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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.IO;
using System.Reflection;
using System.Text;
using System.Collections.Generic;
using System.Threading;
using OpenMetaverse;
using OpenMetaverse.StructuredData;
using OpenSim;
using OpenSim.Region;
using OpenSim.Region.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Framework;
using OpenSim.Services.Interfaces;
//using OpenSim.Framework.Capabilities;
using Nini.Config;
using log4net;
using OSDMap = OpenMetaverse.StructuredData.OSDMap;
using TeleportFlags = OpenSim.Framework.Constants.TeleportFlags;
namespace OpenSim.Region.OptionalModules.ViewerSupport
{
public class SimulatorFeaturesHelper
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private IEntityTransferModule m_TransferModule;
private Scene m_scene;
private struct RegionSend {
public UUID region;
public bool send;
};
// Using a static cache so that we don't have to perform the time-consuming tests
// in ShouldSend on Extra SimFeatures that go on the same response but come from
// different modules.
// This cached is indexed on the agentID and maps to a list of regions
private static ExpiringCache<UUID, List<RegionSend>> m_Cache = new ExpiringCache<UUID, List<RegionSend>>();
private const double TIMEOUT = 1.0; // time in cache
public SimulatorFeaturesHelper(Scene scene, IEntityTransferModule et)
{
m_scene = scene;
m_TransferModule = et;
}
public bool ShouldSend(UUID agentID)
{
List<RegionSend> rsendlist;
RegionSend rsend;
if (m_Cache.TryGetValue(agentID, out rsendlist))
{
rsend = rsendlist.Find(r => r.region == m_scene.RegionInfo.RegionID);
if (rsend.region != UUID.Zero) // Found it
{
return rsend.send;
}
}
// Relatively complex logic for deciding whether to send the extra SimFeature or not.
// This is because the viewer calls this cap to all sims that it knows about,
// including the departing sims and non-neighbors (those that are cached).
rsend.region = m_scene.RegionInfo.RegionID;
rsend.send = false;
IClientAPI client = null;
int counter = 200;
// Let's wait a little to see if we get a client here
while (!m_scene.TryGetClient(agentID, out client) && counter-- > 0)
Thread.Sleep(50);
if (client != null)
{
ScenePresence sp = WaitGetScenePresence(agentID);
if (sp == null) // Client is connected but SP still doesn't exist: this may happen on login
{
m_log.DebugFormat("[XXX]: SP is null");
}
else
{
// On the receiving region, the call to this cap may arrive before
// the agent is root. Make sure we only proceed from here when the agent
// has been made root
counter = 200;
while ((sp.IsInTransit || sp.IsChildAgent) && counter-- > 0)
{
Thread.Sleep(50);
}
// The viewer calls this cap on the departing sims too. Make sure
// that we only proceed after the agent is not in transit anymore.
// The agent must be root and not going anywhere
if (!sp.IsChildAgent && !m_TransferModule.IsInTransit(agentID))
rsend.send = true;
else
m_log.DebugFormat("[XXX]: Child or in transit");
}
}
else
m_log.DebugFormat("[XXX]: client is null");
if (rsendlist == null)
{
rsendlist = new List<RegionSend>();
m_Cache.AddOrUpdate(agentID, rsendlist, TIMEOUT);
}
rsendlist.Add(rsend);
return rsend.send;
}
public int UserLevel(UUID agentID)
{
int level = 0;
UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, agentID);
if (account != null)
level = account.UserLevel;
return level;
}
protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
{
int ntimes = 20;
ScenePresence sp = null;
while ((sp = m_scene.GetScenePresence(agentID)) == null && (ntimes-- > 0))
Thread.Sleep(1000);
if (sp == null)
m_log.WarnFormat(
"[XXX]: Did not find presence with id {0} in {1} before timeout",
agentID, m_scene.RegionInfo.RegionName);
else
{
ntimes = 10;
while (sp.IsInTransit && (ntimes-- > 0))
Thread.Sleep(1000);
}
return sp;
}
}
}
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