From e99a7d879ecf59737e9916a9eb229698ef866627 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 16 Jan 2014 00:05:04 +0000 Subject: Remove old IInterRegionComms and references. This hasn't been used since 2009 and was superseded by ISimulationService --- .../Framework/Interfaces/IInterregionComms.cs | 111 --------------------- OpenSim/Region/Framework/Scenes/Scene.cs | 12 --- 2 files changed, 123 deletions(-) delete mode 100644 OpenSim/Region/Framework/Interfaces/IInterregionComms.cs (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs deleted file mode 100644 index 2d6287f..0000000 --- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs +++ /dev/null @@ -1,111 +0,0 @@ -/* - * 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 OpenMetaverse; -using OpenSim.Framework; -using OpenSim.Region.Framework.Scenes; - -namespace OpenSim.Region.Framework.Interfaces -{ - public delegate bool ChildAgentUpdateReceived(AgentData data); - - public interface IInterregionCommsOut - { - #region Agents - - bool SendCreateChildAgent(ulong regionHandle, AgentCircuitData aCircuit, uint teleportFlags, out string reason); - - /// - /// Full child agent update. - /// - /// - /// - /// - bool SendChildAgentUpdate(ulong regionHandle, AgentData data); - - /// - /// Short child agent update, mostly for position. - /// - /// - /// - /// - bool SendChildAgentUpdate(ulong regionHandle, AgentPosition data); - - bool SendRetrieveRootAgent(ulong regionHandle, UUID id, out IAgentData agent); - - /// - /// Message from receiving region to departing region, telling it got contacted by the client. - /// When sent over REST, it invokes the opaque uri. - /// - /// - /// - /// - /// - bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); - - /// - /// Close agent. - /// - /// - /// - /// - bool SendCloseAgent(ulong regionHandle, UUID id); - - #endregion Agents - - #region Objects - - /// - /// Create an object in the destination region. This message is used primarily for prim crossing. - /// - /// - /// - /// - /// - bool SendCreateObject(ulong regionHandle, SceneObjectGroup sog, bool isLocalCall); - - /// - /// Create an object from the user's inventory in the destination region. - /// This message is used primarily by clients. - /// - /// - /// - /// - /// - bool SendCreateObject(ulong regionHandle, UUID userID, UUID itemID); - - #endregion Objects - - } - - // This may not be needed, but having it here for now. - public interface IInterregionCommsIn - { - event ChildAgentUpdateReceived OnChildAgentUpdate; - } - -} diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 7772f94..567ce2a 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -4405,18 +4405,6 @@ namespace OpenSim.Region.Framework.Scenes return sp; } - public virtual bool IncomingRetrieveRootAgent(UUID id, out IAgentData agent) - { - agent = null; - ScenePresence sp = GetScenePresence(id); - if ((sp != null) && (!sp.IsChildAgent)) - { - sp.IsChildAgent = true; - return sp.CopyAgent(out agent); - } - - return false; - } /// /// Authenticated close (via network) /// -- cgit v1.1 From 3ffd90496a366f2b64eb8daadf63a2b6ee05ad7a 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') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 49f70c4..63cca56 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); @@ -905,6 +915,7 @@ 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, @@ -912,8 +923,8 @@ 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}", @@ -921,6 +932,10 @@ 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 @@ -1070,6 +1085,7 @@ namespace OpenSim.Region.Framework.Scenes m_scene.EventManager.TriggerOnMakeRootAgent(this); + return true; } public int GetStateSource() @@ -1443,7 +1459,14 @@ 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 3bc669ffc7638b56d5ab5aac038c33106ba9a95b 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') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 63cca56..3290da1 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -933,10 +933,12 @@ 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 4fa843ff19441c9daa4e7dae0a4d705f912fca54 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 16 Jan 2014 23:44:17 +0000 Subject: Reorder checks in SP.CompleteMovement() to fix test failures --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 69 ++++++++++++------------ 1 file changed, 33 insertions(+), 36 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 18d84a2..85a20e9 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1003,48 +1003,45 @@ namespace OpenSim.Region.Framework.Scenes /// private bool MakeRootAgent(Vector3 pos, bool isFlying) { -// m_log.InfoFormat( -// "[SCENE]: Upgrading child to root agent for {0} in {1}", -// Name, m_scene.RegionInfo.RegionName); - - if (ParentUUID != UUID.Zero) + lock (m_completeMovementLock) { - m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID); - SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID); - if (part == null) + if (!IsChildAgent) + return false; + + //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); + + // m_log.InfoFormat( + // "[SCENE]: Upgrading child to root agent for {0} in {1}", + // Name, m_scene.RegionInfo.RegionName); + + if (ParentUUID != UUID.Zero) { - m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID); + m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID); + SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID); + if (part == null) + { + m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID); + } + else + { + part.ParentGroup.AddAvatar(UUID); + if (part.SitTargetPosition != Vector3.Zero) + part.SitTargetAvatar = UUID; + // ParentPosition = part.GetWorldPosition(); + ParentID = part.LocalId; + ParentPart = part; + m_pos = PrevSitOffset; + // pos = ParentPosition; + pos = part.GetWorldPosition(); + } + ParentUUID = UUID.Zero; + + // Animator.TrySetMovementAnimation("SIT"); } else { - part.ParentGroup.AddAvatar(UUID); - if (part.SitTargetPosition != Vector3.Zero) - part.SitTargetAvatar = UUID; -// ParentPosition = part.GetWorldPosition(); - ParentID = part.LocalId; - ParentPart = part; - m_pos = PrevSitOffset; -// pos = ParentPosition; - pos = part.GetWorldPosition(); + IsLoggingIn = false; } - ParentUUID = UUID.Zero; - - IsChildAgent = false; - -// Animator.TrySetMovementAnimation("SIT"); - } - else - { - IsChildAgent = false; - IsLoggingIn = false; - } - - //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); - - lock (m_completeMovementLock) - { - if (!IsChildAgent) - return false; IsChildAgent = false; } -- cgit v1.1 From b52b50ee56f3461d7f2dc47a905a0b10d07d3346 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 17 Jan 2014 23:36:23 +0000 Subject: minor: reinsert some method doc back into IEntityTransferModule --- .../Framework/Interfaces/IEntityTransferModule.cs | 20 ++++++++++++++++++++ 1 file changed, 20 insertions(+) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs index 1949a90..214b07a 100644 --- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs @@ -47,13 +47,33 @@ namespace OpenSim.Region.Framework.Interfaces /// The handle of the destination region. If it's the same as the region currently /// occupied by the agent then the teleport will be within that region. /// + /// + /// /// /// /// void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags); + /// + /// Teleports the agent for the given client to their home destination. + /// + /// + /// bool TeleportHome(UUID id, IClientAPI client); + /// + /// Teleport an agent directly to a given region without checking whether the region should be substituted. + /// + /// + /// Please use Teleport() instead unless you know exactly what you're doing. + /// Do not use for same region teleports. + /// + /// + /// + /// /param> + /// + /// + /// void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination, Vector3 position, Vector3 lookAt, uint teleportFlags); -- cgit v1.1