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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using System.Net;
- using System.Reflection;
- using System.Threading;
- using OpenMetaverse;
- using OpenMetaverse.StructuredData;
- using log4net;
- using OpenSim.Framework;
- using OpenSim.Framework.Client;
- using OpenSim.Framework.Communications;
- using OpenSim.Framework.Capabilities;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Services.Interfaces;
- using OSD = OpenMetaverse.StructuredData.OSD;
- using GridRegion = OpenSim.Services.Interfaces.GridRegion;
- namespace OpenSim.Region.Framework.Scenes
- {
- public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List<ulong> regionlst);
- /// <summary>
- /// Class that Region communications runs through
- /// </summary>
- public class SceneCommunicationService //one instance per region
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private static string LogHeader = "[SCENE COMMUNIATION SERVICE]";
- protected RegionInfo m_regionInfo;
- protected Scene m_scene;
- public void SetScene(Scene s)
- {
- m_scene = s;
- m_regionInfo = s.RegionInfo;
- }
- public delegate void InformNeighbourThatRegionUpDelegate(INeighbourService nService, RegionInfo region, ulong regionhandle);
- private void InformNeighborsThatRegionisUpCompleted(IAsyncResult iar)
- {
- InformNeighbourThatRegionUpDelegate icon = (InformNeighbourThatRegionUpDelegate) iar.AsyncState;
- icon.EndInvoke(iar);
- }
- /// <summary>
- /// Asynchronous call to information neighbouring regions that this region is up
- /// </summary>
- /// <param name="region"></param>
- /// <param name="regionhandle"></param>
- private void InformNeighboursThatRegionIsUpAsync(INeighbourService neighbourService, RegionInfo region, ulong regionhandle)
- {
- uint x = 0, y = 0;
- Utils.LongToUInts(regionhandle, out x, out y);
- GridRegion neighbour = null;
- if (neighbourService != null)
- neighbour = neighbourService.HelloNeighbour(regionhandle, region);
- else
- m_log.DebugFormat( "{0} neighbour service provided for region {0} to inform neigbhours of status", LogHeader, m_scene.Name);
- if (neighbour != null)
- {
- m_log.DebugFormat( "{0} Region {1} successfully informed neighbour {2} at {3}-{4} that it is up",
- LogHeader, m_scene.Name, neighbour.RegionName, Util.WorldToRegionLoc(x), Util.WorldToRegionLoc(y));
- m_scene.EventManager.TriggerOnRegionUp(neighbour);
- }
- else
- {
- m_log.WarnFormat(
- "[SCENE COMMUNICATION SERVICE]: Region {0} failed to inform neighbour at {1}-{2} that it is up.",
- m_scene.Name, Util.WorldToRegionLoc(x), Util.WorldToRegionLoc(y));
- }
- }
- public void InformNeighborsThatRegionisUp(INeighbourService neighbourService, RegionInfo region)
- {
- //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
- List<GridRegion> neighbours
- = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
- m_log.DebugFormat("{0} Informing {1} neighbours that region {2} is up", LogHeader, neighbours.Count, m_scene.Name);
- foreach (GridRegion n in neighbours)
- {
- InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
- d.BeginInvoke(neighbourService, region, n.RegionHandle,
- InformNeighborsThatRegionisUpCompleted,
- d);
- }
- }
- public delegate void SendChildAgentDataUpdateDelegate(AgentPosition cAgentData, UUID scopeID, GridRegion dest);
- /// <summary>
- /// This informs all neighboring regions about the settings of it's child agent.
- /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
- ///
- /// This contains information, such as, Draw Distance, Camera location, Current Position, Current throttle settings, etc.
- ///
- /// </summary>
- private void SendChildAgentDataUpdateAsync(AgentPosition cAgentData, UUID scopeID, GridRegion dest)
- {
- //m_log.Info("[INTERGRID]: Informing neighbors about my agent in " + m_regionInfo.RegionName);
- try
- {
- m_scene.SimulationService.UpdateAgent(dest, cAgentData);
- }
- catch
- {
- // Ignore; we did our best
- }
- }
- private void SendChildAgentDataUpdateCompleted(IAsyncResult iar)
- {
- SendChildAgentDataUpdateDelegate icon = (SendChildAgentDataUpdateDelegate) iar.AsyncState;
- icon.EndInvoke(iar);
- }
- public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence)
- {
- // m_log.DebugFormat(
- // "[SCENE COMMUNICATION SERVICE]: Sending child agent position updates for {0} in {1}",
- // presence.Name, m_scene.Name);
- // This assumes that we know what our neighbors are.
- try
- {
- uint x = 0, y = 0;
- List<string> simulatorList = new List<string>();
- foreach (ulong regionHandle in presence.KnownRegionHandles)
- {
- if (regionHandle != m_regionInfo.RegionHandle)
- {
- // we only want to send one update to each simulator; the simulator will
- // hand it off to the regions where a child agent exists, this does assume
- // that the region position is cached or performance will degrade
- Util.RegionHandleToWorldLoc(regionHandle, out x, out y);
- GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
- if (dest == null)
- continue;
- if (!simulatorList.Contains(dest.ServerURI))
- {
- // we havent seen this simulator before, add it to the list
- // and send it an update
- simulatorList.Add(dest.ServerURI);
- // Let move this to sync. Mono definitely does not like async networking.
- m_scene.SimulationService.UpdateAgent(dest, cAgentData);
- // Leaving this here as a reminder that we tried, and it sucks.
- //SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;
- //d.BeginInvoke(cAgentData, m_regionInfo.ScopeID, dest,
- // SendChildAgentDataUpdateCompleted,
- // d);
- }
- }
- }
- }
- catch (InvalidOperationException)
- {
- // We're ignoring a collection was modified error because this data gets old and outdated fast.
- }
- }
- /// <summary>
- /// Closes a child agent on a given region
- /// </summary>
- protected void SendCloseChildAgent(UUID agentID, ulong regionHandle, string auth_token)
- {
- // let's do our best, but there's not much we can do if the neighbour doesn't accept.
- //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
- uint x = 0, y = 0;
- Util.RegionHandleToWorldLoc(regionHandle, out x, out y);
- GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
- m_log.DebugFormat(
- "[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} to {1}", agentID, destination.RegionName);
- m_scene.SimulationService.CloseAgent(destination, agentID, auth_token);
- }
- /// <summary>
- /// Closes a child agents in a collection of regions. Does so asynchronously
- /// so that the caller doesn't wait.
- /// </summary>
- /// <param name="agentID"></param>
- /// <param name="regionslst"></param>
- public void SendCloseChildAgentConnections(UUID agentID, string auth_code, List<ulong> regionslst)
- {
- foreach (ulong handle in regionslst)
- {
- // We must take a copy here since handle is acts like a reference when used in an iterator.
- // This leads to race conditions if directly passed to SendCloseChildAgent with more than one neighbour region.
- ulong handleCopy = handle;
- Util.FireAndForget(
- o => SendCloseChildAgent(agentID, handleCopy, auth_code),
- null,
- "SceneCommunicationService.SendCloseChildAgentConnections");
- }
- }
-
- public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
- {
- return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
- }
- }
- }
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