/*
* 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, IDisposable
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[ENTITY TRANSFER MODULE]";
private static readonly string OutfitTPError = "destination region does not support the Outfit you are wearing. Please retry with a simpler one";
public EntityTransferModule()
{
}
~EntityTransferModule()
{
Dispose(false);
}
public void Dispose()
{
if (!disposed)
{
Dispose(true);
GC.SuppressFinalize(this);
}
}
bool disposed;
private void Dispose(bool disposing)
{
if (!disposed)
{
disposed = true;
m_bannedRegionCache?.Dispose();
m_bannedRegionCache = null;
}
}
///
/// 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; } = true;
///
/// 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 GridInfo m_thisGridInfo;
protected bool m_Enabled = false;
protected Scene m_scene;
public Scene Scene
{
get
{
return m_scene;
}
}
protected string m_sceneName;
protected RegionInfo m_sceneRegionInfo;
protected ulong m_sceneRegionHandler;
///
/// 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 ExpiringCacheOS> m_bannedRegions =
new ExpiringCacheOS>(15000);
public BannedRegionCache()
{
}
~BannedRegionCache()
{
Dispose(false);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
private void Dispose(bool disposing)
{
if (m_bannedRegions != null)
{
m_bannedRegions.Dispose();
m_bannedRegions = null;
}
}
// Return 'true' if there is a valid ban entry for this agent in this region
public bool IfBanned(ulong pRegionHandle, UUID pAgentID)
{
if (m_bannedRegions.TryGetValue(pRegionHandle, out Dictionary idCache))
{
lock(idCache)
{
if (idCache.TryGetValue(pAgentID, out double exp))
{
if(exp < Util.GetTimeStamp())
return true;
else
idCache.Remove(pAgentID);
}
}
}
return false;
}
public void Add(ulong pRegionHandle, UUID pAgentID, double newTime)
{
if (m_bannedRegions.TryGetValue(pRegionHandle, out Dictionary idCache))
{
lock (idCache)
{
idCache[pAgentID] = Util.GetTimeStamp() + newTime;
m_bannedRegions.AddOrUpdate(pRegionHandle, idCache, newTime);
}
}
else
{
idCache = new Dictionary();
idCache[pAgentID] = Util.GetTimeStamp() + newTime;
m_bannedRegions.AddOrUpdate(pRegionHandle, idCache, newTime);
}
}
// Remove the agent from the region's banned list
public void Remove(ulong pRegionHandle, UUID pAgentID)
{
if (m_bannedRegions.TryGetValue(pRegionHandle, out Dictionary idCache))
{
lock (idCache)
idCache.Remove(pAgentID);
}
}
}
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 transferConfig = source.Configs["EntityTransfer"];
if (transferConfig != null)
{
DisableInterRegionTeleportCancellation
= transferConfig.GetBoolean("DisableInterRegionTeleportCancellation", false);
WaitForAgentArrivedAtDestination
= transferConfig.GetBoolean("wait_for_callback", WaitForAgentArrivedAtDestination);
}
m_entityTransferStateMachine = new EntityTransferStateMachine(this);
m_Enabled = true;
}
public virtual void PostInitialise()
{
}
public virtual void AddRegion(Scene scene)
{
if (!m_Enabled)
return;
m_scene = scene;
m_sceneName = scene.Name;
m_sceneRegionInfo = scene.RegionInfo;
m_sceneRegionHandler = m_sceneRegionInfo.RegionHandle;
m_thisGridInfo = scene.SceneGridInfo;
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",
m_sceneName,
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",
m_sceneName,
StatType.Push,
null,
StatVerbosity.Debug);
m_interRegionTeleportCancels =
new Stat(
"InterRegionTeleportCancels",
"Number of inter-region teleports cancelled by the client.",
null,
"",
"entitytransfer",
m_sceneName,
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",
m_sceneName,
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()
{
Dispose();
}
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);
scene.EventManager.OnNewClient -= OnNewClient;
m_thisGridInfo = null;
}
}
public virtual void RegionLoaded(Scene scene)
{
if (!m_Enabled)
return;
m_eqModule = m_scene.RequestModuleInterface();
}
#endregion
#region Agent Teleports
public virtual 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, m_sceneName);
}
}
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, m_sceneName);
}
// 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)
{
UUID spUUID = sp.UUID;
if (m_scene.Permissions.IsGridGod(spUUID))
{
// This user will be a God in the destination scene, too
teleportFlags |= (uint)TeleportFlags.Godlike;
}
else if (!m_scene.Permissions.CanTeleport(spUUID))
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(spUUID))
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Ignoring teleport request of {0} {1} to {2}@{3} - agent is already in transit.",
sp.Name, spUUID, position, regionHandle);
sp.ControllingClient.SendTeleportFailed("Previous teleport process incomplete. Please retry shortly.");
return;
}
try
{
if (Util.CompareRegionHandles(regionHandle, position, m_sceneRegionInfo, out Vector3 roffset))
{
if(!sp.AllowMovement)
{
sp.ControllingClient.SendTeleportFailed("You are frozen");
m_entityTransferStateMachine.ResetFromTransit(spUUID);
return;
}
destinationRegionName = m_sceneName;
TeleportAgentWithinRegion(sp, roffset, 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, m_sceneName, position, destinationRegionName,
e.Message, e.StackTrace);
if(sp != null && sp.ControllingClient != null && !sp.IsDeleted)
sp.ControllingClient.SendTeleportFailed("Internal error");
}
finally
{
m_entityTransferStateMachine.ResetFromTransit(spUUID);
}
}
///
/// 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, m_sceneName);
// Teleport within the same region
if (!m_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, m_sceneName, emergencyPos);
position = emergencyPos;
}
// Check Default Location (Also See ScenePresence.CompleteMovement)
if (position.X == 128f && position.Y == 128f && position.Z == 22.5f)
position = m_sceneRegionInfo.DefaultLandingPoint;
// 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 = m_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.CheckLocalTPLandingPoint(ref position))
{
sp.ControllingClient.SendTeleportFailed("Not allowed at destination");
return;
}
*/
if (sp.Flying)
teleportFlags |= (uint)TeleportFlags.IsFlying;
UUID spUUID = sp.UUID;
m_entityTransferStateMachine.UpdateInTransit(spUUID, 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(spUUID, AgentTransferState.ReceivedAtDestination);
foreach (SceneObjectGroup grp in sp.GetAttachments())
{
if ((grp.ScriptEvents & scriptEvents.changed) != 0)
m_scene.EventManager.TriggerOnScriptChangedEvent(grp.LocalId, (uint)Changed.TELEPORT);
}
m_entityTransferStateMachine.UpdateInTransit(spUUID, 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(m_scene.GridService, m_sceneRegionInfo.ScopeID, regionHandle, ref position);
if( reg == null)
{
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 was not found");
// 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);
return;
}
string homeURI = m_scene.GetAgentHomeURI(sp.ControllingClient.AgentId);
string reason = String.Empty;
finalDestination = GetFinalDestination(reg, sp.ControllingClient.AgentId, homeURI, out reason);
if (finalDestination == null)
{
m_log.WarnFormat( "{0} Unable to teleport {1} {2}: {3}",
LogHeader, sp.Name, sp.UUID, reason);
sp.ControllingClient.SendTeleportFailed(reason);
return;
}
if (!ValidateGenericConditions(sp, reg, finalDestination, teleportFlags, out reason))
{
sp.ControllingClient.SendTeleportFailed(reason);
return;
}
//
// This is it
//
DoTeleportInternal(sp, reg, finalDestination, position, lookAt, teleportFlags);
}
// 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);
GridRegion reg;
// handle legacy HG. linked regions are mapped into y = 0 and have no size information
// so we can only search by base handle
if( y == 0)
{
reg = gridService.GetRegionByPosition(scope, (int)x, (int)y);
return reg;
}
// 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
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;
}
///
/// 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, m_sceneName, 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 = m_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, m_sceneName,
reg.ServerURI, finalDestination.ServerURI, finalDestination.RegionName, position);
ulong destinationHandle = finalDestination.RegionHandle;
if(destinationHandle == m_sceneRegionHandler)
{
sp.ControllingClient.SendTeleportFailed("Can't teleport to a region on same map position. Try going to another region first, then retry from there");
return;
}
// 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("Could not resolve destination Address");
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 (!m_scene.SimulationService.QueryAccess(
finalDestination, sp.UUID, homeURI, true, position, m_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;
}
if (!sp.Appearance.CanTeleport(ctx.OutboundVersion))
{
sp.ControllingClient.SendTeleportFailed(OutfitTPError);
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: {0} was stopped from teleporting from {1} to {2} because: {3}",
sp.Name, sp.Scene.Name, finalDestination.RegionName, "incompatible wearable");
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.IsSitting)
sp.StandUp();
else if (sp.Flying)
teleportFlags |= (uint)TeleportFlags.IsFlying;
sp.IsInLocalTransit = reg.RegionLocY != 0; // HG
sp.IsInTransit = true;
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);
AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
AgentCircuitData agentCircuit = sp.ControllingClient.RequestClientInfo();
agentCircuit.startpos = position;
agentCircuit.child = true;
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;
}
uint newRegionX, newRegionY;
Util.RegionHandleToRegionLoc(destinationHandle, out newRegionX, out newRegionY);
int oldSizeX = (int)m_sceneRegionInfo.RegionSizeX;
int oldSizeY = (int)m_sceneRegionInfo.RegionSizeY;
int newSizeX = finalDestination.RegionSizeX;
int newSizeY = finalDestination.RegionSizeY;
bool OutSideViewRange = !sp.IsInLocalTransit || NeedsNewAgent(sp.RegionViewDistance,
m_sceneRegionInfo.RegionLocX, newRegionX, m_sceneRegionInfo.RegionLocY, newRegionY,
oldSizeX, oldSizeY, newSizeX, newSizeY);
if (OutSideViewRange)
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Determined that region {0} at {1},{2} size {3},{4} needs new child agent for agent {5} from {6}",
finalDestination.RegionName, newRegionX, newRegionY,newSizeX, newSizeY, sp.Name, m_sceneName);
//sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent...");
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, lookAt, ctx, out reason);
else
TransferAgent_V1(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, OutSideViewRange, lookAt, ctx, out reason);
}
private void TransferAgent_V1(ScenePresence sp, AgentCircuitData agentCircuit, GridRegion reg, GridRegion finalDestination,
IPEndPoint endPoint, uint teleportFlags, bool OutSideViewRange, Vector3 lookAt, 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, m_sceneName, finalDestination.RegionName);
string capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
List childRegionsToClose = sp.GetChildAgentsToClose(destinationHandle, finalDestination.RegionSizeX, finalDestination.RegionSizeY);
if(agentCircuit.ChildrenCapSeeds != null)
{
foreach(ulong handler in childRegionsToClose)
{
agentCircuit.ChildrenCapSeeds.Remove(handler);
}
}
// 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);
sp.IsInTransit = false;
return;
}
UUID spUUID = sp.UUID;
if (m_entityTransferStateMachine.GetAgentTransferState(spUUID) == 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, m_sceneName);
sp.IsInTransit = false;
return;
}
else if (m_entityTransferStateMachine.GetAgentTransferState(spUUID) == 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, m_sceneName);
sp.IsInTransit = false;
return;
}
// Past this point we have to attempt clean up if the teleport fails, so update transfer state.
m_entityTransferStateMachine.UpdateInTransit(spUUID, 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, spUUID,
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(spUUID, 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);
agent.SetLookAt(lookAt);
if ((teleportFlags & (uint)TeleportFlags.IsFlying) != 0)
agent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
agent.Position = agentCircuit.startpos;
SetCallbackURL(agent);
// 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(spUUID) == 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, m_sceneName);
sp.IsInTransit = false;
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(spUUID) == 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, m_sceneName);
sp.IsInTransit = false;
return;
}
m_log.WarnFormat(
"[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1}. Keeping avatar in {2}",
sp.Name, finalDestination.RegionName, m_sceneName);
Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established.");
sp.IsInTransit = false;
return;
}
if (m_entityTransferStateMachine.GetAgentTransferState(spUUID) == 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, m_sceneName);
CleanupFailedInterRegionTeleport(sp, currentAgentCircuit.SessionID.ToString(), finalDestination);
sp.IsInTransit = false;
return;
}
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}",
capsPath, m_sceneName, 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, spUUID,
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(spUUID))
{
if (m_entityTransferStateMachine.GetAgentTransferState(spUUID) == 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, m_sceneName);
sp.IsInTransit = false;
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, m_sceneName);
Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Destination region did not signal teleport completion.");
sp.IsInTransit = false;
return;
}
m_entityTransferStateMachine.UpdateInTransit(spUUID, AgentTransferState.CleaningUp);
if(logout)
sp.closeAllChildAgents();
else
sp.CloseChildAgents(childRegionsToClose);
// call HG hook
AgentHasMovedAway(sp, logout);
sp.HasMovedAway(!(OutSideViewRange || logout));
// 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 (!m_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);
m_scene.CloseAgent(sp.UUID, false);
}
sp.IsInTransit = false;
}
private void TransferAgent_V2(ScenePresence sp, AgentCircuitData agentCircuit, GridRegion reg, GridRegion finalDestination,
IPEndPoint endPoint, uint teleportFlags, bool OutSideViewRange, Vector3 lookAt, EntityTransferContext ctx, out string reason)
{
ulong destinationHandle = finalDestination.RegionHandle;
List childRegionsToClose = null;
// HG needs a deeper change
bool localclose = (ctx.OutboundVersion < 0.7f || !sp.IsInLocalTransit);
if (localclose)
{
childRegionsToClose = sp.GetChildAgentsToClose(destinationHandle, finalDestination.RegionSizeX, finalDestination.RegionSizeY);
if(agentCircuit.ChildrenCapSeeds != null)
{
foreach(ulong handler in childRegionsToClose)
{
agentCircuit.ChildrenCapSeeds.Remove(handler);
}
}
}
if (OutSideViewRange && agentCircuit.ChildrenCapSeeds != null)
agentCircuit.ChildrenCapSeeds.Remove(sp.RegionHandle);
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);
sp.IsInTransit = false;
return;
}
UUID spUUID = sp.UUID;
if (m_entityTransferStateMachine.GetAgentTransferState(spUUID) == 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, m_sceneName);
sp.IsInTransit = false;
return;
}
else if (m_entityTransferStateMachine.GetAgentTransferState(spUUID) == 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, m_sceneName);
sp.IsInTransit = false;
return;
}
// Past this point we have to attempt clean up if the teleport fails, so update transfer state.
m_entityTransferStateMachine.UpdateInTransit(spUUID, 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, m_sceneName, sp.Name);
// Let's send a full update of the agent.
AgentData agent = new AgentData();
sp.CopyTo(agent,false);
agent.SetLookAt(lookAt);
agent.Position = agentCircuit.startpos;
if ((teleportFlags & (uint)TeleportFlags.IsFlying) != 0)
agent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
agent.SenderWantsToWaitForRoot = true;
if(OutSideViewRange)
SetNewCallbackURL(agent);
// 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;
// we still need to flag this as child here
// a close from receiving region seems possible to happen before we reach sp.MakeChildAgent below
// causing the agent to be loggout out from grid incorrectly
sp.IsChildAgent = true;
// 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))
{
sp.IsChildAgent = false;
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, m_sceneName);
sp.IsInTransit = false;
return;
}
m_log.WarnFormat(
"[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1}. Keeping avatar in {2}",
sp.Name, finalDestination.RegionName, m_sceneName);
Fail(sp, finalDestination, logout, agentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established.");
sp.IsInTransit = false;
return;
}
//shut this up for now
m_entityTransferStateMachine.ResetFromTransit(spUUID);
//m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
sp.HasMovedAway(!(OutSideViewRange || logout));
//HG hook
AgentHasMovedAway(sp, logout);
// Now let's make it officially a child agent
sp.MakeChildAgent(destinationHandle);
if(localclose)
{
if (logout)
sp.closeAllChildAgents();
else
sp.CloseChildAgents(childRegionsToClose);
}
// if far jump we do need to close anyways
if (NeedsClosing(reg, OutSideViewRange))
{
int count = 60;
do
{
Thread.Sleep(250);
if(sp.IsDeleted)
return;
if(!sp.IsInTransit)
break;
} while (--count > 0);
if (!sp.IsDeleted)
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Closing agent {0} in {1} after teleport {2}", sp.Name, m_sceneName, sp.IsInTransit?"timeout":"");
m_scene.CloseAgent(spUUID, false);
}
return;
}
// otherwise keep child
sp.IsInTransit = false;
}
///
/// 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(m_sceneRegionInfo);
source.RawServerURI = m_thisGridInfo.GateKeeperURL;
logout = false;
bool success = m_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 m_scene.SimulationService.UpdateAgent(finalDestination, agent, ctx);
}
protected virtual void SetCallbackURL(AgentData agent)
{
agent.CallbackURI = m_sceneRegionInfo.ServerURI + "agent/" + agent.AgentID.ToString() + "/" + m_sceneRegionInfo.RegionID.ToString() + "/release/";
//m_log.DebugFormat(
// "[ENTITY TRANSFER MODULE]: Set release callback URL to {0} in {1}",
// agent.CallbackURI, region.RegionName);
}
protected virtual void SetNewCallbackURL(AgentData agent)
{
agent.NewCallbackURI = m_sceneRegionInfo.ServerURI + "agent/" + agent.AgentID.ToString() + "/" + m_sceneRegionInfo.RegionID.ToString() + "/release/";
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Set release callback URL to {0} in {1}",
agent.NewCallbackURI, m_sceneName);
}
///
/// 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 void RequestTeleportLandmark(IClientAPI remoteClient, AssetLandmark lm)
{
RequestTeleportLandmark(remoteClient, lm, Vector3.Zero);
}
public virtual void RequestTeleportLandmark(IClientAPI remoteClient, AssetLandmark lm, Vector3 lookAt)
{
if (lm == null || lm.Data == null || lm.Data.Length == 0)
return;
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
if (sp == null || sp.IsDeleted || sp.IsInTransit || sp.IsChildAgent || sp.IsNPC)
return;
GridRegion info = m_scene.GridService.GetRegionByUUID(UUID.Zero, lm.RegionID);
if (info == null)
{
// can't find the region: Tell viewer and abort
remoteClient.SendTeleportFailed("Landmark region not found");
return;
}
//check if region on same position and fix local offset
if (Util.CompareRegionHandles(lm.RegionHandle, lm.Position, info.RegionLocX, info.RegionLocY, info.RegionSizeX, info.RegionSizeY, out Vector3 offset))
{
m_scene.RequestTeleportLocation(remoteClient, info.RegionHandle, offset,
lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaLandmark));
}
else //region may had move to other grid slot. assume the lm position is good
m_scene.RequestTeleportLocation(remoteClient, info.RegionHandle, lm.Position,
lookAt, (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)
{
bool notsame = false;
if (client == null)
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Request to teleport {0} home", id);
}
else
{
if (id.Equals(client.AgentId))
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, id);
}
else
{
notsame = true;
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Request to teleport {0} home by {1} {2}", id, client.Name, client.AgentId);
}
}
ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(id);
if (sp == null || sp.IsDeleted || sp.IsChildAgent || sp.ControllingClient == null || !sp.ControllingClient.IsActive)
{
if (notsame)
client.SendAlertMessage("TeleportHome: Agent not found in the scene");
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be");
return false;
}
IClientAPI targetClient = sp.ControllingClient;
if (sp.IsInTransit)
{
if (notsame)
client.SendAlertMessage("TeleportHome: Agent already processing a teleport");
targetClient.SendTeleportFailed("Already processing a teleport");
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Agent still in teleport");
return false;
}
//OpenSim.Services.Interfaces.PresenceInfo pinfo = Scene.PresenceService.GetAgent(client.SessionId);
GridUserInfo uinfo = m_scene.GridUserService.GetGridUserInfo(id.ToString());
if(uinfo == null)
{
m_log.ErrorFormat("[ENTITY TRANSFER MODULE] Griduser info not found for {1}. Cannot send home.", id);
if (notsame)
client.SendAlertMessage("TeleportHome: Agent home region not found");
targetClient.SendTeleportFailed("Your home region not found");
return false;
}
if (uinfo.HomeRegionID.IsZero())
{
// can't find the Home region: Tell viewer and abort
m_log.ErrorFormat("[ENTITY TRANSFER MODULE] no home set {0}", id);
if (notsame)
client.SendAlertMessage("TeleportHome: Agent home not set");
targetClient.SendTeleportFailed("Home set not");
return false;
}
GridRegion regionInfo = m_scene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
if (regionInfo == null)
{
// can't find the Home region: Tell viewer and abort
m_log.ErrorFormat("[ENTITY TRANSFER MODULE] {0} home region {1} not found", id, uinfo.HomeRegionID);
if (notsame)
client.SendAlertMessage("TeleportHome: Agent home region not found");
targetClient.SendTeleportFailed("Home region not found");
return false;
}
Teleport(sp, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt,
(uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
return true;
}
#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;
string homeURI = m_scene.GetAgentHomeURI(agentID);
if (!m_scene.SimulationService.QueryAccess(destiny, agentID, homeURI, false, position,
m_scene.GetFormatsOffered(), ctx, out reason))
{
m_bannedRegionCache.Add(destinyHandle, agentID, 60.0);
return false;
}
if (!agent.Appearance.CanTeleport(ctx.OutboundVersion))
{
reason = OutfitTPError;
m_bannedRegionCache.Add(destinyHandle, agentID, 60.0);
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 agent as no access
// else also returns new target position in the new region local coords
// now only works for crossings
public GridRegion GetDestination(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)m_sceneRegionInfo.WorldLocX + pos.X;
double presenceWorldY = (double)m_sceneRegionInfo.WorldLocY + pos.Y;
// Call the grid service to lookup the region containing the new position.
GridRegion neighbourRegion = GetRegionContainingWorldLocation(
m_scene.GridService, m_sceneRegionInfo.ScopeID,
presenceWorldX, presenceWorldY);
if (neighbourRegion == null)
return null;
if(neighbourRegion.RegionFlags != null && (neighbourRegion.RegionFlags & OpenSim.Framework.RegionFlags.RegionOnline) == 0)
return null;
if (m_bannedRegionCache.IfBanned(neighbourRegion.RegionHandle, agentID))
{
failureReason = "Access Denied or Temporary not possible";
return null;
}
// Compute the entity's position relative to the new region
newpos = new Vector3((float)(presenceWorldX - neighbourRegion.RegionLocX),
(float)(presenceWorldY - neighbourRegion.RegionLocY),
pos.Z);
string homeURI = m_scene.GetAgentHomeURI(agentID);
if (!m_scene.SimulationService.QueryAccess(
neighbourRegion, agentID, homeURI, false, newpos,
m_scene.GetFormatsOffered(), ctx, out failureReason))
{
// remember the fail
m_bannedRegionCache.Add(neighbourRegion.RegionHandle, agentID, 60);
if(string.IsNullOrWhiteSpace(failureReason))
failureReason = "Access Denied";
return null;
}
return neighbourRegion;
}
public bool Cross(ScenePresence agent, bool isFlying)
{
ScenePresence ag = agent;
ag.IsInLocalTransit = true;
ag.IsInTransit = true;
WorkManager.RunInThreadPool(delegate
{
CrossAsync(ag, isFlying);
if (ag.IsDeleted)
return;
if (!ag.IsChildAgent)
{
// crossing failed
ag.CrossToNewRegionFail();
}
else
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} completed.", ag.Firstname, ag.Lastname);
ag.IsInTransit = false;
}, null,"AgentRegionCross-"+ag.UUID.ToString());
return true;
}
public ScenePresence CrossAsync(ScenePresence agent, bool isFlying)
{
if(agent.RegionViewDistance == 0)
return agent;
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.UUID, pos,
ctx, out newpos, out failureReason);
if (neighbourRegion == null)
{
if (!agent.IsDeleted && failureReason != String.Empty && agent.ControllingClient != null)
agent.ControllingClient.SendAlertMessage(failureReason);
return agent;
}
if (!agent.Appearance.CanTeleport(ctx.OutboundVersion))
{
if (agent.ControllingClient != null)
agent.ControllingClient.SendAlertMessage(OutfitTPError);
return agent;
}
//agent.IsInTransit = true;
CrossAgentToNewRegionAsync(agent, newpos, neighbourRegion, isFlying, ctx);
agent.IsInTransit = false;
return agent;
}
public bool CrossAgentCreateFarChild(ScenePresence agent, GridRegion neighbourRegion, Vector3 pos, EntityTransferContext ctx)
{
ulong regionhandler = neighbourRegion.RegionHandle;
if(agent.knowsNeighbourRegion(regionhandler))
return true;
string reason;
GridRegion source = new GridRegion(m_sceneRegionInfo);
AgentCircuitData currentAgentCircuit =
m_scene.AuthenticateHandler.GetAgentCircuitData(agent.ControllingClient.CircuitCode);
AgentCircuitData agentCircuit = agent.ControllingClient.RequestClientInfo();
agentCircuit.startpos = pos;
agentCircuit.child = true;
agentCircuit.Appearance = new AvatarAppearance();
agentCircuit.Appearance.AvatarHeight = agent.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;
}
agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
agent.AddNeighbourRegion(neighbourRegion, agentCircuit.CapsPath);
IPEndPoint endPoint = neighbourRegion.ExternalEndPoint;
if(endPoint == null)
{
m_log.DebugFormat("CrossAgentCreateFarChild failed to resolve neighbour address {0}", neighbourRegion.ExternalHostName);
return false;
}
if (!m_scene.SimulationService.CreateAgent(source, neighbourRegion, agentCircuit, (int)TeleportFlags.Default, ctx, out reason))
{
agent.RemoveNeighbourRegion(regionhandler);
return false;
}
string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
int newSizeX = neighbourRegion.RegionSizeX;
int newSizeY = neighbourRegion.RegionSizeY;
if (m_eqModule != null)
{
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,
source.RegionName, agent.Name,
neighbourRegion.RegionName, neighbourRegion.RegionLocX, neighbourRegion.RegionLocY, newSizeX, newSizeY , capsPath);
m_eqModule.EnableSimulator(regionhandler,
endPoint, agent.UUID, newSizeX, newSizeY);
m_eqModule.EstablishAgentCommunication(agent.UUID, endPoint, capsPath,
regionhandler, newSizeX, newSizeY);
}
else
{
agent.ControllingClient.InformClientOfNeighbour(regionhandler, endPoint);
}
return true;
}
///
/// 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;
}
IPEndPoint endpoint = neighbourRegion.ExternalEndPoint;
if(endpoint == null)
{
m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: failed to resolve neighbour address {0} ",neighbourRegion.ExternalHostName);
return agent;
}
m_entityTransferStateMachine.SetInTransit(agent.UUID);
agent.RemoveFromPhysicalScene();
if (!CrossAgentIntoNewRegionMain(agent, pos, neighbourRegion, endpoint, isFlying, ctx))
{
m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: cross main failed. Resetting transfer state", LogHeader);
m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
}
}
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,
IPEndPoint endpoint, bool isFlying, EntityTransferContext ctx)
{
int ts = Util.EnvironmentTickCount();
bool sucess = true;
string reason = String.Empty;
List childRegionsToClose = null;
UUID agentUUID = agent.UUID;
try
{
AgentData cAgent = new AgentData();
agent.CopyTo(cAgent,true);
cAgent.Position = pos;
cAgent.ChildrenCapSeeds = agent.KnownRegions;
if(ctx.OutboundVersion < 0.7f)
{
childRegionsToClose = agent.GetChildAgentsToClose(neighbourRegion.RegionHandle, neighbourRegion.RegionSizeX, neighbourRegion.RegionSizeY);
if(cAgent.ChildrenCapSeeds != null)
{
foreach(ulong regh in childRegionsToClose)
cAgent.ChildrenCapSeeds.Remove(regh);
}
}
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(agentUUID, AgentTransferState.Transferring);
if (sucess && !m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent, ctx))
{
sucess = false;
reason = "agent update failed";
}
if(!sucess)
{
// region doesn't take it
m_entityTransferStateMachine.UpdateInTransit(agentUUID, AgentTransferState.CleaningUp);
m_log.WarnFormat(
"[ENTITY TRANSFER MODULE]: agent {0} crossing to {1} failed: {2}",
agent.Name, neighbourRegion.RegionName, reason);
ReInstantiateScripts(agent);
if(agent.ParentID == 0 && agent.ParentUUID.IsZero())
{
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, m_sceneName, e.Message, e.StackTrace);
// TODO: Might be worth attempting other restoration here such as reinstantiation of scripts, etc.
return false;
}
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 false;
}
// 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 = Vector3.Zero;
if((agent.m_crossingFlags & 2) != 0)
vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
if (m_eqModule != null)
{
m_eqModule.CrossRegion(
neighbourRegion.RegionHandle, pos, vel2 /* agent.Velocity */,
endpoint, capsPath, agentUUID, 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,
endpoint,capsPath);
}
// SUCCESS!
m_entityTransferStateMachine.UpdateInTransit(agentUUID, AgentTransferState.ReceivedAtDestination);
// Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
m_entityTransferStateMachine.UpdateInTransit(agentUUID, AgentTransferState.CleaningUp);
if(childRegionsToClose != null)
agent.CloseChildAgents(childRegionsToClose);
if((agent.m_crossingFlags & 8) == 0)
agent.ClearControls(); // don't let attachments delete (called in HasMovedAway) disturb taken controls on viewers
agent.HasMovedAway((agent.m_crossingFlags & 8) == 0);
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(agentUUID);
return true;
}
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)
{
int viewrange = (int)sp.RegionViewDistance;
if(viewrange == 0)
return;
ICapabilitiesModule capsModule = m_scene.CapsModule;
if (capsModule == null)
return;
Vector3 pos = sp.AbsolutePosition;
int rtmp = region.RegionLocX - (int)m_sceneRegionInfo.WorldLocX - (int)pos.X;
if ( rtmp > viewrange || rtmp < -(viewrange + region.RegionSizeX))
return;
rtmp = region.RegionLocY - (int)m_sceneRegionInfo.WorldLocY - (int)pos.Y;
if (rtmp > viewrange || rtmp < -(viewrange + region.RegionSizeY))
return;
m_log.DebugFormat("[ENTITY TRANSFER]: Enabling child agent in new neighbour {0}", region.RegionName);
ulong regionhandler = region.RegionHandle;
Dictionary seeds = new Dictionary(capsModule.GetChildrenSeeds(sp.UUID));
if (seeds.ContainsKey(regionhandler))
seeds.Remove(regionhandler);
if (!seeds.ContainsKey(m_sceneRegionHandler))
seeds.Add(m_sceneRegionHandler, 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.startfar = sp.DrawDistance;
agent.child = true;
agent.Appearance = new AvatarAppearance();
agent.Appearance.AvatarHeight = sp.Appearance.AvatarHeight;
agent.CapsPath = CapsUtil.GetRandomCapsObjectPath();
seeds.Add(regionhandler, agent.CapsPath);
agent.ChildrenCapSeeds = null;
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;
}
IPEndPoint external = region.ExternalEndPoint;
if (external != null)
{
ScenePresence avatar = sp;
GridRegion reg = region;
WorkManager.RunInThreadPool(delegate
{
InformClientOfNeighbourAsync(avatar, agent, reg, external, true);
},"InformClientOfNeighbourAsync" + avatar.UUID.ToString());
}
}
#endregion
#region Enable Child Agents
List RegionsInView(Vector3 pos, RegionInfo curregion, List fullneighbours, float viewrange)
{
if (fullneighbours.Count == 0 || viewrange == 0)
return new List();
int itmp = (int)curregion.WorldLocX + (int)pos.X;
int minX = itmp - (int)viewrange;
int maxX = itmp + (int)viewrange;
itmp = (int)curregion.WorldLocY + (int)pos.Y;
int minY = itmp - (int)viewrange;
int maxY = itmp + (int)viewrange;
List ret = new List(fullneighbours.Count);
foreach (GridRegion r in fullneighbours)
{
OpenSim.Framework.RegionFlags? regionFlags = r.RegionFlags;
if (regionFlags != null)
{
if ((regionFlags & OpenSim.Framework.RegionFlags.RegionOnline) == 0)
continue;
}
itmp = r.RegionLocX;
if (maxX < itmp)
continue;
if (minX > itmp + r.RegionSizeX)
continue;
itmp = r.RegionLocY;
if (maxY < itmp)
continue;
if (minY > itmp + r.RegionSizeY)
continue;
ret.Add(r);
}
return ret;
}
List RegionsInSPView(ScenePresence sp)
{
int viewrange = (int)sp.RegionViewDistance;
if (viewrange == 0)
return new List();
List fullneighbours = GetNeighbors(sp);
if (fullneighbours.Count == 0)
return new List();
Vector3 pos = sp.AbsolutePosition;
int itmp = (int)m_sceneRegionInfo.WorldLocX + (int)pos.X;
int minX = itmp - viewrange;
int maxX = itmp + viewrange;
itmp = (int)m_sceneRegionInfo.WorldLocY + (int)pos.Y;
int minY = itmp - viewrange;
int maxY = itmp + viewrange;
List ret = new List(fullneighbours.Count);
foreach (GridRegion r in fullneighbours)
{
OpenSim.Framework.RegionFlags? regionFlags = r.RegionFlags;
if (regionFlags != null)
{
if ((regionFlags & OpenSim.Framework.RegionFlags.RegionOnline) == 0)
continue;
}
itmp = r.RegionLocX;
if (maxX < itmp)
continue;
if (minX > itmp + r.RegionSizeX)
continue;
itmp = r.RegionLocY;
if (maxY < itmp)
continue;
if (minY > itmp + r.RegionSizeY)
continue;
ret.Add(r);
}
return ret;
}
///
/// 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 previous region
ICapabilitiesModule capsModule = m_scene.CapsModule;
if (capsModule == null)
return;
List neighbours = RegionsInSPView(sp);
LinkedList previousRegionNeighbourHandles;
Dictionary seeds;
seeds = new Dictionary(capsModule.GetChildrenSeeds(sp.UUID));
previousRegionNeighbourHandles = new LinkedList(seeds.Keys);
IClientAPI spClient = sp.ControllingClient;
// This will fail if the user aborts login
try
{
if (!seeds.ContainsKey(m_sceneRegionHandler))
seeds.Add(m_sceneRegionHandler, spClient.RequestClientInfo().CapsPath);
}
catch
{
return;
}
AgentCircuitData currentAgentCircuit =
m_scene.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 == m_sceneRegionHandler)
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;
agent.startfar = sp.DrawDistance;
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);
}
List toclose;
// previousRegionNeighbourHandles now contains regions to forget
if (previousRegionNeighbourHandles.Count > 0)
{
if (previousRegionNeighbourHandles.Contains(m_sceneRegionHandler))
previousRegionNeighbourHandles.Remove(m_sceneRegionHandler);
foreach (ulong handler in previousRegionNeighbourHandles)
seeds.Remove(handler);
toclose = new List(previousRegionNeighbourHandles);
}
else
toclose = new List();
/// 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 (neighbours.Count > 0 || toclose.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 = m_sceneRegionHandler;
//agentpos.GodLevel = sp.GodLevel;
agentpos.GodData = sp.GodController.State();
agentpos.Throttles = spClient.GetThrottlesPacked(1);
// agentpos.ChildrenCapSeeds = seeds;
Util.FireAndForget(delegate
{
int count = 0;
IPEndPoint ipe;
if(toclose.Count > 0)
sp.CloseChildAgents(toclose);
foreach (GridRegion neighbour in neighbours)
{
ulong handler = neighbour.RegionHandle;
try
{
if (newneighbours.Contains(handler))
{
ipe = neighbour.ExternalEndPoint;
if (ipe != null)
InformClientOfNeighbourAsync(sp, cagents[count], neighbour, ipe, true);
else
{
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: lost DNS resolution for neighbour {0}", neighbour.ExternalHostName);
}
count++;
}
else if (!previousRegionNeighbourHandles.Contains(handler))
{
m_scene.SimulationService.UpdateAgent(neighbour, agentpos);
}
if (sp.IsDeleted)
return;
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ENTITY TRANSFER MODULE]: Error creating child agent at {0} ({1} ({2}, {3}). {4}",
neighbour.ExternalHostName,
neighbour.RegionHandle,
neighbour.RegionLocX,
neighbour.RegionLocY,
e);
}
}
});
}
}
public void CheckChildAgents(ScenePresence sp)
{
List neighbours = RegionsInSPView(sp);
Dictionary previousRegionNeighbour = sp.KnownRegions;
previousRegionNeighbour.Remove(m_sceneRegionHandler);
IClientAPI spClient = sp.ControllingClient;
AgentCircuitData currentAgentCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(spClient.CircuitCode);
List cagents = new List(neighbours.Count);
List newneighbours = new List(neighbours.Count);
foreach (GridRegion neighbour in neighbours)
{
ulong handler = neighbour.RegionHandle;
if (previousRegionNeighbour.Remove(handler))
{
// agent already knows this region
continue;
}
if (handler == m_sceneRegionHandler)
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;
agent.startfar = sp.DrawDistance;
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(neighbour);
agent.CapsPath = CapsUtil.GetRandomCapsObjectPath();
sp.AddNeighbourRegion(neighbour, agent.CapsPath);
agent.ChildrenCapSeeds = null;
cagents.Add(agent);
}
// previousRegionNeighbourHandles now contains regions to forget
if (previousRegionNeighbour.Count > 0)
{
List toclose = new List(previousRegionNeighbour.Keys);
sp.CloseChildAgents(toclose);
}
ICapabilitiesModule capsModule = m_scene.CapsModule;
if (capsModule != null)
capsModule.SetChildrenSeed(sp.UUID, sp.KnownRegions);
if (newneighbours.Count > 0)
{
int count = 0;
IPEndPoint ipe;
foreach (GridRegion neighbour in newneighbours)
{
try
{
ipe = neighbour.ExternalEndPoint;
if (ipe != null)
InformClientOfNeighbourAsync(sp, cagents[count], neighbour, ipe, true);
else
{
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: lost DNS resolution for neighbour {0}", neighbour.ExternalHostName);
}
count++;
if (sp.IsDeleted)
return;
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ENTITY TRANSFER MODULE]: Error creating child agent at {0} ({1} ({2}, {3}). {4}",
neighbour.ExternalHostName,
neighbour.RegionHandle,
neighbour.RegionLocX,
neighbour.RegionLocY,
e);
}
}
}
}
public void CloseOldChildAgents(ScenePresence sp)
{
Dictionary seeds = sp.KnownRegions;
if (seeds.Count == 0)
return;
seeds.Remove(m_sceneRegionHandler);
if (seeds.Count == 0)
return;
List neighbours = RegionsInSPView(sp);
sp.SetNeighbourRegionSizeInfo(neighbours);
foreach (GridRegion neighbour in neighbours)
seeds.Remove(neighbour.RegionHandle);
// seeds now contains regions to forget
if (seeds.Count == 0)
return;
List toclose = new List(seeds.Keys);
Util.FireAndForget(delegate
{
sp.CloseChildAgents(toclose);
});
}
// 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);
}
#endregion
#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
#region getregions
private NotFoundLocationCache m_notFoundLocationCache = new NotFoundLocationCache();
protected GridRegion GetRegionContainingWorldLocation(IGridService pGridService, UUID pScopeID, double px, double py)
{
// Given a world position, get the GridRegion info for
// the region containing that point.
// check if we already found it does not exist
if (m_notFoundLocationCache.Contains(px, py))
return null;
// reduce to next grid corner
// this is all that is needed on 0.9 grids
uint possibleX = (uint)px & 0xffffff00u;
uint possibleY = (uint)py & 0xffffff00u;
GridRegion ret = pGridService.GetRegionByPosition(pScopeID, (int)possibleX, (int)possibleY);
if (ret != null)
return ret;
/* obsolete code
// 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));
if (possibleRegions != null && possibleRegions.Count > 0)
{
// If we found some regions, check to see if the point is within
foreach (GridRegion gr in possibleRegions)
{
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;
}
}
}
*/
// remember this location was not found so we can quickly not find it next time
m_notFoundLocationCache.Add(px, py);
return null;
}
///
/// 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 agentCircData, GridRegion reg,
IPEndPoint endPoint, bool newAgent)
{
if (newAgent)
{
// we may already had lost this sp
if(sp == null || sp.IsDeleted || sp.ControllingClient == null) // something bad already happened
return;
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(agentCircData.CapsPath);
string reason = string.Empty;
EntityTransferContext ctx = new EntityTransferContext();
bool regionAccepted = scene.SimulationService.CreateAgent(reg, reg, agentCircData, (uint)TeleportFlags.Default, null, 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)
{
if(sp == null || sp.IsDeleted || sp.ControllingClient == null) // something bad already happened
return;
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);
}
}
}
// all this code should be moved to scene replacing the now bad one there
// cache Neighbors
List Neighbors = null;
DateTime LastNeighborsTime = DateTime.MinValue;
///
/// Return the list of online regions that are considered to be neighbours to the given scene.
///
///
///
///
///
protected List GetNeighbors(ScenePresence avatar)
{
if (Neighbors != null && (DateTime.UtcNow - LastNeighborsTime).TotalSeconds < 30)
{
return Neighbors;
}
Scene pScene = avatar.Scene;
uint dd = (uint)pScene.MaxRegionViewDistance;
if(dd <= 1)
return new List();
RegionInfo regionInfo = pScene.RegionInfo;
uint startX = regionInfo.WorldLocX;
uint endX = startX + regionInfo.RegionSizeX;
uint startY = regionInfo.WorldLocY;
uint endY = startY + regionInfo.RegionSizeY;
--dd;
startX -= dd;
startY -= dd;
endX += dd;
endY += dd;
List neighbours = avatar.Scene.GridService.GetRegionRange(
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.Equals(regionInfo.RegionID));
Neighbors = neighbours;
LastNeighborsTime = DateTime.UtcNow;
return neighbours;
}
#endregion
#region Agent Arrived
public void AgentArrivedAtDestination(UUID id)
{
ScenePresence sp = m_scene.GetScenePresence(id);
if(sp == null || sp.IsDeleted || !sp.IsInTransit)
return;
//Scene.CloseAgent(sp.UUID, false);
sp.IsInTransit = false;
//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 = Utils.Clamp(newpos.X, enterDistance, newRegionSizeX - enterDistance);
newpos.Y = Utils.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)
{
if (m_scene.SimulationService != null)
successYN = m_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;
}
#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, -1);
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 (so.OwnerID.IsZero())
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Denied object {0}({1}) entry into {2} because ownerID is zero",
so.Name, so.UUID, m_sceneName);
return false;
}
// If the user is banned, we won't let any of their objects
// enter. Period.
if (m_sceneRegionInfo.EstateSettings.IsBanned(so.OwnerID))
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Denied {0} {1} into {2} of banned owner {3}",
so.Name, so.UUID, m_sceneName, so.OwnerID);
return false;
}
if(so.IsAttachmentCheckFull())
{
if(m_scene.GetScenePresence(so.OwnerID) == null)
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Denied attachment {0}({1}) owner {2} not in region {3}",
so.Name, so.UUID, so.OwnerID, m_sceneName);
return false;
}
}
if (!newPosition.IsZero())
so.RootPart.GroupPosition = newPosition;
if (!m_scene.AddSceneObject(so))
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Problem adding scene object {0} {1} into {2} ",
so.Name, so.UUID, m_sceneName);
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 (!m_scene.Permissions.CanObjectEntry(so, true, so.AbsolutePosition))
{
// Deny non attachments based on parcel settings
//
m_log.Info("[ENTITY TRANSFER MODULE]: Denied prim crossing because of parcel settings");
m_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, m_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;
}
public virtual bool HandleIncomingAttachments(ScenePresence sp, List attachments)
{
if (sp.IsDeleted)
return false;
if (m_sceneRegionInfo.EstateSettings.IsBanned(sp.UUID))
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Denied Attachments for banned avatar {0}", sp.Name);
return false;
}
foreach(SceneObjectGroup so in attachments)
{
if (!m_scene.AddSceneObject(so))
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Problem adding attachment {0} {1} into {2} ",
so.Name, so.UUID, m_sceneName);
continue;
}
}
sp.GotAttachmentsData = true;
return true;
}
private int GetStateSource(SceneObjectGroup sog)
{
ScenePresence sp = m_scene.GetScenePresence(sog.OwnerID);
if (sp != null)
return sp.GetStateSource();
return 2; // StateSource.PrimCrossing
}
}
}