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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 OpenSim.Framework;
- using OpenSim.Framework.Capabilities;
- using OpenSim.Framework.Client;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Region.Physics.Manager;
- using OpenSim.Services.Interfaces;
- using GridRegion = OpenSim.Services.Interfaces.GridRegion;
- using OpenMetaverse;
- using log4net;
- using Nini.Config;
- using Mono.Addins;
- namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
- {
- [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "EntityTransferModule")]
- public class EntityTransferModule : INonSharedRegionModule, IEntityTransferModule
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- public const int DefaultMaxTransferDistance = 4095;
- public const bool WaitForAgentArrivedAtDestinationDefault = true;
- /// <summary>
- /// The maximum distance, in standard region units (256m) that an agent is allowed to transfer.
- /// </summary>
- public int MaxTransferDistance { get; set; }
- /// <summary>
- /// 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.
- /// </summary>
- public bool WaitForAgentArrivedAtDestination { get; set; }
- protected bool m_Enabled = false;
- public Scene Scene { get; private set; }
- /// <summary>
- /// Handles recording and manipulation of state for entities that are in transfer within or between regions
- /// (cross or teleport).
- /// </summary>
- private EntityTransferStateMachine m_entityTransferStateMachine;
- private ExpiringCache<UUID, ExpiringCache<ulong, DateTime>> m_bannedRegions =
- new ExpiringCache<UUID, ExpiringCache<ulong, DateTime>>();
- 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);
- }
- }
- }
- /// <summary>
- /// Initialize config common for this module and any descendents.
- /// </summary>
- /// <param name="source"></param>
- protected virtual void InitialiseCommon(IConfigSource source)
- {
- IConfig transferConfig = source.Configs["EntityTransfer"];
- if (transferConfig != null)
- {
- WaitForAgentArrivedAtDestination
- = transferConfig.GetBoolean("wait_for_callback", WaitForAgentArrivedAtDestinationDefault);
-
- MaxTransferDistance = transferConfig.GetInt("max_distance", DefaultMaxTransferDistance);
- }
- else
- {
- MaxTransferDistance = DefaultMaxTransferDistance;
- }
- m_entityTransferStateMachine = new EntityTransferStateMachine(this);
- m_Enabled = true;
- }
- public virtual void PostInitialise()
- {
- }
- public virtual void AddRegion(Scene scene)
- {
- if (!m_Enabled)
- return;
- Scene = scene;
- scene.RegisterModuleInterface<IEntityTransferModule>(this);
- scene.EventManager.OnNewClient += OnNewClient;
- }
- protected virtual void OnNewClient(IClientAPI client)
- {
- client.OnTeleportHomeRequest += TeleportHome;
- client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
- }
- public virtual void Close() {}
- public virtual void RemoveRegion(Scene scene) {}
- public virtual void RegionLoaded(Scene scene)
- {
- if (!m_Enabled)
- return;
- m_eqModule = Scene.RequestModuleInterface<IEventQueue>();
- }
- #endregion
- #region Agent Teleports
- public void Teleport(ScenePresence sp, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags)
- {
- if (sp.Scene.Permissions.IsGridGod(sp.UUID))
- {
- // This user will be a God in the destination scene, too
- teleportFlags |= (uint)TeleportFlags.Godlike;
- }
- if (!sp.Scene.Permissions.CanTeleport(sp.UUID))
- return;
- // Reset animations; the viewer does that in teleports.
- sp.Animator.ResetAnimations();
- string destinationRegionName = "(not found)";
- try
- {
- if (regionHandle == sp.Scene.RegionInfo.RegionHandle)
- {
- destinationRegionName = sp.Scene.RegionInfo.RegionName;
- TeleportAgentWithinRegion(sp, position, lookAt, teleportFlags);
- }
- else // Another region possibly in another simulator
- {
- GridRegion finalDestination;
- TeleportAgentToDifferentRegion(
- sp, regionHandle, position, lookAt, teleportFlags, out finalDestination);
- if (finalDestination != null)
- destinationRegionName = finalDestination.RegionName;
- }
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[ENTITY TRANSFER MODULE]: Exception on teleport of {0} from {1}@{2} to {3}@{4}: {5}{6}",
- sp.Name, sp.AbsolutePosition, sp.Scene.RegionInfo.RegionName, position, destinationRegionName,
- e.Message, e.StackTrace);
- // Make sure that we clear the in-transit flag so that future teleport attempts don't always fail.
- m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
- sp.ControllingClient.SendTeleportFailed("Internal error");
- }
- }
- /// <summary>
- /// Teleports the agent within its current region.
- /// </summary>
- /// <param name="sp"></param>
- /// <param name="position"></param>
- /// <param name="lookAt"></param>
- /// <param name="teleportFlags"></param
- private void TeleportAgentWithinRegion(ScenePresence sp, Vector3 position, Vector3 lookAt, uint teleportFlags)
- {
- m_log.DebugFormat(
- "[ENTITY TRANSFER MODULE]: Teleport for {0} to {1} within {2}",
- sp.Name, position, sp.Scene.RegionInfo.RegionName);
- if (!m_entityTransferStateMachine.SetInTransit(sp.UUID))
- {
- m_log.DebugFormat(
- "[ENTITY TRANSFER MODULE]: Ignoring within region teleport request of {0} {1} to {2} - agent is already in transit.",
- sp.Name, sp.UUID, position);
- return;
- }
- // Teleport within the same region
- if (IsOutsideRegion(sp.Scene, 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}. Substituting {3}",
- position, sp.Name, sp.UUID, emergencyPos);
- position = emergencyPos;
- }
- // TODO: Get proper AVG Height
- float localAVHeight = 1.56f;
- float posZLimit = 22;
- // TODO: Check other Scene HeightField
- if (position.X > 0 && position.X <= (int)Constants.RegionSize && position.Y > 0 && position.Y <= (int)Constants.RegionSize)
- {
- posZLimit = (float)sp.Scene.Heightmap[(int)position.X, (int)position.Y];
- }
- float newPosZ = posZLimit + localAVHeight;
- if (posZLimit >= (position.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
- {
- position.Z = newPosZ;
- }
- m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
- sp.ControllingClient.SendTeleportStart(teleportFlags);
- sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
- sp.Velocity = Vector3.Zero;
- sp.Teleport(position);
- m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.ReceivedAtDestination);
- foreach (SceneObjectGroup grp in sp.GetAttachments())
- {
- sp.Scene.EventManager.TriggerOnScriptChangedEvent(grp.LocalId, (uint)Changed.TELEPORT);
- }
- m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
- m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
- }
- /// <summary>
- /// Teleports the agent to a different region.
- /// </summary>
- /// <param name='sp'></param>
- /// <param name='regionHandle'>/param>
- /// <param name='position'></param>
- /// <param name='lookAt'></param>
- /// <param name='teleportFlags'></param>
- /// <param name='finalDestination'></param>
- private void TeleportAgentToDifferentRegion(
- ScenePresence sp, ulong regionHandle, Vector3 position,
- Vector3 lookAt, uint teleportFlags, out GridRegion finalDestination)
- {
- uint x = 0, y = 0;
- Utils.LongToUInts(regionHandle, out x, out y);
- GridRegion reg = Scene.GridService.GetRegionByPosition(sp.Scene.RegionInfo.ScopeID, (int)x, (int)y);
- if (reg != null)
- {
- finalDestination = GetFinalDestination(reg);
- if (finalDestination == null)
- {
- m_log.WarnFormat(
- "[ENTITY TRANSFER MODULE]: Final destination is having problems. Unable to teleport {0} {1}",
- sp.Name, sp.UUID);
- sp.ControllingClient.SendTeleportFailed("Problem at destination");
- return;
- }
- // Check that these are not the same coordinates
- if (finalDestination.RegionLocX == sp.Scene.RegionInfo.RegionLocX &&
- finalDestination.RegionLocY == sp.Scene.RegionInfo.RegionLocY)
- {
- // Can't do. Viewer crashes
- sp.ControllingClient.SendTeleportFailed("Space warp! You would crash. Move to a different region and try again.");
- return;
- }
- // Validate assorted conditions
- string reason = string.Empty;
- if (!ValidateGenericConditions(sp, reg, finalDestination, teleportFlags, out reason))
- {
- sp.ControllingClient.SendTeleportFailed(reason);
- return;
- }
- //
- // This is it
- //
- DoTeleport(sp, reg, finalDestination, position, lookAt, teleportFlags);
- //
- //
- //
- }
- else
- {
- finalDestination = null;
- // TP to a place that doesn't exist (anymore)
- // Inform the viewer about that
- sp.ControllingClient.SendTeleportFailed("The region you tried to teleport to doesn't exist anymore");
- // and set the map-tile to '(Offline)'
- uint regX, regY;
- Utils.LongToUInts(regionHandle, out regX, out regY);
- MapBlockData block = new MapBlockData();
- block.X = (ushort)(regX / Constants.RegionSize);
- block.Y = (ushort)(regY / Constants.RegionSize);
- block.Access = 254; // == not there
- List<MapBlockData> blocks = new List<MapBlockData>();
- blocks.Add(block);
- sp.ControllingClient.SendMapBlock(blocks, 0);
- }
- }
- // Nothing to validate here
- protected virtual bool ValidateGenericConditions(ScenePresence sp, GridRegion reg, GridRegion finalDestination, uint teleportFlags, out string reason)
- {
- reason = String.Empty;
- return true;
- }
- /// <summary>
- /// Determines whether this instance is within the max transfer distance.
- /// </summary>
- /// <param name="sourceRegion"></param>
- /// <param name="destRegion"></param>
- /// <returns>
- /// <c>true</c> if this instance is within max transfer distance; otherwise, <c>false</c>.
- /// </returns>
- private bool IsWithinMaxTeleportDistance(RegionInfo sourceRegion, GridRegion destRegion)
- {
- // m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Source co-ords are x={0} y={1}", curRegionX, curRegionY);
- //
- // m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Final dest is x={0} y={1} {2}@{3}",
- // destRegionX, destRegionY, finalDestination.RegionID, finalDestination.ServerURI);
- // Insanely, RegionLoc on RegionInfo is the 256m map co-ord whilst GridRegion.RegionLoc is the raw meters position.
- return Math.Abs(sourceRegion.RegionLocX - destRegion.RegionCoordX) <= MaxTransferDistance
- && Math.Abs(sourceRegion.RegionLocY - destRegion.RegionCoordY) <= MaxTransferDistance;
- }
- 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);
- return;
- }
- if (reg == null || finalDestination == null)
- {
- sp.ControllingClient.SendTeleportFailed("Unable to locate destination");
- m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
- return;
- }
- m_log.DebugFormat(
- "[ENTITY TRANSFER MODULE]: Teleporting {0} {1} from {2} to {3} ({4}) {5}/{6}",
- sp.Name, sp.UUID, sp.Scene.RegionInfo.RegionName,
- reg.ServerURI, finalDestination.ServerURI, finalDestination.RegionName, position);
- RegionInfo sourceRegion = sp.Scene.RegionInfo;
- if (!IsWithinMaxTeleportDistance(sourceRegion, finalDestination))
- {
- sp.ControllingClient.SendTeleportFailed(
- string.Format(
- "Can't teleport to {0} ({1},{2}) from {3} ({4},{5}), destination is more than {6} regions way",
- finalDestination.RegionName, finalDestination.RegionCoordX, finalDestination.RegionCoordY,
- sourceRegion.RegionName, sourceRegion.RegionLocX, sourceRegion.RegionLocY,
- MaxTransferDistance));
- m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
- return;
- }
- uint newRegionX = (uint)(reg.RegionHandle >> 40);
- uint newRegionY = (((uint)(reg.RegionHandle)) >> 8);
- uint oldRegionX = (uint)(sp.Scene.RegionInfo.RegionHandle >> 40);
- uint oldRegionY = (((uint)(sp.Scene.RegionInfo.RegionHandle)) >> 8);
- ulong destinationHandle = finalDestination.RegionHandle;
- // Let's do DNS resolution only once in this process, please!
- // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
- // it's actually doing a lot of work.
- IPEndPoint endPoint = finalDestination.ExternalEndPoint;
- if (endPoint.Address == null)
- {
- sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
- m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
- 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.RegionInfo.RegionName, finalDestination.RegionName);
- // if (!sp.ValidateAttachments())
- // {
- // sp.ControllingClient.SendTeleportFailed("Inconsistent attachment state");
- // return;
- // }
- string reason;
- string version;
- if (!Scene.SimulationService.QueryAccess(
- finalDestination, sp.ControllingClient.AgentId, Vector3.Zero, out version, out reason))
- {
- sp.ControllingClient.SendTeleportFailed(reason);
- m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
- m_log.DebugFormat(
- "[ENTITY TRANSFER MODULE]: {0} was stopped from teleporting from {1} to {2} because {3}",
- sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName, reason);
- return;
- }
- m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Destination is running version {0}", version);
- // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
- // both regions
- if (sp.ParentID != (uint)0)
- sp.StandUp();
- // At least on LL 3.3.4, this is not strictly necessary - a teleport will succeed without sending this to
- // the viewer. However, it might mean that the viewer does not see the black teleport screen (untested).
- sp.ControllingClient.SendTeleportStart(teleportFlags);
- // the avatar.Close below will clear the child region list. We need this below for (possibly)
- // closing the child agents, so save it here (we need a copy as it is Clear()-ed).
- //List<ulong> childRegions = avatar.KnownRegionHandles;
- // Compared to ScenePresence.CrossToNewRegion(), there's no obvious code to handle a teleport
- // failure at this point (unlike a border crossing failure). So perhaps this can never fail
- // once we reach here...
- //avatar.Scene.RemoveCapsHandler(avatar.UUID);
- string capsPath = String.Empty;
- AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
- AgentCircuitData agentCircuit = sp.ControllingClient.RequestClientInfo();
- agentCircuit.startpos = position;
- agentCircuit.child = true;
- agentCircuit.Appearance = sp.Appearance;
- 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;
- }
- if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
- {
- // brand new agent, let's create a new caps seed
- agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
- }
- // Let's create an agent there if one doesn't exist yet.
- bool logout = false;
- if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout))
- {
- sp.ControllingClient.SendTeleportFailed(String.Format("Teleport refused: {0}", reason));
- m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
- 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);
- return;
- }
- // Past this point we have to attempt clean up if the teleport fails, so update transfer state.
- m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
- // OK, it got this agent. Let's close some child agents
- sp.CloseChildAgents(newRegionX, newRegionY);
- IClientIPEndpoint ipepClient;
- if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
- {
- //sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent...");
- #region IP Translation for NAT
- // Uses ipepClient above
- if (sp.ClientView.TryGet(out ipepClient))
- {
- endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
- }
- #endregion
- capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
- if (m_eqModule != null)
- {
- m_eqModule.EnableSimulator(destinationHandle, endPoint, sp.UUID);
- // ES makes the client send a UseCircuitCode message to the destination,
- // which triggers a bunch of things there.
- // So let's wait
- Thread.Sleep(200);
- // At least on LL 3.3.4 for teleports between different regions on the same simulator this appears
- // unnecessary - teleport will succeed and SEED caps will be requested without it (though possibly
- // only on TeleportFinish). This is untested for region teleport between different simulators
- // though this probably also works.
- m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
- }
- else
- {
- sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint);
- }
- }
- else
- {
- agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle);
- capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
- }
- // Let's send a full update of the agent. This is a synchronous call.
- AgentData agent = new AgentData();
- sp.CopyTo(agent);
- agent.Position = position;
- SetCallbackURL(agent, sp.Scene.RegionInfo);
- //sp.ControllingClient.SendTeleportProgress(teleportFlags, "Updating agent...");
- if (!UpdateAgent(reg, finalDestination, agent, sp))
- {
- // Region doesn't take it
- m_log.WarnFormat(
- "[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1} from {2}. Returning avatar to source region.",
- sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName);
-
- Fail(sp, finalDestination, logout);
- return;
- }
- sp.ControllingClient.SendTeleportProgress(teleportFlags | (uint)TeleportFlags.DisableCancel, "sending_dest");
- m_log.DebugFormat(
- "[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}",
- capsPath, sp.Scene.RegionInfo.RegionName, sp.Name);
- if (m_eqModule != null)
- {
- m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID);
- }
- else
- {
- sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4,
- teleportFlags, capsPath);
- }
- // Let's set this to true tentatively. This does not trigger OnChildAgent
- sp.IsChildAgent = true;
- // TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which
- // trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation
- // that the client contacted the destination before we close things here.
- if (!m_entityTransferStateMachine.WaitForAgentArrivedAtDestination(sp.UUID))
- {
- m_log.WarnFormat(
- "[ENTITY TRANSFER MODULE]: Teleport of {0} to {1} from {2} failed due to no callback from destination region. Returning avatar to source region.",
- sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName);
-
- Fail(sp, finalDestination, logout);
- return;
- }
- m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
- // For backwards compatibility
- if (version == "Unknown" || version == string.Empty)
- {
- // CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it
- m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Old simulator, sending attachments one by one...");
- CrossAttachmentsIntoNewRegion(finalDestination, sp, true);
- }
- // May need to logout or other cleanup
- AgentHasMovedAway(sp, logout);
- // Well, this is it. The agent is over there.
- KillEntity(sp.Scene, sp.LocalId);
- // Now let's make it officially a child agent
- sp.MakeChildAgent();
- // sp.Scene.CleanDroppedAttachments();
- // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
- if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
- {
- // 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);
- sp.Scene.IncomingCloseAgent(sp.UUID, false);
- }
- else
- {
- // now we have a child agent in this region.
- sp.Reset();
- }
- // Commented pending deletion since this method no longer appears to do anything at all
- // // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
- // if (sp.Scene.NeedSceneCacheClear(sp.UUID))
- // {
- // m_log.DebugFormat(
- // "[ENTITY TRANSFER MODULE]: User {0} is going to another region, profile cache removed",
- // sp.UUID);
- // }
- m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
- }
- protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout)
- {
- m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
- // Client never contacted destination. Let's restore everything back
- sp.ControllingClient.SendTeleportFailed("Problems connecting to destination.");
- // Fail. Reset it back
- sp.IsChildAgent = false;
- ReInstantiateScripts(sp);
- EnableChildAgents(sp);
- // Finally, kill the agent we just created at the destination.
- Scene.SimulationService.CloseAgent(finalDestination, sp.UUID);
- sp.Scene.EventManager.TriggerTeleportFail(sp.ControllingClient, logout);
- m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
- }
- protected virtual bool CreateAgent(ScenePresence sp, GridRegion reg, GridRegion finalDestination, AgentCircuitData agentCircuit, uint teleportFlags, out string reason, out bool logout)
- {
- logout = false;
- bool success = Scene.SimulationService.CreateAgent(finalDestination, agentCircuit, teleportFlags, 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)
- {
- return Scene.SimulationService.UpdateAgent(finalDestination, agent);
- }
- protected virtual void SetCallbackURL(AgentData agent, RegionInfo region)
- {
- agent.CallbackURI = region.ServerURI + "agent/" + agent.AgentID.ToString() + "/" + region.RegionID.ToString() + "/release/";
- m_log.DebugFormat(
- "[ENTITY TRANSFER MODULE]: Set release callback URL to {0} in {1}",
- agent.CallbackURI, region.RegionName);
- }
- /// <summary>
- /// Clean up operations once an agent has moved away through cross or teleport.
- /// </summary>
- /// <param name='sp'></param>
- /// <param name='logout'></param>
- protected virtual void AgentHasMovedAway(ScenePresence sp, bool logout)
- {
- if (sp.Scene.AttachmentsModule != null)
- sp.Scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, true);
- }
- protected void KillEntity(Scene scene, uint localID)
- {
- scene.SendKillObject(new List<uint> { localID });
- }
- protected virtual GridRegion GetFinalDestination(GridRegion region)
- {
- return region;
- }
- protected virtual bool NeedsNewAgent(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY)
- {
- return Util.IsOutsideView(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY);
- }
- protected virtual bool NeedsClosing(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg)
- {
- return Util.IsOutsideView(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY);
- }
- protected virtual bool IsOutsideRegion(Scene s, Vector3 pos)
- {
- if (s.TestBorderCross(pos, Cardinals.N))
- return true;
- if (s.TestBorderCross(pos, Cardinals.S))
- return true;
- if (s.TestBorderCross(pos, Cardinals.E))
- return true;
- if (s.TestBorderCross(pos, Cardinals.W))
- return true;
- return false;
- }
- #endregion
- #region Landmark Teleport
- /// <summary>
- /// Tries to teleport agent to landmark.
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="regionHandle"></param>
- /// <param name="position"></param>
- public virtual void RequestTeleportLandmark(IClientAPI remoteClient, AssetLandmark lm)
- {
- GridRegion info = Scene.GridService.GetRegionByUUID(UUID.Zero, lm.RegionID);
- if (info == null)
- {
- // can't find the region: Tell viewer and abort
- remoteClient.SendTeleportFailed("The teleport destination could not be found.");
- return;
- }
- ((Scene)(remoteClient.Scene)).RequestTeleportLocation(remoteClient, info.RegionHandle, lm.Position,
- Vector3.Zero, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaLandmark));
- }
- #endregion
- #region Teleport Home
- public virtual void TeleportHome(UUID id, IClientAPI client)
- {
- m_log.DebugFormat(
- "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId);
- //OpenSim.Services.Interfaces.PresenceInfo pinfo = Scene.PresenceService.GetAgent(client.SessionId);
- GridUserInfo uinfo = Scene.GridUserService.GetGridUserInfo(client.AgentId.ToString());
- if (uinfo != null)
- {
- GridRegion regionInfo = Scene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
- if (regionInfo == null)
- {
- // can't find the Home region: Tell viewer and abort
- client.SendTeleportFailed("Your home region could not be found.");
- return;
- }
-
- m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Home region of {0} is {1} ({2}-{3})",
- client.Name, regionInfo.RegionName, regionInfo.RegionCoordX, regionInfo.RegionCoordY);
- // a little eekie that this goes back to Scene and with a forced cast, will fix that at some point...
- ((Scene)(client.Scene)).RequestTeleportLocation(
- client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt,
- (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
- }
- else
- {
- m_log.ErrorFormat(
- "[ENTITY TRANSFER MODULE]: No grid user information found for {0} {1}. Cannot send home.",
- client.Name, client.AgentId);
- }
- }
- #endregion
- #region Agent Crossings
- public bool Cross(ScenePresence agent, bool isFlying)
- {
- Scene scene = agent.Scene;
- Vector3 pos = agent.AbsolutePosition;
- Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
- uint neighbourx = scene.RegionInfo.RegionLocX;
- uint neighboury = scene.RegionInfo.RegionLocY;
- const float boundaryDistance = 1.7f;
- Vector3 northCross = new Vector3(0, boundaryDistance, 0);
- Vector3 southCross = new Vector3(0, -1 * boundaryDistance, 0);
- Vector3 eastCross = new Vector3(boundaryDistance, 0, 0);
- Vector3 westCross = new Vector3(-1 * boundaryDistance, 0, 0);
- // distance into new region to place avatar
- const float enterDistance = 0.5f;
- if (scene.TestBorderCross(pos + westCross, Cardinals.W))
- {
- if (scene.TestBorderCross(pos + northCross, Cardinals.N))
- {
- Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
- neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
- }
- else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
- {
- Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
- if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0)
- {
- neighboury--;
- newpos.Y = Constants.RegionSize - enterDistance;
- }
- else
- {
- agent.IsInTransit = true;
- neighboury = b.TriggerRegionY;
- neighbourx = b.TriggerRegionX;
- Vector3 newposition = pos;
- newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
- newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
- agent.ControllingClient.SendAgentAlertMessage(
- String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
- InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
- return true;
- }
- }
- Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
- if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
- {
- neighbourx--;
- newpos.X = Constants.RegionSize - enterDistance;
- }
- else
- {
- agent.IsInTransit = true;
- neighboury = ba.TriggerRegionY;
- neighbourx = ba.TriggerRegionX;
- Vector3 newposition = pos;
- newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
- newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
- agent.ControllingClient.SendAgentAlertMessage(
- String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
- InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
- return true;
- }
- }
- else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
- {
- Border b = scene.GetCrossedBorder(pos + eastCross, Cardinals.E);
- neighbourx += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
- newpos.X = enterDistance;
- if (scene.TestBorderCross(pos + southCross, Cardinals.S))
- {
- Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
- if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
- {
- neighboury--;
- newpos.Y = Constants.RegionSize - enterDistance;
- }
- else
- {
- agent.IsInTransit = true;
- neighboury = ba.TriggerRegionY;
- neighbourx = ba.TriggerRegionX;
- Vector3 newposition = pos;
- newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
- newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
- agent.ControllingClient.SendAgentAlertMessage(
- String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
- InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
- return true;
- }
- }
- else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
- {
- Border c = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
- neighboury += (uint)(int)(c.BorderLine.Z / (int)Constants.RegionSize);
- newpos.Y = enterDistance;
- }
- }
- else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
- {
- Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
- if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0)
- {
- neighboury--;
- newpos.Y = Constants.RegionSize - enterDistance;
- }
- else
- {
- agent.IsInTransit = true;
- neighboury = b.TriggerRegionY;
- neighbourx = b.TriggerRegionX;
- Vector3 newposition = pos;
- newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
- newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
- agent.ControllingClient.SendAgentAlertMessage(
- String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
- InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
- return true;
- }
- }
- else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
- {
- Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
- neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
- newpos.Y = enterDistance;
- }
- /*
- if (pos.X < boundaryDistance) //West
- {
- neighbourx--;
- newpos.X = Constants.RegionSize - enterDistance;
- }
- else if (pos.X > Constants.RegionSize - boundaryDistance) // East
- {
- neighbourx++;
- newpos.X = enterDistance;
- }
- if (pos.Y < boundaryDistance) // South
- {
- neighboury--;
- newpos.Y = Constants.RegionSize - enterDistance;
- }
- else if (pos.Y > Constants.RegionSize - boundaryDistance) // North
- {
- neighboury++;
- newpos.Y = enterDistance;
- }
- */
- ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
- int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
- ExpiringCache<ulong, DateTime> r;
- DateTime banUntil;
- if (m_bannedRegions.TryGetValue(agent.ControllingClient.AgentId, out r))
- {
- if (r.TryGetValue(neighbourHandle, out banUntil))
- {
- if (DateTime.Now < banUntil)
- return false;
- r.Remove(neighbourHandle);
- }
- }
- else
- {
- r = null;
- }
- GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
- string reason;
- string version;
- if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newpos, out version, out reason))
- {
- agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
- if (r == null)
- {
- r = new ExpiringCache<ulong, DateTime>();
- r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
- m_bannedRegions.Add(agent.ControllingClient.AgentId, r, TimeSpan.FromSeconds(45));
- }
- else
- {
- r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
- }
- return false;
- }
- agent.IsInTransit = true;
- CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
- d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
- return true;
- }
- public delegate void InformClientToInitateTeleportToLocationDelegate(ScenePresence agent, uint regionX, uint regionY,
- Vector3 position,
- Scene initiatingScene);
- private void InformClientToInitateTeleportToLocation(ScenePresence agent, uint regionX, uint regionY, Vector3 position, Scene initiatingScene)
- {
- // This assumes that we know what our neighbours are.
- InformClientToInitateTeleportToLocationDelegate d = InformClientToInitiateTeleportToLocationAsync;
- d.BeginInvoke(agent, regionX, regionY, position, initiatingScene,
- InformClientToInitiateTeleportToLocationCompleted,
- d);
- }
- public void InformClientToInitiateTeleportToLocationAsync(ScenePresence agent, uint regionX, uint regionY, Vector3 position,
- Scene initiatingScene)
- {
- Thread.Sleep(10000);
-
- IMessageTransferModule im = initiatingScene.RequestModuleInterface<IMessageTransferModule>();
- if (im != null)
- {
- UUID gotoLocation = Util.BuildFakeParcelID(
- Util.UIntsToLong(
- (regionX *
- (uint)Constants.RegionSize),
- (regionY *
- (uint)Constants.RegionSize)),
- (uint)(int)position.X,
- (uint)(int)position.Y,
- (uint)(int)position.Z);
- GridInstantMessage m
- = new GridInstantMessage(
- initiatingScene,
- UUID.Zero,
- "Region",
- agent.UUID,
- (byte)InstantMessageDialog.GodLikeRequestTeleport,
- false,
- "",
- gotoLocation,
- false,
- new Vector3(127, 0, 0),
- new Byte[0],
- false);
- im.SendInstantMessage(m, delegate(bool success)
- {
- m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Client Initiating Teleport sending IM success = {0}", success);
- });
- }
- }
- private void InformClientToInitiateTeleportToLocationCompleted(IAsyncResult iar)
- {
- InformClientToInitateTeleportToLocationDelegate icon =
- (InformClientToInitateTeleportToLocationDelegate)iar.AsyncState;
- icon.EndInvoke(iar);
- }
- public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
- /// <summary>
- /// This Closes child agents on neighbouring regions
- /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
- /// </summary>
- protected ScenePresence CrossAgentToNewRegionAsync(
- ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
- bool isFlying, string version)
- {
- if (neighbourRegion == null)
- return agent;
- try
- {
- m_entityTransferStateMachine.SetInTransit(agent.UUID);
- ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
-
- m_log.DebugFormat(
- "[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}",
- agent.Firstname, agent.Lastname, neighbourx, neighboury, version);
-
- Scene m_scene = agent.Scene;
- if (!agent.ValidateAttachments())
- m_log.DebugFormat(
- "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.",
- agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName);
- pos = pos + agent.Velocity;
- Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
- agent.RemoveFromPhysicalScene();
- AgentData cAgent = new AgentData();
- agent.CopyTo(cAgent);
- cAgent.Position = pos;
- if (isFlying)
- cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
- // We don't need the callback anymnore
- cAgent.CallbackURI = String.Empty;
- // Beyond this point, extra cleanup is needed beyond removing transit state
- m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.Transferring);
- if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
- {
- // region doesn't take it
- m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
- ReInstantiateScripts(agent);
- agent.AddToPhysicalScene(isFlying);
- m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
- return agent;
- }
- //AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
- agent.ControllingClient.RequestClientInfo();
- //m_log.Debug("BEFORE CROSS");
- //Scene.DumpChildrenSeeds(UUID);
- //DumpKnownRegions();
- string agentcaps;
- if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
- {
- m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
- neighbourRegion.RegionHandle);
- return agent;
- }
- // 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);
- if (m_eqModule != null)
- {
- m_eqModule.CrossRegion(
- neighbourHandle, pos, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint,
- capsPath, agent.UUID, agent.ControllingClient.SessionId);
- }
- else
- {
- agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
- capsPath);
- }
- // SUCCESS!
- m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
- // Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
- m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
- agent.MakeChildAgent();
- // FIXME: Possibly this should occur lower down after other commands to close other agents,
- // but not sure yet what the side effects would be.
- m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
- // now we have a child agent in this region. Request all interesting data about other (root) agents
- agent.SendOtherAgentsAvatarDataToMe();
- agent.SendOtherAgentsAppearanceToMe();
- // Backwards compatibility. Best effort
- if (version == "Unknown" || version == string.Empty)
- {
- m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
- Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
- CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
- }
- // Next, let's close the child agent connections that are too far away.
- agent.CloseChildAgents(neighbourx, neighboury);
- AgentHasMovedAway(agent, false);
- // // the user may change their profile information in other region,
- // // so the userinfo in UserProfileCache is not reliable any more, delete it
- // // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
- // if (agent.Scene.NeedSceneCacheClear(agent.UUID))
- // {
- // m_log.DebugFormat(
- // "[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
- // }
-
- //m_log.Debug("AFTER CROSS");
- //Scene.DumpChildrenSeeds(UUID);
- //DumpKnownRegions();
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2}. Exception {3}{4}",
- agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace);
- // TODO: Might be worth attempting other restoration here such as reinstantiation of scripts, etc.
- }
- return agent;
- }
-
- private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
- {
- CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
- ScenePresence agent = icon.EndInvoke(iar);
- //// If the cross was successful, this agent is a child agent
- //if (agent.IsChildAgent)
- // agent.Reset();
- //else // Not successful
- // 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
- /// <summary>
- /// This informs a single neighbouring region about agent "avatar".
- /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
- /// </summary>
- /// <param name="sp"></param>
- /// <param name="region"></param>
- public void EnableChildAgent(ScenePresence sp, GridRegion region)
- {
- m_log.DebugFormat("[ENTITY TRANSFER]: Enabling child agent in new neighbour {0}", region.RegionName);
- AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
- AgentCircuitData agent = sp.ControllingClient.RequestClientInfo();
- agent.BaseFolder = UUID.Zero;
- agent.InventoryFolder = UUID.Zero;
- agent.startpos = new Vector3(128, 128, 70);
- agent.child = true;
- agent.Appearance = sp.Appearance;
- agent.CapsPath = CapsUtil.GetRandomCapsObjectPath();
- agent.ChildrenCapSeeds = new Dictionary<ulong, string>(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID));
- //m_log.DebugFormat("[XXX] Seeds 1 {0}", agent.ChildrenCapSeeds.Count);
- if (!agent.ChildrenCapSeeds.ContainsKey(sp.Scene.RegionInfo.RegionHandle))
- agent.ChildrenCapSeeds.Add(sp.Scene.RegionInfo.RegionHandle, sp.ControllingClient.RequestClientInfo().CapsPath);
- //m_log.DebugFormat("[XXX] Seeds 2 {0}", agent.ChildrenCapSeeds.Count);
- sp.AddNeighbourRegion(region.RegionHandle, agent.CapsPath);
- //foreach (ulong h in agent.ChildrenCapSeeds.Keys)
- // m_log.DebugFormat("[XXX] --> {0}", h);
- //m_log.DebugFormat("[XXX] Adding {0}", region.RegionHandle);
- agent.ChildrenCapSeeds.Add(region.RegionHandle, agent.CapsPath);
- if (sp.Scene.CapsModule != null)
- {
- sp.Scene.CapsModule.SetChildrenSeed(sp.UUID, agent.ChildrenCapSeeds);
- }
- 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;
- }
- InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
- d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true,
- InformClientOfNeighbourCompleted,
- d);
- }
- #endregion
- #region Enable Child Agents
- private delegate void InformClientOfNeighbourDelegate(
- ScenePresence avatar, AgentCircuitData a, GridRegion reg, IPEndPoint endPoint, bool newAgent);
- /// <summary>
- /// This informs all neighbouring regions about agent "avatar".
- /// </summary>
- /// <param name="sp"></param>
- public void EnableChildAgents(ScenePresence sp)
- {
- List<GridRegion> neighbours = new List<GridRegion>();
- RegionInfo m_regionInfo = sp.Scene.RegionInfo;
- if (m_regionInfo != null)
- {
- neighbours = RequestNeighbours(sp, m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
- }
- else
- {
- m_log.Debug("[ENTITY TRANSFER MODULE]: m_regionInfo was null in EnableChildAgents, is this a NPC?");
- }
- /// We need to find the difference between the new regions where there are no child agents
- /// and the regions where there are already child agents. We only send notification to the former.
- List<ulong> neighbourHandles = NeighbourHandles(neighbours); // on this region
- neighbourHandles.Add(sp.Scene.RegionInfo.RegionHandle); // add this region too
- List<ulong> previousRegionNeighbourHandles;
- if (sp.Scene.CapsModule != null)
- {
- previousRegionNeighbourHandles =
- new List<ulong>(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID).Keys);
- }
- else
- {
- previousRegionNeighbourHandles = new List<ulong>();
- }
- List<ulong> newRegions = NewNeighbours(neighbourHandles, previousRegionNeighbourHandles);
- List<ulong> oldRegions = OldNeighbours(neighbourHandles, previousRegionNeighbourHandles);
- //Dump("Current Neighbors", neighbourHandles);
- //Dump("Previous Neighbours", previousRegionNeighbourHandles);
- //Dump("New Neighbours", newRegions);
- //Dump("Old Neighbours", oldRegions);
- /// Update the scene presence's known regions here on this region
- sp.DropOldNeighbours(oldRegions);
- /// Collect as many seeds as possible
- Dictionary<ulong, string> seeds;
- if (sp.Scene.CapsModule != null)
- seeds
- = new Dictionary<ulong, string>(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID));
- else
- seeds = new Dictionary<ulong, string>();
- //m_log.Debug(" !!! No. of seeds: " + seeds.Count);
- if (!seeds.ContainsKey(sp.Scene.RegionInfo.RegionHandle))
- seeds.Add(sp.Scene.RegionInfo.RegionHandle, sp.ControllingClient.RequestClientInfo().CapsPath);
- /// Create the necessary child agents
- List<AgentCircuitData> cagents = new List<AgentCircuitData>();
- foreach (GridRegion neighbour in neighbours)
- {
- if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle)
- {
- 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, neighbour);
- agent.child = true;
- agent.Appearance = sp.Appearance;
- 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;
- }
- if (newRegions.Contains(neighbour.RegionHandle))
- {
- agent.CapsPath = CapsUtil.GetRandomCapsObjectPath();
- sp.AddNeighbourRegion(neighbour.RegionHandle, agent.CapsPath);
- seeds.Add(neighbour.RegionHandle, agent.CapsPath);
- }
- else
- {
- agent.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, neighbour.RegionHandle);
- }
- cagents.Add(agent);
- }
- }
- /// Update all child agent with everyone's seeds
- foreach (AgentCircuitData a in cagents)
- {
- a.ChildrenCapSeeds = new Dictionary<ulong, string>(seeds);
- }
- if (sp.Scene.CapsModule != null)
- {
- sp.Scene.CapsModule.SetChildrenSeed(sp.UUID, seeds);
- }
- sp.KnownRegions = seeds;
- //avatar.Scene.DumpChildrenSeeds(avatar.UUID);
- //avatar.DumpKnownRegions();
- bool newAgent = false;
- int count = 0;
- foreach (GridRegion neighbour in neighbours)
- {
- //m_log.WarnFormat("--> Going to send child agent to {0}", neighbour.RegionName);
- // Don't do it if there's already an agent in that region
- if (newRegions.Contains(neighbour.RegionHandle))
- newAgent = true;
- else
- newAgent = false;
- if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle)
- {
- try
- {
- // Let's put this back at sync, so that it doesn't clog
- // the network, especially for regions in the same physical server.
- // We're really not in a hurry here.
- InformClientOfNeighbourAsync(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent);
- //InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
- //d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
- // InformClientOfNeighbourCompleted,
- // d);
- }
- catch (ArgumentOutOfRangeException)
- {
- m_log.ErrorFormat(
- "[ENTITY TRANSFER MODULE]: Neighbour Regions response included the current region in the neighbour list. The following region will not display to the client: {0} for region {1} ({2}, {3}).",
- neighbour.ExternalHostName,
- neighbour.RegionHandle,
- neighbour.RegionLocX,
- neighbour.RegionLocY);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[ENTITY TRANSFER MODULE]: Could not resolve external hostname {0} for region {1} ({2}, {3}). {4}",
- neighbour.ExternalHostName,
- neighbour.RegionHandle,
- neighbour.RegionLocX,
- neighbour.RegionLocY,
- e);
- // FIXME: Okay, even though we've failed, we're still going to throw the exception on,
- // since I don't know what will happen if we just let the client continue
- // XXX: Well, decided to swallow the exception instead for now. Let us see how that goes.
- // throw e;
- }
- }
- count++;
- }
- }
- Vector3 CalculateOffset(ScenePresence sp, GridRegion neighbour)
- {
- int rRegionX = (int)sp.Scene.RegionInfo.RegionLocX;
- int rRegionY = (int)sp.Scene.RegionInfo.RegionLocY;
- int tRegionX = neighbour.RegionLocX / (int)Constants.RegionSize;
- int tRegionY = neighbour.RegionLocY / (int)Constants.RegionSize;
- int shiftx = (rRegionX - tRegionX) * (int)Constants.RegionSize;
- int shifty = (rRegionY - tRegionY) * (int)Constants.RegionSize;
- return new Vector3(shiftx, shifty, 0f);
- }
- private void InformClientOfNeighbourCompleted(IAsyncResult iar)
- {
- InformClientOfNeighbourDelegate icon = (InformClientOfNeighbourDelegate)iar.AsyncState;
- icon.EndInvoke(iar);
- //m_log.WarnFormat(" --> InformClientOfNeighbourCompleted");
- }
- /// <summary>
- /// Async component for informing client of which neighbours exist
- /// </summary>
- /// <remarks>
- /// This needs to run asynchronously, as a network timeout may block the thread for a long while
- /// </remarks>
- /// <param name="remoteClient"></param>
- /// <param name="a"></param>
- /// <param name="regionHandle"></param>
- /// <param name="endPoint"></param>
- private void InformClientOfNeighbourAsync(ScenePresence sp, AgentCircuitData a, GridRegion reg,
- IPEndPoint endPoint, bool newAgent)
- {
- // Let's wait just a little to give time to originating regions to catch up with closing child agents
- // after a cross here
- Thread.Sleep(500);
- Scene scene = sp.Scene;
- m_log.DebugFormat(
- "[ENTITY TRANSFER MODULE]: Informing {0} {1} about neighbour {2} {3} at ({4},{5})",
- sp.Name, sp.UUID, reg.RegionName, endPoint, reg.RegionCoordX, reg.RegionCoordY);
- string capsPath = reg.ServerURI + CapsUtil.GetCapsSeedPath(a.CapsPath);
- string reason = String.Empty;
- bool regionAccepted = scene.SimulationService.CreateAgent(reg, a, (uint)TeleportFlags.Default, out reason);
- if (regionAccepted && newAgent)
- {
- if (m_eqModule != null)
- {
- #region IP Translation for NAT
- IClientIPEndpoint ipepClient;
- if (sp.ClientView.TryGet(out ipepClient))
- {
- endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
- }
- #endregion
- m_log.DebugFormat("[ENTITY TRANSFER MODULE]: {0} is sending {1} EnableSimulator for neighbour region {2} @ {3} " +
- "and EstablishAgentCommunication with seed cap {4}",
- scene.RegionInfo.RegionName, sp.Name, reg.RegionName, reg.RegionHandle, capsPath);
- m_eqModule.EnableSimulator(reg.RegionHandle, endPoint, sp.UUID);
- m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
- }
- 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);
- }
- if (!regionAccepted)
- m_log.WarnFormat(
- "[ENTITY TRANSFER MODULE]: Region {0} did not accept {1} {2}: {3}",
- reg.RegionName, sp.Name, sp.UUID, reason);
- }
- /// <summary>
- /// Return the list of regions that are considered to be neighbours to the given scene.
- /// </summary>
- /// <param name="pScene"></param>
- /// <param name="pRegionLocX"></param>
- /// <param name="pRegionLocY"></param>
- /// <returns></returns>
- protected List<GridRegion> RequestNeighbours(ScenePresence avatar, uint pRegionLocX, uint pRegionLocY)
- {
- Scene pScene = avatar.Scene;
- RegionInfo m_regionInfo = pScene.RegionInfo;
- Border[] northBorders = pScene.NorthBorders.ToArray();
- Border[] southBorders = pScene.SouthBorders.ToArray();
- Border[] eastBorders = pScene.EastBorders.ToArray();
- Border[] westBorders = pScene.WestBorders.ToArray();
- // Leaving this as a "megaregions" computation vs "non-megaregions" computation; it isn't
- // clear what should be done with a "far view" given that megaregions already extended the
- // view to include everything in the megaregion
- if (northBorders.Length <= 1 && southBorders.Length <= 1 && eastBorders.Length <= 1 && westBorders.Length <= 1)
- {
- int dd = avatar.DrawDistance < Constants.RegionSize ? (int)Constants.RegionSize : (int)avatar.DrawDistance;
- int startX = (int)pRegionLocX * (int)Constants.RegionSize - dd + (int)(Constants.RegionSize/2);
- int startY = (int)pRegionLocY * (int)Constants.RegionSize - dd + (int)(Constants.RegionSize/2);
- int endX = (int)pRegionLocX * (int)Constants.RegionSize + dd + (int)(Constants.RegionSize/2);
- int endY = (int)pRegionLocY * (int)Constants.RegionSize + dd + (int)(Constants.RegionSize/2);
- List<GridRegion> neighbours =
- avatar.Scene.GridService.GetRegionRange(m_regionInfo.ScopeID, startX, endX, startY, endY);
- neighbours.RemoveAll(delegate(GridRegion r) { return r.RegionID == m_regionInfo.RegionID; });
- return neighbours;
- }
- else
- {
- Vector2 extent = Vector2.Zero;
- for (int i = 0; i < eastBorders.Length; i++)
- {
- extent.X = (eastBorders[i].BorderLine.Z > extent.X) ? eastBorders[i].BorderLine.Z : extent.X;
- }
- for (int i = 0; i < northBorders.Length; i++)
- {
- extent.Y = (northBorders[i].BorderLine.Z > extent.Y) ? northBorders[i].BorderLine.Z : extent.Y;
- }
- // Loss of fraction on purpose
- extent.X = ((int)extent.X / (int)Constants.RegionSize) + 1;
- extent.Y = ((int)extent.Y / (int)Constants.RegionSize) + 1;
- int startX = (int)(pRegionLocX - 1) * (int)Constants.RegionSize;
- int startY = (int)(pRegionLocY - 1) * (int)Constants.RegionSize;
- int endX = ((int)pRegionLocX + (int)extent.X) * (int)Constants.RegionSize;
- int endY = ((int)pRegionLocY + (int)extent.Y) * (int)Constants.RegionSize;
- List<GridRegion> neighbours = pScene.GridService.GetRegionRange(m_regionInfo.ScopeID, startX, endX, startY, endY);
- neighbours.RemoveAll(delegate(GridRegion r) { return r.RegionID == m_regionInfo.RegionID; });
- return neighbours;
- }
- }
- private List<ulong> NewNeighbours(List<ulong> currentNeighbours, List<ulong> previousNeighbours)
- {
- return currentNeighbours.FindAll(delegate(ulong handle) { return !previousNeighbours.Contains(handle); });
- }
- // private List<ulong> CommonNeighbours(List<ulong> currentNeighbours, List<ulong> previousNeighbours)
- // {
- // return currentNeighbours.FindAll(delegate(ulong handle) { return previousNeighbours.Contains(handle); });
- // }
- private List<ulong> OldNeighbours(List<ulong> currentNeighbours, List<ulong> previousNeighbours)
- {
- return previousNeighbours.FindAll(delegate(ulong handle) { return !currentNeighbours.Contains(handle); });
- }
- private List<ulong> NeighbourHandles(List<GridRegion> neighbours)
- {
- List<ulong> handles = new List<ulong>();
- foreach (GridRegion reg in neighbours)
- {
- handles.Add(reg.RegionHandle);
- }
- return handles;
- }
- // private void Dump(string msg, List<ulong> handles)
- // {
- // m_log.InfoFormat("-------------- HANDLE DUMP ({0}) ---------", msg);
- // foreach (ulong handle in handles)
- // {
- // uint x, y;
- // Utils.LongToUInts(handle, out x, out y);
- // x = x / Constants.RegionSize;
- // y = y / Constants.RegionSize;
- // m_log.InfoFormat("({0}, {1})", x, y);
- // }
- // }
- #endregion
- #region Agent Arrived
- public void AgentArrivedAtDestination(UUID id)
- {
- m_entityTransferStateMachine.SetAgentArrivedAtDestination(id);
- }
- #endregion
- #region Object Transfers
- /// <summary>
- /// Move the given scene object into a new region depending on which region its absolute position has moved
- /// into.
- ///
- /// This method locates the new region handle and offsets the prim position for the new region
- /// </summary>
- /// <param name="attemptedPosition">the attempted out of region position of the scene object</param>
- /// <param name="grp">the scene object that we're crossing</param>
- public void Cross(SceneObjectGroup grp, Vector3 attemptedPosition, bool silent)
- {
- if (grp == null)
- return;
- if (grp.IsDeleted)
- return;
- Scene scene = grp.Scene;
- if (scene == null)
- return;
- if (grp.RootPart.DIE_AT_EDGE)
- {
- // We remove the object here
- try
- {
- scene.DeleteSceneObject(grp, false);
- }
- catch (Exception)
- {
- m_log.Warn("[DATABASE]: exception when trying to remove the prim that crossed the border.");
- }
- return;
- }
- int thisx = (int)scene.RegionInfo.RegionLocX;
- int thisy = (int)scene.RegionInfo.RegionLocY;
- Vector3 EastCross = new Vector3(0.1f, 0, 0);
- Vector3 WestCross = new Vector3(-0.1f, 0, 0);
- Vector3 NorthCross = new Vector3(0, 0.1f, 0);
- Vector3 SouthCross = new Vector3(0, -0.1f, 0);
- // use this if no borders were crossed!
- ulong newRegionHandle
- = Util.UIntsToLong((uint)((thisx) * Constants.RegionSize),
- (uint)((thisy) * Constants.RegionSize));
- Vector3 pos = attemptedPosition;
- int changeX = 1;
- int changeY = 1;
- if (scene.TestBorderCross(attemptedPosition + WestCross, Cardinals.W))
- {
- if (scene.TestBorderCross(attemptedPosition + SouthCross, Cardinals.S))
- {
- Border crossedBorderx = scene.GetCrossedBorder(attemptedPosition + WestCross, Cardinals.W);
- if (crossedBorderx.BorderLine.Z > 0)
- {
- pos.X = ((pos.X + crossedBorderx.BorderLine.Z));
- changeX = (int)(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize);
- }
- else
- pos.X = ((pos.X + Constants.RegionSize));
- Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
- //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)
- if (crossedBordery.BorderLine.Z > 0)
- {
- pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
- changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
- }
- else
- pos.Y = ((pos.Y + Constants.RegionSize));
- newRegionHandle
- = Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize),
- (uint)((thisy - changeY) * Constants.RegionSize));
- // x - 1
- // y - 1
- }
- else if (scene.TestBorderCross(attemptedPosition + NorthCross, Cardinals.N))
- {
- Border crossedBorderx = scene.GetCrossedBorder(attemptedPosition + WestCross, Cardinals.W);
- if (crossedBorderx.BorderLine.Z > 0)
- {
- pos.X = ((pos.X + crossedBorderx.BorderLine.Z));
- changeX = (int)(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize);
- }
- else
- pos.X = ((pos.X + Constants.RegionSize));
- Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
- //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)
- if (crossedBordery.BorderLine.Z > 0)
- {
- pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
- changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
- }
- else
- pos.Y = ((pos.Y + Constants.RegionSize));
- newRegionHandle
- = Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize),
- (uint)((thisy + changeY) * Constants.RegionSize));
- // x - 1
- // y + 1
- }
- else
- {
- Border crossedBorderx = scene.GetCrossedBorder(attemptedPosition + WestCross, Cardinals.W);
- if (crossedBorderx.BorderLine.Z > 0)
- {
- pos.X = ((pos.X + crossedBorderx.BorderLine.Z));
- changeX = (int)(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize);
- }
- else
- pos.X = ((pos.X + Constants.RegionSize));
- newRegionHandle
- = Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize),
- (uint)(thisy * Constants.RegionSize));
- // x - 1
- }
- }
- else if (scene.TestBorderCross(attemptedPosition + EastCross, Cardinals.E))
- {
- if (scene.TestBorderCross(attemptedPosition + SouthCross, Cardinals.S))
- {
- pos.X = ((pos.X - Constants.RegionSize));
- Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
- //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)
- if (crossedBordery.BorderLine.Z > 0)
- {
- pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
- changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
- }
- else
- pos.Y = ((pos.Y + Constants.RegionSize));
- newRegionHandle
- = Util.UIntsToLong((uint)((thisx + changeX) * Constants.RegionSize),
- (uint)((thisy - changeY) * Constants.RegionSize));
- // x + 1
- // y - 1
- }
- else if (scene.TestBorderCross(attemptedPosition + NorthCross, Cardinals.N))
- {
- pos.X = ((pos.X - Constants.RegionSize));
- pos.Y = ((pos.Y - Constants.RegionSize));
- newRegionHandle
- = Util.UIntsToLong((uint)((thisx + changeX) * Constants.RegionSize),
- (uint)((thisy + changeY) * Constants.RegionSize));
- // x + 1
- // y + 1
- }
- else
- {
- pos.X = ((pos.X - Constants.RegionSize));
- newRegionHandle
- = Util.UIntsToLong((uint)((thisx + changeX) * Constants.RegionSize),
- (uint)(thisy * Constants.RegionSize));
- // x + 1
- }
- }
- else if (scene.TestBorderCross(attemptedPosition + SouthCross, Cardinals.S))
- {
- Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
- //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)
- if (crossedBordery.BorderLine.Z > 0)
- {
- pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
- changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
- }
- else
- pos.Y = ((pos.Y + Constants.RegionSize));
- newRegionHandle
- = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy - changeY) * Constants.RegionSize));
- // y - 1
- }
- else if (scene.TestBorderCross(attemptedPosition + NorthCross, Cardinals.N))
- {
- pos.Y = ((pos.Y - Constants.RegionSize));
- newRegionHandle
- = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy + changeY) * Constants.RegionSize));
- // y + 1
- }
- // Offset the positions for the new region across the border
- Vector3 oldGroupPosition = grp.RootPart.GroupPosition;
- // If we fail to cross the border, then reset the position of the scene object on that border.
- uint x = 0, y = 0;
- Utils.LongToUInts(newRegionHandle, out x, out y);
- GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
- if (destination == null || !CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
- {
- m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID);
- // We are going to move the object back to the old position so long as the old position
- // is in the region
- oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1);
- oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1);
- oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
- grp.RootPart.GroupPosition = oldGroupPosition;
- // Need to turn off the physics flags, otherwise the object will continue to attempt to
- // move out of the region creating an infinite loop of failed attempts to cross
- grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
- grp.ScheduleGroupForFullUpdate();
- }
- }
- /// <summary>
- /// Move the given scene object into a new region
- /// </summary>
- /// <param name="newRegionHandle"></param>
- /// <param name="grp">Scene Object Group that we're crossing</param>
- /// <returns>
- /// 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
- /// </returns>
- protected bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent)
- {
- //m_log.Debug(" >>> CrossPrimGroupIntoNewRegion <<<");
- bool successYN = false;
- grp.RootPart.ClearUpdateSchedule();
- //int primcrossingXMLmethod = 0;
- if (destination != null)
- {
- //string objectState = grp.GetStateSnapshot();
- //successYN
- // = m_sceneGridService.PrimCrossToNeighboringRegion(
- // newRegionHandle, grp.UUID, m_serialiser.SaveGroupToXml2(grp), primcrossingXMLmethod);
- //if (successYN && (objectState != "") && m_allowScriptCrossings)
- //{
- // successYN = m_sceneGridService.PrimCrossToNeighboringRegion(
- // newRegionHandle, grp.UUID, objectState, 100);
- //}
- //// And the new channel...
- //if (m_interregionCommsOut != null)
- // successYN = m_interregionCommsOut.SendCreateObject(newRegionHandle, grp, true);
- if (Scene.SimulationService != null)
- successYN = Scene.SimulationService.CreateObject(destination, newPosition, grp, true);
- if (successYN)
- {
- // We remove the object here
- try
- {
- grp.Scene.DeleteSceneObject(grp, silent);
- }
- 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
- {
- if (!grp.IsDeleted)
- {
- PhysicsActor pa = grp.RootPart.PhysActor;
- if (pa != null)
- pa.CrossingFailure();
- }
- m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);
- }
- }
- else
- {
- m_log.Error("[ENTITY TRANSFER MODULE]: destination was unexpectedly null in Scene.CrossPrimGroupIntoNewRegion()");
- }
- return successYN;
- }
- /// <summary>
- /// Cross the attachments for an avatar into the destination region.
- /// </summary>
- /// <remarks>
- /// This is only invoked for simulators released prior to April 2011. Versions of OpenSimulator since then
- /// transfer attachments in one go as part of the ChildAgentDataUpdate data passed in the update agent call.
- /// </remarks>
- /// <param name='destination'></param>
- /// <param name='sp'></param>
- /// <param name='silent'></param>
- protected void CrossAttachmentsIntoNewRegion(GridRegion destination, ScenePresence sp, bool silent)
- {
- List<SceneObjectGroup> attachments = sp.GetAttachments();
- // m_log.DebugFormat(
- // "[ENTITY TRANSFER MODULE]: Crossing {0} attachments into {1} for {2}",
- // m_attachments.Count, destination.RegionName, sp.Name);
- foreach (SceneObjectGroup gobj in attachments)
- {
- // If the prim group is null then something must have happened to it!
- if (gobj != null && !gobj.IsDeleted)
- {
- SceneObjectGroup clone = (SceneObjectGroup)gobj.CloneForNewScene();
- clone.RootPart.GroupPosition = gobj.RootPart.AttachedPos;
- clone.IsAttachment = false;
- //gobj.RootPart.LastOwnerID = gobj.GetFromAssetID();
- m_log.DebugFormat(
- "[ENTITY TRANSFER MODULE]: Sending attachment {0} to region {1}",
- clone.UUID, destination.RegionName);
- CrossPrimGroupIntoNewRegion(destination, Vector3.Zero, clone, silent);
- }
- }
- sp.ClearAttachments();
- }
- #endregion
- #region Misc
- public bool IsInTransit(UUID id)
- {
- return m_entityTransferStateMachine.IsInTransit(id);
- }
- protected void ReInstantiateScripts(ScenePresence sp)
- {
- int i = 0;
- if (sp.InTransitScriptStates.Count > 0)
- {
- List<SceneObjectGroup> attachments = sp.GetAttachments();
- foreach (SceneObjectGroup sog in attachments)
- {
- if (i < sp.InTransitScriptStates.Count)
- {
- sog.SetState(sp.InTransitScriptStates[i++], sp.Scene);
- sog.CreateScriptInstances(0, false, sp.Scene.DefaultScriptEngine, 0);
- sog.ResumeScripts();
- }
- else
- m_log.ErrorFormat(
- "[ENTITY TRANSFER MODULE]: InTransitScriptStates.Count={0} smaller than Attachments.Count={1}",
- sp.InTransitScriptStates.Count, attachments.Count);
- }
- sp.InTransitScriptStates.Clear();
- }
- }
- #endregion
- }
- }
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