/* * 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 log4net; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Client; using OpenSim.Framework.Communications; using OpenSim.Framework.Capabilities; using OpenSim.Region.Framework.Interfaces; using OpenSim.Services.Interfaces; using GridRegion = OpenSim.Services.Interfaces.GridRegion; namespace OpenSim.Region.Framework.Scenes.Hypergrid { public class HGSceneCommunicationService : SceneCommunicationService { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private IHyperlinkService m_hg; IHyperlinkService HyperlinkService { get { if (m_hg == null) m_hg = m_scene.RequestModuleInterface(); return m_hg; } } public HGSceneCommunicationService() : base() { } /// /// Try to teleport an agent to a new region. /// /// /// /// /// /// public override void RequestTeleportToLocation(ScenePresence avatar, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags) { if (!avatar.Scene.Permissions.CanTeleport(avatar.UUID)) return; bool destRegionUp = true; IEventQueue eq = avatar.Scene.RequestModuleInterface(); // Reset animations; the viewer does that in teleports. avatar.Animator.ResetAnimations(); if (regionHandle == m_regionInfo.RegionHandle) { // Teleport within the same region if (IsOutsideRegion(avatar.Scene, position) || position.Z < 0) { Vector3 emergencyPos = new Vector3(128, 128, 128); m_log.WarnFormat( "[HGSceneCommService]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}", position, avatar.Name, avatar.UUID, emergencyPos); position = emergencyPos; } // TODO: Get proper AVG Height float localAVHeight = 1.56f; float posZLimit = 22; if (position.X > 0 && position.X <= (int)Constants.RegionSize && position.Y > 0 && position.Y <= (int)Constants.RegionSize) { posZLimit = (float) avatar.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; } // Only send this if the event queue is null if (eq == null) avatar.ControllingClient.SendTeleportLocationStart(); avatar.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); avatar.Teleport(position); } else { uint x = 0, y = 0; Utils.LongToUInts(regionHandle, out x, out y); GridRegion reg = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, (int)x, (int)y); if (reg != null) { uint newRegionX = (uint)(reg.RegionHandle >> 40); uint newRegionY = (((uint)(reg.RegionHandle)) >> 8); uint oldRegionX = (uint)(m_regionInfo.RegionHandle >> 40); uint oldRegionY = (((uint)(m_regionInfo.RegionHandle)) >> 8); /// /// Hypergrid mod start /// /// bool isHyperLink = (HyperlinkService.GetHyperlinkRegion(reg.RegionHandle) != null); bool isHomeUser = true; ulong realHandle = regionHandle; isHomeUser = HyperlinkService.IsLocalUser(avatar.UUID); realHandle = m_hg.FindRegionHandle(regionHandle); m_log.Debug("XXX ---- home user? " + isHomeUser + " --- hyperlink? " + isHyperLink + " --- real handle: " + realHandle.ToString()); /// /// Hypergrid mod stop /// /// if (eq == null) avatar.ControllingClient.SendTeleportLocationStart(); // 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 = reg.ExternalEndPoint; if (endPoint.Address == null) { // Couldn't resolve the name. Can't TP, because the viewer wants IP addresses. destRegionUp = false; } if (destRegionUp) { // Fixing a bug where teleporting while sitting results in the avatar ending up removed from // both regions if (avatar.ParentID != (uint)0) avatar.StandUp(); if (!avatar.ValidateAttachments()) { avatar.ControllingClient.SendTeleportFailed("Inconsistent attachment state"); return; } // 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 childRegions = new List(avatar.GetKnownRegionList()); // 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 agentCircuit = avatar.ControllingClient.RequestClientInfo(); agentCircuit.BaseFolder = UUID.Zero; agentCircuit.InventoryFolder = UUID.Zero; agentCircuit.startpos = position; agentCircuit.child = true; agentCircuit.Appearance = avatar.Appearance; if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY)) { // brand new agent, let's create a new caps seed agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath(); } string reason = String.Empty; if (!m_scene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason)) { avatar.ControllingClient.SendTeleportFailed(String.Format("Destination is not accepting teleports: {0}", reason)); return; } // Let's close some agents if (isHyperLink) // close them all except this one { List regions = new List(avatar.KnownChildRegionHandles); regions.Remove(avatar.Scene.RegionInfo.RegionHandle); SendCloseChildAgentConnections(avatar.UUID, regions); } else // close just a few avatar.CloseChildAgents(newRegionX, newRegionY); if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY) || isHyperLink) { capsPath = "http://" + reg.ExternalHostName + ":" + reg.HttpPort + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); if (eq != null) { #region IP Translation for NAT IClientIPEndpoint ipepClient; if (avatar.ClientView.TryGet(out ipepClient)) { endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address); } #endregion eq.EnableSimulator(realHandle, endPoint, avatar.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(2000); eq.EstablishAgentCommunication(avatar.UUID, endPoint, capsPath); } else { avatar.ControllingClient.InformClientOfNeighbour(realHandle, endPoint); // TODO: make Event Queue disablable! } } else { // child agent already there agentCircuit.CapsPath = avatar.Scene.CapsModule.GetChildSeed(avatar.UUID, reg.RegionHandle); capsPath = "http://" + reg.ExternalHostName + ":" + reg.HttpPort + "/CAPS/" + agentCircuit.CapsPath + "0000/"; } //m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId, // position, false); //if (!m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId, // position, false)) //{ // avatar.ControllingClient.SendTeleportFailed("Problem with destination."); // // We should close that agent we just created over at destination... // List lst = new List(); // lst.Add(realHandle); // SendCloseChildAgentAsync(avatar.UUID, lst); // return; //} SetInTransit(avatar.UUID); // Let's send a full update of the agent. This is a synchronous call. AgentData agent = new AgentData(); avatar.CopyTo(agent); agent.Position = position; agent.CallbackURI = "http://" + m_regionInfo.ExternalHostName + ":" + m_regionInfo.HttpPort + "/agent/" + avatar.UUID.ToString() + "/" + avatar.Scene.RegionInfo.RegionID.ToString() + "/release/"; m_scene.SimulationService.UpdateAgent(reg, agent); m_log.DebugFormat( "[CAPS]: Sending new CAPS seed url {0} to client {1}", agentCircuit.CapsPath, avatar.UUID); /// /// Hypergrid mod: realHandle instead of reg.RegionHandle /// /// if (eq != null) { eq.TeleportFinishEvent(realHandle, 13, endPoint, 4, teleportFlags, capsPath, avatar.UUID); } else { avatar.ControllingClient.SendRegionTeleport(realHandle, 13, endPoint, 4, teleportFlags, capsPath); } /// /// Hypergrid mod stop /// // 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 send the attachments and close things here. if (!WaitForCallback(avatar.UUID)) { // Client never contacted destination. Let's restore everything back avatar.ControllingClient.SendTeleportFailed("Problems connecting to destination."); ResetFromTransit(avatar.UUID); // Yikes! We should just have a ref to scene here. avatar.Scene.InformClientOfNeighbours(avatar); // Finally, kill the agent we just created at the destination. m_scene.SimulationService.CloseAgent(reg, avatar.UUID); return; } // Can't go back from here if (KiPrimitive != null) { KiPrimitive(avatar.LocalId); } avatar.MakeChildAgent(); // CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it avatar.CrossAttachmentsIntoNewRegion(reg, true); // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone /// /// Hypergrid mod: extra check for isHyperLink /// if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY) || isHyperLink) { Thread.Sleep(5000); avatar.Close(); CloseConnection(avatar.UUID); } // if (teleport success) // seems to be always success here // the user may change their profile information in other region, // so the userinfo in UserProfileCache is not reliable any more, delete it if (avatar.Scene.NeedSceneCacheClear(avatar.UUID) || isHyperLink) { // REFACTORING PROBLEM!!!! //m_commsProvider.UserProfileCacheService.RemoveUser(avatar.UUID); m_log.DebugFormat( "[HGSceneCommService]: User {0} is going to another region, profile cache removed", avatar.UUID); } } else { avatar.ControllingClient.SendTeleportFailed("Remote Region appears to be down"); } } else { // TP to a place that doesn't exist (anymore) // Inform the viewer about that avatar.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 blocks = new List(); blocks.Add(block); avatar.ControllingClient.SendMapBlock(blocks, 0); } } } } }