1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
|
/*
* 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 OpenSim 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.Communications;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Communications.Capabilities;
using OpenSim.Region.Framework.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;
m_commsProvider.InterRegion.rdebugRegionName = 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 asynchronesously, 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/";
//bool regionAccepted = m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, a);
bool regionAccepted = m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, a);
if (regionAccepted && newAgent)
{
IEventQueue eq = avatar.Scene.RequestModuleInterface<IEventQueue>();
if (eq != null)
{
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));
//Console.WriteLine(" !!! 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, List<RegionInfo> neighbours)
{
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(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(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);
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(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(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>();
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.GetLandHeight((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();
}
// 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))
{
avatar.ControllingClient.SendTeleportFailed("Destination is not accepting teleports.");
return;
}
// OK, it got this agent. Let's close some child agents
avatar.CloseChildAgents(newRegionX, newRegionY);
if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
{
capsPath
= "http://"
+ reg.ExternalHostName
+ ":"
+ reg.HttpPort
+ CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
if (eq != null)
{
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);
}
// 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)
{
//Console.WriteLine(" >>> Waiting... " + count);
Thread.Sleep(1000);
}
if (count > 0)
return true;
else
return false;
}
public bool ReleaseAgent(UUID id)
{
//Console.WriteLine(" >>> 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); });
}
/// <summary>
/// Inform a neighbouring region that an avatar is about to cross into it.
/// </summary>
/// <param name="regionhandle"></param>
/// <param name="agentID"></param>
/// <param name="position"></param>
public bool CrossToNeighbouringRegion(ulong regionhandle, UUID agentID, Vector3 position, bool isFlying)
{
return m_commsProvider.InterRegion.ExpectAvatarCrossing(regionhandle, agentID, position, isFlying);
}
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();
//Console.WriteLine("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);
}
}
//Console.WriteLine("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)
{
// Put the child agent back at the center
agent.AbsolutePosition = new Vector3(128, 128, 70);
}
else // Not successful
{
CachedUserInfo userInfo = m_commsProvider.UserProfileCacheService.GetUserDetails(agent.UUID);
if (userInfo != null)
{
userInfo.FetchInventory();
}
agent.RestoreInCurrentScene();
}
agent.IsInTransit = false;
//m_log.DebugFormat("[SCENE COMM]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
}
public bool PrimCrossToNeighboringRegion(ulong regionhandle, UUID primID, string objData, int XMLMethod)
{
return m_commsProvider.InterRegion.InformRegionOfPrimCrossing(regionhandle, primID, objData, XMLMethod);
}
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)
// {
// Console.WriteLine("-------------- 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;
// Console.WriteLine("({0}, {1})", x, y);
// }
// }
}
}
|