/* * 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 System; using System.Collections.Generic; using System.Net; using System.Reflection; using System.Threading; using OpenSim.Framework; using OpenSim.Framework.Capabilities; using OpenSim.Framework.Client; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Services.Interfaces; using GridRegion = OpenSim.Services.Interfaces.GridRegion; using OpenMetaverse; using log4net; using Nini.Config; namespace OpenSim.Region.CoreModules.Agent.AgentTransfer { public class AgentTransferModule : ISharedRegionModule, IAgentTransferModule { #region ISharedRegionModule private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private bool m_Enabled = false; protected Scene m_aScene; protected List m_agentsInTransit; public Type ReplaceableInterface { get { return null; } } public string Name { get { return "AgentTransferModule"; } } public virtual void Initialise(IConfigSource source) { IConfig moduleConfig = source.Configs["Modules"]; if (moduleConfig != null) { string name = moduleConfig.GetString("AgentTransferModule", ""); if (name == Name) { m_agentsInTransit = new List(); m_Enabled = true; m_log.Info("[AGENT TRANSFER MODULE]: Enabled."); } } } public virtual void PostInitialise() { } public virtual void AddRegion(Scene scene) { if (!m_Enabled) return; if (m_aScene == null) m_aScene = scene; scene.RegisterModuleInterface(this); } public virtual void Close() { if (!m_Enabled) return; } public virtual void RemoveRegion(Scene scene) { if (!m_Enabled) return; if (scene == m_aScene) m_aScene = null; } public virtual void RegionLoaded(Scene scene) { if (!m_Enabled) return; } #endregion #region Teleports public void Teleport(ScenePresence sp, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags) { if (!sp.Scene.Permissions.CanTeleport(sp.UUID)) return; bool destRegionUp = true; IEventQueue eq = sp.Scene.RequestModuleInterface(); // Reset animations; the viewer does that in teleports. sp.Animator.ResetAnimations(); if (regionHandle == sp.Scene.RegionInfo.RegionHandle) { m_log.DebugFormat( "[AGENT TRANSFER MODULE]: RequestTeleportToLocation {0} within {1}", position, sp.Scene.RegionInfo.RegionName); // Teleport within the same region if (IsOutsideRegion(sp.Scene, position) || position.Z < 0) { Vector3 emergencyPos = new Vector3(128, 128, 128); m_log.WarnFormat( "[AGENT TRANSFER MODULE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}", position, sp.Name, sp.UUID, emergencyPos); position = emergencyPos; } // TODO: Get proper AVG Height float localAVHeight = 1.56f; float posZLimit = 22; // TODO: Check other Scene HeightField if (position.X > 0 && position.X <= (int)Constants.RegionSize && position.Y > 0 && position.Y <= (int)Constants.RegionSize) { posZLimit = (float)sp.Scene.Heightmap[(int)position.X, (int)position.Y]; } float newPosZ = posZLimit + localAVHeight; if (posZLimit >= (position.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) { position.Z = newPosZ; } // Only send this if the event queue is null if (eq == null) sp.ControllingClient.SendTeleportLocationStart(); sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); sp.Teleport(position); } else { uint x = 0, y = 0; Utils.LongToUInts(regionHandle, out x, out y); GridRegion reg = m_aScene.GridService.GetRegionByPosition(sp.Scene.RegionInfo.ScopeID, (int)x, (int)y); if (reg != null) { m_log.DebugFormat( "[AGENT TRANSFER MODULE]: RequestTeleportToLocation to {0} in {1}", position, reg.RegionName); uint newRegionX = (uint)(reg.RegionHandle >> 40); uint newRegionY = (((uint)(reg.RegionHandle)) >> 8); uint oldRegionX = (uint)(sp.Scene.RegionInfo.RegionHandle >> 40); uint oldRegionY = (((uint)(sp.Scene.RegionInfo.RegionHandle)) >> 8); ulong destinationHandle = GetRegionHandle(reg); if (eq == null) sp.ControllingClient.SendTeleportLocationStart(); // Let's do DNS resolution only once in this process, please! // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, // it's actually doing a lot of work. IPEndPoint endPoint = reg.ExternalEndPoint; if (endPoint.Address == null) { // Couldn't resolve the name. Can't TP, because the viewer wants IP addresses. destRegionUp = false; } if (destRegionUp) { // Fixing a bug where teleporting while sitting results in the avatar ending up removed from // both regions if (sp.ParentID != (uint)0) sp.StandUp(); if (!sp.ValidateAttachments()) { sp.ControllingClient.SendTeleportFailed("Inconsistent attachment state"); return; } // the avatar.Close below will clear the child region list. We need this below for (possibly) // closing the child agents, so save it here (we need a copy as it is Clear()-ed). //List childRegions = new List(avatar.GetKnownRegionList()); // Compared to ScenePresence.CrossToNewRegion(), there's no obvious code to handle a teleport // failure at this point (unlike a border crossing failure). So perhaps this can never fail // once we reach here... //avatar.Scene.RemoveCapsHandler(avatar.UUID); string capsPath = String.Empty; AgentCircuitData agentCircuit = sp.ControllingClient.RequestClientInfo(); agentCircuit.BaseFolder = UUID.Zero; agentCircuit.InventoryFolder = UUID.Zero; agentCircuit.startpos = position; agentCircuit.child = true; agentCircuit.Appearance = sp.Appearance; if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY)) { // brand new agent, let's create a new caps seed agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath(); } string reason = String.Empty; // Let's create an agent there if one doesn't exist yet. //if (!m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agentCircuit)) if (!m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason)) { sp.ControllingClient.SendTeleportFailed(String.Format("Destination is not accepting teleports: {0}", reason)); return; } // OK, it got this agent. Let's close some child agents sp.CloseChildAgents(newRegionX, newRegionY); if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY)) { #region IP Translation for NAT IClientIPEndpoint ipepClient; if (sp.ClientView.TryGet(out ipepClient)) { capsPath = "http://" + NetworkUtil.GetHostFor(ipepClient.EndPoint, reg.ExternalHostName) + ":" + reg.HttpPort + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); } else { capsPath = "http://" + reg.ExternalHostName + ":" + reg.HttpPort + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); } #endregion if (eq != null) { #region IP Translation for NAT // Uses ipepClient above if (sp.ClientView.TryGet(out ipepClient)) { endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address); } #endregion eq.EnableSimulator(destinationHandle, endPoint, sp.UUID); // ES makes the client send a UseCircuitCode message to the destination, // which triggers a bunch of things there. // So let's wait Thread.Sleep(2000); eq.EstablishAgentCommunication(sp.UUID, endPoint, capsPath); } else { sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint); } } else { agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle); capsPath = "http://" + reg.ExternalHostName + ":" + reg.HttpPort + "/CAPS/" + agentCircuit.CapsPath + "0000/"; } // Expect avatar crossing is a heavy-duty function at the destination. // That is where MakeRoot is called, which fetches appearance and inventory. // Plus triggers OnMakeRoot, which spawns a series of asynchronous updates. //m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId, // position, false); //{ // avatar.ControllingClient.SendTeleportFailed("Problem with destination."); // // We should close that agent we just created over at destination... // List lst = new List(); // lst.Add(reg.RegionHandle); // SendCloseChildAgentAsync(avatar.UUID, lst); // return; //} SetInTransit(sp.UUID); // Let's send a full update of the agent. This is a synchronous call. AgentData agent = new AgentData(); sp.CopyTo(agent); agent.Position = position; agent.CallbackURI = "http://" + sp.Scene.RegionInfo.ExternalHostName + ":" + sp.Scene.RegionInfo.HttpPort + "/agent/" + sp.UUID.ToString() + "/" + sp.Scene.RegionInfo.RegionID.ToString() + "/release/"; m_aScene.SimulationService.UpdateAgent(reg, agent); m_log.DebugFormat( "[AGENT TRANSFER MODULE]: Sending new AGENT TRANSFER MODULE seed url {0} to client {1}", capsPath, sp.UUID); if (eq != null) { eq.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID); } else { sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4, teleportFlags, capsPath); } // TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which // trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation // that the client contacted the destination before we send the attachments and close things here. if (!WaitForCallback(sp.UUID)) { // Client never contacted destination. Let's restore everything back sp.ControllingClient.SendTeleportFailed("Problems connecting to destination."); ResetFromTransit(sp.UUID); // Yikes! We should just have a ref to scene here. //sp.Scene.InformClientOfNeighbours(sp); EnableChildAgents(sp); // Finally, kill the agent we just created at the destination. m_aScene.SimulationService.CloseAgent(reg, sp.UUID); return; } KillEntity(sp.Scene, sp.LocalId); sp.MakeChildAgent(); // CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it sp.CrossAttachmentsIntoNewRegion(reg, true); // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone if (NeedsClosing(oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) { Thread.Sleep(5000); sp.Close(); sp.Scene.IncomingCloseAgent(sp.UUID); } else // now we have a child agent in this region. sp.Reset(); // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE! if (sp.Scene.NeedSceneCacheClear(sp.UUID)) { m_log.DebugFormat( "[AGENT TRANSFER MODULE]: User {0} is going to another region, profile cache removed", sp.UUID); } } else { sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down"); } } else { // TP to a place that doesn't exist (anymore) // Inform the viewer about that sp.ControllingClient.SendTeleportFailed("The region you tried to teleport to doesn't exist anymore"); // and set the map-tile to '(Offline)' uint regX, regY; Utils.LongToUInts(regionHandle, out regX, out regY); MapBlockData block = new MapBlockData(); block.X = (ushort)(regX / Constants.RegionSize); block.Y = (ushort)(regY / Constants.RegionSize); block.Access = 254; // == not there List blocks = new List(); blocks.Add(block); sp.ControllingClient.SendMapBlock(blocks, 0); } } } #endregion #region Enable Child Agent /// /// This informs a single neighboring region about agent "avatar". /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// public void EnableChildAgent(ScenePresence sp, GridRegion region) { AgentCircuitData agent = sp.ControllingClient.RequestClientInfo(); agent.BaseFolder = UUID.Zero; agent.InventoryFolder = UUID.Zero; agent.startpos = new Vector3(128, 128, 70); agent.child = true; agent.Appearance = sp.Appearance; InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, InformClientOfNeighbourCompleted, d); } #endregion #region Crossings public void Cross(ScenePresence agent, bool isFlying) { Scene scene = agent.Scene; Vector3 pos = agent.AbsolutePosition; Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z); uint neighbourx = scene.RegionInfo.RegionLocX; uint neighboury = scene.RegionInfo.RegionLocY; const float boundaryDistance = 1.7f; Vector3 northCross = new Vector3(0, boundaryDistance, 0); Vector3 southCross = new Vector3(0, -1 * boundaryDistance, 0); Vector3 eastCross = new Vector3(boundaryDistance, 0, 0); Vector3 westCross = new Vector3(-1 * boundaryDistance, 0, 0); // distance to edge that will trigger crossing // distance into new region to place avatar const float enterDistance = 0.5f; if (scene.TestBorderCross(pos + westCross, Cardinals.W)) { if (scene.TestBorderCross(pos + northCross, Cardinals.N)) { Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N); neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize); } else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) { Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) { neighboury--; newpos.Y = Constants.RegionSize - enterDistance; } else { neighboury = b.TriggerRegionY; neighbourx = b.TriggerRegionX; Vector3 newposition = pos; newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize; newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize; agent.ControllingClient.SendAgentAlertMessage( String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false); InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene); return; } } Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W); if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0) { neighbourx--; newpos.X = Constants.RegionSize - enterDistance; } else { neighboury = ba.TriggerRegionY; neighbourx = ba.TriggerRegionX; Vector3 newposition = pos; newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize; newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize; agent.ControllingClient.SendAgentAlertMessage( String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false); InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene); return; } } else if (scene.TestBorderCross(pos + eastCross, Cardinals.E)) { Border b = scene.GetCrossedBorder(pos + eastCross, Cardinals.E); neighbourx += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize); newpos.X = enterDistance; if (scene.TestBorderCross(pos + southCross, Cardinals.S)) { Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S); if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0) { neighboury--; newpos.Y = Constants.RegionSize - enterDistance; } else { neighboury = ba.TriggerRegionY; neighbourx = ba.TriggerRegionX; Vector3 newposition = pos; newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize; newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize; agent.ControllingClient.SendAgentAlertMessage( String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false); InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene); return; } } else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) { Border c = scene.GetCrossedBorder(pos + northCross, Cardinals.N); neighboury += (uint)(int)(c.BorderLine.Z / (int)Constants.RegionSize); newpos.Y = enterDistance; } } else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) { Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) { neighboury--; newpos.Y = Constants.RegionSize - enterDistance; } else { neighboury = b.TriggerRegionY; neighbourx = b.TriggerRegionX; Vector3 newposition = pos; newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize; newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize; agent.ControllingClient.SendAgentAlertMessage( String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false); InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene); return; } } else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) { Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N); neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize); newpos.Y = enterDistance; } /* if (pos.X < boundaryDistance) //West { neighbourx--; newpos.X = Constants.RegionSize - enterDistance; } else if (pos.X > Constants.RegionSize - boundaryDistance) // East { neighbourx++; newpos.X = enterDistance; } if (pos.Y < boundaryDistance) // South { neighboury--; newpos.Y = Constants.RegionSize - enterDistance; } else if (pos.Y > Constants.RegionSize - boundaryDistance) // North { neighboury++; newpos.Y = enterDistance; } */ CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync; d.BeginInvoke(agent, newpos, neighbourx, neighboury, isFlying, CrossAgentToNewRegionCompleted, d); } public delegate void InformClientToInitateTeleportToLocationDelegate(ScenePresence agent, uint regionX, uint regionY, Vector3 position, Scene initiatingScene); private void InformClientToInitateTeleportToLocation(ScenePresence agent, uint regionX, uint regionY, Vector3 position, Scene initiatingScene) { // This assumes that we know what our neighbors are. InformClientToInitateTeleportToLocationDelegate d = InformClientToInitiateTeleportToLocationAsync; d.BeginInvoke(agent, regionX, regionY, position, initiatingScene, InformClientToInitiateTeleportToLocationCompleted, d); } public void InformClientToInitiateTeleportToLocationAsync(ScenePresence agent, uint regionX, uint regionY, Vector3 position, Scene initiatingScene) { Thread.Sleep(10000); IMessageTransferModule im = initiatingScene.RequestModuleInterface(); if (im != null) { UUID gotoLocation = Util.BuildFakeParcelID( Util.UIntsToLong( (regionX * (uint)Constants.RegionSize), (regionY * (uint)Constants.RegionSize)), (uint)(int)position.X, (uint)(int)position.Y, (uint)(int)position.Z); GridInstantMessage m = new GridInstantMessage(initiatingScene, UUID.Zero, "Region", agent.UUID, (byte)InstantMessageDialog.GodLikeRequestTeleport, false, "", gotoLocation, false, new Vector3(127, 0, 0), new Byte[0]); im.SendInstantMessage(m, delegate(bool success) { m_log.DebugFormat("[AGENT TRANSFER MODULE]: Client Initiating Teleport sending IM success = {0}", success); }); } } private void InformClientToInitiateTeleportToLocationCompleted(IAsyncResult iar) { InformClientToInitateTeleportToLocationDelegate icon = (InformClientToInitateTeleportToLocationDelegate)iar.AsyncState; icon.EndInvoke(iar); } public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, bool isFlying); /// /// This Closes child agents on neighboring regions /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// protected ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, bool isFlying) { m_log.DebugFormat("[AGENT TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3}", agent.Firstname, agent.Lastname, neighbourx, neighboury); Scene m_scene = agent.Scene; ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize); GridRegion neighbourRegion = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, (int)x, (int)y); if (neighbourRegion != null && agent.ValidateAttachments()) { pos = pos + (agent.Velocity); SetInTransit(agent.UUID); AgentData cAgent = new AgentData(); agent.CopyTo(cAgent); cAgent.Position = pos; if (isFlying) cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY; cAgent.CallbackURI = "http://" + m_scene.RegionInfo.ExternalHostName + ":" + m_scene.RegionInfo.HttpPort + "/agent/" + agent.UUID.ToString() + "/" + m_scene.RegionInfo.RegionID.ToString() + "/release/"; m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent); // Next, let's close the child agent connections that are too far away. agent.CloseChildAgents(neighbourx, neighboury); //AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo(); agent.ControllingClient.RequestClientInfo(); //m_log.Debug("BEFORE CROSS"); //Scene.DumpChildrenSeeds(UUID); //DumpKnownRegions(); string agentcaps; if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps)) { m_log.ErrorFormat("[AGENT TRANSFER MODULE]: No AGENT TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.", neighbourRegion.RegionHandle); return agent; } // TODO Should construct this behind a method string capsPath = "http://" + neighbourRegion.ExternalHostName + ":" + neighbourRegion.HttpPort + "/CAPS/" + agentcaps /*circuitdata.CapsPath*/ + "0000/"; m_log.DebugFormat("[AGENT TRANSFER MODULE]: Sending new AGENT TRANSFER MODULE seed url {0} to client {1}", capsPath, agent.UUID); IEventQueue eq = agent.Scene.RequestModuleInterface(); if (eq != null) { eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, capsPath, agent.UUID, agent.ControllingClient.SessionId); } else { agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, capsPath); } if (!WaitForCallback(agent.UUID)) { m_log.Debug("[AGENT TRANSFER MODULE]: Callback never came in crossing agent"); ResetFromTransit(agent.UUID); // Yikes! We should just have a ref to scene here. //agent.Scene.InformClientOfNeighbours(agent); EnableChildAgents(agent); return agent; } agent.MakeChildAgent(); // now we have a child agent in this region. Request all interesting data about other (root) agents agent.SendInitialFullUpdateToAllClients(); agent.CrossAttachmentsIntoNewRegion(neighbourRegion, true); // m_scene.SendKillObject(m_localId); agent.Scene.NotifyMyCoarseLocationChange(); // the user may change their profile information in other region, // so the userinfo in UserProfileCache is not reliable any more, delete it // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE! if (agent.Scene.NeedSceneCacheClear(agent.UUID)) { m_log.DebugFormat( "[AGENT TRANSFER MODULE]: User {0} is going to another region", agent.UUID); } } //m_log.Debug("AFTER CROSS"); //Scene.DumpChildrenSeeds(UUID); //DumpKnownRegions(); return agent; } private void CrossAgentToNewRegionCompleted(IAsyncResult iar) { CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState; ScenePresence agent = icon.EndInvoke(iar); // If the cross was successful, this agent is a child agent if (agent.IsChildAgent) agent.Reset(); else // Not successful agent.RestoreInCurrentScene(); // In any case agent.NotInTransit(); //m_log.DebugFormat("[AGENT TRANSFER MODULE]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname); } #endregion #region Enable Child Agents private delegate void InformClientOfNeighbourDelegate( ScenePresence avatar, AgentCircuitData a, GridRegion reg, IPEndPoint endPoint, bool newAgent); /// /// This informs all neighboring regions about agent "avatar". /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// public void EnableChildAgents(ScenePresence sp) { List neighbours = new List(); RegionInfo m_regionInfo = sp.Scene.RegionInfo; if (m_regionInfo != null) { neighbours = RequestNeighbours(sp.Scene, m_regionInfo.RegionLocX, m_regionInfo.RegionLocY); } else { m_log.Debug("[AGENT TRANSFER MODULE]: m_regionInfo was null in EnableChildAgents, is this a NPC?"); } /// We need to find the difference between the new regions where there are no child agents /// and the regions where there are already child agents. We only send notification to the former. List neighbourHandles = NeighbourHandles(neighbours); // on this region neighbourHandles.Add(sp.Scene.RegionInfo.RegionHandle); // add this region too List previousRegionNeighbourHandles; if (sp.Scene.CapsModule != null) { previousRegionNeighbourHandles = new List(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID).Keys); } else { previousRegionNeighbourHandles = new List(); } List newRegions = NewNeighbours(neighbourHandles, previousRegionNeighbourHandles); List oldRegions = OldNeighbours(neighbourHandles, previousRegionNeighbourHandles); //Dump("Current Neighbors", neighbourHandles); //Dump("Previous Neighbours", previousRegionNeighbourHandles); //Dump("New Neighbours", newRegions); //Dump("Old Neighbours", oldRegions); /// Update the scene presence's known regions here on this region sp.DropOldNeighbours(oldRegions); /// Collect as many seeds as possible Dictionary seeds; if (sp.Scene.CapsModule != null) seeds = new Dictionary(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID)); else seeds = new Dictionary(); //m_log.Debug(" !!! No. of seeds: " + seeds.Count); if (!seeds.ContainsKey(sp.Scene.RegionInfo.RegionHandle)) seeds.Add(sp.Scene.RegionInfo.RegionHandle, sp.ControllingClient.RequestClientInfo().CapsPath); /// Create the necessary child agents List cagents = new List(); foreach (GridRegion neighbour in neighbours) { if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle) { AgentCircuitData agent = sp.ControllingClient.RequestClientInfo(); agent.BaseFolder = UUID.Zero; agent.InventoryFolder = UUID.Zero; agent.startpos = new Vector3(128, 128, 70); agent.child = true; agent.Appearance = sp.Appearance; if (newRegions.Contains(neighbour.RegionHandle)) { agent.CapsPath = CapsUtil.GetRandomCapsObjectPath(); sp.AddNeighbourRegion(neighbour.RegionHandle, agent.CapsPath); seeds.Add(neighbour.RegionHandle, agent.CapsPath); } else agent.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, neighbour.RegionHandle); cagents.Add(agent); } } /// Update all child agent with everyone's seeds foreach (AgentCircuitData a in cagents) { a.ChildrenCapSeeds = new Dictionary(seeds); } if (sp.Scene.CapsModule != null) { sp.Scene.CapsModule.SetChildrenSeed(sp.UUID, seeds); } sp.KnownRegions = seeds; //avatar.Scene.DumpChildrenSeeds(avatar.UUID); //avatar.DumpKnownRegions(); bool newAgent = false; int count = 0; foreach (GridRegion neighbour in neighbours) { //m_log.WarnFormat("--> Going to send child agent to {0}", neighbour.RegionName); // Don't do it if there's already an agent in that region if (newRegions.Contains(neighbour.RegionHandle)) newAgent = true; else newAgent = false; if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle) { InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; try { d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent, InformClientOfNeighbourCompleted, d); } catch (ArgumentOutOfRangeException) { m_log.ErrorFormat( "[AGENT TRANSFER MODULE]: Neighbour Regions response included the current region in the neighbor list. The following region will not display to the client: {0} for region {1} ({2}, {3}).", neighbour.ExternalHostName, neighbour.RegionHandle, neighbour.RegionLocX, neighbour.RegionLocY); } catch (Exception e) { m_log.ErrorFormat( "[AGENT TRANSFER MODULE]: Could not resolve external hostname {0} for region {1} ({2}, {3}). {4}", neighbour.ExternalHostName, neighbour.RegionHandle, neighbour.RegionLocX, neighbour.RegionLocY, e); // FIXME: Okay, even though we've failed, we're still going to throw the exception on, // since I don't know what will happen if we just let the client continue // XXX: Well, decided to swallow the exception instead for now. Let us see how that goes. // throw e; } } count++; } } private void InformClientOfNeighbourCompleted(IAsyncResult iar) { InformClientOfNeighbourDelegate icon = (InformClientOfNeighbourDelegate)iar.AsyncState; icon.EndInvoke(iar); //m_log.WarnFormat(" --> InformClientOfNeighbourCompleted"); } /// /// Async component for informing client of which neighbours exist /// /// /// This needs to run asynchronously, as a network timeout may block the thread for a long while /// /// /// /// /// private void InformClientOfNeighbourAsync(ScenePresence sp, AgentCircuitData a, GridRegion reg, IPEndPoint endPoint, bool newAgent) { // Let's wait just a little to give time to originating regions to catch up with closing child agents // after a cross here Thread.Sleep(500); Scene m_scene = sp.Scene; uint x, y; Utils.LongToUInts(reg.RegionHandle, out x, out y); x = x / Constants.RegionSize; y = y / Constants.RegionSize; m_log.Info("[AGENT TRANSFER MODULE]: Starting to inform client about neighbour " + x + ", " + y + "(" + endPoint.ToString() + ")"); string capsPath = "http://" + reg.ExternalHostName + ":" + reg.HttpPort + "/CAPS/" + a.CapsPath + "0000/"; string reason = String.Empty; bool regionAccepted = m_scene.SimulationService.CreateAgent(reg, a, 0, out reason); // m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, a, 0, out reason); if (regionAccepted && newAgent) { IEventQueue eq = sp.Scene.RequestModuleInterface(); if (eq != null) { #region IP Translation for NAT IClientIPEndpoint ipepClient; if (sp.ClientView.TryGet(out ipepClient)) { endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address); } #endregion eq.EnableSimulator(reg.RegionHandle, endPoint, sp.UUID); eq.EstablishAgentCommunication(sp.UUID, endPoint, capsPath); m_log.DebugFormat("[AGENT TRANSFER MODULE]: Sending new AGENT TRANSFER MODULE seed url {0} to client {1} in region {2}", capsPath, sp.UUID, sp.Scene.RegionInfo.RegionName); } else { sp.ControllingClient.InformClientOfNeighbour(reg.RegionHandle, endPoint); // TODO: make Event Queue disablable! } m_log.Info("[AGENT TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString()); } } protected List RequestNeighbours(Scene pScene, uint pRegionLocX, uint pRegionLocY) { RegionInfo m_regionInfo = pScene.RegionInfo; Border[] northBorders = pScene.NorthBorders.ToArray(); Border[] southBorders = pScene.SouthBorders.ToArray(); Border[] eastBorders = pScene.EastBorders.ToArray(); Border[] westBorders = pScene.WestBorders.ToArray(); // Legacy one region. Provided for simplicity while testing the all inclusive method in the else statement. if (northBorders.Length <= 1 && southBorders.Length <= 1 && eastBorders.Length <= 1 && westBorders.Length <= 1) { return pScene.GridService.GetNeighbours(m_regionInfo.ScopeID, m_regionInfo.RegionID); } else { Vector2 extent = Vector2.Zero; for (int i = 0; i < eastBorders.Length; i++) { extent.X = (eastBorders[i].BorderLine.Z > extent.X) ? eastBorders[i].BorderLine.Z : extent.X; } for (int i = 0; i < northBorders.Length; i++) { extent.Y = (northBorders[i].BorderLine.Z > extent.Y) ? northBorders[i].BorderLine.Z : extent.Y; } // Loss of fraction on purpose extent.X = ((int)extent.X / (int)Constants.RegionSize) + 1; extent.Y = ((int)extent.Y / (int)Constants.RegionSize) + 1; int startX = (int)(pRegionLocX - 1) * (int)Constants.RegionSize; int startY = (int)(pRegionLocY - 1) * (int)Constants.RegionSize; int endX = ((int)pRegionLocX + (int)extent.X) * (int)Constants.RegionSize; int endY = ((int)pRegionLocY + (int)extent.Y) * (int)Constants.RegionSize; List neighbours = pScene.GridService.GetRegionRange(m_regionInfo.ScopeID, startX, endX, startY, endY); neighbours.RemoveAll(delegate(GridRegion r) { return r.RegionID == m_regionInfo.RegionID; }); return neighbours; } } private List NewNeighbours(List currentNeighbours, List previousNeighbours) { return currentNeighbours.FindAll(delegate(ulong handle) { return !previousNeighbours.Contains(handle); }); } // private List CommonNeighbours(List currentNeighbours, List previousNeighbours) // { // return currentNeighbours.FindAll(delegate(ulong handle) { return previousNeighbours.Contains(handle); }); // } private List OldNeighbours(List currentNeighbours, List previousNeighbours) { return previousNeighbours.FindAll(delegate(ulong handle) { return !currentNeighbours.Contains(handle); }); } private List NeighbourHandles(List neighbours) { List handles = new List(); foreach (GridRegion reg in neighbours) { handles.Add(reg.RegionHandle); } return handles; } private void Dump(string msg, List handles) { m_log.InfoFormat("-------------- HANDLE DUMP ({0}) ---------", msg); foreach (ulong handle in handles) { uint x, y; Utils.LongToUInts(handle, out x, out y); x = x / Constants.RegionSize; y = y / Constants.RegionSize; m_log.InfoFormat("({0}, {1})", x, y); } } #endregion #region Agent Arrived public void AgentArrivedAtDestination(UUID id) { //m_log.Debug(" >>> ReleaseAgent called <<< "); ResetFromTransit(id); } #endregion #region Misc protected bool IsOutsideRegion(Scene s, Vector3 pos) { if (s.TestBorderCross(pos, Cardinals.N)) return true; if (s.TestBorderCross(pos, Cardinals.S)) return true; if (s.TestBorderCross(pos, Cardinals.E)) return true; if (s.TestBorderCross(pos, Cardinals.W)) return true; return false; } protected bool WaitForCallback(UUID id) { int count = 200; while (m_agentsInTransit.Contains(id) && count-- > 0) { //m_log.Debug(" >>> Waiting... " + count); Thread.Sleep(100); } if (count > 0) return true; else return false; } protected void SetInTransit(UUID id) { lock (m_agentsInTransit) { if (!m_agentsInTransit.Contains(id)) m_agentsInTransit.Add(id); } } protected bool ResetFromTransit(UUID id) { lock (m_agentsInTransit) { if (m_agentsInTransit.Contains(id)) { m_agentsInTransit.Remove(id); return true; } } return false; } protected void KillEntity(Scene scene, uint localID) { scene.SendKillObject(localID); } protected virtual ulong GetRegionHandle(GridRegion region) { return region.RegionHandle; } protected virtual bool NeedsClosing(uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg) { return Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY); } #endregion } }