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/*
* 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<ulong> regionlst);
/// <summary>
/// Class that Region communications runs through
/// </summary>
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);
}
/// <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)
{
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<GridRegion> neighbours
= m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
List<GridRegion> onlineNeighbours = new List<GridRegion>();
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);
/// <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, 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<string> simulatorList = new List<string>();
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);
/// <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 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);
}
/// <summary>
/// Closes a child agents in a collection of regions. Does so asynchronously
/// so that the caller doesn't wait.
/// </summary>
/// <param name="agentID"></param>
/// <param name="regionslst"></param>
public void SendCloseChildAgentConnections(UUID agentID, string auth_code, List<ulong> 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<GridRegion> RequestNamedRegions(string name, int maxNumber)
{
return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
}
}
}
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