/* * 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.Capabilities; using OpenSim.Region.Framework.Interfaces; using OpenSim.Services.Interfaces; using OSD = OpenMetaverse.StructuredData.OSD; using GridRegion = OpenSim.Services.Interfaces.GridRegion; namespace OpenSim.Region.Framework.Scenes { public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List regionlst); /// /// Class that Region communications runs through /// public class SceneCommunicationService //one instance per region { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static string LogHeader = "[SCENE COMMUNICATION SERVICE]"; protected RegionInfo m_regionInfo; protected Scene m_scene; public void SetScene(Scene s) { m_scene = s; m_regionInfo = s.RegionInfo; } public delegate void InformNeighbourThatRegionUpDelegate(INeighbourService nService, RegionInfo region, ulong regionhandle); private void InformNeighborsThatRegionisUpCompleted(IAsyncResult iar) { InformNeighbourThatRegionUpDelegate icon = (InformNeighbourThatRegionUpDelegate)iar.AsyncState; icon.EndInvoke(iar); } /// /// Asynchronous call to information neighbouring regions that this region is up /// /// /// private void InformNeighboursThatRegionIsUpAsync(INeighbourService neighbourService, RegionInfo region, ulong regionhandle) { uint x = 0, y = 0; Utils.LongToUInts(regionhandle, out x, out y); GridRegion neighbour = null; if (neighbourService != null) neighbour = neighbourService.HelloNeighbour(regionhandle, region); else m_log.DebugFormat("{0} neighbour service provided for region {1} to inform neigbhours of status", LogHeader, m_scene.Name); if (neighbour != null) { m_log.DebugFormat("{0} Region {1} successfully informed neighbour {2} at {3}-{4} that it is up", LogHeader, m_scene.Name, neighbour.RegionName, Util.WorldToRegionLoc(x), Util.WorldToRegionLoc(y)); m_scene.EventManager.TriggerOnRegionUp(neighbour); } else { m_log.WarnFormat( "[SCENE COMMUNICATION SERVICE]: Region {0} failed to inform neighbour at {1}-{2} that it is up.", m_scene.Name, Util.WorldToRegionLoc(x), Util.WorldToRegionLoc(y)); } } public void InformNeighborsThatRegionisUp(INeighbourService neighbourService, RegionInfo region) { //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); List neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); List onlineNeighbours = new List(); foreach (GridRegion n in neighbours) { OpenSim.Framework.RegionFlags? regionFlags = n.RegionFlags; // m_log.DebugFormat( // "{0}: Region flags for {1} as seen by {2} are {3}", // LogHeader, n.RegionName, m_scene.Name, regionFlags != null ? regionFlags.ToString() : "not present"); // Robust services before 2015-01-14 do not return the regionFlags information. In this case, we could // make a separate RegionFlags call but this would involve a network call for each neighbour. if (regionFlags != null) { if ((regionFlags & OpenSim.Framework.RegionFlags.RegionOnline) != 0) onlineNeighbours.Add(n); } else { onlineNeighbours.Add(n); } } m_log.DebugFormat( "{0} Informing {1} neighbours that region {2} is up", LogHeader, onlineNeighbours.Count, m_scene.Name); foreach (GridRegion n in onlineNeighbours) { InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; d.BeginInvoke(neighbourService, region, n.RegionHandle, InformNeighborsThatRegionisUpCompleted, d); } } public delegate void SendChildAgentDataUpdateDelegate(AgentPosition cAgentData, UUID scopeID, GridRegion dest); /// /// 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. /// /// private void SendChildAgentDataUpdateAsync(AgentPosition cAgentData, UUID scopeID, GridRegion dest) { //m_log.Info("[INTERGRID]: Informing neighbors about my agent in " + m_regionInfo.RegionName); try { m_scene.SimulationService.UpdateAgent(dest, cAgentData); } catch { // Ignore; we did our best } } private void SendChildAgentDataUpdateCompleted(IAsyncResult iar) { SendChildAgentDataUpdateDelegate icon = (SendChildAgentDataUpdateDelegate)iar.AsyncState; icon.EndInvoke(iar); } public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence) { // m_log.DebugFormat( // "[SCENE COMMUNICATION SERVICE]: Sending child agent position updates for {0} in {1}", // presence.Name, m_scene.Name); // This assumes that we know what our neighbors are. try { uint x = 0, y = 0; List simulatorList = new List(); foreach (ulong regionHandle in presence.KnownRegionHandles) { if (regionHandle != m_regionInfo.RegionHandle) { // we only want to send one update to each simulator; the simulator will // hand it off to the regions where a child agent exists, this does assume // that the region position is cached or performance will degrade Util.RegionHandleToWorldLoc(regionHandle, out x, out y); GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); if (dest == null) continue; if (!simulatorList.Contains(dest.ServerURI)) { // we havent seen this simulator before, add it to the list // and send it an update simulatorList.Add(dest.ServerURI); // Let move this to sync. Mono definitely does not like async networking. m_scene.SimulationService.UpdateAgent(dest, cAgentData); // Leaving this here as a reminder that we tried, and it sucks. //SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync; //d.BeginInvoke(cAgentData, m_regionInfo.ScopeID, dest, // 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); /// /// This Closes child agents on neighboring regions /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// protected void SendCloseChildAgent(UUID agentID, ulong regionHandle, string auth_token) { // 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); uint x = 0, y = 0; Util.RegionHandleToWorldLoc(regionHandle, out x, out y); GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); if (destination == null) { m_log.DebugFormat( "[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} FAIL, region with handle {1} not found", agentID, regionHandle); return; } m_log.DebugFormat( "[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} to {1}", agentID, destination.RegionName); m_scene.SimulationService.CloseAgent(destination, agentID, auth_token); } /// /// Closes a child agents in a collection of regions. Does so asynchronously /// so that the caller doesn't wait. /// /// /// public void SendCloseChildAgentConnections(UUID agentID, string auth_code, List regionslst) { if (regionslst.Count == 0) return; // use a single thread job for all Util.FireAndForget(o => { foreach (ulong handle in regionslst) { SendCloseChildAgent(agentID, handle, auth_code); } }, null, "SceneCommunicationService.SendCloseChildAgentConnections"); } public List RequestNamedRegions(string name, int maxNumber) { return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); } } }