they regard the new region as the current region after receiving the AgentMovementComplete // response. If close is sent before then, it will cause the viewer to quit instead. // // This sleep can be increased if necessary. However, whilst it's active, // an agent cannot teleport back to this region if it has teleported away. Thread.Sleep(2000); // if (m_eqModule != null && !sp.DoNotCloseAfterTeleport) // m_eqModule.DisableSimulator(sourceRegionHandle,sp.UUID); Thread.Sleep(500); sp.Scene.CloseAgent(sp.UUID, false); } } private void TransferAgent_V2(ScenePresence sp, AgentCircuitData agentCircuit, GridRegion reg, GridRegion finalDestination, IPEndPoint endPoint, uint teleportFlags, bool OutSideViewRange, EntityTransferContext ctx, out string reason) { ulong destinationHandle = finalDestination.RegionHandle; AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode); string capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);; // Let's create an agent there if one doesn't exist yet. // NOTE: logout will always be false for a non-HG teleport. bool logout = false; if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, ctx, out reason, out logout)) { m_interRegionTeleportFailures.Value++; m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Teleport of {0} from {1} to {2} was refused because {3}", sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName, reason); sp.ControllingClient.SendTeleportFailed(reason); return; } if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling) { m_interRegionTeleportCancels.Value++; m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after CreateAgent on client request", sp.Name, finalDestination.RegionName, sp.Scene.Name); return; } else if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting) { m_interRegionTeleportAborts.Value++; m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after CreateAgent due to previous client close.", sp.Name, finalDestination.RegionName, sp.Scene.Name); return; } // Past this point we have to attempt clean up if the teleport fails, so update transfer state. m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring); // We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator, // where that neighbour simulator could otherwise request a child agent create on the source which then // closes our existing agent which is still signalled as root. //sp.IsChildAgent = true; // New protocol: send TP Finish directly, without prior ES or EAC. That's what happens in the Linden grid if (m_eqModule != null) m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID, finalDestination.RegionSizeX, finalDestination.RegionSizeY); else sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4, teleportFlags, capsPath); m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}", capsPath, sp.Scene.RegionInfo.RegionName, sp.Name); // Let's send a full update of the agent. AgentData agent = new AgentData(); sp.CopyTo(agent,false); agent.Position = agentCircuit.startpos; if ((teleportFlags & (uint)TeleportFlags.IsFlying) != 0) agent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY; agent.SenderWantsToWaitForRoot = true; //SetCallbackURL(agent, sp.Scene.RegionInfo); // Reset the do not close flag. This must be done before the destination opens child connections (here // triggered by UpdateAgent) to avoid race conditions. However, we also want to reset it as late as possible // to avoid a situation where an unexpectedly early call to Scene.NewUserConnection() wrongly results // in no close. sp.DoNotCloseAfterTeleport = false; // Send the Update. If this returns true, we know the client has contacted the destination // via CompleteMovementIntoRegion, so we can let go. // If it returns false, something went wrong, and we need to abort. if (!UpdateAgent(reg, finalDestination, agent, sp, ctx)) { if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting) { m_interRegionTeleportAborts.Value++; m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after UpdateAgent due to previous client close.", sp.Name, finalDestination.RegionName, sp.Scene.Name); return; } m_log.WarnFormat( "[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1}. Keeping avatar in {2}", sp.Name, finalDestination.RegionName, sp.Scene.Name); Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established."); return; } m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp); // Need to signal neighbours whether child agents may need closing irrespective of whether this // one needed closing. We also need to close child agents as quickly as possible to avoid complicated // race conditions with rapid agent releporting (e.g. from A1 to a non-neighbour B, back // to a neighbour A2 then off to a non-neighbour C). Closing child agents any later requires complex // distributed checks to avoid problems in rapid reteleporting scenarios and where child agents are // abandoned without proper close by viewer but then re-used by an incoming connection. sp.CloseChildAgents(logout, destinationHandle, finalDestination.RegionSizeX, finalDestination.RegionSizeY); sp.HasMovedAway(!(OutSideViewRange || logout)); //HG hook AgentHasMovedAway(sp, logout); // ulong sourceRegionHandle = sp.RegionHandle; // Now let's make it officially a child agent sp.MakeChildAgent(destinationHandle); // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone // go by HG hook if (NeedsClosing(reg, OutSideViewRange)) { if (!sp.Scene.IncomingPreCloseClient(sp)) return; // RED ALERT!!!! // PLEASE DO NOT DECREASE THIS WAIT TIME UNDER ANY CIRCUMSTANCES. // THE VIEWERS SEEM TO NEED SOME TIME AFTER RECEIVING MoveAgentIntoRegion // BEFORE THEY SETTLE IN THE NEW REGION. // DECREASING THE WAIT TIME HERE WILL EITHER RESULT IN A VIEWER CRASH OR // IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS. Thread.Sleep(15000); // if (m_eqModule != null && !sp.DoNotCloseAfterTeleport) // m_eqModule.DisableSimulator(sourceRegionHandle,sp.UUID); // Thread.Sleep(1000); // OK, it got this agent. Let's close everything // If we shouldn't close the agent due to some other region renewing the connection // then this will be handled in IncomingCloseAgent under lock conditions m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Closing agent {0} in {1} after teleport", sp.Name, Scene.Name); sp.Scene.CloseAgent(sp.UUID, false); } /* else { // now we have a child agent in this region. sp.Reset(); } */ } /// /// Clean up an inter-region teleport that did not complete, either because of simulator failure or cancellation. /// /// /// All operations here must be idempotent so that we can call this method at any point in the teleport process /// up until we send the TeleportFinish event quene event to the viewer. /// /// /// protected virtual void CleanupFailedInterRegionTeleport(ScenePresence sp, string auth_token, GridRegion finalDestination) { m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp); if (sp.IsChildAgent) // We had set it to child before attempted TP (V1) { sp.IsChildAgent = false; ReInstantiateScripts(sp); EnableChildAgents(sp); } // Finally, kill the agent we just created at the destination. // XXX: Possibly this should be done asynchronously. Scene.SimulationService.CloseAgent(finalDestination, sp.UUID, auth_token); } /// /// Signal that the inter-region teleport failed and perform cleanup. /// /// /// /// /// Human readable reason for teleport failure. Will be sent to client. protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout, string auth_code, string reason) { CleanupFailedInterRegionTeleport(sp, auth_code, finalDestination); m_interRegionTeleportFailures.Value++; sp.ControllingClient.SendTeleportFailed( string.Format( "Problems connecting to destination {0}, reason: {1}", finalDestination.RegionName, reason)); sp.Scene.EventManager.TriggerTeleportFail(sp.ControllingClient, logout); } protected virtual bool CreateAgent(ScenePresence sp, GridRegion reg, GridRegion finalDestination, AgentCircuitData agentCircuit, uint teleportFlags, EntityTransferContext ctx, out string reason, out bool logout) { GridRegion source = new GridRegion(Scene.RegionInfo); source.RawServerURI = m_GatekeeperURI; logout = false; bool success = Scene.SimulationService.CreateAgent(source, finalDestination, agentCircuit, teleportFlags, ctx, out reason); if (success) sp.Scene.EventManager.TriggerTeleportStart(sp.ControllingClient, reg, finalDestination, teleportFlags, logout); return success; } protected virtual bool UpdateAgent(GridRegion reg, GridRegion finalDestination, AgentData agent, ScenePresence sp, EntityTransferContext ctx) { return Scene.SimulationService.UpdateAgent(finalDestination, agent, ctx); } protected virtual void SetCallbackURL(AgentData agent, RegionInfo region) { agent.CallbackURI = region.ServerURI + "agent/" + agent.AgentID.ToString() + "/" + region.RegionID.ToString() + "/release/"; m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Set release callback URL to {0} in {1}", agent.CallbackURI, region.RegionName); } /// /// Clean up operations once an agent has moved away through cross or teleport. /// /// /// /// /// now just a HG hook protected virtual void AgentHasMovedAway(ScenePresence sp, bool logout) { // if (sp.Scene.AttachmentsModule != null) // sp.Scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, logout); } protected void KillEntity(Scene scene, uint localID) { scene.SendKillObject(new List { localID }); } // HG hook protected virtual GridRegion GetFinalDestination(GridRegion region, UUID agentID, string agentHomeURI, out string message) { message = null; return region; } // This returns 'true' if the new region already has a child agent for our // incoming agent. The implication is that, if 'false', we have to create the // child and then teleport into the region. protected virtual bool NeedsNewAgent(float viewdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, int oldsizeX, int oldsizeY, int newsizeX, int newsizeY) { return Util.IsOutsideView(viewdist, oldRegionX, newRegionX, oldRegionY, newRegionY, oldsizeX, oldsizeY, newsizeX, newsizeY); } // HG Hook protected virtual bool NeedsClosing(GridRegion reg, bool OutViewRange) { return OutViewRange; } #endregion #region Landmark Teleport /// /// Tries to teleport agent to landmark. /// /// /// /// public virtual void RequestTeleportLandmark(IClientAPI remoteClient, AssetLandmark lm) { GridRegion info = Scene.GridService.GetRegionByUUID(UUID.Zero, lm.RegionID); if (info == null) { // can't find the region: Tell viewer and abort remoteClient.SendTeleportFailed("The teleport destination could not be found."); return; } ((Scene)(remoteClient.Scene)).RequestTeleportLocation(remoteClient, info.RegionHandle, lm.Position, Vector3.Zero, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaLandmark)); } #endregion #region Teleport Home public virtual void TriggerTeleportHome(UUID id, IClientAPI client) { TeleportHome(id, client); } public virtual bool TeleportHome(UUID id, IClientAPI client) { m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId); //OpenSim.Services.Interfaces.PresenceInfo pinfo = Scene.PresenceService.GetAgent(client.SessionId); GridUserInfo uinfo = Scene.GridUserService.GetGridUserInfo(client.AgentId.ToString()); if (uinfo != null) { if (uinfo.HomeRegionID == UUID.Zero) { // can't find the Home region: Tell viewer and abort m_log.ErrorFormat("{0} No grid user info found for {1} {2}. Cannot send home.", LogHeader, client.Name, client.AgentId); client.SendTeleportFailed("You don't have a home position set."); return false; } GridRegion regionInfo = Scene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); if (regionInfo == null) { // can't find the Home region: Tell viewer and abort client.SendTeleportFailed("Your home region could not be found."); return false; } m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Home region of {0} is {1} ({2}-{3})", client.Name, regionInfo.RegionName, regionInfo.RegionCoordX, regionInfo.RegionCoordY); // a little eekie that this goes back to Scene and with a forced cast, will fix that at some point... ((Scene)(client.Scene)).RequestTeleportLocation( client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome)); return true; } else { // can't find the Home region: Tell viewer and abort client.SendTeleportFailed("Your home region could not be found."); } return false; } #endregion #region Agent Crossings public bool checkAgentAccessToRegion(ScenePresence agent, GridRegion destiny, Vector3 position, EntityTransferContext ctx, out string reason) { reason = String.Empty; UUID agentID = agent.UUID; ulong destinyHandle = destiny.RegionHandle; if (m_bannedRegionCache.IfBanned(destinyHandle, agentID)) { return false; } Scene ascene = agent.Scene; string homeURI = ascene.GetAgentHomeURI(agentID); if (!ascene.SimulationService.QueryAccess(destiny, agentID, homeURI, false, position, agent.Scene.GetFormatsOffered(), ctx, out reason)) { m_bannedRegionCache.Add(destinyHandle, agentID, 30.0, 30.0); return false; } return true; } // Given a position relative to the current region and outside of it // find the new region that the point is actually in. // returns 'null' if new region not found or if information // and new position relative to it // now only works for crossings public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, EntityTransferContext ctx, out Vector3 newpos, out string failureReason) { newpos = pos; failureReason = string.Empty; // m_log.DebugFormat( // "[ENTITY TRANSFER MODULE]: Crossing agent {0} at pos {1} in {2}", agent.Name, pos, scene.Name); // Compute world location of the agent's position double presenceWorldX = (double)scene.RegionInfo.WorldLocX + pos.X; double presenceWorldY = (double)scene.RegionInfo.WorldLocY + pos.Y; // Call the grid service to lookup the region containing the new position. GridRegion neighbourRegion = GetRegionContainingWorldLocation( scene.GridService, scene.RegionInfo.ScopeID, presenceWorldX, presenceWorldY, Math.Max(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY)); if (neighbourRegion == null) { return null; } if (m_bannedRegionCache.IfBanned(neighbourRegion.RegionHandle, agentID)) { return null; } m_bannedRegionCache.Remove(neighbourRegion.RegionHandle, agentID); // Compute the entity's position relative to the new region newpos = new Vector3((float)(presenceWorldX - (double)neighbourRegion.RegionLocX), (float)(presenceWorldY - (double)neighbourRegion.RegionLocY), pos.Z); string homeURI = scene.GetAgentHomeURI(agentID); if (!scene.SimulationService.QueryAccess( neighbourRegion, agentID, homeURI, false, newpos, scene.GetFormatsOffered(), ctx, out failureReason)) { // remember the fail m_bannedRegionCache.Add(neighbourRegion.RegionHandle, agentID); return null; } return neighbourRegion; } public bool Cross(ScenePresence agent, bool isFlying) { agent.IsInTransit = true; CrossAsyncDelegate d = CrossAsync; d.BeginInvoke(agent, isFlying, CrossCompleted, d); return true; } private void CrossCompleted(IAsyncResult iar) { CrossAsyncDelegate icon = (CrossAsyncDelegate)iar.AsyncState; ScenePresence agent = icon.EndInvoke(iar); m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname); if(!agent.IsChildAgent) { // crossing failed agent.CrossToNewRegionFail(); } agent.IsInTransit = false; } public ScenePresence CrossAsync(ScenePresence agent, bool isFlying) { Vector3 newpos; EntityTransferContext ctx = new EntityTransferContext(); string failureReason; // We need this because of decimal number parsing of the protocols. Culture.SetCurrentCulture(); Vector3 pos = agent.AbsolutePosition + agent.Velocity * 0.2f; GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, pos, ctx, out newpos, out failureReason); if (neighbourRegion == null) { if (failureReason != String.Empty) agent.ControllingClient.SendAlertMessage(failureReason); return agent; } // agent.IsInTransit = true; CrossAgentToNewRegionAsync(agent, newpos, neighbourRegion, isFlying, ctx); agent.IsInTransit = false; return agent; } public delegate void InformClientToInitiateTeleportToLocationDelegate(ScenePresence agent, uint regionX, uint regionY, Vector3 position, Scene initiatingScene); private void InformClientToInitiateTeleportToLocation(ScenePresence agent, uint regionX, uint regionY, Vector3 position, Scene initiatingScene) { // This assumes that we know what our neighbours are. InformClientToInitiateTeleportToLocationDelegate 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); m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Auto-reteleporting {0} to correct megaregion location {1},{2},{3} from {4}", agent.Name, regionX, regionY, position, initiatingScene.Name); agent.Scene.RequestTeleportLocation( agent.ControllingClient, Util.RegionGridLocToHandle(regionX, regionY), position, agent.Lookat, (uint)Constants.TeleportFlags.ViaLocation); /* IMessageTransferModule im = initiatingScene.RequestModuleInterface(); if (im != null) { UUID gotoLocation = Util.BuildFakeParcelID( Util.RegionLocToHandle(regionX, regionY), (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], false); 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) { InformClientToInitiateTeleportToLocationDelegate icon = (InformClientToInitiateTeleportToLocationDelegate)iar.AsyncState; icon.EndInvoke(iar); } /// /// This Closes child agents on neighbouring regions /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// public ScenePresence CrossAgentToNewRegionAsync( ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, EntityTransferContext ctx) { try { m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: new region={1} at <{2},{3}>. newpos={4}", LogHeader, neighbourRegion.RegionName, neighbourRegion.RegionLocX, neighbourRegion.RegionLocY, pos); if (neighbourRegion == null) { m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: invalid destiny", LogHeader); return agent; } m_entityTransferStateMachine.SetInTransit(agent.UUID); agent.RemoveFromPhysicalScene(); if (!CrossAgentIntoNewRegionMain(agent, pos, neighbourRegion, isFlying, ctx)) { m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: cross main failed. Resetting transfer state", LogHeader); m_entityTransferStateMachine.ResetFromTransit(agent.UUID); return agent; } CrossAgentToNewRegionPost(agent, pos, neighbourRegion, isFlying, ctx); } catch (Exception e) { m_log.Error(string.Format("{0}: CrossAgentToNewRegionAsync: failed with exception ", LogHeader), e); } return agent; } public bool CrossAgentIntoNewRegionMain(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, EntityTransferContext ctx) { int ts = Util.EnvironmentTickCount(); try { AgentData cAgent = new AgentData(); agent.CopyTo(cAgent,true); // agent.Appearance.WearableCacheItems = null; cAgent.Position = pos; cAgent.ChildrenCapSeeds = agent.KnownRegions; if (isFlying) cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY; // We don't need the callback anymnore cAgent.CallbackURI = String.Empty; // Beyond this point, extra cleanup is needed beyond removing transit state m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.Transferring); if (!agent.Scene.SimulationService.UpdateAgent(neighbourRegion, cAgent, ctx)) { // region doesn't take it m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp); m_log.WarnFormat( "[ENTITY TRANSFER MODULE]: Region {0} would not accept update for agent {1} on cross attempt. Returning to original region.", neighbourRegion.RegionName, agent.Name); ReInstantiateScripts(agent); if(agent.ParentID == 0 && agent.ParentUUID == UUID.Zero) agent.AddToPhysicalScene(isFlying); return false; } m_log.DebugFormat("[CrossAgentIntoNewRegionMain] ok, time {0}ms",Util.EnvironmentTickCountSubtract(ts)); } catch (Exception e) { m_log.ErrorFormat( "[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2}. Exception {3}{4}", agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace); // TODO: Might be worth attempting other restoration here such as reinstantiation of scripts, etc. return false; } return true; } public void CrossAgentToNewRegionPost(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, EntityTransferContext ctx) { string agentcaps; if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps)) { m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.", neighbourRegion.RegionHandle); return; } // No turning back agent.IsChildAgent = true; string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps); m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0); if (m_eqModule != null) { m_eqModule.CrossRegion( neighbourRegion.RegionHandle, pos, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint, capsPath, agent.UUID, agent.ControllingClient.SessionId, neighbourRegion.RegionSizeX, neighbourRegion.RegionSizeY); } else { m_log.ErrorFormat("{0} Using old CrossRegion packet. Varregion will not work!!", LogHeader); agent.ControllingClient.CrossRegion(neighbourRegion.RegionHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, capsPath); } // SUCCESS! m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination); // Unlike a teleport, here we do not wait for the destination region to confirm the receipt. m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp); agent.CloseChildAgents(false, neighbourRegion.RegionHandle, neighbourRegion.RegionSizeX, neighbourRegion.RegionSizeY); // this may need the attachments agent.HasMovedAway(true); agent.MakeChildAgent(neighbourRegion.RegionHandle); // FIXME: Possibly this should occur lower down after other commands to close other agents, // but not sure yet what the side effects would be. m_entityTransferStateMachine.ResetFromTransit(agent.UUID); // the user may change their profile information in other region, // so the userinfo in UserProfileCache is not reliable any more, delete it // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE! // if (agent.Scene.NeedSceneCacheClear(agent.UUID)) // { // m_log.DebugFormat( // "[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID); // } //m_log.Debug("AFTER CROSS"); //Scene.DumpChildrenSeeds(UUID); //DumpKnownRegions(); return; } private void CrossAgentToNewRegionCompleted(IAsyncResult iar) { CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState; ScenePresence agent = icon.EndInvoke(iar); //// If the cross was successful, this agent is a child agent //if (agent.IsChildAgent) // agent.Reset(); //else // Not successful // agent.RestoreInCurrentScene(); // In any case agent.IsInTransit = false; // m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname); } #endregion #region Enable Child Agent /// /// This informs a single neighbouring region about agent "avatar", and avatar about it /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// /// /// public void EnableChildAgent(ScenePresence sp, GridRegion region) { m_log.DebugFormat("[ENTITY TRANSFER]: Enabling child agent in new neighbour {0}", region.RegionName); ulong currentRegionHandler = sp.Scene.RegionInfo.RegionHandle; ulong regionhandler = region.RegionHandle; Dictionary seeds = new Dictionary(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID)); if (seeds.ContainsKey(regionhandler)) seeds.Remove(regionhandler); /* List oldregions = new List(seeds.Keys); if (oldregions.Contains(currentRegionHandler)) oldregions.Remove(currentRegionHandler); */ if (!seeds.ContainsKey(currentRegionHandler)) seeds.Add(currentRegionHandler, sp.ControllingClient.RequestClientInfo().CapsPath); AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode); AgentCircuitData agent = sp.ControllingClient.RequestClientInfo(); agent.BaseFolder = UUID.Zero; agent.InventoryFolder = UUID.Zero; agent.startpos = sp.AbsolutePosition + CalculateOffset(sp, region); agent.child = true; agent.Appearance = new AvatarAppearance(); agent.Appearance.AvatarHeight = sp.Appearance.AvatarHeight; agent.CapsPath = CapsUtil.GetRandomCapsObjectPath(); seeds.Add(regionhandler, agent.CapsPath); // agent.ChildrenCapSeeds = new Dictionary(seeds); agent.ChildrenCapSeeds = null; if (sp.Scene.CapsModule != null) { sp.Scene.CapsModule.SetChildrenSeed(sp.UUID, seeds); } sp.KnownRegions = seeds; sp.AddNeighbourRegionSizeInfo(region); if (currentAgentCircuit != null) { agent.ServiceURLs = currentAgentCircuit.ServiceURLs; agent.IPAddress = currentAgentCircuit.IPAddress; agent.Viewer = currentAgentCircuit.Viewer; agent.Channel = currentAgentCircuit.Channel; agent.Mac = currentAgentCircuit.Mac; agent.Id0 = currentAgentCircuit.Id0; } /* AgentPosition agentpos = null; if (oldregions.Count > 0) { agentpos = new AgentPosition(); agentpos.AgentID = new UUID(sp.UUID.Guid); agentpos.SessionID = sp.ControllingClient.SessionId; agentpos.Size = sp.Appearance.AvatarSize; agentpos.Center = sp.CameraPosition; agentpos.Far = sp.DrawDistance; agentpos.Position = sp.AbsolutePosition; agentpos.Velocity = sp.Velocity; agentpos.RegionHandle = currentRegionHandler; agentpos.Throttles = sp.ControllingClient.GetThrottlesPacked(1); agentpos.ChildrenCapSeeds = seeds; } */ IPEndPoint external = region.ExternalEndPoint; if (external != null) { InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; d.BeginInvoke(sp, agent, region, external, true, InformClientOfNeighbourCompleted, d); } /* if(oldregions.Count >0) { uint neighbourx; uint neighboury; UUID scope = sp.Scene.RegionInfo.ScopeID; foreach (ulong handler in oldregions) { Utils.LongToUInts(handler, out neighbourx, out neighboury); GridRegion neighbour = sp.Scene.GridService.GetRegionByPosition(scope, (int)neighbourx, (int)neighboury); sp.Scene.SimulationService.UpdateAgent(neighbour, agentpos); } } */ } #endregion #region Enable Child Agents private delegate void InformClientOfNeighbourDelegate( ScenePresence avatar, AgentCircuitData a, GridRegion reg, IPEndPoint endPoint, bool newAgent); /// /// This informs all neighbouring regions about agent "avatar". /// and as important informs the avatar about then /// /// public void EnableChildAgents(ScenePresence sp) { // assumes that out of view range regions are disconnected by the previus region List neighbours = new List(); Scene spScene = sp.Scene; RegionInfo m_regionInfo = spScene.RegionInfo; if (m_regionInfo != null) { neighbours = GetNeighbors(sp, m_regionInfo.RegionLocX, m_regionInfo.RegionLocY); } else { m_log.Debug("[ENTITY TRANSFER MODULE]: m_regionInfo was null in EnableChildAgents, is this a NPC?"); } ulong currentRegionHandler = m_regionInfo.RegionHandle; LinkedList previousRegionNeighbourHandles; Dictionary seeds; ICapabilitiesModule capsModule = spScene.CapsModule; if (capsModule != null) { seeds = new Dictionary(capsModule.GetChildrenSeeds(sp.UUID)); previousRegionNeighbourHandles = new LinkedList(seeds.Keys); } else { seeds = new Dictionary(); previousRegionNeighbourHandles = new LinkedList(); } IClientAPI spClient = sp.ControllingClient; if (!seeds.ContainsKey(currentRegionHandler)) seeds.Add(currentRegionHandler, spClient.RequestClientInfo().CapsPath); AgentCircuitData currentAgentCircuit = spScene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode); List cagents = new List(); List newneighbours = new List(); foreach (GridRegion neighbour in neighbours) { ulong handler = neighbour.RegionHandle; if (previousRegionNeighbourHandles.Contains(handler)) { // agent already knows this region previousRegionNeighbourHandles.Remove(handler); continue; } if (handler == currentRegionHandler) continue; // a new region to add AgentCircuitData agent = spClient.RequestClientInfo(); agent.BaseFolder = UUID.Zero; agent.InventoryFolder = UUID.Zero; agent.startpos = sp.AbsolutePosition + CalculateOffset(sp, neighbour); agent.child = true; agent.Appearance = new AvatarAppearance(); agent.Appearance.AvatarHeight = sp.Appearance.AvatarHeight; if (currentAgentCircuit != null) { agent.ServiceURLs = currentAgentCircuit.ServiceURLs; agent.IPAddress = currentAgentCircuit.IPAddress; agent.Viewer = currentAgentCircuit.Viewer; agent.Channel = currentAgentCircuit.Channel; agent.Mac = currentAgentCircuit.Mac; agent.Id0 = currentAgentCircuit.Id0; } newneighbours.Add(handler); agent.CapsPath = CapsUtil.GetRandomCapsObjectPath(); seeds.Add(handler, agent.CapsPath); agent.ChildrenCapSeeds = null; cagents.Add(agent); } if (previousRegionNeighbourHandles.Contains(currentRegionHandler)) previousRegionNeighbourHandles.Remove(currentRegionHandler); // previousRegionNeighbourHandles now contains regions to forget foreach (ulong handler in previousRegionNeighbourHandles) seeds.Remove(handler); /// Update all child agent with everyone's seeds // foreach (AgentCircuitData a in cagents) // a.ChildrenCapSeeds = new Dictionary(seeds); if (capsModule != null) capsModule.SetChildrenSeed(sp.UUID, seeds); sp.KnownRegions = seeds; sp.SetNeighbourRegionSizeInfo(neighbours); if(newneighbours.Count > 0 || previousRegionNeighbourHandles.Count > 0) { AgentPosition agentpos = new AgentPosition(); agentpos.AgentID = new UUID(sp.UUID.Guid); agentpos.SessionID = spClient.SessionId; agentpos.Size = sp.Appearance.AvatarSize; agentpos.Center = sp.CameraPosition; agentpos.Far = sp.DrawDistance; agentpos.Position = sp.AbsolutePosition; agentpos.Velocity = sp.Velocity; agentpos.RegionHandle = currentRegionHandler; agentpos.Throttles = spClient.GetThrottlesPacked(1); // agentpos.ChildrenCapSeeds = seeds; Util.FireAndForget(delegate { Thread.Sleep(200); // the original delay that was at InformClientOfNeighbourAsync start int count = 0; foreach (GridRegion neighbour in neighbours) { ulong handler = neighbour.RegionHandle; try { if (newneighbours.Contains(handler)) { InformClientOfNeighbourAsync(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, true); count++; } else if (!previousRegionNeighbourHandles.Contains(handler)) { spScene.SimulationService.UpdateAgent(neighbour, agentpos); } } catch (ArgumentOutOfRangeException) { m_log.ErrorFormat( "[ENTITY TRANSFER MODULE]: Neighbour Regions response included the current region in the neighbour list. The following region will not display to the client: {0} for region {1} ({2}, {3}).", neighbour.ExternalHostName, neighbour.RegionHandle, neighbour.RegionLocX, neighbour.RegionLocY); } catch (Exception e) { m_log.ErrorFormat( "[ENTITY TRANSFER MODULE]: Could not resolve external hostname {0} for region {1} ({2}, {3}). {4}", neighbour.ExternalHostName, neighbour.RegionHandle, neighbour.RegionLocX, neighbour.RegionLocY, e); } } }); } } // Computes the difference between two region bases. // Returns a vector of world coordinates (meters) from base of first region to the second. // The first region is the home region of the passed scene presence. Vector3 CalculateOffset(ScenePresence sp, GridRegion neighbour) { return new Vector3(sp.Scene.RegionInfo.WorldLocX - neighbour.RegionLocX, sp.Scene.RegionInfo.WorldLocY - neighbour.RegionLocY, 0f); } #region NotFoundLocationCache class // A collection of not found locations to make future lookups 'not found' lookups quick. // A simple expiring cache that keeps not found locations for some number of seconds. // A 'not found' location is presumed to be anywhere in the minimum sized region that // contains that point. A conservitive estimate. private class NotFoundLocationCache { private Dictionary m_notFoundLocations = new Dictionary(); public NotFoundLocationCache() { } // just use normal regions handlers and sizes public void Add(double pX, double pY) { ulong psh = (ulong)pX & 0xffffff00ul; psh <<= 32; psh |= (ulong)pY & 0xffffff00ul; lock (m_notFoundLocations) m_notFoundLocations[psh] = DateTime.UtcNow + TimeSpan.FromSeconds(30); } // Test to see of this point is in any of the 'not found' areas. // Return 'true' if the point is found inside the 'not found' areas. public bool Contains(double pX, double pY) { ulong psh = (ulong)pX & 0xffffff00ul; psh <<= 32; psh |= (ulong)pY & 0xffffff00ul; lock (m_notFoundLocations) { if(m_notFoundLocations.ContainsKey(psh)) { if(m_notFoundLocations[psh] > DateTime.UtcNow) return true; m_notFoundLocations.Remove(psh); } return false; } } private void DoExpiration() { List m_toRemove = new List();; DateTime now = DateTime.UtcNow; lock (m_notFoundLocations) { foreach (KeyValuePair kvp in m_notFoundLocations) { if (kvp.Value < now) m_toRemove.Add(kvp.Key); } if (m_toRemove.Count > 0) { foreach (ulong u in m_toRemove) m_notFoundLocations.Remove(u); m_toRemove.Clear(); } } } } #endregion // NotFoundLocationCache class private NotFoundLocationCache m_notFoundLocationCache = new NotFoundLocationCache(); // needed for old grid code protected GridRegion GetRegionContainingWorldLocation(IGridService pGridService, UUID pScopeID, double px, double py) { // Since we don't know how big the regions could be, we have to search a very large area // to find possible regions. return GetRegionContainingWorldLocation(pGridService, pScopeID, px, py, Constants.MaximumRegionSize); } // Given a world position, get the GridRegion info for // the region containing that point. protected GridRegion GetRegionContainingWorldLocation(IGridService pGridService, UUID pScopeID, double px, double py, uint pSizeHint) { m_log.DebugFormat("{0} GetRegionContainingWorldLocation: call, XY=<{1},{2}>", LogHeader, px, py); GridRegion ret = null; const double fudge = 2.0; if (m_notFoundLocationCache.Contains(px, py)) { // m_log.DebugFormat("{0} GetRegionContainingWorldLocation: Not found via cache. loc=<{1},{2}>", LogHeader, px, py); return null; } // As an optimization, since most regions will be legacy sized regions (256x256), first try to get // the region at the appropriate legacy region location. // this is all that is needed on 0.9 grids uint possibleX = (uint)px & 0xffffff00u; uint possibleY = (uint)py & 0xffffff00u; ret = pGridService.GetRegionByPosition(pScopeID, (int)possibleX, (int)possibleY); if (ret != null) { // m_log.DebugFormat("{0} GetRegionContainingWorldLocation: Found region using legacy size. rloc=<{1},{2}>. Rname={3}", // LogHeader, possibleX, possibleY, ret.RegionName); return ret; } // for 0.8 regions just make a BIG area request. old code whould do it plus 4 more smaller on region open edges // this is what 0.9 grids now do internally List possibleRegions = pGridService.GetRegionRange(pScopeID, (int)(px - Constants.MaximumRegionSize), (int)(px + 1), // +1 bc left mb not part of range (int)(py - Constants.MaximumRegionSize), (int)(py + 1)); // m_log.DebugFormat("{0} GetRegionContainingWorldLocation: possibleRegions cnt={1}, range={2}", // LogHeader, possibleRegions.Count, range); if (possibleRegions != null && possibleRegions.Count > 0) { // If we found some regions, check to see if the point is within foreach (GridRegion gr in possibleRegions) { // m_log.DebugFormat("{0} GetRegionContainingWorldLocation: possibleRegion nm={1}, regionLoc=<{2},{3}>, regionSize=<{4},{5}>", // LogHeader, gr.RegionName, gr.RegionLocX, gr.RegionLocY, gr.RegionSizeX, gr.RegionSizeY); if (px >= (double)gr.RegionLocX && px < (double)(gr.RegionLocX + gr.RegionSizeX) && py >= (double)gr.RegionLocY && py < (double)(gr.RegionLocY + gr.RegionSizeY)) { // Found a region that contains the point return gr; // m_log.DebugFormat("{0} GetRegionContainingWorldLocation: found. RegionName={1}", LogHeader, ret.RegionName); } } } // remember this location was not found so we can quickly not find it next time m_notFoundLocationCache.Add(px, py); // m_log.DebugFormat("{0} GetRegionContainingWorldLocation: Not found. Remembering loc=<{1},{2}>", LogHeader, px, py); return null; } private void InformClientOfNeighbourCompleted(IAsyncResult iar) { InformClientOfNeighbourDelegate icon = (InformClientOfNeighbourDelegate)iar.AsyncState; icon.EndInvoke(iar); //m_log.WarnFormat(" --> InformClientOfNeighbourCompleted"); } /// /// Async component for informing client of which neighbours exist /// /// /// This needs to run asynchronously, as a network timeout may block the thread for a long while /// /// /// /// /// private void InformClientOfNeighbourAsync(ScenePresence sp, AgentCircuitData a, GridRegion reg, IPEndPoint endPoint, bool newAgent) { if (newAgent) { Scene scene = sp.Scene; m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Informing {0} {1} about neighbour {2} {3} at ({4},{5})", sp.Name, sp.UUID, reg.RegionName, endPoint, reg.RegionCoordX, reg.RegionCoordY); string capsPath = reg.ServerURI + CapsUtil.GetCapsSeedPath(a.CapsPath); string reason = String.Empty; EntityTransferContext ctx = new EntityTransferContext(); bool regionAccepted = scene.SimulationService.CreateAgent(reg, reg, a, (uint)TeleportFlags.Default, ctx, out reason); if (regionAccepted) { // give time for createAgent to finish, since it is async and does grid services access Thread.Sleep(500); if (m_eqModule != null) { #region IP Translation for NAT IClientIPEndpoint ipepClient; if (sp.ClientView.TryGet(out ipepClient)) { endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address); } #endregion m_log.DebugFormat("{0} {1} is sending {2} EnableSimulator for neighbour region {3}(loc=<{4},{5}>,siz=<{6},{7}>) " + "and EstablishAgentCommunication with seed cap {8}", LogHeader, scene.RegionInfo.RegionName, sp.Name, reg.RegionName, reg.RegionLocX, reg.RegionLocY, reg.RegionSizeX, reg.RegionSizeY, capsPath); m_eqModule.EnableSimulator(reg.RegionHandle, endPoint, sp.UUID, reg.RegionSizeX, reg.RegionSizeY); m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath, reg.RegionHandle, reg.RegionSizeX, reg.RegionSizeY); } else { sp.ControllingClient.InformClientOfNeighbour(reg.RegionHandle, endPoint); // TODO: make Event Queue disablable! } m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Completed inform {0} {1} about neighbour {2}", sp.Name, sp.UUID, endPoint); } else { sp.RemoveNeighbourRegion(reg.RegionHandle); m_log.WarnFormat( "[ENTITY TRANSFER MODULE]: Region {0} did not accept {1} {2}: {3}", reg.RegionName, sp.Name, sp.UUID, reason); } } } /// /// Return the list of online regions that are considered to be neighbours to the given scene. /// /// /// /// /// protected List GetNeighbors(ScenePresence avatar, uint pRegionLocX, uint pRegionLocY) { Scene pScene = avatar.Scene; RegionInfo m_regionInfo = pScene.RegionInfo; List neighbours; uint dd = (uint)avatar.RegionViewDistance; // until avatar movement updates client connections, we need to seend at least this current region imediate neighbors uint ddX = Math.Max(dd, Constants.RegionSize); uint ddY = Math.Max(dd, Constants.RegionSize); ddX--; ddY--; // reference to region edges. Should be avatar position uint startX = Util.RegionToWorldLoc(pRegionLocX); uint endX = startX + m_regionInfo.RegionSizeX; uint startY = Util.RegionToWorldLoc(pRegionLocY); uint endY = startY + m_regionInfo.RegionSizeY; startX -= ddX; startY -= ddY; endX += ddX; endY += ddY; neighbours = avatar.Scene.GridService.GetRegionRange( m_regionInfo.ScopeID, (int)startX, (int)endX, (int)startY, (int)endY); // The r.RegionFlags == null check only needs to be made for simulators before 2015-01-14 (pre 0.8.1). neighbours.RemoveAll( r => r.RegionID == m_regionInfo.RegionID ); return neighbours; } #endregion #region Agent Arrived public void AgentArrivedAtDestination(UUID id) { m_entityTransferStateMachine.SetAgentArrivedAtDestination(id); } #endregion #region Object Transfers public GridRegion GetObjectDestination(SceneObjectGroup grp, Vector3 targetPosition,out Vector3 newpos) { newpos = targetPosition; Scene scene = grp.Scene; if (scene == null) return null; int x = (int)targetPosition.X + (int)scene.RegionInfo.WorldLocX; if (targetPosition.X >= 0) x++; else x--; int y = (int)targetPosition.Y + (int)scene.RegionInfo.WorldLocY; if (targetPosition.Y >= 0) y++; else y--; GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID,x,y); if (neighbourRegion == null) { return null; } float newRegionSizeX = neighbourRegion.RegionSizeX; float newRegionSizeY = neighbourRegion.RegionSizeY; if (newRegionSizeX == 0) newRegionSizeX = Constants.RegionSize; if (newRegionSizeY == 0) newRegionSizeY = Constants.RegionSize; newpos.X = targetPosition.X - (neighbourRegion.RegionLocX - (int)scene.RegionInfo.WorldLocX); newpos.Y = targetPosition.Y - (neighbourRegion.RegionLocY - (int)scene.RegionInfo.WorldLocY); const float enterDistance = 0.2f; newpos.X = Util.Clamp(newpos.X, enterDistance, newRegionSizeX - enterDistance); newpos.Y = Util.Clamp(newpos.Y, enterDistance, newRegionSizeY - enterDistance); return neighbourRegion; } /// /// Move the given scene object into a new region /// /// /// Scene Object Group that we're crossing /// /// 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 /// public bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent, bool removeScripts) { //m_log.Debug(" >>> CrossPrimGroupIntoNewRegion <<<"); Culture.SetCurrentCulture(); bool successYN = false; grp.RootPart.ClearUpdateSchedule(); //int primcrossingXMLmethod = 0; if (destination != null) { //string objectState = grp.GetStateSnapshot(); //successYN // = m_sceneGridService.PrimCrossToNeighboringRegion( // newRegionHandle, grp.UUID, m_serialiser.SaveGroupToXml2(grp), primcrossingXMLmethod); //if (successYN && (objectState != "") && m_allowScriptCrossings) //{ // successYN = m_sceneGridService.PrimCrossToNeighboringRegion( // newRegionHandle, grp.UUID, objectState, 100); //} //// And the new channel... //if (m_interregionCommsOut != null) // successYN = m_interregionCommsOut.SendCreateObject(newRegionHandle, grp, true); if (Scene.SimulationService != null) successYN = Scene.SimulationService.CreateObject(destination, newPosition, grp, true); if (successYN) { // We remove the object here try { grp.Scene.DeleteSceneObject(grp, silent, removeScripts); } 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 { m_log.Error("[ENTITY TRANSFER MODULE]: destination was unexpectedly null in Scene.CrossPrimGroupIntoNewRegion()"); } return successYN; } /// /// Cross the attachments for an avatar into the destination region. /// /// /// This is only invoked for simulators released prior to April 2011. Versions of OpenSimulator since then /// transfer attachments in one go as part of the ChildAgentDataUpdate data passed in the update agent call. /// /// /// /// protected void CrossAttachmentsIntoNewRegion(GridRegion destination, ScenePresence sp, bool silent) { List attachments = sp.GetAttachments(); // m_log.DebugFormat( // "[ENTITY TRANSFER MODULE]: Crossing {0} attachments into {1} for {2}", // m_attachments.Count, destination.RegionName, sp.Name); foreach (SceneObjectGroup gobj in attachments) { // If the prim group is null then something must have happened to it! if (gobj != null && !gobj.IsDeleted) { SceneObjectGroup clone = (SceneObjectGroup)gobj.CloneForNewScene(); clone.RootPart.GroupPosition = gobj.RootPart.AttachedPos; clone.IsAttachment = false; //gobj.RootPart.LastOwnerID = gobj.GetFromAssetID(); m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Sending attachment {0} to region {1}", clone.UUID, destination.RegionName); CrossPrimGroupIntoNewRegion(destination, Vector3.Zero, clone, silent,true); } } sp.ClearAttachments(); } #endregion #region Misc public bool IsInTransit(UUID id) { return m_entityTransferStateMachine.GetAgentTransferState(id) != null; } protected void ReInstantiateScripts(ScenePresence sp) { int i = 0; if (sp.InTransitScriptStates.Count > 0) { List attachments = sp.GetAttachments(); foreach (SceneObjectGroup sog in attachments) { if (i < sp.InTransitScriptStates.Count) { sog.SetState(sp.InTransitScriptStates[i++], sp.Scene); sog.CreateScriptInstances(0, false, sp.Scene.DefaultScriptEngine, 0); sog.ResumeScripts(); } else m_log.ErrorFormat( "[ENTITY TRANSFER MODULE]: InTransitScriptStates.Count={0} smaller than Attachments.Count={1}", sp.InTransitScriptStates.Count, attachments.Count); } sp.InTransitScriptStates.Clear(); } } #endregion public virtual bool HandleIncomingSceneObject(SceneObjectGroup so, Vector3 newPosition) { // If the user is banned, we won't let any of their objects // enter. Period. // if (Scene.RegionInfo.EstateSettings.IsBanned(so.OwnerID)) { m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Denied prim crossing of {0} {1} into {2} for banned avatar {3}", so.Name, so.UUID, Scene.Name, so.OwnerID); return false; } if (newPosition != Vector3.Zero) so.RootPart.GroupPosition = newPosition; if (!Scene.AddSceneObject(so)) { m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Problem adding scene object {0} {1} into {2} ", so.Name, so.UUID, Scene.Name); return false; } if (!so.IsAttachment) { // FIXME: It would be better to never add the scene object at all rather than add it and then delete // it if (!Scene.Permissions.CanObjectEntry(so.UUID, true, so.AbsolutePosition)) { // Deny non attachments based on parcel settings // m_log.Info("[ENTITY TRANSFER MODULE]: Denied prim crossing because of parcel settings"); Scene.DeleteSceneObject(so, false); return false; } // For attachments, we need to wait until the agent is root // before we restart the scripts, or else some functions won't work. so.RootPart.ParentGroup.CreateScriptInstances( 0, false, Scene.DefaultScriptEngine, GetStateSource(so)); so.ResumeScripts(); // AddSceneObject already does this and doing it again messes //if (so.RootPart.KeyframeMotion != null) // so.RootPart.KeyframeMotion.UpdateSceneObject(so); } return true; } private int GetStateSource(SceneObjectGroup sog) { ScenePresence sp = Scene.GetScenePresence(sog.OwnerID); if (sp != null) return sp.GetStateSource(); return 2; // StateSource.PrimCrossing } } }