/* * 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 } } }