From bf86addf3d55aba81985c0f68aea9ee7063da403 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 16 Jan 2014 20:23:31 +0000
Subject: Prevent duplicate invocations or race dontision in
SP.CompleteMovement()
This can happen under poor network conditions if a viewer repeats the message send
If this happens, physics actors can get orphaned, which unecessarily raises physics frame times
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 29 ++++++-
.../Scenes/Tests/ScenePresenceAgentTests.cs | 92 +++++++++-------------
2 files changed, 65 insertions(+), 56 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 7243db1..d7511d3 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -108,6 +108,16 @@ namespace OpenSim.Region.Framework.Scenes
}
}
+ ///
+ /// This exists to prevent race conditions between two CompleteMovement threads if the simulator is slow and
+ /// the viewer fires these in quick succession.
+ ///
+ ///
+ /// TODO: The child -> agent transition should be folded into LifecycleState and the CompleteMovement
+ /// regulation done there.
+ ///
+ private object m_completeMovementLock = new object();
+
// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes();
private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags));
private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f);
@@ -904,6 +914,7 @@ namespace OpenSim.Region.Framework.Scenes
///
/// Turns a child agent into a root agent.
///
+ ///
/// Child agents are logged into neighbouring sims largely to observe changes. Root agents exist when the
/// avatar is actual in the sim. They can perform all actions.
/// This change is made whenever an avatar enters a region, whether by crossing over from a neighbouring sim,
@@ -911,8 +922,8 @@ namespace OpenSim.Region.Framework.Scenes
///
/// This method is on the critical path for transferring an avatar from one region to another. Delay here
/// delays that crossing.
- ///
- private void MakeRootAgent(Vector3 pos, bool isFlying)
+ ///
+ private bool MakeRootAgent(Vector3 pos, bool isFlying)
{
// m_log.InfoFormat(
// "[SCENE]: Upgrading child to root agent for {0} in {1}",
@@ -920,6 +931,10 @@ namespace OpenSim.Region.Framework.Scenes
//m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
+ lock (m_completeMovementLock)
+ if (!IsChildAgent)
+ return false;
+
IsChildAgent = false;
// Must reset this here so that a teleport to a region next to an existing region does not keep the flag
@@ -1069,6 +1084,7 @@ namespace OpenSim.Region.Framework.Scenes
m_scene.EventManager.TriggerOnMakeRootAgent(this);
+ return true;
}
public int GetStateSource()
@@ -1442,7 +1458,14 @@ namespace OpenSim.Region.Framework.Scenes
}
bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
- MakeRootAgent(AbsolutePosition, flying);
+ if (!MakeRootAgent(AbsolutePosition, flying))
+ {
+ m_log.DebugFormat(
+ "[SCENE PRESENCE]: Aborting CompleteMovement call for {0} in {1} as they are already root",
+ Name, Scene.Name);
+
+ return;
+ }
// Tell the client that we're totally ready
ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
index d1aeaee..1ff1329 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
@@ -111,6 +111,45 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Assert.That(scene.GetScenePresences().Count, Is.EqualTo(1));
}
+ ///
+ /// Test that duplicate complete movement calls are ignored.
+ ///
+ ///
+ /// If duplicate calls are not ignored then there is a risk of race conditions or other unexpected effects.
+ ///
+ [Test]
+ public void TestDupeCompleteMovementCalls()
+ {
+ TestHelpers.InMethod();
+// TestHelpers.EnableLogging();
+
+ UUID spUuid = TestHelpers.ParseTail(0x1);
+
+ TestScene scene = new SceneHelpers().SetupScene();
+
+ int makeRootAgentEvents = 0;
+ scene.EventManager.OnMakeRootAgent += spi => makeRootAgentEvents++;
+
+ ScenePresence sp = SceneHelpers.AddScenePresence(scene, spUuid);
+
+ Assert.That(makeRootAgentEvents, Is.EqualTo(1));
+
+ // Normally these would be invoked by a CompleteMovement message coming in to the UDP stack. But for
+ // convenience, here we will invoke it manually.
+ sp.CompleteMovement(sp.ControllingClient, true);
+
+ Assert.That(makeRootAgentEvents, Is.EqualTo(1));
+
+ // Check rest of exepcted parameters.
+ Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(spUuid), Is.Not.Null);
+ Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
+
+ Assert.That(sp.IsChildAgent, Is.False);
+ Assert.That(sp.UUID, Is.EqualTo(spUuid));
+
+ Assert.That(scene.GetScenePresences().Count, Is.EqualTo(1));
+ }
+
[Test]
public void TestCreateDuplicateRootScenePresence()
{
@@ -249,58 +288,5 @@ namespace OpenSim.Region.Framework.Scenes.Tests
// Assert.That(childPresence, Is.Not.Null);
// Assert.That(childPresence.IsChildAgent, Is.True);
}
-
-// ///
-// /// Test adding a root agent to a scene. Doesn't yet actually complete crossing the agent into the scene.
-// ///
-// [Test]
-// public void T010_TestAddRootAgent()
-// {
-// TestHelpers.InMethod();
-//
-// string firstName = "testfirstname";
-//
-// AgentCircuitData agent = new AgentCircuitData();
-// agent.AgentID = agent1;
-// agent.firstname = firstName;
-// agent.lastname = "testlastname";
-// agent.SessionID = UUID.Random();
-// agent.SecureSessionID = UUID.Random();
-// agent.circuitcode = 123;
-// agent.BaseFolder = UUID.Zero;
-// agent.InventoryFolder = UUID.Zero;
-// agent.startpos = Vector3.Zero;
-// agent.CapsPath = GetRandomCapsObjectPath();
-// agent.ChildrenCapSeeds = new Dictionary();
-// agent.child = true;
-//
-// scene.PresenceService.LoginAgent(agent.AgentID.ToString(), agent.SessionID, agent.SecureSessionID);
-//
-// string reason;
-// scene.NewUserConnection(agent, (uint)TeleportFlags.ViaLogin, out reason);
-// testclient = new TestClient(agent, scene);
-// scene.AddNewAgent(testclient);
-//
-// ScenePresence presence = scene.GetScenePresence(agent1);
-//
-// Assert.That(presence, Is.Not.Null, "presence is null");
-// Assert.That(presence.Firstname, Is.EqualTo(firstName), "First name not same");
-// acd1 = agent;
-// }
-//
-// ///
-// /// Test removing an uncrossed root agent from a scene.
-// ///
-// [Test]
-// public void T011_TestRemoveRootAgent()
-// {
-// TestHelpers.InMethod();
-//
-// scene.RemoveClient(agent1);
-//
-// ScenePresence presence = scene.GetScenePresence(agent1);
-//
-// Assert.That(presence, Is.Null, "presence is not null");
-// }
}
}
\ No newline at end of file
--
cgit v1.1
From d88c9756a778bda8b71cc772746df962825968e4 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 16 Jan 2014 23:31:50 +0000
Subject: Actually put IsChildAgent = true inside the lock, otherwise there is
still a small window for race conditions on duplicate CompleteMovement calls
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 4 +++-
1 file changed, 3 insertions(+), 1 deletion(-)
(limited to 'OpenSim/Region/Framework/Scenes')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index d7511d3..c2554d8 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -932,10 +932,12 @@ namespace OpenSim.Region.Framework.Scenes
//m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
lock (m_completeMovementLock)
+ {
if (!IsChildAgent)
return false;
- IsChildAgent = false;
+ IsChildAgent = false;
+ }
// Must reset this here so that a teleport to a region next to an existing region does not keep the flag
// set and prevent the close of the connection on a subsequent re-teleport.
--
cgit v1.1
From 27abe040bddc11feb78757467c5e330f4cda840b Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 20 Jan 2014 19:16:19 +0000
Subject: Stop exceptions being generated on agent connection if a telehub
object has been deleted or has no spawn points.
---
OpenSim/Region/Framework/Scenes/Scene.cs | 50 ++++++---
.../Framework/Scenes/Tests/SceneTelehubTests.cs | 119 +++++++++++++++++++++
2 files changed, 154 insertions(+), 15 deletions(-)
create mode 100644 OpenSim/Region/Framework/Scenes/Tests/SceneTelehubTests.cs
(limited to 'OpenSim/Region/Framework/Scenes')
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 7772f94..420c0b5 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -3946,32 +3946,52 @@ namespace OpenSim.Region.Framework.Scenes
}
}
+// m_log.DebugFormat(
+// "[SCENE]: Found telehub object {0} for new user connection {1} to {2}",
+// RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
+
// Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags
if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero &&
RegionInfo.EstateSettings.AllowDirectTeleport == false &&
!viahome && !godlike)
{
SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject);
- // Can have multiple SpawnPoints
- List spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
- if (spawnpoints.Count > 1)
+
+ if (telehub != null)
{
- // We have multiple SpawnPoints, Route the agent to a random or sequential one
- if (SpawnPointRouting == "random")
- acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
- telehub.AbsolutePosition,
- telehub.GroupRotation
- );
+ // Can have multiple SpawnPoints
+ List spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
+ if (spawnpoints.Count > 1)
+ {
+ // We have multiple SpawnPoints, Route the agent to a random or sequential one
+ if (SpawnPointRouting == "random")
+ acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
+ telehub.AbsolutePosition,
+ telehub.GroupRotation
+ );
+ else
+ acd.startpos = spawnpoints[SpawnPoint()].GetLocation(
+ telehub.AbsolutePosition,
+ telehub.GroupRotation
+ );
+ }
+ else if (spawnpoints.Count == 1)
+ {
+ // We have a single SpawnPoint and will route the agent to it
+ acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
+ }
else
- acd.startpos = spawnpoints[SpawnPoint()].GetLocation(
- telehub.AbsolutePosition,
- telehub.GroupRotation
- );
+ {
+ m_log.DebugFormat(
+ "[SCENE]: No spawnpoints defined for telehub {0} for {1} in {2}. Continuing.",
+ RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
+ }
}
else
{
- // We have a single SpawnPoint and will route the agent to it
- acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
+ m_log.DebugFormat(
+ "[SCENE]: No telehub {0} found to direct {1} in {2}. Continuing.",
+ RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
}
return true;
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneTelehubTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneTelehubTests.cs
new file mode 100644
index 0000000..9a97acc
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneTelehubTests.cs
@@ -0,0 +1,119 @@
+/*
+ * 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 Nini.Config;
+using NUnit.Framework;
+using OpenMetaverse;
+using OpenSim.Framework;
+using OpenSim.Region.CoreModules.World.Estate;
+using OpenSim.Region.Framework.Scenes;
+using OpenSim.Region.Framework.Interfaces;
+using OpenSim.Services.Interfaces;
+using OpenSim.Tests.Common;
+using OpenSim.Tests.Common.Mock;
+
+namespace OpenSim.Region.Framework.Scenes.Tests
+{
+ ///
+ /// Scene telehub tests
+ ///
+ ///
+ /// TODO: Tests which run through normal functionality. Currently, the only test is one that checks behaviour
+ /// in the case of an error condition
+ ///
+ [TestFixture]
+ public class SceneTelehubTests : OpenSimTestCase
+ {
+ ///
+ /// Test for desired behaviour when a telehub has no spawn points
+ ///
+ [Test]
+ public void TestNoTelehubSpawnPoints()
+ {
+ TestHelpers.InMethod();
+// TestHelpers.EnableLogging();
+
+ EstateManagementModule emm = new EstateManagementModule();
+
+ SceneHelpers sh = new SceneHelpers();
+ Scene scene = sh.SetupScene();
+ SceneHelpers.SetupSceneModules(scene, emm);
+
+ UUID telehubSceneObjectOwner = TestHelpers.ParseTail(0x1);
+
+ SceneObjectGroup telehubSo = SceneHelpers.AddSceneObject(scene, "telehubObject", telehubSceneObjectOwner);
+
+ emm.HandleOnEstateManageTelehub(null, UUID.Zero, UUID.Zero, "connect", telehubSo.LocalId);
+ scene.RegionInfo.EstateSettings.AllowDirectTeleport = false;
+
+ // Must still be possible to successfully log in
+ UUID loggingInUserId = TestHelpers.ParseTail(0x2);
+
+ UserAccount ua
+ = UserAccountHelpers.CreateUserWithInventory(scene, "Test", "User", loggingInUserId, "password");
+
+ SceneHelpers.AddScenePresence(scene, ua);
+
+ Assert.That(scene.GetScenePresence(loggingInUserId), Is.Not.Null);
+ }
+
+ ///
+ /// Test for desired behaviour when the scene object nominated as a telehub object does not exist.
+ ///
+ [Test]
+ public void TestNoTelehubSceneObject()
+ {
+ TestHelpers.InMethod();
+// TestHelpers.EnableLogging();
+
+ EstateManagementModule emm = new EstateManagementModule();
+
+ SceneHelpers sh = new SceneHelpers();
+ Scene scene = sh.SetupScene();
+ SceneHelpers.SetupSceneModules(scene, emm);
+
+ UUID telehubSceneObjectOwner = TestHelpers.ParseTail(0x1);
+
+ SceneObjectGroup telehubSo = SceneHelpers.AddSceneObject(scene, "telehubObject", telehubSceneObjectOwner);
+ SceneObjectGroup spawnPointSo = SceneHelpers.AddSceneObject(scene, "spawnpointObject", telehubSceneObjectOwner);
+
+ emm.HandleOnEstateManageTelehub(null, UUID.Zero, UUID.Zero, "connect", telehubSo.LocalId);
+ emm.HandleOnEstateManageTelehub(null, UUID.Zero, UUID.Zero, "spawnpoint add", spawnPointSo.LocalId);
+ scene.RegionInfo.EstateSettings.AllowDirectTeleport = false;
+
+ scene.DeleteSceneObject(telehubSo, false);
+
+ // Must still be possible to successfully log in
+ UUID loggingInUserId = TestHelpers.ParseTail(0x2);
+
+ UserAccount ua
+ = UserAccountHelpers.CreateUserWithInventory(scene, "Test", "User", loggingInUserId, "password");
+
+ SceneHelpers.AddScenePresence(scene, ua);
+
+ Assert.That(scene.GetScenePresence(loggingInUserId), Is.Not.Null);
+ }
+ }
+}
\ No newline at end of file
--
cgit v1.1