/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Net; using System.Reflection; using System.Threading; using OpenMetaverse; using OpenMetaverse.StructuredData; using log4net; using OpenSim.Framework; using OpenSim.Framework.Client; using OpenSim.Framework.Communications; using OpenSim.Framework.Communications.Cache; using OpenSim.Framework.Capabilities; using OpenSim.Region.Framework.Interfaces; using OpenSim.Services.Interfaces; using OSD = OpenMetaverse.StructuredData.OSD; namespace OpenSim.Region.Framework.Scenes { public delegate void KiPrimitiveDelegate(uint localID); public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List<ulong> regionlst); public class SceneCommunicationService //one instance per region { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected CommunicationsManager m_commsProvider; protected IInterregionCommsOut m_interregionCommsOut; protected RegionInfo m_regionInfo; protected RegionCommsListener regionCommsHost; protected List<UUID> m_agentsInTransit; public event AgentCrossing OnAvatarCrossingIntoRegion; public event ExpectUserDelegate OnExpectUser; public event ExpectPrimDelegate OnExpectPrim; public event CloseAgentConnection OnCloseAgentConnection; public event PrimCrossing OnPrimCrossingIntoRegion; public event RegionUp OnRegionUp; public event ChildAgentUpdate OnChildAgentUpdate; //public event RemoveKnownRegionsFromAvatarList OnRemoveKnownRegionFromAvatar; public event LogOffUser OnLogOffUser; public event GetLandData OnGetLandData; private AgentCrossing handlerAvatarCrossingIntoRegion = null; // OnAvatarCrossingIntoRegion; private ExpectUserDelegate handlerExpectUser = null; // OnExpectUser; private ExpectPrimDelegate handlerExpectPrim = null; // OnExpectPrim; private CloseAgentConnection handlerCloseAgentConnection = null; // OnCloseAgentConnection; private PrimCrossing handlerPrimCrossingIntoRegion = null; // OnPrimCrossingIntoRegion; private RegionUp handlerRegionUp = null; // OnRegionUp; private ChildAgentUpdate handlerChildAgentUpdate = null; // OnChildAgentUpdate; //private RemoveKnownRegionsFromAvatarList handlerRemoveKnownRegionFromAvatar = null; // OnRemoveKnownRegionFromAvatar; private LogOffUser handlerLogOffUser = null; private GetLandData handlerGetLandData = null; // OnGetLandData public KiPrimitiveDelegate KiPrimitive; public SceneCommunicationService(CommunicationsManager commsMan) { m_commsProvider = commsMan; m_agentsInTransit = new List<UUID>(); } /// <summary> /// Register a region with the grid /// </summary> /// <param name="regionInfos"></param> /// <exception cref="System.Exception">Thrown if region registration fails.</exception> public void RegisterRegion(IInterregionCommsOut comms_out, RegionInfo regionInfos) { m_interregionCommsOut = comms_out; m_regionInfo = regionInfos; m_commsProvider.GridService.gdebugRegionName = regionInfos.RegionName; regionCommsHost = m_commsProvider.GridService.RegisterRegion(m_regionInfo); if (regionCommsHost != null) { //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: registered with gridservice and got" + regionCommsHost.ToString()); regionCommsHost.debugRegionName = regionInfos.RegionName; regionCommsHost.OnExpectPrim += IncomingPrimCrossing; regionCommsHost.OnExpectUser += NewUserConnection; regionCommsHost.OnAvatarCrossingIntoRegion += AgentCrossing; regionCommsHost.OnCloseAgentConnection += CloseConnection; regionCommsHost.OnRegionUp += newRegionUp; regionCommsHost.OnChildAgentUpdate += ChildAgentUpdate; regionCommsHost.OnLogOffUser += GridLogOffUser; regionCommsHost.OnGetLandData += FetchLandData; } else { //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: registered with gridservice and got null"); } } public RegionInfo RequestClosestRegion(string name) { return m_commsProvider.GridService.RequestClosestRegion(name); } public void Close() { if (regionCommsHost != null) { regionCommsHost.OnLogOffUser -= GridLogOffUser; regionCommsHost.OnChildAgentUpdate -= ChildAgentUpdate; regionCommsHost.OnRegionUp -= newRegionUp; regionCommsHost.OnExpectUser -= NewUserConnection; regionCommsHost.OnExpectPrim -= IncomingPrimCrossing; regionCommsHost.OnAvatarCrossingIntoRegion -= AgentCrossing; regionCommsHost.OnCloseAgentConnection -= CloseConnection; regionCommsHost.OnGetLandData -= FetchLandData; try { m_commsProvider.GridService.DeregisterRegion(m_regionInfo); } catch (Exception e) { m_log.ErrorFormat( "[GRID]: Deregistration of region {0} from the grid failed - {1}. Continuing", m_regionInfo.RegionName, e); } regionCommsHost = null; } } #region CommsManager Event handlers /// <summary> /// /// </summary> /// <param name="regionHandle"></param> /// <param name="agent"></param> /// protected void NewUserConnection(AgentCircuitData agent) { handlerExpectUser = OnExpectUser; if (handlerExpectUser != null) { //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: OnExpectUser Fired for User:" + agent.firstname + " " + agent.lastname); handlerExpectUser(agent); } } protected void GridLogOffUser(UUID AgentID, UUID RegionSecret, string message) { handlerLogOffUser = OnLogOffUser; if (handlerLogOffUser != null) { handlerLogOffUser(AgentID, RegionSecret, message); } } protected bool newRegionUp(RegionInfo region) { handlerRegionUp = OnRegionUp; if (handlerRegionUp != null) { //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: newRegionUp Fired for User:" + region.RegionName); handlerRegionUp(region); } return true; } protected bool ChildAgentUpdate(ChildAgentDataUpdate cAgentData) { handlerChildAgentUpdate = OnChildAgentUpdate; if (handlerChildAgentUpdate != null) handlerChildAgentUpdate(cAgentData); return true; } protected void AgentCrossing(UUID agentID, Vector3 position, bool isFlying) { handlerAvatarCrossingIntoRegion = OnAvatarCrossingIntoRegion; if (handlerAvatarCrossingIntoRegion != null) { handlerAvatarCrossingIntoRegion(agentID, position, isFlying); } } protected bool IncomingPrimCrossing(UUID primID, String objXMLData, int XMLMethod) { handlerExpectPrim = OnExpectPrim; if (handlerExpectPrim != null) { return handlerExpectPrim(primID, objXMLData, XMLMethod); } else { return false; } } protected void PrimCrossing(UUID primID, Vector3 position, bool isPhysical) { handlerPrimCrossingIntoRegion = OnPrimCrossingIntoRegion; if (handlerPrimCrossingIntoRegion != null) { handlerPrimCrossingIntoRegion(primID, position, isPhysical); } } protected bool CloseConnection(UUID agentID) { m_log.Debug("[INTERREGION]: Incoming Agent Close Request for agent: " + agentID); handlerCloseAgentConnection = OnCloseAgentConnection; if (handlerCloseAgentConnection != null) { return handlerCloseAgentConnection(agentID); } return false; } protected LandData FetchLandData(uint x, uint y) { handlerGetLandData = OnGetLandData; if (handlerGetLandData != null) { return handlerGetLandData(x, y); } return null; } #endregion #region Inform Client of Neighbours private delegate void InformClientOfNeighbourDelegate( ScenePresence avatar, AgentCircuitData a, SimpleRegionInfo reg, IPEndPoint endPoint, bool newAgent); private void InformClientOfNeighbourCompleted(IAsyncResult iar) { InformClientOfNeighbourDelegate icon = (InformClientOfNeighbourDelegate) iar.AsyncState; icon.EndInvoke(iar); } /// <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 avatar, AgentCircuitData a, SimpleRegionInfo 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); uint x, y; Utils.LongToUInts(reg.RegionHandle, out x, out y); x = x / Constants.RegionSize; y = y / Constants.RegionSize; m_log.Info("[INTERGRID]: Starting to inform client about neighbour " + x + ", " + y + "(" + endPoint.ToString() + ")"); string capsPath = "http://" + reg.ExternalHostName + ":" + reg.HttpPort + "/CAPS/" + a.CapsPath + "0000/"; string reason = String.Empty; //bool regionAccepted = m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, a); bool regionAccepted = m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, a, out reason); if (regionAccepted && newAgent) { IEventQueue eq = avatar.Scene.RequestModuleInterface<IEventQueue>(); 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(reg.RegionHandle, endPoint, avatar.UUID); eq.EstablishAgentCommunication(avatar.UUID, endPoint, capsPath); m_log.DebugFormat("[CAPS]: Sending new CAPS seed url {0} to client {1} in region {2}", capsPath, avatar.UUID, avatar.Scene.RegionInfo.RegionName); } else { avatar.ControllingClient.InformClientOfNeighbour(reg.RegionHandle, endPoint); // TODO: make Event Queue disablable! } m_log.Info("[INTERGRID]: Completed inform client about neighbour " + endPoint.ToString()); } } public void RequestNeighbors(RegionInfo region) { // List<SimpleRegionInfo> neighbours = m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY); //IPEndPoint blah = new IPEndPoint(); //blah.Address = region.RemotingAddress; //blah.Port = region.RemotingPort; } /// <summary> /// This informs all neighboring regions about agent "avatar". /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// </summary> public void EnableNeighbourChildAgents(ScenePresence avatar, List<RegionInfo> lstneighbours) { List<SimpleRegionInfo> neighbours = new List<SimpleRegionInfo>(); //m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY); for (int i = 0; i < lstneighbours.Count; i++) { // We don't want to keep sending to regions that consistently fail on comms. if (!(lstneighbours[i].commFailTF)) { neighbours.Add(new SimpleRegionInfo(lstneighbours[i])); } } // we're going to be using the above code once neighbour cache is correct. Currently it doesn't appear to be // So we're temporarily going back to the old method of grabbing it from the Grid Server Every time :/ neighbours = m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY); /// 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(avatar.Scene.RegionInfo.RegionHandle); // add this region too List<ulong> previousRegionNeighbourHandles = new List<ulong>(avatar.Scene.CapsModule.GetChildrenSeeds(avatar.UUID).Keys); 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 avatar.DropOldNeighbours(oldRegions); /// Collect as many seeds as possible Dictionary<ulong, string> seeds = new Dictionary<ulong, string>(avatar.Scene.CapsModule.GetChildrenSeeds(avatar.UUID)); //m_log.Debug(" !!! No. of seeds: " + seeds.Count); if (!seeds.ContainsKey(avatar.Scene.RegionInfo.RegionHandle)) seeds.Add(avatar.Scene.RegionInfo.RegionHandle, avatar.ControllingClient.RequestClientInfo().CapsPath); /// Create the necessary child agents List<AgentCircuitData> cagents = new List<AgentCircuitData>(); foreach (SimpleRegionInfo neighbour in neighbours) { if (neighbour.RegionHandle != avatar.Scene.RegionInfo.RegionHandle) { AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo(); agent.BaseFolder = UUID.Zero; agent.InventoryFolder = UUID.Zero; agent.startpos = new Vector3(128, 128, 70); agent.child = true; if (newRegions.Contains(neighbour.RegionHandle)) { agent.CapsPath = CapsUtil.GetRandomCapsObjectPath(); avatar.AddNeighbourRegion(neighbour.RegionHandle, agent.CapsPath); seeds.Add(neighbour.RegionHandle, agent.CapsPath); } else agent.CapsPath = avatar.Scene.CapsModule.GetChildSeed(avatar.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); } // These two are the same thing! avatar.Scene.CapsModule.SetChildrenSeed(avatar.UUID, seeds); avatar.KnownRegions = seeds; //avatar.Scene.DumpChildrenSeeds(avatar.UUID); //avatar.DumpKnownRegions(); bool newAgent = false; int count = 0; foreach (SimpleRegionInfo neighbour in neighbours) { // 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 != avatar.Scene.RegionInfo.RegionHandle) { InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; try { d.BeginInvoke(avatar, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent, InformClientOfNeighbourCompleted, d); } catch (Exception e) { m_log.ErrorFormat( "[REGIONINFO]: 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++; } } /// <summary> /// This informs a single neighboring region about agent "avatar". /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// </summary> public void InformNeighborChildAgent(ScenePresence avatar, SimpleRegionInfo region) { AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo(); agent.BaseFolder = UUID.Zero; agent.InventoryFolder = UUID.Zero; agent.startpos = new Vector3(128, 128, 70); agent.child = true; InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; d.BeginInvoke(avatar, agent, region, region.ExternalEndPoint, true, InformClientOfNeighbourCompleted, d); } #endregion public delegate void InformNeighbourThatRegionUpDelegate(INeighbourService nService, RegionInfo region, ulong regionhandle); private void InformNeighborsThatRegionisUpCompleted(IAsyncResult iar) { InformNeighbourThatRegionUpDelegate icon = (InformNeighbourThatRegionUpDelegate) iar.AsyncState; icon.EndInvoke(iar); } /// <summary> /// Asynchronous call to information neighbouring regions that this region is up /// </summary> /// <param name="region"></param> /// <param name="regionhandle"></param> private void InformNeighboursThatRegionIsUpAsync(INeighbourService neighbourService, RegionInfo region, ulong regionhandle) { m_log.Info("[INTERGRID]: Starting to inform neighbors that I'm here"); //RegionUpData regiondata = new RegionUpData(region.RegionLocX, region.RegionLocY, region.ExternalHostName, region.InternalEndPoint.Port); //bool regionAccepted = // m_commsProvider.InterRegion.RegionUp(new SerializableRegionInfo(region), regionhandle); //bool regionAccepted = m_interregionCommsOut.SendHelloNeighbour(regionhandle, region); bool regionAccepted = false; if (neighbourService != null) regionAccepted = neighbourService.HelloNeighbour(regionhandle, region); else m_log.DebugFormat("[SCS]: No neighbour service provided for informing neigbhours of this region"); if (regionAccepted) { m_log.Info("[INTERGRID]: Completed informing neighbors that I'm here"); handlerRegionUp = OnRegionUp; // yes, we're notifying ourselves. if (handlerRegionUp != null) handlerRegionUp(region); } else { m_log.Warn("[INTERGRID]: Failed to inform neighbors that I'm here."); } } /// <summary> /// Called by scene when region is initialized (not always when it's listening for agents) /// This is an inter-region message that informs the surrounding neighbors that the sim is up. /// </summary> public void InformNeighborsThatRegionisUp(INeighbourService neighbourService, RegionInfo region) { //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); List<SimpleRegionInfo> neighbours = new List<SimpleRegionInfo>(); // This stays uncached because we don't already know about our neighbors at this point. neighbours = m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY); if (neighbours != null) { for (int i = 0; i < neighbours.Count; i++) { InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; d.BeginInvoke(neighbourService, region, neighbours[i].RegionHandle, InformNeighborsThatRegionisUpCompleted, d); } } //bool val = m_commsProvider.InterRegion.RegionUp(new SerializableRegionInfo(region)); } public delegate void SendChildAgentDataUpdateDelegate(AgentPosition cAgentData, ulong regionHandle); /// <summary> /// This informs all neighboring regions about the settings of it's child agent. /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// /// This contains information, such as, Draw Distance, Camera location, Current Position, Current throttle settings, etc. /// /// </summary> private void SendChildAgentDataUpdateAsync(AgentPosition cAgentData, ulong regionHandle) { //m_log.Info("[INTERGRID]: Informing neighbors about my agent in " + m_regionInfo.RegionName); try { //m_commsProvider.InterRegion.ChildAgentUpdate(regionHandle, cAgentData); m_interregionCommsOut.SendChildAgentUpdate(regionHandle, cAgentData); } catch { // Ignore; we did our best } //if (regionAccepted) //{ // //m_log.Info("[INTERGRID]: Completed sending a neighbor an update about my agent"); //} //else //{ // //m_log.Info("[INTERGRID]: Failed sending a neighbor an update about my agent"); //} } private void SendChildAgentDataUpdateCompleted(IAsyncResult iar) { SendChildAgentDataUpdateDelegate icon = (SendChildAgentDataUpdateDelegate) iar.AsyncState; icon.EndInvoke(iar); } public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence) { // This assumes that we know what our neighbors are. try { foreach (ulong regionHandle in presence.KnownChildRegionHandles) { if (regionHandle != m_regionInfo.RegionHandle) { SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync; d.BeginInvoke(cAgentData, regionHandle, SendChildAgentDataUpdateCompleted, d); } } } catch (InvalidOperationException) { // We're ignoring a collection was modified error because this data gets old and outdated fast. } } public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle); /// <summary> /// This Closes child agents on neighboring regions /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// </summary> protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle) { m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); // let's do our best, but there's not much we can do if the neighbour doesn't accept. //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); m_interregionCommsOut.SendCloseAgent(regionHandle, agentID); } private void SendCloseChildAgentCompleted(IAsyncResult iar) { SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState; icon.EndInvoke(iar); } public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) { foreach (ulong handle in regionslst) { SendCloseChildAgentDelegate d = SendCloseChildAgentAsync; d.BeginInvoke(agentID, handle, SendCloseChildAgentCompleted, d); } } /// <summary> /// Helper function to request neighbors from grid-comms /// </summary> /// <param name="regionHandle"></param> /// <returns></returns> public virtual RegionInfo RequestNeighbouringRegionInfo(ulong regionHandle) { //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending Grid Services Request about neighbor " + regionHandle.ToString()); return m_commsProvider.GridService.RequestNeighbourInfo(regionHandle); } /// <summary> /// Helper function to request neighbors from grid-comms /// </summary> /// <param name="regionID"></param> /// <returns></returns> public virtual RegionInfo RequestNeighbouringRegionInfo(UUID regionID) { //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending Grid Services Request about neighbor " + regionID); return m_commsProvider.GridService.RequestNeighbourInfo(regionID); } /// <summary> /// Requests map blocks in area of minX, maxX, minY, MaxY in world cordinates /// </summary> /// <param name="minX"></param> /// <param name="minY"></param> /// <param name="maxX"></param> /// <param name="maxY"></param> public virtual void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY) { List<MapBlockData> mapBlocks; mapBlocks = m_commsProvider.GridService.RequestNeighbourMapBlocks(minX - 4, minY - 4, minX + 4, minY + 4); remoteClient.SendMapBlock(mapBlocks, 0); } /// <summary> /// Try to teleport an agent to a new region. /// </summary> /// <param name="remoteClient"></param> /// <param name="RegionHandle"></param> /// <param name="position"></param> /// <param name="lookAt"></param> /// <param name="flags"></param> public virtual 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<IEventQueue>(); // Reset animations; the viewer does that in teleports. avatar.ResetAnimations(); if (regionHandle == m_regionInfo.RegionHandle) { m_log.DebugFormat( "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation {0} within {1}", position, m_regionInfo.RegionName); // Teleport within the same region if (position.X < 0 || position.X > Constants.RegionSize || position.Y < 0 || position.Y > Constants.RegionSize || position.Z < 0) { Vector3 emergencyPos = new Vector3(128, 128, 128); m_log.WarnFormat( "[SCENE COMMUNICATION SERVICE]: 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 = (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 { RegionInfo reg = RequestNeighbouringRegionInfo(regionHandle); if (reg != null) { m_log.DebugFormat( "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation to {0} in {1}", position, reg.RegionName); 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) { 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); // 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<ulong> childRegions = new List<ulong>(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; 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; // Let's create an agent there if one doesn't exist yet. //if (!m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agentCircuit)) if (!m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, agentCircuit, out reason)) { avatar.ControllingClient.SendTeleportFailed(String.Format("Destination is not accepting teleports: {0}", reason)); return; } // OK, it got this agent. Let's close some child agents avatar.CloseChildAgents(newRegionX, newRegionY); if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY)) { #region IP Translation for NAT IClientIPEndpoint ipepClient; if (avatar.ClientView.TryGet(out ipepClient)) { capsPath = "http://" + NetworkUtil.GetHostFor(ipepClient.EndPoint, reg.ExternalHostName) + ":" + reg.HttpPort + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); } else { capsPath = "http://" + reg.ExternalHostName + ":" + reg.HttpPort + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); } #endregion if (eq != null) { #region IP Translation for NAT // Uses ipepClient above if (avatar.ClientView.TryGet(out ipepClient)) { endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address); } #endregion eq.EnableSimulator(reg.RegionHandle, 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(reg.RegionHandle, endPoint); } } else { agentCircuit.CapsPath = avatar.Scene.CapsModule.GetChildSeed(avatar.UUID, reg.RegionHandle); capsPath = "http://" + reg.ExternalHostName + ":" + reg.HttpPort + "/CAPS/" + agentCircuit.CapsPath + "0000/"; } // Expect avatar crossing is a heavy-duty function at the destination. // That is where MakeRoot is called, which fetches appearance and inventory. // Plus triggers OnMakeRoot, which spawns a series of asynchronous updates. //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<ulong> lst = new List<ulong>(); // lst.Add(reg.RegionHandle); // 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.RegionHandle.ToString() + "/release/"; m_interregionCommsOut.SendChildAgentUpdate(reg.RegionHandle, agent); m_log.DebugFormat( "[CAPS]: Sending new CAPS seed url {0} to client {1}", capsPath, avatar.UUID); if (eq != null) { eq.TeleportFinishEvent(reg.RegionHandle, 13, endPoint, 4, teleportFlags, capsPath, avatar.UUID); } else { avatar.ControllingClient.SendRegionTeleport(reg.RegionHandle, 13, endPoint, 4, teleportFlags, capsPath); } // 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_interregionCommsOut.SendCloseAgent(reg.RegionHandle, 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.RegionHandle, true); // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY)) { Thread.Sleep(5000); avatar.Close(); CloseConnection(avatar.UUID); } else // now we have a child agent in this region. avatar.Reset(); // 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)) { m_commsProvider.UserProfileCacheService.RemoveUser(avatar.UUID); m_log.DebugFormat( "[SCENE COMMUNICATION SERVICE]: 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<MapBlockData> blocks = new List<MapBlockData>(); blocks.Add(block); avatar.ControllingClient.SendMapBlock(blocks, 0); } } } public bool WaitForCallback(UUID id) { int count = 20; while (m_agentsInTransit.Contains(id) && count-- > 0) { //m_log.Debug(" >>> Waiting... " + count); Thread.Sleep(1000); } if (count > 0) return true; else return false; } public bool ReleaseAgent(UUID id) { //m_log.Debug(" >>> ReleaseAgent called <<< "); return ResetFromTransit(id); } public void SetInTransit(UUID id) { lock (m_agentsInTransit) { if (!m_agentsInTransit.Contains(id)) m_agentsInTransit.Add(id); } } protected bool ResetFromTransit(UUID id) { lock (m_agentsInTransit) { if (m_agentsInTransit.Contains(id)) { m_agentsInTransit.Remove(id); return true; } } return false; } private List<ulong> NeighbourHandles(List<SimpleRegionInfo> neighbours) { List<ulong> handles = new List<ulong>(); foreach (SimpleRegionInfo reg in neighbours) { handles.Add(reg.RegionHandle); } return handles; } 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); }); } public void CrossAgentToNewRegion(Scene scene, ScenePresence agent, bool isFlying) { Vector3 pos = agent.AbsolutePosition; Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z); uint neighbourx = m_regionInfo.RegionLocX; uint neighboury = m_regionInfo.RegionLocY; // distance to edge that will trigger crossing const float boundaryDistance = 1.7f; // distance into new region to place avatar const float enterDistance = 0.1f; if (pos.X < boundaryDistance) { neighbourx--; newpos.X = Constants.RegionSize - enterDistance; } else if (pos.X > Constants.RegionSize - boundaryDistance) { neighbourx++; newpos.X = enterDistance; } if (pos.Y < boundaryDistance) { neighboury--; newpos.Y = Constants.RegionSize - enterDistance; } else if (pos.Y > Constants.RegionSize - boundaryDistance) { neighboury++; newpos.Y = enterDistance; } CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync; d.BeginInvoke(agent, newpos, neighbourx, neighboury, isFlying, CrossAgentToNewRegionCompleted, d); } public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, bool isFlying); /// <summary> /// This Closes child agents on neighboring 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, bool isFlying) { m_log.DebugFormat("[SCENE COMM]: Crossing agent {0} {1} to {2}-{3}", agent.Firstname, agent.Lastname, neighbourx, neighboury); ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); SimpleRegionInfo neighbourRegion = RequestNeighbouringRegionInfo(neighbourHandle); if (neighbourRegion != null && agent.ValidateAttachments()) { pos = pos + (agent.Velocity); CachedUserInfo userInfo = m_commsProvider.UserProfileCacheService.GetUserDetails(agent.UUID); if (userInfo != null) { userInfo.DropInventory(); } else { m_log.WarnFormat("[SCENE COMM]: No cached user info found for {0} {1} on leaving region {2}", agent.Name, agent.UUID, agent.Scene.RegionInfo.RegionName); } //bool crossingSuccessful = // CrossToNeighbouringRegion(neighbourHandle, agent.ControllingClient.AgentId, pos, //isFlying); SetInTransit(agent.UUID); AgentData cAgent = new AgentData(); agent.CopyTo(cAgent); cAgent.Position = pos; if (isFlying) cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY; cAgent.CallbackURI = "http://" + m_regionInfo.ExternalHostName + ":" + m_regionInfo.HttpPort + "/agent/" + agent.UUID.ToString() + "/" + agent.Scene.RegionInfo.RegionHandle.ToString() + "/release/"; m_interregionCommsOut.SendChildAgentUpdate(neighbourHandle, cAgent); // Next, let's close the child agent connections that are too far away. agent.CloseChildAgents(neighbourx, neighboury); //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("[SCENE COMM]: No CAPS information for region handle {0}, exiting CrossToNewRegion.", neighbourRegion.RegionHandle); return agent; } // TODO Should construct this behind a method string capsPath = "http://" + neighbourRegion.ExternalHostName + ":" + neighbourRegion.HttpPort + "/CAPS/" + agentcaps /*circuitdata.CapsPath*/ + "0000/"; m_log.DebugFormat("[CAPS]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>(); if (eq != null) { eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, capsPath, agent.UUID, agent.ControllingClient.SessionId); } else { agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, capsPath); } if (!WaitForCallback(agent.UUID)) { ResetFromTransit(agent.UUID); // Yikes! We should just have a ref to scene here. agent.Scene.InformClientOfNeighbours(agent); return agent; } agent.MakeChildAgent(); // now we have a child agent in this region. Request all interesting data about other (root) agents agent.SendInitialFullUpdateToAllClients(); agent.CrossAttachmentsIntoNewRegion(neighbourHandle, true); // m_scene.SendKillObject(m_localId); agent.Scene.NotifyMyCoarseLocationChange(); // the user may change their profile information in other region, // so the userinfo in UserProfileCache is not reliable any more, delete it if (agent.Scene.NeedSceneCacheClear(agent.UUID)) { agent.Scene.CommsManager.UserProfileCacheService.RemoveUser(agent.UUID); m_log.DebugFormat( "[SCENE COMM]: User {0} is going to another region, profile cache removed", agent.UUID); } } //m_log.Debug("AFTER CROSS"); //Scene.DumpChildrenSeeds(UUID); //DumpKnownRegions(); 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 { CachedUserInfo userInfo = m_commsProvider.UserProfileCacheService.GetUserDetails(agent.UUID); if (userInfo != null) { userInfo.FetchInventory(); } agent.RestoreInCurrentScene(); } // In any case agent.NotInTransit(); //m_log.DebugFormat("[SCENE COMM]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname); } public Dictionary<string, string> GetGridSettings() { return m_commsProvider.GridService.GetGridSettings(); } public void LogOffUser(UUID userid, UUID regionid, ulong regionhandle, Vector3 position, Vector3 lookat) { m_commsProvider.LogOffUser(userid, regionid, regionhandle, position, lookat); } // deprecated as of 2008-08-27 public void LogOffUser(UUID userid, UUID regionid, ulong regionhandle, float posx, float posy, float posz) { m_commsProvider.LogOffUser(userid, regionid, regionhandle, posx, posy, posz); } public void ClearUserAgent(UUID avatarID) { m_commsProvider.UserService.ClearUserAgent(avatarID); } public void AddNewUserFriend(UUID friendlistowner, UUID friend, uint perms) { m_commsProvider.AddNewUserFriend(friendlistowner, friend, perms); } public void UpdateUserFriendPerms(UUID friendlistowner, UUID friend, uint perms) { m_commsProvider.UpdateUserFriendPerms(friendlistowner, friend, perms); } public void RemoveUserFriend(UUID friendlistowner, UUID friend) { m_commsProvider.RemoveUserFriend(friendlistowner, friend); } public List<FriendListItem> GetUserFriendList(UUID friendlistowner) { return m_commsProvider.GetUserFriendList(friendlistowner); } public List<MapBlockData> RequestNeighbourMapBlocks(int minX, int minY, int maxX, int maxY) { return m_commsProvider.GridService.RequestNeighbourMapBlocks(minX, minY, maxX, maxY); } public List<AvatarPickerAvatar> GenerateAgentPickerRequestResponse(UUID queryID, string query) { return m_commsProvider.GenerateAgentPickerRequestResponse(queryID, query); } public List<RegionInfo> RequestNamedRegions(string name, int maxNumber) { return m_commsProvider.GridService.RequestNamedRegions(name, maxNumber); } // private void Dump(string msg, List<ulong> handles) // { // m_log.Info"-------------- 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.Info("({0}, {1})", x, y); // } // } } }