aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim
diff options
context:
space:
mode:
authorJustin Clark-Casey (justincc)2012-05-17 23:33:26 +0100
committerJustin Clark-Casey (justincc)2012-05-17 23:33:26 +0100
commit4d34763f8c90dfe87a8a5930bf05fe36b86d15df (patch)
tree639b53816b54241e75b809c006ce77866acf3a92 /OpenSim
parentminor: improve method doc for TestSameSimulatorSeparatedRegionsCreateAgentFai... (diff)
downloadopensim-SC_OLD-4d34763f8c90dfe87a8a5930bf05fe36b86d15df.zip
opensim-SC_OLD-4d34763f8c90dfe87a8a5930bf05fe36b86d15df.tar.gz
opensim-SC_OLD-4d34763f8c90dfe87a8a5930bf05fe36b86d15df.tar.bz2
opensim-SC_OLD-4d34763f8c90dfe87a8a5930bf05fe36b86d15df.tar.xz
Check agent limit against root agent count rather than both root and child agents
From sl docs such as http://community.secondlife.com/t5/English-Knowledge-Base/Managing-Private-Regions/ta-p/700115 agent should apply to avatars only. This makes sense from a user perspective, and also from a code perspective since child agents with no physics or actions take up a fraction of root agent resources. As such, the check is now only performed in Scene.QueryAccess() - cross and teleport check this before allowing an agent to translocate. This also removes an off-by-one error that could occur in certain circumstances on teleport when a new child agent was double counted when a pre-teleport agent update was performed. This does not affect an existing bug where limits or other QueryAccess() checks are not applied to avatars logging directly into a region.
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs47
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs5
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs13
3 files changed, 43 insertions, 22 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 2bf3638..3cce370 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -2646,7 +2646,8 @@ namespace OpenSim.Region.Framework.Scenes
2646 if (sp == null) 2646 if (sp == null)
2647 { 2647 {
2648 m_log.DebugFormat( 2648 m_log.DebugFormat(
2649 "[SCENE]: Adding new child scene presence {0} to scene {1} at pos {2}", client.Name, RegionInfo.RegionName, client.StartPos); 2649 "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}",
2650 client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos);
2650 2651
2651 m_clientManager.Add(client); 2652 m_clientManager.Add(client);
2652 SubscribeToClientEvents(client); 2653 SubscribeToClientEvents(client);
@@ -3905,8 +3906,7 @@ namespace OpenSim.Region.Framework.Scenes
3905 3906
3906 // XPTO: if this agent is not allowed here as root, always return false 3907 // XPTO: if this agent is not allowed here as root, always return false
3907 3908
3908 // We have to wait until the viewer contacts this region after receiving EAC. 3909 // TODO: This check should probably be in QueryAccess().
3909 // That calls AddNewClient, which finally creates the ScenePresence
3910 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3910 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3911 if (nearestParcel == null) 3911 if (nearestParcel == null)
3912 { 3912 {
@@ -3917,14 +3917,8 @@ namespace OpenSim.Region.Framework.Scenes
3917 return false; 3917 return false;
3918 } 3918 }
3919 3919
3920 int num = m_sceneGraph.GetNumberOfScenePresences(); 3920 // We have to wait until the viewer contacts this region after receiving EAC.
3921 3921 // That calls AddNewClient, which finally creates the ScenePresence
3922 if (num >= RegionInfo.RegionSettings.AgentLimit)
3923 {
3924 if (!Permissions.IsAdministrator(cAgentData.AgentID))
3925 return false;
3926 }
3927
3928 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID); 3922 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
3929 3923
3930 if (childAgentUpdate != null) 3924 if (childAgentUpdate != null)
@@ -3968,14 +3962,28 @@ namespace OpenSim.Region.Framework.Scenes
3968 return false; 3962 return false;
3969 } 3963 }
3970 3964
3965 /// <summary>
3966 /// Poll until the requested ScenePresence appears or we timeout.
3967 /// </summary>
3968 /// <returns>The scene presence is found, else null.</returns>
3969 /// <param name='agentID'></param>
3971 protected virtual ScenePresence WaitGetScenePresence(UUID agentID) 3970 protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
3972 { 3971 {
3973 int ntimes = 10; 3972 int ntimes = 10;
3974 ScenePresence childAgentUpdate = null; 3973 ScenePresence sp = null;
3975 while ((childAgentUpdate = GetScenePresence(agentID)) == null && (ntimes-- > 0)) 3974 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
3976 Thread.Sleep(1000); 3975 Thread.Sleep(1000);
3977 return childAgentUpdate;
3978 3976
3977 if (sp == null)
3978 m_log.WarnFormat(
3979 "[SCENE PRESENCE]: Did not find presence with id {0} in {1} before timeout",
3980 agentID, RegionInfo.RegionName);
3981// else
3982// m_log.DebugFormat(
3983// "[SCENE PRESENCE]: Found presence {0} {1} {2} in {3} after {4} waits",
3984// sp.Name, sp.UUID, sp.IsChildAgent ? "child" : "root", RegionInfo.RegionName, 10 - ntimes);
3985
3986 return sp;
3979 } 3987 }
3980 3988
3981 public virtual bool IncomingRetrieveRootAgent(UUID id, out IAgentData agent) 3989 public virtual bool IncomingRetrieveRootAgent(UUID id, out IAgentData agent)
@@ -5177,13 +5185,22 @@ namespace OpenSim.Region.Framework.Scenes
5177 // child agent creation, thereby emulating the SL behavior. 5185 // child agent creation, thereby emulating the SL behavior.
5178 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5186 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5179 { 5187 {
5180 int num = m_sceneGraph.GetNumberOfScenePresences(); 5188 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
5189 // However, the long term fix is to make sure root agent count is always accurate.
5190 m_sceneGraph.RecalculateStats();
5191
5192 int num = m_sceneGraph.GetRootAgentCount();
5181 5193
5182 if (num >= RegionInfo.RegionSettings.AgentLimit) 5194 if (num >= RegionInfo.RegionSettings.AgentLimit)
5183 { 5195 {
5184 if (!Permissions.IsAdministrator(agentID)) 5196 if (!Permissions.IsAdministrator(agentID))
5185 { 5197 {
5186 reason = "The region is full"; 5198 reason = "The region is full";
5199
5200 m_log.DebugFormat(
5201 "[SCENE]: Denying presence with id {0} entry into {1} since region is at agent limit of {2}",
5202 agentID, RegionInfo.RegionName, RegionInfo.RegionSettings.AgentLimit);
5203
5187 return false; 5204 return false;
5188 } 5205 }
5189 } 5206 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 4815922..ddf1550 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -779,11 +779,6 @@ namespace OpenSim.Region.Framework.Scenes
779 return m_scenePresenceArray; 779 return m_scenePresenceArray;
780 } 780 }
781 781
782 public int GetNumberOfScenePresences()
783 {
784 return m_scenePresenceArray.Count;
785 }
786
787 /// <summary> 782 /// <summary>
788 /// Request a scene presence by UUID. Fast, indexed lookup. 783 /// Request a scene presence by UUID. Fast, indexed lookup.
789 /// </summary> 784 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index bdcef71..558fd9c 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1169,6 +1169,12 @@ namespace OpenSim.Region.Framework.Scenes
1169 Scene.SimulationService.ReleaseAgent(m_originRegionID, UUID, m_callbackURI); 1169 Scene.SimulationService.ReleaseAgent(m_originRegionID, UUID, m_callbackURI);
1170 m_callbackURI = null; 1170 m_callbackURI = null;
1171 } 1171 }
1172// else
1173// {
1174// m_log.DebugFormat(
1175// "[SCENE PRESENCE]: No callback provided on CompleteMovement of {0} {1} to {2}",
1176// client.Name, client.AgentId, m_scene.RegionInfo.RegionName);
1177// }
1172 1178
1173 ValidateAndSendAppearanceAndAgentData(); 1179 ValidateAndSendAppearanceAndAgentData();
1174 1180
@@ -2508,7 +2514,7 @@ namespace OpenSim.Region.Framework.Scenes
2508 // If we are using the the cached appearance then send it out to everyone 2514 // If we are using the the cached appearance then send it out to everyone
2509 if (cachedappearance) 2515 if (cachedappearance)
2510 { 2516 {
2511 m_log.DebugFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name); 2517 m_log.DebugFormat("[SCENE PRESENCE]: baked textures are in the cache for {0}", Name);
2512 2518
2513 // If the avatars baked textures are all in the cache, then we have a 2519 // If the avatars baked textures are all in the cache, then we have a
2514 // complete appearance... send it out, if not, then we'll send it when 2520 // complete appearance... send it out, if not, then we'll send it when
@@ -2970,7 +2976,7 @@ namespace OpenSim.Region.Framework.Scenes
2970 2976
2971 public void ChildAgentDataUpdate(AgentData cAgentData) 2977 public void ChildAgentDataUpdate(AgentData cAgentData)
2972 { 2978 {
2973 //m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName); 2979// m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName);
2974 if (!IsChildAgent) 2980 if (!IsChildAgent)
2975 return; 2981 return;
2976 2982
@@ -3110,6 +3116,9 @@ namespace OpenSim.Region.Framework.Scenes
3110 m_originRegionID = cAgent.RegionID; 3116 m_originRegionID = cAgent.RegionID;
3111 3117
3112 m_callbackURI = cAgent.CallbackURI; 3118 m_callbackURI = cAgent.CallbackURI;
3119// m_log.DebugFormat(
3120// "[SCENE PRESENCE]: Set callback for {0} in {1} to {2} in CopyFrom()",
3121// Name, m_scene.RegionInfo.RegionName, m_callbackURI);
3113 3122
3114 m_pos = cAgent.Position; 3123 m_pos = cAgent.Position;
3115 m_velocity = cAgent.Velocity; 3124 m_velocity = cAgent.Velocity;