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author | Melanie | 2013-09-07 13:54:19 +0100 |
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committer | Melanie | 2013-09-07 13:54:19 +0100 |
commit | 2f365ea80be0df545a74da03afceb964da1546d1 (patch) | |
tree | a54202b1cdabaa201c0566232bde69cecdcfef6a /OpenSim/Region/Framework | |
parent | Merge branch 'master' into careminster (diff) | |
parent | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim (diff) | |
download | opensim-SC_OLD-2f365ea80be0df545a74da03afceb964da1546d1.zip opensim-SC_OLD-2f365ea80be0df545a74da03afceb964da1546d1.tar.gz opensim-SC_OLD-2f365ea80be0df545a74da03afceb964da1546d1.tar.bz2 opensim-SC_OLD-2f365ea80be0df545a74da03afceb964da1546d1.tar.xz |
Merge branch 'master' into careminster
Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.cs | 82 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs | 15 |
2 files changed, 85 insertions, 12 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index f864392..18e7eb8 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -3854,10 +3854,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
3854 | 3854 | ||
3855 | // We need to ensure that we are not already removing the scene presence before we ask it not to be | 3855 | // We need to ensure that we are not already removing the scene presence before we ask it not to be |
3856 | // closed. | 3856 | // closed. |
3857 | if (sp != null && sp.IsChildAgent && sp.LifecycleState == ScenePresenceState.Running) | 3857 | if (sp != null && sp.IsChildAgent |
3858 | && (sp.LifecycleState == ScenePresenceState.Running | ||
3859 | || sp.LifecycleState == ScenePresenceState.PreRemove)) | ||
3858 | { | 3860 | { |
3859 | m_log.DebugFormat( | 3861 | m_log.DebugFormat( |
3860 | "[SCENE]: Reusing existing child scene presence for {0} in {1}", sp.Name, Name); | 3862 | "[SCENE]: Reusing existing child scene presence for {0}, state {1} in {2}", |
3863 | sp.Name, sp.LifecycleState, Name); | ||
3861 | 3864 | ||
3862 | // In the case where, for example, an A B C D region layout, an avatar may | 3865 | // In the case where, for example, an A B C D region layout, an avatar may |
3863 | // teleport from A -> D, but then -> C before A has asked B to close its old child agent. When C | 3866 | // teleport from A -> D, but then -> C before A has asked B to close its old child agent. When C |
@@ -3879,6 +3882,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3879 | // } | 3882 | // } |
3880 | // else if (EntityTransferModule.IsInTransit(sp.UUID)) | 3883 | // else if (EntityTransferModule.IsInTransit(sp.UUID)) |
3881 | 3884 | ||
3885 | sp.LifecycleState = ScenePresenceState.Running; | ||
3886 | |||
3882 | if (EntityTransferModule.IsInTransit(sp.UUID)) | 3887 | if (EntityTransferModule.IsInTransit(sp.UUID)) |
3883 | { | 3888 | { |
3884 | sp.DoNotCloseAfterTeleport = true; | 3889 | sp.DoNotCloseAfterTeleport = true; |
@@ -4018,6 +4023,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
4018 | // uses down the line. | 4023 | // uses down the line. |
4019 | sp.TeleportFlags = (TPFlags)teleportFlags; | 4024 | sp.TeleportFlags = (TPFlags)teleportFlags; |
4020 | 4025 | ||
4026 | // We must carry out a further authorization check if there's an | ||
4027 | // attempt to make a child agent into a root agent, since SeeIntoRegion may have allowed a child | ||
4028 | // agent to login to a region where a full avatar would not be allowed. | ||
4029 | // | ||
4030 | // We determine whether this is a CreateAgent for a future non-child agent by inspecting | ||
4031 | // TeleportFlags, which will be default for a child connection. This relies on input from the source | ||
4032 | // region. | ||
4033 | if (sp.TeleportFlags != TPFlags.Default) | ||
4034 | { | ||
4035 | if (!AuthorizeUser(acd, false, out reason)) | ||
4036 | return false; | ||
4037 | } | ||
4038 | |||
4021 | if (sp.IsChildAgent) | 4039 | if (sp.IsChildAgent) |
4022 | { | 4040 | { |
4023 | m_log.DebugFormat( | 4041 | m_log.DebugFormat( |
@@ -4526,10 +4544,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
4526 | ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID); | 4544 | ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID); |
4527 | if (childAgentUpdate != null) | 4545 | if (childAgentUpdate != null) |
4528 | { | 4546 | { |
4529 | if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID) | 4547 | // if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID) |
4530 | // Only warn for now | 4548 | // // Only warn for now |
4531 | m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?", | 4549 | // m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?", |
4532 | childAgentUpdate.UUID, cAgentData.SessionID); | 4550 | // childAgentUpdate.UUID, cAgentData.SessionID); |
4533 | 4551 | ||
4534 | // I can't imagine *yet* why we would get an update if the agent is a root agent.. | 4552 | // I can't imagine *yet* why we would get an update if the agent is a root agent.. |
4535 | // however to avoid a race condition crossing borders.. | 4553 | // however to avoid a race condition crossing borders.. |
@@ -4631,6 +4649,50 @@ namespace OpenSim.Region.Framework.Scenes | |||
4631 | } | 4649 | } |
4632 | 4650 | ||
4633 | /// <summary> | 4651 | /// <summary> |
4652 | /// Tell a single agent to prepare to close. | ||
4653 | /// </summary> | ||
4654 | /// <remarks> | ||
4655 | /// This should only be called if we may close the agent but there will be some delay in so doing. Meant for | ||
4656 | /// internal use - other callers should almost certainly called IncomingCloseAgent(). | ||
4657 | /// </remarks> | ||
4658 | /// <param name="sp"></param> | ||
4659 | /// <returns>true if pre-close state notification was successful. false if the agent | ||
4660 | /// was not in a state where it could transition to pre-close.</returns> | ||
4661 | public bool IncomingPreCloseAgent(ScenePresence sp) | ||
4662 | { | ||
4663 | lock (m_removeClientLock) | ||
4664 | { | ||
4665 | // We need to avoid a race condition where in, for example, an A B C D region layout, an avatar may | ||
4666 | // teleport from A -> D, but then -> C before A has asked B to close its old child agent. We do not | ||
4667 | // want to obey this close since C may have renewed the child agent lease on B. | ||
4668 | if (sp.DoNotCloseAfterTeleport) | ||
4669 | { | ||
4670 | m_log.DebugFormat( | ||
4671 | "[SCENE]: Not pre-closing {0} agent {1} in {2} since another simulator has re-established the child connection", | ||
4672 | sp.IsChildAgent ? "child" : "root", sp.Name, Name); | ||
4673 | |||
4674 | // Need to reset the flag so that a subsequent close after another teleport can succeed. | ||
4675 | sp.DoNotCloseAfterTeleport = false; | ||
4676 | |||
4677 | return false; | ||
4678 | } | ||
4679 | |||
4680 | if (sp.LifecycleState != ScenePresenceState.Running) | ||
4681 | { | ||
4682 | m_log.DebugFormat( | ||
4683 | "[SCENE]: Called IncomingPreCloseAgent() for {0} in {1} but presence is already in state {2}", | ||
4684 | sp.Name, Name, sp.LifecycleState); | ||
4685 | |||
4686 | return false; | ||
4687 | } | ||
4688 | |||
4689 | sp.LifecycleState = ScenePresenceState.PreRemove; | ||
4690 | |||
4691 | return true; | ||
4692 | } | ||
4693 | } | ||
4694 | |||
4695 | /// <summary> | ||
4634 | /// Tell a single agent to disconnect from the region. | 4696 | /// Tell a single agent to disconnect from the region. |
4635 | /// </summary> | 4697 | /// </summary> |
4636 | /// <param name="agentID"></param> | 4698 | /// <param name="agentID"></param> |
@@ -4649,16 +4711,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
4649 | if (sp == null) | 4711 | if (sp == null) |
4650 | { | 4712 | { |
4651 | m_log.DebugFormat( | 4713 | m_log.DebugFormat( |
4652 | "[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in {1}", | 4714 | "[SCENE]: Called IncomingCloseAgent() with agent ID {0} but no such presence is in {1}", |
4653 | agentID, Name); | 4715 | agentID, Name); |
4654 | 4716 | ||
4655 | return false; | 4717 | return false; |
4656 | } | 4718 | } |
4657 | 4719 | ||
4658 | if (sp.LifecycleState != ScenePresenceState.Running) | 4720 | if (sp.LifecycleState != ScenePresenceState.Running && sp.LifecycleState != ScenePresenceState.PreRemove) |
4659 | { | 4721 | { |
4660 | m_log.DebugFormat( | 4722 | m_log.DebugFormat( |
4661 | "[SCENE]: Called RemoveClient() for {0} in {1} but presence is already in state {2}", | 4723 | "[SCENE]: Called IncomingCloseAgent() for {0} in {1} but presence is already in state {2}", |
4662 | sp.Name, Name, sp.LifecycleState); | 4724 | sp.Name, Name, sp.LifecycleState); |
4663 | 4725 | ||
4664 | return false; | 4726 | return false; |
@@ -6025,7 +6087,7 @@ Environment.Exit(1); | |||
6025 | { | 6087 | { |
6026 | if (!AuthorizeUser(aCircuit, false, out reason)) | 6088 | if (!AuthorizeUser(aCircuit, false, out reason)) |
6027 | { | 6089 | { |
6028 | // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID); | 6090 | //m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID); |
6029 | return false; | 6091 | return false; |
6030 | } | 6092 | } |
6031 | } | 6093 | } |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs b/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs index dc3a212..cae7fe5 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs | |||
@@ -37,7 +37,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
37 | /// This is a state machine. | 37 | /// This is a state machine. |
38 | /// | 38 | /// |
39 | /// [Entry] => Running | 39 | /// [Entry] => Running |
40 | /// Running => Removing | 40 | /// Running => PreRemove, Removing |
41 | /// PreRemove => Running, Removing | ||
41 | /// Removing => Removed | 42 | /// Removing => Removed |
42 | /// | 43 | /// |
43 | /// All other methods should only see the scene presence in running state - this is the normal operational state | 44 | /// All other methods should only see the scene presence in running state - this is the normal operational state |
@@ -46,6 +47,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
46 | public enum ScenePresenceState | 47 | public enum ScenePresenceState |
47 | { | 48 | { |
48 | Running, // Normal operation state. The scene presence is available. | 49 | Running, // Normal operation state. The scene presence is available. |
50 | PreRemove, // The presence is due to be removed but can still be returning to running. | ||
49 | Removing, // The presence is in the process of being removed from the scene via Scene.RemoveClient. | 51 | Removing, // The presence is in the process of being removed from the scene via Scene.RemoveClient. |
50 | Removed, // The presence has been removed from the scene and is effectively dead. | 52 | Removed, // The presence has been removed from the scene and is effectively dead. |
51 | // There is no exit from this state. | 53 | // There is no exit from this state. |
@@ -80,8 +82,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
80 | 82 | ||
81 | lock (this) | 83 | lock (this) |
82 | { | 84 | { |
83 | if (newState == ScenePresenceState.Removing && m_state == ScenePresenceState.Running) | 85 | if (newState == m_state) |
86 | return; | ||
87 | else if (newState == ScenePresenceState.Running && m_state == ScenePresenceState.PreRemove) | ||
84 | transitionOkay = true; | 88 | transitionOkay = true; |
89 | else if (newState == ScenePresenceState.PreRemove && m_state == ScenePresenceState.Running) | ||
90 | transitionOkay = true; | ||
91 | else if (newState == ScenePresenceState.Removing) | ||
92 | { | ||
93 | if (m_state == ScenePresenceState.Running || m_state == ScenePresenceState.PreRemove) | ||
94 | transitionOkay = true; | ||
95 | } | ||
85 | else if (newState == ScenePresenceState.Removed && m_state == ScenePresenceState.Removing) | 96 | else if (newState == ScenePresenceState.Removed && m_state == ScenePresenceState.Removing) |
86 | transitionOkay = true; | 97 | transitionOkay = true; |
87 | } | 98 | } |