From 355cde464a7ada3c6ab8fce7eb4118ad5cec0351 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 8 Dec 2011 16:10:47 +0000 Subject: Simplify Scene.AddNewClient() If sp becomes null right after we've checked or created it, then behaviour down the line is going to be wrong anyway. So instead retain the check/create ScenePresence reference and use this. --- OpenSim/Region/Framework/Scenes/Scene.cs | 45 ++++++++++++++++++++------------ 1 file changed, 28 insertions(+), 17 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 87af206..21c4a87 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -2487,7 +2487,7 @@ namespace OpenSim.Region.Framework.Scenes #region Add/Remove Avatar Methods /// - /// Add a new client and create a child agent for it. + /// Add a new client and create a child scene presence for it. /// /// /// The type of agent to add. @@ -2504,42 +2504,53 @@ namespace OpenSim.Region.Framework.Scenes CheckHeartbeat(); - if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here + ScenePresence sp = GetScenePresence(client.AgentId); + + // XXX: Not sure how good it is to add a new client if a scene presence already exists. Possibly this + // could occur if a viewer crashes and relogs before the old client is kicked out. But this could cause + // other problems, and possible the code calling AddNewClient() should ensure that no client is already + // connected. + if (sp == null) { - m_log.Debug("[SCENE]: Adding new agent " + client.Name + " to scene " + RegionInfo.RegionName); + m_log.Debug("[SCENE]: Adding new child scene presence " + client.Name + " to scene " + RegionInfo.RegionName); m_clientManager.Add(client); SubscribeToClientEvents(client); - ScenePresence sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); + sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); m_eventManager.TriggerOnNewPresence(sp); sp.TeleportFlags = (TeleportFlags)aCircuit.teleportFlags; - // HERE!!! Do the initial attachments right here - // first agent upon login is a root agent by design. - // All other AddNewClient calls find aCircuit.child to be true + // The first agent upon login is a root agent by design. + // For this agent we will have to rez the attachments. + // All other AddNewClient calls find aCircuit.child to be true. if (aCircuit.child == false) { + // We have to set SP to be a root agent here so that SP.MakeRootAgent() will later not try to + // start the scripts again (since this is done in RezAttachments()). + // XXX: This is convoluted. sp.IsChildAgent = false; if (AttachmentsModule != null) Util.FireAndForget(delegate(object o) { AttachmentsModule.RezAttachments(sp); }); } } - - ScenePresence createdSp = GetScenePresence(client.AgentId); - if (createdSp != null) + else { - m_LastLogin = Util.EnvironmentTickCount(); + m_log.WarnFormat( + "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence", + sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName); + } - // Cache the user's name - CacheUserName(createdSp, aCircuit); + m_LastLogin = Util.EnvironmentTickCount(); - EventManager.TriggerOnNewClient(client); - if (vialogin) - EventManager.TriggerOnClientLogin(client); - } + // Cache the user's name + CacheUserName(sp, aCircuit); + + EventManager.TriggerOnNewClient(client); + if (vialogin) + EventManager.TriggerOnClientLogin(client); // Send all scene object to the new client Util.FireAndForget(delegate -- cgit v1.1 From f61e54892f2284b6f89bacf3069467c05b2eea11 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 8 Dec 2011 18:34:23 +0000 Subject: On a new client circuit, send the initial reply ack to let the client know it's live before sending other data. This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before. This may stop some avatars appearing grey on login. This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 4 +- .../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 58 +++++++++++++++------- .../ClientStack/Linden/UDP/Tests/MockScene.cs | 5 +- .../Region/Framework/Interfaces/IScenePresence.cs | 22 +------- OpenSim/Region/Framework/Scenes/Scene.cs | 15 ++---- OpenSim/Region/Framework/Scenes/SceneBase.cs | 2 +- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 39 +++++++++------ .../Server/IRCClientView.cs | 8 +-- .../Region/OptionalModules/World/NPC/NPCAvatar.cs | 5 +- 9 files changed, 85 insertions(+), 73 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 7d39ddc..f246637 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -379,6 +379,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP set { m_startpos = value; } } public UUID AgentId { get { return m_agentId; } } + public ISceneAgent SceneAgent { get; private set; } public UUID ActiveGroupId { get { return m_activeGroupID; } } public string ActiveGroupName { get { return m_activeGroupName; } } public ulong ActiveGroupPowers { get { return m_activeGroupPowers; } } @@ -508,6 +509,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP // Remove ourselves from the scene m_scene.RemoveClient(AgentId, true); + SceneAgent = null; // We can't reach into other scenes and close the connection // We need to do this over grid communications @@ -687,7 +689,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP public virtual void Start() { - m_scene.AddNewClient(this, PresenceType.User); + SceneAgent = m_scene.AddNewClient(this, PresenceType.User); RefreshGroupMembership(); } diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index ccad241..7db5f6b 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -894,11 +894,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP IPEndPoint remoteEndPoint = (IPEndPoint)buffer.RemoteEndPoint; // Begin the process of adding the client to the simulator - AddNewClient((UseCircuitCodePacket)packet, remoteEndPoint); + IClientAPI client = AddNewClient((UseCircuitCodePacket)packet, remoteEndPoint); - // Send ack + // Send ack straight away to let the viewer know that the connection is active. SendAckImmediate(remoteEndPoint, packet.Header.Sequence); + // FIXME: Nasty - this is the only way we currently know if Scene.AddNewClient() failed to find a + // circuit and bombed out early. That check might be pointless since authorization is established + // up here. + if (client != null && client.SceneAgent != null) + client.SceneAgent.SendInitialDataToMe(); + // m_log.DebugFormat( // "[LLUDPSERVER]: Handling UseCircuitCode request from {0} took {1}ms", // buffer.RemoteEndPoint, (DateTime.Now - startTime).Milliseconds); @@ -933,7 +939,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP return sessionInfo.Authorised; } - private void AddNewClient(UseCircuitCodePacket useCircuitCode, IPEndPoint remoteEndPoint) + /// + /// Add a new client. + /// + /// + /// + /// + /// The client that was added or null if the client failed authorization or already existed. + /// + private IClientAPI AddNewClient(UseCircuitCodePacket useCircuitCode, IPEndPoint remoteEndPoint) { UUID agentID = useCircuitCode.CircuitCode.ID; UUID sessionID = useCircuitCode.CircuitCode.SessionID; @@ -942,7 +956,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP AuthenticateResponse sessionInfo; if (IsClientAuthorized(useCircuitCode, out sessionInfo)) { - AddClient(circuitCode, agentID, sessionID, remoteEndPoint, sessionInfo); + return AddClient(circuitCode, agentID, sessionID, remoteEndPoint, sessionInfo); } else { @@ -950,38 +964,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_log.WarnFormat( "[LLUDPSERVER]: Connection request for client {0} connecting with unnotified circuit code {1} from {2}", useCircuitCode.CircuitCode.ID, useCircuitCode.CircuitCode.Code, remoteEndPoint); + + return null; } } - protected virtual void AddClient(uint circuitCode, UUID agentID, UUID sessionID, IPEndPoint remoteEndPoint, AuthenticateResponse sessionInfo) + /// + /// Add a client. + /// + /// + /// + /// + /// + /// + /// The client if it was added. Null if the client already existed. + protected virtual IClientAPI AddClient( + uint circuitCode, UUID agentID, UUID sessionID, IPEndPoint remoteEndPoint, AuthenticateResponse sessionInfo) { + IClientAPI client = null; + // In priciple there shouldn't be more than one thread here, ever. // But in case that happens, we need to synchronize this piece of code // because it's too important lock (this) { - IClientAPI existingClient; - - if (!m_scene.TryGetClient(agentID, out existingClient)) + if (!m_scene.TryGetClient(agentID, out client)) { - // Create the LLUDPClient LLUDPClient udpClient = new LLUDPClient(this, ThrottleRates, m_throttle, circuitCode, agentID, remoteEndPoint, m_defaultRTO, m_maxRTO); - // Create the LLClientView - LLClientView client = new LLClientView(remoteEndPoint, m_scene, this, udpClient, sessionInfo, agentID, sessionID, circuitCode); + + client = new LLClientView(remoteEndPoint, m_scene, this, udpClient, sessionInfo, agentID, sessionID, circuitCode); client.OnLogout += LogoutHandler; - client.DisableFacelights = m_disableFacelights; + ((LLClientView)client).DisableFacelights = m_disableFacelights; - // Start the IClientAPI client.Start(); - - } - else - { - m_log.WarnFormat("[LLUDPSERVER]: Ignoring a repeated UseCircuitCode from {0} at {1} for circuit {2}", - existingClient.AgentId, remoteEndPoint, circuitCode); } } + + return client; } private void RemoveClient(LLUDPClient udpClient) diff --git a/OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs b/OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs index 737c654..fb94355 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs @@ -53,9 +53,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests public override void Update() {} public override void LoadWorldMap() {} - public override void AddNewClient(IClientAPI client, PresenceType type) + public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type) { client.OnObjectName += RecordObjectNameCall; + + // FIXME + return null; } public override void RemoveClient(UUID agentID, bool someReason) {} diff --git a/OpenSim/Region/Framework/Interfaces/IScenePresence.cs b/OpenSim/Region/Framework/Interfaces/IScenePresence.cs index ff39283..5e43843 100644 --- a/OpenSim/Region/Framework/Interfaces/IScenePresence.cs +++ b/OpenSim/Region/Framework/Interfaces/IScenePresence.cs @@ -38,28 +38,8 @@ namespace OpenSim.Region.Framework.Interfaces /// /// Interface is a work in progress. Please feel free to add other required properties and methods. /// - public interface IScenePresence : ISceneEntity + public interface IScenePresence : ISceneAgent { - /// - /// The client controlling this presence - /// - IClientAPI ControllingClient { get; } - - /// - /// What type of presence is this? User, NPC, etc. - /// - PresenceType PresenceType { get; } - - /// - /// Avatar appearance data. - /// - /// - // Because appearance setting is in a module, we actually need - // to give it access to our appearance directly, otherwise we - // get a synchronization issue. - /// - AvatarAppearance Appearance { get; set; } - /// /// The AttachmentsModule synchronizes on this to avoid race conditions between commands to add and remove attachments. /// diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 21c4a87..d47536a 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -2491,13 +2491,13 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// The type of agent to add. - public override void AddNewClient(IClientAPI client, PresenceType type) + public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type) { AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode); bool vialogin = false; if (aCircuit == null) // no good, didn't pass NewUserConnection successfully - return; + return null; vialogin = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; @@ -2552,16 +2552,7 @@ namespace OpenSim.Region.Framework.Scenes if (vialogin) EventManager.TriggerOnClientLogin(client); - // Send all scene object to the new client - Util.FireAndForget(delegate - { - EntityBase[] entities = Entities.GetEntities(); - foreach(EntityBase e in entities) - { - if (e != null && e is SceneObjectGroup) - ((SceneObjectGroup)e).SendFullUpdateToClient(client); - } - }); + return sp; } /// diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs index a633c72..da15491 100644 --- a/OpenSim/Region/Framework/Scenes/SceneBase.cs +++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs @@ -175,7 +175,7 @@ namespace OpenSim.Region.Framework.Scenes #region Add/Remove Agent/Avatar - public abstract void AddNewClient(IClientAPI client, PresenceType type); + public abstract ISceneAgent AddNewClient(IClientAPI client, PresenceType type); public abstract void RemoveClient(UUID agentID, bool closeChildAgents); public bool TryGetScenePresence(UUID agentID, out object scenePresence) diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 5b9438b..8e55996 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -782,15 +782,6 @@ namespace OpenSim.Region.Framework.Scenes AdjustKnownSeeds(); - // we created a new ScenePresence (a new child agent) in a fresh region. - // Request info about all the (root) agents in this region - // Note: This won't send data *to* other clients in that region (children don't send) - -// MIC: This gets called again in CompleteMovement - // SendInitialFullUpdateToAllClients(); - SendOtherAgentsAvatarDataToMe(); - SendOtherAgentsAppearanceToMe(); - RegisterToEvents(); SetDirectionVectors(); @@ -1191,9 +1182,9 @@ namespace OpenSim.Region.Framework.Scenes { // DateTime startTime = DateTime.Now; - m_log.DebugFormat( - "[SCENE PRESENCE]: Completing movement of {0} into region {1}", - client.Name, Scene.RegionInfo.RegionName); +// m_log.DebugFormat( +// "[SCENE PRESENCE]: Completing movement of {0} into region {1}", +// client.Name, Scene.RegionInfo.RegionName); Vector3 look = Velocity; if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) @@ -1225,7 +1216,7 @@ namespace OpenSim.Region.Framework.Scenes //m_log.DebugFormat("[SCENE PRESENCE] Completed movement"); ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); - SendInitialData(); + ValidateAndSendAppearanceAndAgentData(); // Create child agents in neighbouring regions if (openChildAgents && !IsChildAgent) @@ -2512,11 +2503,31 @@ namespace OpenSim.Region.Framework.Scenes ControllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations); } + public void SendInitialDataToMe() + { + // we created a new ScenePresence (a new child agent) in a fresh region. + // Request info about all the (root) agents in this region + // Note: This won't send data *to* other clients in that region (children don't send) + SendOtherAgentsAvatarDataToMe(); + SendOtherAgentsAppearanceToMe(); + + // Send all scene object to the new client + Util.FireAndForget(delegate + { + EntityBase[] entities = Scene.Entities.GetEntities(); + foreach(EntityBase e in entities) + { + if (e != null && e is SceneObjectGroup) + ((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient); + } + }); + } + /// /// Do everything required once a client completes its movement into a region and becomes /// a root agent. /// - private void SendInitialData() + private void ValidateAndSendAppearanceAndAgentData() { //m_log.DebugFormat("[SCENE PRESENCE] SendInitialData: {0} ({1})", Name, UUID); // Moved this into CompleteMovement to ensure that Appearance is initialized before diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs index 380570b..70326b7 100644 --- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs +++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs @@ -55,6 +55,8 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server private UUID m_agentID = UUID.Random(); + public ISceneAgent SceneAgent { get; private set; } + private string m_username; private string m_nick; @@ -547,6 +549,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server m_connected = false; m_client.Close(); + SceneAgent = null; } public UUID SessionId @@ -890,12 +893,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server public void Start() { - Scene.AddNewClient(this, PresenceType.User); + SceneAgent = m_scene.AddNewClient(this, PresenceType.User); // Mimicking LLClientView which gets always set appearance from client. - Scene scene = (Scene)Scene; AvatarAppearance appearance; - scene.GetAvatarAppearance(this, out appearance); + m_scene.GetAvatarAppearance(this, out appearance); OnSetAppearance(this, appearance.Texture, (byte[])appearance.VisualParams.Clone()); } diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs index 152377a..ed60976 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs @@ -43,7 +43,6 @@ namespace OpenSim.Region.OptionalModules.World.NPC private readonly UUID m_uuid = UUID.Random(); private readonly Scene m_scene; - public NPCAvatar(string firstname, string lastname, Vector3 position, Scene scene) { m_firstname = firstname; @@ -57,6 +56,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC get { return m_scene; } } + public ISceneAgent SceneAgent { get { throw new NotImplementedException(); } } + public void Say(string message) { SendOnChatFromClient(message, ChatTypeEnum.Say); @@ -841,6 +842,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC public void Start() { + // We never start the client, so always fail. + throw new NotImplementedException(); } public void Stop() -- cgit v1.1 From 54360dd20ef4034e33bfeadcb067d8ff6cbf7e70 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 8 Dec 2011 18:39:56 +0000 Subject: When a client connects to a scene, send other avatar appearance data asynchronously to reduce hold up in the IN UDP packet processing loop. This is already being done for the initial object data send. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 8e55996..a70c276 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2505,15 +2505,15 @@ namespace OpenSim.Region.Framework.Scenes public void SendInitialDataToMe() { - // we created a new ScenePresence (a new child agent) in a fresh region. - // Request info about all the (root) agents in this region - // Note: This won't send data *to* other clients in that region (children don't send) - SendOtherAgentsAvatarDataToMe(); - SendOtherAgentsAppearanceToMe(); - // Send all scene object to the new client Util.FireAndForget(delegate { + // we created a new ScenePresence (a new child agent) in a fresh region. + // Request info about all the (root) agents in this region + // Note: This won't send data *to* other clients in that region (children don't send) + SendOtherAgentsAvatarDataToMe(); + SendOtherAgentsAppearanceToMe(); + EntityBase[] entities = Scene.Entities.GetEntities(); foreach(EntityBase e in entities) { -- cgit v1.1