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authorJustin Clark-Casey (justincc)2012-05-28 23:06:00 +0100
committerJustin Clark-Casey (justincc)2012-05-28 23:06:00 +0100
commit79f3ce2e9f3563165ee640f917f944ec4b370ac7 (patch)
treebab16f99077a5145ca87d16e753d973b14527361
parentIf handling the failure of teleport, move agent state to CleaningUp when we s... (diff)
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refactor: factor out entity transfer state machine into a separate class to make code more analyzable
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs284
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs269
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs16
3 files changed, 330 insertions, 239 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index ab1424d..f2926ea 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -46,35 +46,12 @@ using Nini.Config;
46 46
47namespace OpenSim.Region.CoreModules.Framework.EntityTransfer 47namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
48{ 48{
49 /// <summary>
50 /// The possible states that an agent can be in when its being transferred between regions.
51 /// </summary>
52 /// <remarks>
53 /// This is a state machine.
54 ///
55 /// [Entry] => Preparing
56 /// Preparing => { Transferring || CleaningUp || [Exit] }
57 /// Transferring => { ReceivedAtDestination || CleaningUp }
58 /// ReceivedAtDestination => CleaningUp
59 /// CleaningUp => [Exit]
60 ///
61 /// In other words, agents normally travel throwing Preparing => Transferring => ReceivedAtDestination => CleaningUp
62 /// However, any state can transition to CleaningUp if the teleport has failed.
63 /// </remarks>
64 enum AgentTransferState
65 {
66 Preparing, // The agent is being prepared for transfer
67 Transferring, // The agent is in the process of being transferred to a destination
68 ReceivedAtDestination, // The destination has notified us that the agent has been successfully received
69 CleaningUp // The agent is being changed to child/removed after a transfer
70 }
71
72 public class EntityTransferModule : INonSharedRegionModule, IEntityTransferModule 49 public class EntityTransferModule : INonSharedRegionModule, IEntityTransferModule
73 { 50 {
74 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 51 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
75 52
76 public const int DefaultMaxTransferDistance = 4095; 53 public const int DefaultMaxTransferDistance = 4095;
77 public const bool EnableWaitForCallbackFromTeleportDestDefault = true; 54 public const bool WaitForAgentArrivedAtDestinationDefault = true;
78 55
79 /// <summary> 56 /// <summary>
80 /// The maximum distance, in standard region units (256m) that an agent is allowed to transfer. 57 /// The maximum distance, in standard region units (256m) that an agent is allowed to transfer.
@@ -85,13 +62,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
85 /// If true then on a teleport, the source region waits for a callback from the destination region. If 62 /// If true then on a teleport, the source region waits for a callback from the destination region. If
86 /// a callback fails to arrive within a set time then the user is pulled back into the source region. 63 /// a callback fails to arrive within a set time then the user is pulled back into the source region.
87 /// </summary> 64 /// </summary>
88 public bool EnableWaitForCallbackFromTeleportDest { get; set; } 65 public bool WaitForAgentArrivedAtDestination { get; set; }
89 66
90 protected bool m_Enabled = false; 67 protected bool m_Enabled = false;
91 68
92 protected Scene m_scene; 69 public Scene Scene { get; private set; }
93 70
94 private Dictionary<UUID, AgentTransferState> m_agentsInTransit; 71 /// <summary>
72 /// Handles recording and manipulation of state for entities that are in transfer within or between regions
73 /// (cross or teleport).
74 /// </summary>
75 private EntityTransferStateMachine m_entityTransferStateMachine;
95 76
96 private ExpiringCache<UUID, ExpiringCache<ulong, DateTime>> m_bannedRegions = 77 private ExpiringCache<UUID, ExpiringCache<ulong, DateTime>> m_bannedRegions =
97 new ExpiringCache<UUID, ExpiringCache<ulong, DateTime>>(); 78 new ExpiringCache<UUID, ExpiringCache<ulong, DateTime>>();
@@ -133,8 +114,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
133 IConfig transferConfig = source.Configs["EntityTransfer"]; 114 IConfig transferConfig = source.Configs["EntityTransfer"];
134 if (transferConfig != null) 115 if (transferConfig != null)
135 { 116 {
136 EnableWaitForCallbackFromTeleportDest 117 WaitForAgentArrivedAtDestination
137 = transferConfig.GetBoolean("wait_for_callback", EnableWaitForCallbackFromTeleportDestDefault); 118 = transferConfig.GetBoolean("wait_for_callback", WaitForAgentArrivedAtDestinationDefault);
138 119
139 MaxTransferDistance = transferConfig.GetInt("max_distance", DefaultMaxTransferDistance); 120 MaxTransferDistance = transferConfig.GetInt("max_distance", DefaultMaxTransferDistance);
140 } 121 }
@@ -143,7 +124,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
143 MaxTransferDistance = DefaultMaxTransferDistance; 124 MaxTransferDistance = DefaultMaxTransferDistance;
144 } 125 }
145 126
146 m_agentsInTransit = new Dictionary<UUID, AgentTransferState>(); 127 m_entityTransferStateMachine = new EntityTransferStateMachine(this);
128
147 m_Enabled = true; 129 m_Enabled = true;
148 } 130 }
149 131
@@ -156,7 +138,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
156 if (!m_Enabled) 138 if (!m_Enabled)
157 return; 139 return;
158 140
159 m_scene = scene; 141 Scene = scene;
160 142
161 scene.RegisterModuleInterface<IEntityTransferModule>(this); 143 scene.RegisterModuleInterface<IEntityTransferModule>(this);
162 scene.EventManager.OnNewClient += OnNewClient; 144 scene.EventManager.OnNewClient += OnNewClient;
@@ -177,7 +159,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
177 if (!m_Enabled) 159 if (!m_Enabled)
178 return; 160 return;
179 161
180 m_eqModule = m_scene.RequestModuleInterface<IEventQueue>(); 162 m_eqModule = Scene.RequestModuleInterface<IEventQueue>();
181 } 163 }
182 164
183 #endregion 165 #endregion
@@ -226,7 +208,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
226 e.Message, e.StackTrace); 208 e.Message, e.StackTrace);
227 209
228 // Make sure that we clear the in-transit flag so that future teleport attempts don't always fail. 210 // Make sure that we clear the in-transit flag so that future teleport attempts don't always fail.
229 ResetFromTransit(sp.UUID); 211 m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
230 212
231 sp.ControllingClient.SendTeleportFailed("Internal error"); 213 sp.ControllingClient.SendTeleportFailed("Internal error");
232 } 214 }
@@ -245,7 +227,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
245 "[ENTITY TRANSFER MODULE]: Teleport for {0} to {1} within {2}", 227 "[ENTITY TRANSFER MODULE]: Teleport for {0} to {1} within {2}",
246 sp.Name, position, sp.Scene.RegionInfo.RegionName); 228 sp.Name, position, sp.Scene.RegionInfo.RegionName);
247 229
248 if (!SetInTransit(sp.UUID)) 230 if (!m_entityTransferStateMachine.SetInTransit(sp.UUID))
249 { 231 {
250 m_log.DebugFormat( 232 m_log.DebugFormat(
251 "[ENTITY TRANSFER MODULE]: Ignoring within region teleport request of {0} {1} to {2} - agent is already in transit.", 233 "[ENTITY TRANSFER MODULE]: Ignoring within region teleport request of {0} {1} to {2} - agent is already in transit.",
@@ -282,7 +264,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
282 position.Z = newPosZ; 264 position.Z = newPosZ;
283 } 265 }
284 266
285 UpdateInTransit(sp.UUID, AgentTransferState.Transferring); 267 m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
286 268
287 sp.ControllingClient.SendTeleportStart(teleportFlags); 269 sp.ControllingClient.SendTeleportStart(teleportFlags);
288 270
@@ -290,15 +272,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
290 sp.Velocity = Vector3.Zero; 272 sp.Velocity = Vector3.Zero;
291 sp.Teleport(position); 273 sp.Teleport(position);
292 274
293 UpdateInTransit(sp.UUID, AgentTransferState.ReceivedAtDestination); 275 m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.ReceivedAtDestination);
294 276
295 foreach (SceneObjectGroup grp in sp.GetAttachments()) 277 foreach (SceneObjectGroup grp in sp.GetAttachments())
296 { 278 {
297 sp.Scene.EventManager.TriggerOnScriptChangedEvent(grp.LocalId, (uint)Changed.TELEPORT); 279 sp.Scene.EventManager.TriggerOnScriptChangedEvent(grp.LocalId, (uint)Changed.TELEPORT);
298 } 280 }
299 281
300 UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp); 282 m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
301 ResetFromTransit(sp.UUID); 283 m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
302 } 284 }
303 285
304 /// <summary> 286 /// <summary>
@@ -316,7 +298,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
316 { 298 {
317 uint x = 0, y = 0; 299 uint x = 0, y = 0;
318 Utils.LongToUInts(regionHandle, out x, out y); 300 Utils.LongToUInts(regionHandle, out x, out y);
319 GridRegion reg = m_scene.GridService.GetRegionByPosition(sp.Scene.RegionInfo.ScopeID, (int)x, (int)y); 301 GridRegion reg = Scene.GridService.GetRegionByPosition(sp.Scene.RegionInfo.ScopeID, (int)x, (int)y);
320 302
321 if (reg != null) 303 if (reg != null)
322 { 304 {
@@ -398,7 +380,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
398 { 380 {
399 // Record that this agent is in transit so that we can prevent simultaneous requests and do later detection 381 // Record that this agent is in transit so that we can prevent simultaneous requests and do later detection
400 // of whether the destination region completes the teleport. 382 // of whether the destination region completes the teleport.
401 if (!SetInTransit(sp.UUID)) 383 if (!m_entityTransferStateMachine.SetInTransit(sp.UUID))
402 { 384 {
403 m_log.DebugFormat( 385 m_log.DebugFormat(
404 "[ENTITY TRANSFER MODULE]: Ignoring teleport request of {0} {1} to {2} ({3}) {4}/{5} - agent is already in transit.", 386 "[ENTITY TRANSFER MODULE]: Ignoring teleport request of {0} {1} to {2} ({3}) {4}/{5} - agent is already in transit.",
@@ -410,7 +392,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
410 if (reg == null || finalDestination == null) 392 if (reg == null || finalDestination == null)
411 { 393 {
412 sp.ControllingClient.SendTeleportFailed("Unable to locate destination"); 394 sp.ControllingClient.SendTeleportFailed("Unable to locate destination");
413 ResetFromTransit(sp.UUID); 395 m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
414 396
415 return; 397 return;
416 } 398 }
@@ -431,7 +413,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
431 sourceRegion.RegionName, sourceRegion.RegionLocX, sourceRegion.RegionLocY, 413 sourceRegion.RegionName, sourceRegion.RegionLocX, sourceRegion.RegionLocY,
432 MaxTransferDistance)); 414 MaxTransferDistance));
433 415
434 ResetFromTransit(sp.UUID); 416 m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
435 417
436 return; 418 return;
437 } 419 }
@@ -451,7 +433,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
451 if (endPoint.Address == null) 433 if (endPoint.Address == null)
452 { 434 {
453 sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down"); 435 sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
454 ResetFromTransit(sp.UUID); 436 m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
455 437
456 return; 438 return;
457 } 439 }
@@ -469,11 +451,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
469 451
470 string reason; 452 string reason;
471 string version; 453 string version;
472 if (!m_scene.SimulationService.QueryAccess( 454 if (!Scene.SimulationService.QueryAccess(
473 finalDestination, sp.ControllingClient.AgentId, Vector3.Zero, out version, out reason)) 455 finalDestination, sp.ControllingClient.AgentId, Vector3.Zero, out version, out reason))
474 { 456 {
475 sp.ControllingClient.SendTeleportFailed(reason); 457 sp.ControllingClient.SendTeleportFailed(reason);
476 ResetFromTransit(sp.UUID); 458 m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
477 459
478 m_log.DebugFormat( 460 m_log.DebugFormat(
479 "[ENTITY TRANSFER MODULE]: {0} was stopped from teleporting from {1} to {2} because {3}", 461 "[ENTITY TRANSFER MODULE]: {0} was stopped from teleporting from {1} to {2} because {3}",
@@ -527,7 +509,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
527 if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout)) 509 if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout))
528 { 510 {
529 sp.ControllingClient.SendTeleportFailed(String.Format("Teleport refused: {0}", reason)); 511 sp.ControllingClient.SendTeleportFailed(String.Format("Teleport refused: {0}", reason));
530 ResetFromTransit(sp.UUID); 512 m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
531 513
532 m_log.DebugFormat( 514 m_log.DebugFormat(
533 "[ENTITY TRANSFER MODULE]: Teleport of {0} from {1} to {2} was refused because {3}", 515 "[ENTITY TRANSFER MODULE]: Teleport of {0} from {1} to {2} was refused because {3}",
@@ -537,7 +519,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
537 } 519 }
538 520
539 // Past this point we have to attempt clean up if the teleport fails, so update transfer state. 521 // Past this point we have to attempt clean up if the teleport fails, so update transfer state.
540 UpdateInTransit(sp.UUID, AgentTransferState.Transferring); 522 m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
541 523
542 // OK, it got this agent. Let's close some child agents 524 // OK, it got this agent. Let's close some child agents
543 sp.CloseChildAgents(newRegionX, newRegionY); 525 sp.CloseChildAgents(newRegionX, newRegionY);
@@ -619,7 +601,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
619 // TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which 601 // TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which
620 // trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation 602 // trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation
621 // that the client contacted the destination before we close things here. 603 // that the client contacted the destination before we close things here.
622 if (EnableWaitForCallbackFromTeleportDest && !WaitForCallback(sp.UUID)) 604 if (!m_entityTransferStateMachine.WaitForAgentArrivedAtDestination(sp.UUID))
623 { 605 {
624 m_log.WarnFormat( 606 m_log.WarnFormat(
625 "[ENTITY TRANSFER MODULE]: Teleport of {0} to {1} from {2} failed due to no callback from destination region. Returning avatar to source region.", 607 "[ENTITY TRANSFER MODULE]: Teleport of {0} to {1} from {2} failed due to no callback from destination region. Returning avatar to source region.",
@@ -629,7 +611,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
629 return; 611 return;
630 } 612 }
631 613
632 UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp); 614 m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
633 615
634 // For backwards compatibility 616 // For backwards compatibility
635 if (version == "Unknown" || version == string.Empty) 617 if (version == "Unknown" || version == string.Empty)
@@ -679,12 +661,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
679 sp.UUID); 661 sp.UUID);
680 } 662 }
681 663
682 ResetFromTransit(sp.UUID); 664 m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
683 } 665 }
684 666
685 protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout) 667 protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout)
686 { 668 {
687 UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp); 669 m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
688 670
689 // Client never contacted destination. Let's restore everything back 671 // Client never contacted destination. Let's restore everything back
690 sp.ControllingClient.SendTeleportFailed("Problems connecting to destination."); 672 sp.ControllingClient.SendTeleportFailed("Problems connecting to destination.");
@@ -696,17 +678,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
696 EnableChildAgents(sp); 678 EnableChildAgents(sp);
697 679
698 // Finally, kill the agent we just created at the destination. 680 // Finally, kill the agent we just created at the destination.
699 m_scene.SimulationService.CloseAgent(finalDestination, sp.UUID); 681 Scene.SimulationService.CloseAgent(finalDestination, sp.UUID);
700 682
701 sp.Scene.EventManager.TriggerTeleportFail(sp.ControllingClient, logout); 683 sp.Scene.EventManager.TriggerTeleportFail(sp.ControllingClient, logout);
702 684
703 ResetFromTransit(sp.UUID); 685 m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
704 } 686 }
705 687
706 protected virtual bool CreateAgent(ScenePresence sp, GridRegion reg, GridRegion finalDestination, AgentCircuitData agentCircuit, uint teleportFlags, out string reason, out bool logout) 688 protected virtual bool CreateAgent(ScenePresence sp, GridRegion reg, GridRegion finalDestination, AgentCircuitData agentCircuit, uint teleportFlags, out string reason, out bool logout)
707 { 689 {
708 logout = false; 690 logout = false;
709 bool success = m_scene.SimulationService.CreateAgent(finalDestination, agentCircuit, teleportFlags, out reason); 691 bool success = Scene.SimulationService.CreateAgent(finalDestination, agentCircuit, teleportFlags, out reason);
710 692
711 if (success) 693 if (success)
712 sp.Scene.EventManager.TriggerTeleportStart(sp.ControllingClient, reg, finalDestination, teleportFlags, logout); 694 sp.Scene.EventManager.TriggerTeleportStart(sp.ControllingClient, reg, finalDestination, teleportFlags, logout);
@@ -716,7 +698,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
716 698
717 protected virtual bool UpdateAgent(GridRegion reg, GridRegion finalDestination, AgentData agent) 699 protected virtual bool UpdateAgent(GridRegion reg, GridRegion finalDestination, AgentData agent)
718 { 700 {
719 return m_scene.SimulationService.UpdateAgent(finalDestination, agent); 701 return Scene.SimulationService.UpdateAgent(finalDestination, agent);
720 } 702 }
721 703
722 protected virtual void SetCallbackURL(AgentData agent, RegionInfo region) 704 protected virtual void SetCallbackURL(AgentData agent, RegionInfo region)
@@ -779,7 +761,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
779 /// <param name="position"></param> 761 /// <param name="position"></param>
780 public virtual void RequestTeleportLandmark(IClientAPI remoteClient, AssetLandmark lm) 762 public virtual void RequestTeleportLandmark(IClientAPI remoteClient, AssetLandmark lm)
781 { 763 {
782 GridRegion info = m_scene.GridService.GetRegionByUUID(UUID.Zero, lm.RegionID); 764 GridRegion info = Scene.GridService.GetRegionByUUID(UUID.Zero, lm.RegionID);
783 765
784 if (info == null) 766 if (info == null)
785 { 767 {
@@ -800,12 +782,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
800 m_log.DebugFormat( 782 m_log.DebugFormat(
801 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId); 783 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId);
802 784
803 //OpenSim.Services.Interfaces.PresenceInfo pinfo = m_scene.PresenceService.GetAgent(client.SessionId); 785 //OpenSim.Services.Interfaces.PresenceInfo pinfo = Scene.PresenceService.GetAgent(client.SessionId);
804 GridUserInfo uinfo = m_scene.GridUserService.GetGridUserInfo(client.AgentId.ToString()); 786 GridUserInfo uinfo = Scene.GridUserService.GetGridUserInfo(client.AgentId.ToString());
805 787
806 if (uinfo != null) 788 if (uinfo != null)
807 { 789 {
808 GridRegion regionInfo = m_scene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 790 GridRegion regionInfo = Scene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
809 if (regionInfo == null) 791 if (regionInfo == null)
810 { 792 {
811 // can't find the Home region: Tell viewer and abort 793 // can't find the Home region: Tell viewer and abort
@@ -1114,7 +1096,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1114 1096
1115 try 1097 try
1116 { 1098 {
1117 SetInTransit(agent.UUID); 1099 m_entityTransferStateMachine.SetInTransit(agent.UUID);
1118 1100
1119 ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); 1101 ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
1120 1102
@@ -1144,16 +1126,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1144 cAgent.CallbackURI = String.Empty; 1126 cAgent.CallbackURI = String.Empty;
1145 1127
1146 // Beyond this point, extra cleanup is needed beyond removing transit state 1128 // Beyond this point, extra cleanup is needed beyond removing transit state
1147 UpdateInTransit(agent.UUID, AgentTransferState.Transferring); 1129 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.Transferring);
1148 1130
1149 if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent)) 1131 if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
1150 { 1132 {
1151 // region doesn't take it 1133 // region doesn't take it
1152 UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp); 1134 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
1153 1135
1154 ReInstantiateScripts(agent); 1136 ReInstantiateScripts(agent);
1155 agent.AddToPhysicalScene(isFlying); 1137 agent.AddToPhysicalScene(isFlying);
1156 ResetFromTransit(agent.UUID); 1138 m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
1157 1139
1158 return agent; 1140 return agent;
1159 } 1141 }
@@ -1191,16 +1173,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1191 } 1173 }
1192 1174
1193 // SUCCESS! 1175 // SUCCESS!
1194 UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination); 1176 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
1195 1177
1196 // Unlike a teleport, here we do not wait for the destination region to confirm the receipt. 1178 // Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
1197 UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp); 1179 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
1198 1180
1199 agent.MakeChildAgent(); 1181 agent.MakeChildAgent();
1200 1182
1201 // FIXME: Possibly this should occur lower down after other commands to close other agents, 1183 // FIXME: Possibly this should occur lower down after other commands to close other agents,
1202 // but not sure yet what the side effects would be. 1184 // but not sure yet what the side effects would be.
1203 ResetFromTransit(agent.UUID); 1185 m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
1204 1186
1205 // now we have a child agent in this region. Request all interesting data about other (root) agents 1187 // now we have a child agent in this region. Request all interesting data about other (root) agents
1206 agent.SendOtherAgentsAvatarDataToMe(); 1188 agent.SendOtherAgentsAvatarDataToMe();
@@ -1675,41 +1657,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1675 1657
1676 #endregion 1658 #endregion
1677 1659
1678
1679 #region Agent Arrived 1660 #region Agent Arrived
1661
1680 public void AgentArrivedAtDestination(UUID id) 1662 public void AgentArrivedAtDestination(UUID id)
1681 { 1663 {
1682 lock (m_agentsInTransit) 1664 m_entityTransferStateMachine.SetAgentArrivedAtDestination(id);
1683 {
1684 if (!m_agentsInTransit.ContainsKey(id))
1685 {
1686 m_log.WarnFormat(
1687 "[ENTITY TRANSFER MODULE]: Region {0} received notification of arrival in destination scene of agent {1} but no teleport request is active",
1688 m_scene.RegionInfo.RegionName, id);
1689
1690 return;
1691 }
1692
1693 AgentTransferState currentState = m_agentsInTransit[id];
1694
1695 if (currentState == AgentTransferState.ReceivedAtDestination)
1696 {
1697 // An anomoly but don't make this an outright failure - destination region could be overzealous in sending notification.
1698 m_log.WarnFormat(
1699 "[ENTITY TRANSFER MODULE]: Region {0} received notification of arrival in destination scene of agent {1} but notification has already previously been received",
1700 m_scene.RegionInfo.RegionName, id);
1701 }
1702 else if (currentState != AgentTransferState.Transferring)
1703 {
1704 m_log.ErrorFormat(
1705 "[ENTITY TRANSFER MODULE]: Region {0} received notification of arrival in destination scene of agent {1} but agent is in transfer state {2}",
1706 m_scene.RegionInfo.RegionName, id, currentState);
1707
1708 return;
1709 }
1710
1711 m_agentsInTransit[id] = AgentTransferState.ReceivedAtDestination;
1712 }
1713 } 1665 }
1714 1666
1715 #endregion 1667 #endregion
@@ -1979,8 +1931,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1979 //// And the new channel... 1931 //// And the new channel...
1980 //if (m_interregionCommsOut != null) 1932 //if (m_interregionCommsOut != null)
1981 // successYN = m_interregionCommsOut.SendCreateObject(newRegionHandle, grp, true); 1933 // successYN = m_interregionCommsOut.SendCreateObject(newRegionHandle, grp, true);
1982 if (m_scene.SimulationService != null) 1934 if (Scene.SimulationService != null)
1983 successYN = m_scene.SimulationService.CreateObject(destination, newPosition, grp, true); 1935 successYN = Scene.SimulationService.CreateObject(destination, newPosition, grp, true);
1984 1936
1985 if (successYN) 1937 if (successYN)
1986 { 1938 {
@@ -2051,139 +2003,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
2051 2003
2052 #region Misc 2004 #region Misc
2053 2005
2054 private bool WaitForCallback(UUID id)
2055 {
2056 lock (m_agentsInTransit)
2057 {
2058 if (!IsInTransit(id))
2059 throw new Exception(
2060 string.Format(
2061 "Asked to wait for destination callback for agent with ID {0} but it is not in transit"));
2062
2063 AgentTransferState currentState = m_agentsInTransit[id];
2064
2065 if (currentState != AgentTransferState.Transferring && currentState != AgentTransferState.ReceivedAtDestination)
2066 throw new Exception(
2067 string.Format(
2068 "Asked to wait for destination callback for agent with ID {0} but it is in state {1}",
2069 currentState));
2070 }
2071
2072 int count = 200;
2073
2074 // There should be no race condition here since no other code should be removing the agent transfer or
2075 // changing the state to another other than Transferring => ReceivedAtDestination.
2076 while (m_agentsInTransit[id] != AgentTransferState.ReceivedAtDestination && count-- > 0)
2077 {
2078// m_log.Debug(" >>> Waiting... " + count);
2079 Thread.Sleep(100);
2080 }
2081
2082 return count > 0;
2083 }
2084
2085 /// <summary>
2086 /// Set that an agent is in transit.
2087 /// </summary>
2088 /// <param name='id'>The ID of the agent being teleported</param>
2089 /// <returns>true if the agent was not already in transit, false if it was</returns>
2090 private bool SetInTransit(UUID id)
2091 {
2092 lock (m_agentsInTransit)
2093 {
2094 if (!m_agentsInTransit.ContainsKey(id))
2095 {
2096 m_agentsInTransit[id] = AgentTransferState.Preparing;
2097 return true;
2098 }
2099 }
2100
2101 return false;
2102 }
2103
2104 /// <summary>
2105 /// Updates the state of an agent that is already in transit.
2106 /// </summary>
2107 /// <param name='id'></param>
2108 /// <param name='newState'></param>
2109 /// <returns></returns>
2110 /// <exception cref='Exception'>Illegal transitions will throw an Exception</exception>
2111 private void UpdateInTransit(UUID id, AgentTransferState newState)
2112 {
2113 lock (m_agentsInTransit)
2114 {
2115 // Illegal to try and update an agent that's not actually in transit.
2116 if (!m_agentsInTransit.ContainsKey(id))
2117 throw new Exception(string.Format("Agent with ID {0} is not registered as in transit", id));
2118
2119 AgentTransferState oldState = m_agentsInTransit[id];
2120
2121 bool transitionOkay = false;
2122
2123 if (newState == AgentTransferState.CleaningUp && oldState != AgentTransferState.CleaningUp)
2124 transitionOkay = true;
2125 else if (newState == AgentTransferState.Transferring && oldState == AgentTransferState.Preparing)
2126 transitionOkay = true;
2127 else if (newState == AgentTransferState.ReceivedAtDestination && oldState == AgentTransferState.Transferring)
2128 transitionOkay = true;
2129
2130 if (transitionOkay)
2131 m_agentsInTransit[id] = newState;
2132 else
2133 throw new Exception(
2134 string.Format(
2135 "Agent with ID {0} is not allowed to move from old transit state {1} to new state {2}",
2136 id, oldState, newState));
2137 }
2138 }
2139
2140 public bool IsInTransit(UUID id) 2006 public bool IsInTransit(UUID id)
2141 { 2007 {
2142 lock (m_agentsInTransit) 2008 return m_entityTransferStateMachine.IsInTransit(id);
2143 return m_agentsInTransit.ContainsKey(id);
2144 }
2145
2146 /// <summary>
2147 /// Removes an agent from the transit state machine.
2148 /// </summary>
2149 /// <param name='id'></param>
2150 /// <returns>true if the agent was flagged as being teleported when this method was called, false otherwise</returns>
2151 private bool ResetFromTransit(UUID id)
2152 {
2153 lock (m_agentsInTransit)
2154 {
2155 if (m_agentsInTransit.ContainsKey(id))
2156 {
2157 AgentTransferState state = m_agentsInTransit[id];
2158
2159 if (state == AgentTransferState.Transferring || state == AgentTransferState.ReceivedAtDestination)
2160 {
2161 // FIXME: For now, we allow exit from any state since a thrown exception in teleport is now guranteed
2162 // to be handled properly - ResetFromTransit() could be invoked at any step along the process
2163 m_log.WarnFormat(
2164 "[ENTITY TRANSFER MODULE]: Agent with ID {0} should not exit directly from state {1}, should go to {2} state first",
2165 id, state, AgentTransferState.CleaningUp);
2166
2167// throw new Exception(
2168// "Agent with ID {0} cannot exit directly from state {1}, it must go to {2} state first",
2169// state, AgentTransferState.CleaningUp);
2170 }
2171
2172 m_agentsInTransit.Remove(id);
2173
2174 m_log.DebugFormat(
2175 "[ENTITY TRANSFER MODULE]: Agent {0} cleared from transit in {1}",
2176 id, m_scene.RegionInfo.RegionName);
2177
2178 return true;
2179 }
2180 }
2181
2182 m_log.WarnFormat(
2183 "[ENTITY TRANSFER MODULE]: Agent {0} requested to clear from transit in {1} but was already cleared.",
2184 id, m_scene.RegionInfo.RegionName);
2185
2186 return false;
2187 } 2009 }
2188 2010
2189 protected void ReInstantiateScripts(ScenePresence sp) 2011 protected void ReInstantiateScripts(ScenePresence sp)
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs
new file mode 100644
index 0000000..d0cab49
--- /dev/null
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs
@@ -0,0 +1,269 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Net;
31using System.Reflection;
32using System.Threading;
33using OpenMetaverse;
34using log4net;
35using Nini.Config;
36using OpenSim.Framework;
37using OpenSim.Framework.Capabilities;
38using OpenSim.Framework.Client;
39using OpenSim.Region.Framework.Interfaces;
40using OpenSim.Region.Framework.Scenes;
41using OpenSim.Region.Physics.Manager;
42using OpenSim.Services.Interfaces;
43using GridRegion = OpenSim.Services.Interfaces.GridRegion;
44
45namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
46{
47 /// <summary>
48 /// The possible states that an agent can be in when its being transferred between regions.
49 /// </summary>
50 /// <remarks>
51 /// This is a state machine.
52 ///
53 /// [Entry] => Preparing
54 /// Preparing => { Transferring || CleaningUp || [Exit] }
55 /// Transferring => { ReceivedAtDestination || CleaningUp }
56 /// ReceivedAtDestination => CleaningUp
57 /// CleaningUp => [Exit]
58 ///
59 /// In other words, agents normally travel throwing Preparing => Transferring => ReceivedAtDestination => CleaningUp
60 /// However, any state can transition to CleaningUp if the teleport has failed.
61 /// </remarks>
62 enum AgentTransferState
63 {
64 Preparing, // The agent is being prepared for transfer
65 Transferring, // The agent is in the process of being transferred to a destination
66 ReceivedAtDestination, // The destination has notified us that the agent has been successfully received
67 CleaningUp // The agent is being changed to child/removed after a transfer
68 }
69
70 /// <summary>
71 /// Records the state of entities when they are in transfer within or between regions (cross or teleport).
72 /// </summary>
73 public class EntityTransferStateMachine
74 {
75 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
76
77 /// <summary>
78 /// If true then on a teleport, the source region waits for a callback from the destination region. If
79 /// a callback fails to arrive within a set time then the user is pulled back into the source region.
80 /// </summary>
81 public bool EnableWaitForAgentArrivedAtDestination { get; set; }
82
83 private EntityTransferModule m_mod;
84
85 private Dictionary<UUID, AgentTransferState> m_agentsInTransit = new Dictionary<UUID, AgentTransferState>();
86
87 public EntityTransferStateMachine(EntityTransferModule module)
88 {
89 m_mod = module;
90 }
91
92 /// <summary>
93 /// Set that an agent is in transit.
94 /// </summary>
95 /// <param name='id'>The ID of the agent being teleported</param>
96 /// <returns>true if the agent was not already in transit, false if it was</returns>
97 internal bool SetInTransit(UUID id)
98 {
99 lock (m_agentsInTransit)
100 {
101 if (!m_agentsInTransit.ContainsKey(id))
102 {
103 m_agentsInTransit[id] = AgentTransferState.Preparing;
104 return true;
105 }
106 }
107
108 return false;
109 }
110
111 /// <summary>
112 /// Updates the state of an agent that is already in transit.
113 /// </summary>
114 /// <param name='id'></param>
115 /// <param name='newState'></param>
116 /// <returns></returns>
117 /// <exception cref='Exception'>Illegal transitions will throw an Exception</exception>
118 internal void UpdateInTransit(UUID id, AgentTransferState newState)
119 {
120 lock (m_agentsInTransit)
121 {
122 // Illegal to try and update an agent that's not actually in transit.
123 if (!m_agentsInTransit.ContainsKey(id))
124 throw new Exception(
125 string.Format(
126 "Agent with ID {0} is not registered as in transit in {1}",
127 id, m_mod.Scene.RegionInfo.RegionName));
128
129 AgentTransferState oldState = m_agentsInTransit[id];
130
131 bool transitionOkay = false;
132
133 if (newState == AgentTransferState.CleaningUp && oldState != AgentTransferState.CleaningUp)
134 transitionOkay = true;
135 else if (newState == AgentTransferState.Transferring && oldState == AgentTransferState.Preparing)
136 transitionOkay = true;
137 else if (newState == AgentTransferState.ReceivedAtDestination && oldState == AgentTransferState.Transferring)
138 transitionOkay = true;
139
140 if (transitionOkay)
141 m_agentsInTransit[id] = newState;
142 else
143 throw new Exception(
144 string.Format(
145 "Agent with ID {0} is not allowed to move from old transit state {1} to new state {2} in {3}",
146 id, oldState, newState, m_mod.Scene.RegionInfo.RegionName));
147 }
148 }
149
150 internal bool IsInTransit(UUID id)
151 {
152 lock (m_agentsInTransit)
153 return m_agentsInTransit.ContainsKey(id);
154 }
155
156 /// <summary>
157 /// Removes an agent from the transit state machine.
158 /// </summary>
159 /// <param name='id'></param>
160 /// <returns>true if the agent was flagged as being teleported when this method was called, false otherwise</returns>
161 internal bool ResetFromTransit(UUID id)
162 {
163 lock (m_agentsInTransit)
164 {
165 if (m_agentsInTransit.ContainsKey(id))
166 {
167 AgentTransferState state = m_agentsInTransit[id];
168
169 if (state == AgentTransferState.Transferring || state == AgentTransferState.ReceivedAtDestination)
170 {
171 // FIXME: For now, we allow exit from any state since a thrown exception in teleport is now guranteed
172 // to be handled properly - ResetFromTransit() could be invoked at any step along the process
173 m_log.WarnFormat(
174 "[ENTITY TRANSFER STATE MACHINE]: Agent with ID {0} should not exit directly from state {1}, should go to {2} state first in {3}",
175 id, state, AgentTransferState.CleaningUp, m_mod.Scene.RegionInfo.RegionName);
176
177// throw new Exception(
178// "Agent with ID {0} cannot exit directly from state {1}, it must go to {2} state first",
179// state, AgentTransferState.CleaningUp);
180 }
181
182 m_agentsInTransit.Remove(id);
183
184 m_log.DebugFormat(
185 "[ENTITY TRANSFER STATE MACHINE]: Agent {0} cleared from transit in {1}",
186 id, m_mod.Scene.RegionInfo.RegionName);
187
188 return true;
189 }
190 }
191
192 m_log.WarnFormat(
193 "[ENTITY TRANSFER STATE MACHINE]: Agent {0} requested to clear from transit in {1} but was already cleared",
194 id, m_mod.Scene.RegionInfo.RegionName);
195
196 return false;
197 }
198
199 internal bool WaitForAgentArrivedAtDestination(UUID id)
200 {
201 if (!m_mod.WaitForAgentArrivedAtDestination)
202 return true;
203
204 lock (m_agentsInTransit)
205 {
206 if (!IsInTransit(id))
207 throw new Exception(
208 string.Format(
209 "Asked to wait for destination callback for agent with ID {0} in {1} but agent is not in transit",
210 id, m_mod.Scene.RegionInfo.RegionName));
211
212 AgentTransferState currentState = m_agentsInTransit[id];
213
214 if (currentState != AgentTransferState.Transferring && currentState != AgentTransferState.ReceivedAtDestination)
215 throw new Exception(
216 string.Format(
217 "Asked to wait for destination callback for agent with ID {0} in {1} but agent is in state {2}",
218 id, m_mod.Scene.RegionInfo.RegionName, currentState));
219 }
220
221 int count = 200;
222
223 // There should be no race condition here since no other code should be removing the agent transfer or
224 // changing the state to another other than Transferring => ReceivedAtDestination.
225 while (m_agentsInTransit[id] != AgentTransferState.ReceivedAtDestination && count-- > 0)
226 {
227// m_log.Debug(" >>> Waiting... " + count);
228 Thread.Sleep(100);
229 }
230
231 return count > 0;
232 }
233
234 internal void SetAgentArrivedAtDestination(UUID id)
235 {
236 lock (m_agentsInTransit)
237 {
238 if (!m_agentsInTransit.ContainsKey(id))
239 {
240 m_log.WarnFormat(
241 "[ENTITY TRANSFER STATE MACHINE]: Region {0} received notification of arrival in destination of agent {1} but no teleport request is active",
242 m_mod.Scene.RegionInfo.RegionName, id);
243
244 return;
245 }
246
247 AgentTransferState currentState = m_agentsInTransit[id];
248
249 if (currentState == AgentTransferState.ReceivedAtDestination)
250 {
251 // An anomoly but don't make this an outright failure - destination region could be overzealous in sending notification.
252 m_log.WarnFormat(
253 "[ENTITY TRANSFER STATE MACHINE]: Region {0} received notification of arrival in destination of agent {1} but notification has already previously been received",
254 m_mod.Scene.RegionInfo.RegionName, id);
255 }
256 else if (currentState != AgentTransferState.Transferring)
257 {
258 m_log.ErrorFormat(
259 "[ENTITY TRANSFER STATE MACHINE]: Region {0} received notification of arrival in destination of agent {1} but agent is in state {2}",
260 m_mod.Scene.RegionInfo.RegionName, id, currentState);
261
262 return;
263 }
264
265 m_agentsInTransit[id] = AgentTransferState.ReceivedAtDestination;
266 }
267 }
268 }
269} \ No newline at end of file
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index 0fdd457..43a72e2 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
@@ -117,7 +117,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
117 117
118 protected override GridRegion GetFinalDestination(GridRegion region) 118 protected override GridRegion GetFinalDestination(GridRegion region)
119 { 119 {
120 int flags = m_scene.GridService.GetRegionFlags(m_scene.RegionInfo.ScopeID, region.RegionID); 120 int flags = Scene.GridService.GetRegionFlags(Scene.RegionInfo.ScopeID, region.RegionID);
121 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: region {0} flags: {1}", region.RegionID, flags); 121 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: region {0} flags: {1}", region.RegionID, flags);
122 122
123 if ((flags & (int)OpenSim.Data.RegionFlags.Hyperlink) != 0) 123 if ((flags & (int)OpenSim.Data.RegionFlags.Hyperlink) != 0)
@@ -139,7 +139,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
139 if (base.NeedsClosing(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) 139 if (base.NeedsClosing(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
140 return true; 140 return true;
141 141
142 int flags = m_scene.GridService.GetRegionFlags(m_scene.RegionInfo.ScopeID, reg.RegionID); 142 int flags = Scene.GridService.GetRegionFlags(Scene.RegionInfo.ScopeID, reg.RegionID);
143 if (flags == -1 /* no region in DB */ || (flags & (int)OpenSim.Data.RegionFlags.Hyperlink) != 0) 143 if (flags == -1 /* no region in DB */ || (flags & (int)OpenSim.Data.RegionFlags.Hyperlink) != 0)
144 return true; 144 return true;
145 145
@@ -152,7 +152,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
152 if (logout) 152 if (logout)
153 { 153 {
154 // Log them out of this grid 154 // Log them out of this grid
155 m_scene.PresenceService.LogoutAgent(sp.ControllingClient.SessionId); 155 Scene.PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
156 } 156 }
157 } 157 }
158 158
@@ -161,7 +161,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
161 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: CreateAgent {0} {1}", reg.ServerURI, finalDestination.ServerURI); 161 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: CreateAgent {0} {1}", reg.ServerURI, finalDestination.ServerURI);
162 reason = string.Empty; 162 reason = string.Empty;
163 logout = false; 163 logout = false;
164 int flags = m_scene.GridService.GetRegionFlags(m_scene.RegionInfo.ScopeID, reg.RegionID); 164 int flags = Scene.GridService.GetRegionFlags(Scene.RegionInfo.ScopeID, reg.RegionID);
165 if (flags == -1 /* no region in DB */ || (flags & (int)OpenSim.Data.RegionFlags.Hyperlink) != 0) 165 if (flags == -1 /* no region in DB */ || (flags & (int)OpenSim.Data.RegionFlags.Hyperlink) != 0)
166 { 166 {
167 // this user is going to another grid 167 // this user is going to another grid
@@ -201,7 +201,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
201 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId); 201 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId);
202 202
203 // Let's find out if this is a foreign user or a local user 203 // Let's find out if this is a foreign user or a local user
204 IUserManagement uMan = m_scene.RequestModuleInterface<IUserManagement>(); 204 IUserManagement uMan = Scene.RequestModuleInterface<IUserManagement>();
205 if (uMan != null && uMan.IsLocalGridUser(id)) 205 if (uMan != null && uMan.IsLocalGridUser(id))
206 { 206 {
207 // local grid user 207 // local grid user
@@ -265,7 +265,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
265 return; 265 return;
266 } 266 }
267 267
268 GridRegion info = m_scene.GridService.GetRegionByUUID(UUID.Zero, lm.RegionID); 268 GridRegion info = Scene.GridService.GetRegionByUUID(UUID.Zero, lm.RegionID);
269 269
270 // Local region? 270 // Local region?
271 if (info != null) 271 if (info != null)
@@ -335,8 +335,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
335 } 335 }
336 336
337 // Let's find out if this is a foreign user or a local user 337 // Let's find out if this is a foreign user or a local user
338 IUserManagement uMan = m_scene.RequestModuleInterface<IUserManagement>(); 338 IUserManagement uMan = Scene.RequestModuleInterface<IUserManagement>();
339// UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, obj.AgentId); 339// UserAccount account = Scene.UserAccountService.GetUserAccount(Scene.RegionInfo.ScopeID, obj.AgentId);
340 if (uMan != null && uMan.IsLocalGridUser(obj.AgentId)) 340 if (uMan != null && uMan.IsLocalGridUser(obj.AgentId))
341 { 341 {
342 // local grid user 342 // local grid user