From ccb7cce8190f50024ebf25369d95e7267376f28b Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 22 Feb 2013 21:59:00 +0000 Subject: Make reset of EntityTransferStateMachine for an avatar transfer always happen despite unexpected exceptions. This means that if such an exception does occur, the region does not need to be reset before that user can teleport from it again. This is all Oren's code from his patch in http://opensimulator.org/mantis/view.php?id=6374 but I've chosen to split it in two. --- .../EntityTransfer/EntityTransferModule.cs | 123 ++++++++++++++------- 1 file changed, 81 insertions(+), 42 deletions(-) diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 3cb1901..07c3666 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -179,13 +179,24 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (!sp.Scene.Permissions.CanTeleport(sp.UUID)) return; - // Reset animations; the viewer does that in teleports. - sp.Animator.ResetAnimations(); - string destinationRegionName = "(not found)"; + // Record that this agent is in transit so that we can prevent simultaneous requests and do later detection + // of whether the destination region completes the teleport. + if (!m_entityTransferStateMachine.SetInTransit(sp.UUID)) + { + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: Ignoring teleport request of {0} {1} to {2}@{3} - agent is already in transit.", + sp.Name, sp.UUID, position, regionHandle); + + return; + } + try { + // Reset animations; the viewer does that in teleports. + sp.Animator.ResetAnimations(); + if (regionHandle == sp.Scene.RegionInfo.RegionHandle) { destinationRegionName = sp.Scene.RegionInfo.RegionName; @@ -194,12 +205,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer } else // Another region possibly in another simulator { - GridRegion finalDestination; - TeleportAgentToDifferentRegion( - sp, regionHandle, position, lookAt, teleportFlags, out finalDestination); - - if (finalDestination != null) - destinationRegionName = finalDestination.RegionName; + GridRegion finalDestination = null; + try + { + TeleportAgentToDifferentRegion( + sp, regionHandle, position, lookAt, teleportFlags, out finalDestination); + } + finally + { + if (finalDestination != null) + destinationRegionName = finalDestination.RegionName; + } } } catch (Exception e) @@ -209,11 +225,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer sp.Name, sp.AbsolutePosition, sp.Scene.RegionInfo.RegionName, position, destinationRegionName, e.Message, e.StackTrace); - // Make sure that we clear the in-transit flag so that future teleport attempts don't always fail. - m_entityTransferStateMachine.ResetFromTransit(sp.UUID); - sp.ControllingClient.SendTeleportFailed("Internal error"); } + finally + { + m_entityTransferStateMachine.ResetFromTransit(sp.UUID); + } } /// @@ -229,15 +246,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer "[ENTITY TRANSFER MODULE]: Teleport for {0} to {1} within {2}", sp.Name, position, sp.Scene.RegionInfo.RegionName); - if (!m_entityTransferStateMachine.SetInTransit(sp.UUID)) - { - m_log.DebugFormat( - "[ENTITY TRANSFER MODULE]: Ignoring within region teleport request of {0} {1} to {2} - agent is already in transit.", - sp.Name, sp.UUID, position); - - return; - } - // Teleport within the same region if (IsOutsideRegion(sp.Scene, position) || position.Z < 0) { @@ -282,7 +290,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer } m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp); - m_entityTransferStateMachine.ResetFromTransit(sp.UUID); } /// @@ -336,7 +343,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // // This is it // - DoTeleport(sp, reg, finalDestination, position, lookAt, teleportFlags); + DoTeleportInternal(sp, reg, finalDestination, position, lookAt, teleportFlags); // // // @@ -391,6 +398,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer && Math.Abs(sourceRegion.RegionLocY - destRegion.RegionCoordY) <= MaxTransferDistance; } + /// + /// Wraps DoTeleportInternal() and manages the transfer state. + /// public void DoTeleport( ScenePresence sp, GridRegion reg, GridRegion finalDestination, Vector3 position, Vector3 lookAt, uint teleportFlags) @@ -405,12 +415,37 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return; } + + try + { + DoTeleportInternal(sp, reg, finalDestination, position, lookAt, teleportFlags); + } + catch (Exception e) + { + m_log.ErrorFormat( + "[ENTITY TRANSFER MODULE]: Exception on teleport of {0} from {1}@{2} to {3}@{4}: {5}{6}", + sp.Name, sp.AbsolutePosition, sp.Scene.RegionInfo.RegionName, position, finalDestination.RegionName, + e.Message, e.StackTrace); - if (reg == null || finalDestination == null) + sp.ControllingClient.SendTeleportFailed("Internal error"); + } + finally { - sp.ControllingClient.SendTeleportFailed("Unable to locate destination"); m_entityTransferStateMachine.ResetFromTransit(sp.UUID); + } + } + /// + /// Teleports the agent to another region. + /// This method doesn't manage the transfer state; the caller must do that. + /// + private void DoTeleportInternal( + ScenePresence sp, GridRegion reg, GridRegion finalDestination, + Vector3 position, Vector3 lookAt, uint teleportFlags) + { + if (reg == null || finalDestination == null) + { + sp.ControllingClient.SendTeleportFailed("Unable to locate destination"); return; } @@ -430,8 +465,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer sourceRegion.RegionName, sourceRegion.RegionLocX, sourceRegion.RegionLocY, MaxTransferDistance)); - m_entityTransferStateMachine.ResetFromTransit(sp.UUID); - return; } @@ -450,7 +483,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (endPoint.Address == null) { sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down"); - m_entityTransferStateMachine.ResetFromTransit(sp.UUID); return; } @@ -472,7 +504,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer finalDestination, sp.ControllingClient.AgentId, Vector3.Zero, out version, out reason)) { sp.ControllingClient.SendTeleportFailed(reason); - m_entityTransferStateMachine.ResetFromTransit(sp.UUID); m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: {0} was stopped from teleporting from {1} to {2} because {3}", @@ -528,7 +559,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout)) { sp.ControllingClient.SendTeleportFailed(String.Format("Teleport refused: {0}", reason)); - m_entityTransferStateMachine.ResetFromTransit(sp.UUID); m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Teleport of {0} from {1} to {2} was refused because {3}", @@ -629,7 +659,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer "[ENTITY TRANSFER MODULE]: Teleport of {0} to {1} from {2} failed due to no callback from destination region. Returning avatar to source region.", sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName); - Fail(sp, finalDestination, logout); + Fail(sp, finalDestination, logout); return; } @@ -682,8 +712,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // "[ENTITY TRANSFER MODULE]: User {0} is going to another region, profile cache removed", // sp.UUID); // } - - m_entityTransferStateMachine.ResetFromTransit(sp.UUID); } protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout) @@ -703,8 +731,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer Scene.SimulationService.CloseAgent(finalDestination, sp.UUID); sp.Scene.EventManager.TriggerTeleportFail(sp.ControllingClient, logout); - - m_entityTransferStateMachine.ResetFromTransit(sp.UUID); } protected virtual bool CreateAgent(ScenePresence sp, GridRegion reg, GridRegion finalDestination, AgentCircuitData agentCircuit, uint teleportFlags, out string reason, out bool logout) @@ -1133,16 +1159,24 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (neighbourRegion == null) return agent; - try + if (!m_entityTransferStateMachine.SetInTransit(agent.UUID)) { - m_entityTransferStateMachine.SetInTransit(agent.UUID); + m_log.ErrorFormat( + "[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2} - agent is already in transit", + agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName); + return agent; + } + bool transitWasReset = false; + + try + { ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); - + m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}", agent.Firstname, agent.Lastname, neighbourx, neighboury, version); - + Scene m_scene = agent.Scene; if (!agent.ValidateAttachments()) @@ -1155,7 +1189,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer agent.RemoveFromPhysicalScene(); - AgentData cAgent = new AgentData(); + AgentData cAgent = new AgentData(); agent.CopyTo(cAgent); cAgent.Position = pos; if (isFlying) @@ -1174,7 +1208,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer ReInstantiateScripts(agent); agent.AddToPhysicalScene(isFlying); - m_entityTransferStateMachine.ResetFromTransit(agent.UUID); return agent; } @@ -1222,6 +1255,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // FIXME: Possibly this should occur lower down after other commands to close other agents, // but not sure yet what the side effects would be. m_entityTransferStateMachine.ResetFromTransit(agent.UUID); + transitWasReset = true; // now we have a child agent in this region. Request all interesting data about other (root) agents agent.SendOtherAgentsAvatarDataToMe(); @@ -1261,6 +1295,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // TODO: Might be worth attempting other restoration here such as reinstantiation of scripts, etc. } + finally + { + if (!transitWasReset) + m_entityTransferStateMachine.ResetFromTransit(agent.UUID); + } return agent; } @@ -2083,4 +2122,4 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer #endregion } -} \ No newline at end of file +} -- cgit v1.1 From a93f06eb88489f822d903249377ce8cbdd991fb0 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 22 Feb 2013 23:08:14 +0000 Subject: minor: Add doc to ScenePresence.IsInTransit to make it clear that this is set only for region crossing and not teleport, etc. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 9c1d2b6..39a885c 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -657,6 +657,12 @@ namespace OpenSim.Region.Framework.Scenes private bool m_inTransit; + /// + /// This signals whether the presence is in transit between neighbouring regions. + /// + /// + /// It is not set when the presence is teleporting or logging in/out directly to a region. + /// public bool IsInTransit { get { return m_inTransit; } -- cgit v1.1