/*
* 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;
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* 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.Framework.Monitoring;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.PhysicsModules.SharedBase;
using OpenSim.Services.Interfaces;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
using OpenMetaverse;
using log4net;
using Nini.Config;
using Mono.Addins;
namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "EntityTransferModule")]
public class EntityTransferModule : INonSharedRegionModule, IEntityTransferModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[ENTITY TRANSFER MODULE]";
public const int DefaultMaxTransferDistance = 4095;
public const bool WaitForAgentArrivedAtDestinationDefault = true;
///
/// The maximum distance, in standard region units (256m) that an agent is allowed to transfer.
///
public int MaxTransferDistance { get; set; }
///
/// If true then on a teleport, the source region waits for a callback from the destination region. If
/// a callback fails to arrive within a set time then the user is pulled back into the source region.
///
public bool WaitForAgentArrivedAtDestination { get; set; }
///
/// If true then we ask the viewer to disable teleport cancellation and ignore teleport requests.
///
///
/// This is useful in situations where teleport is very likely to always succeed and we want to avoid a
/// situation where avatars can be come 'stuck' due to a failed teleport cancellation. Unfortunately, the
/// nature of the teleport protocol makes it extremely difficult (maybe impossible) to make teleport
/// cancellation consistently suceed.
///
public bool DisableInterRegionTeleportCancellation { get; set; }
///
/// Number of times inter-region teleport was attempted.
///
private Stat m_interRegionTeleportAttempts;
///
/// Number of times inter-region teleport was aborted (due to simultaneous client logout).
///
private Stat m_interRegionTeleportAborts;
///
/// Number of times inter-region teleport was successfully cancelled by the client.
///
private Stat m_interRegionTeleportCancels;
///
/// Number of times inter-region teleport failed due to server/client/network problems (e.g. viewer failed to
/// connect with destination region).
///
///
/// This is not necessarily a problem for this simulator - in open-grid/hg conditions, viewer connectivity to
/// destination simulator is unknown.
///
private Stat m_interRegionTeleportFailures;
protected string m_ThisHomeURI;
protected string m_GatekeeperURI;
protected bool m_Enabled = false;
public Scene Scene { get; private set; }
///
/// Handles recording and manipulation of state for entities that are in transfer within or between regions
/// (cross or teleport).
///
private EntityTransferStateMachine m_entityTransferStateMachine;
// For performance, we keed a cached of banned regions so we don't keep going
// to the grid service.
private class BannedRegionCache
{
private ExpiringCache> m_bannedRegions =
new ExpiringCache>();
ExpiringCache m_idCache;
DateTime m_banUntil;
public BannedRegionCache()
{
}
// Return 'true' if there is a valid ban entry for this agent in this region
public bool IfBanned(ulong pRegionHandle, UUID pAgentID)
{
bool ret = false;
if (m_bannedRegions.TryGetValue(pAgentID, out m_idCache))
{
if (m_idCache.TryGetValue(pRegionHandle, out m_banUntil))
{
if (DateTime.UtcNow < m_banUntil)
{
ret = true;
}
}
}
return ret;
}
// Add this agent in this region as a banned person
public void Add(ulong pRegionHandle, UUID pAgentID)
{
this.Add(pRegionHandle, pAgentID, 45, 15);
}
public void Add(ulong pRegionHandle, UUID pAgentID, double newTime, double extendTime)
{
if (!m_bannedRegions.TryGetValue(pAgentID, out m_idCache))
{
m_idCache = new ExpiringCache();
m_bannedRegions.Add(pAgentID, m_idCache, TimeSpan.FromSeconds(newTime));
}
m_idCache.Add(pRegionHandle, DateTime.UtcNow + TimeSpan.FromSeconds(extendTime), TimeSpan.FromSeconds(extendTime));
}
// Remove the agent from the region's banned list
public void Remove(ulong pRegionHandle, UUID pAgentID)
{
if (m_bannedRegions.TryGetValue(pAgentID, out m_idCache))
{
m_idCache.Remove(pRegionHandle);
}
}
}
private BannedRegionCache m_bannedRegionCache = new BannedRegionCache();
private IEventQueue m_eqModule;
#region ISharedRegionModule
public Type ReplaceableInterface
{
get { return null; }
}
public virtual string Name
{
get { return "BasicEntityTransferModule"; }
}
public virtual void Initialise(IConfigSource source)
{
IConfig moduleConfig = source.Configs["Modules"];
if (moduleConfig != null)
{
string name = moduleConfig.GetString("EntityTransferModule", "");
if (name == Name)
{
InitialiseCommon(source);
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: {0} enabled.", Name);
}
}
}
///
/// Initialize config common for this module and any descendents.
///
///
protected virtual void InitialiseCommon(IConfigSource source)
{
IConfig hypergridConfig = source.Configs["Hypergrid"];
if (hypergridConfig != null)
{
m_ThisHomeURI = hypergridConfig.GetString("HomeURI", string.Empty);
if (m_ThisHomeURI != string.Empty && !m_ThisHomeURI.EndsWith("/"))
m_ThisHomeURI += '/';
m_GatekeeperURI = hypergridConfig.GetString("GatekeeperURI", string.Empty);
if (m_GatekeeperURI != string.Empty && !m_GatekeeperURI.EndsWith("/"))
m_GatekeeperURI += '/';
}
IConfig transferConfig = source.Configs["EntityTransfer"];
if (transferConfig != null)
{
DisableInterRegionTeleportCancellation
= transferConfig.GetBoolean("DisableInterRegionTeleportCancellation", false);
WaitForAgentArrivedAtDestination
= transferConfig.GetBoolean("wait_for_callback", WaitForAgentArrivedAtDestinationDefault);
MaxTransferDistance = transferConfig.GetInt("max_distance", DefaultMaxTransferDistance);
}
else
{
MaxTransferDistance = DefaultMaxTransferDistance;
}
m_entityTransferStateMachine = new EntityTransferStateMachine(this);
m_Enabled = true;
}
public virtual void PostInitialise()
{
}
public virtual void AddRegion(Scene scene)
{
if (!m_Enabled)
return;
Scene = scene;
m_interRegionTeleportAttempts =
new Stat(
"InterRegionTeleportAttempts",
"Number of inter-region teleports attempted.",
"This does not count attempts which failed due to pre-conditions (e.g. target simulator refused access).\n"
+ "You can get successfully teleports by subtracting aborts, cancels and teleport failures from this figure.",
"",
"entitytransfer",
Scene.Name,
StatType.Push,
null,
StatVerbosity.Debug);
m_interRegionTeleportAborts =
new Stat(
"InterRegionTeleportAborts",
"Number of inter-region teleports aborted due to client actions.",
"The chief action is simultaneous logout whilst teleporting.",
"",
"entitytransfer",
Scene.Name,
StatType.Push,
null,
StatVerbosity.Debug);
m_interRegionTeleportCancels =
new Stat(
"InterRegionTeleportCancels",
"Number of inter-region teleports cancelled by the client.",
null,
"",
"entitytransfer",
Scene.Name,
StatType.Push,
null,
StatVerbosity.Debug);
m_interRegionTeleportFailures =
new Stat(
"InterRegionTeleportFailures",
"Number of inter-region teleports that failed due to server/client/network issues.",
"This number may not be very helpful in open-grid/hg situations as the network connectivity/quality of destinations is uncontrollable.",
"",
"entitytransfer",
Scene.Name,
StatType.Push,
null,
StatVerbosity.Debug);
StatsManager.RegisterStat(m_interRegionTeleportAttempts);
StatsManager.RegisterStat(m_interRegionTeleportAborts);
StatsManager.RegisterStat(m_interRegionTeleportCancels);
StatsManager.RegisterStat(m_interRegionTeleportFailures);
scene.RegisterModuleInterface(this);
scene.EventManager.OnNewClient += OnNewClient;
}
protected virtual void OnNewClient(IClientAPI client)
{
client.OnTeleportHomeRequest += TriggerTeleportHome;
client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
if (!DisableInterRegionTeleportCancellation)
client.OnTeleportCancel += OnClientCancelTeleport;
client.OnConnectionClosed += OnConnectionClosed;
}
public virtual void Close() {}
public virtual void RemoveRegion(Scene scene)
{
if (m_Enabled)
{
StatsManager.DeregisterStat(m_interRegionTeleportAttempts);
StatsManager.DeregisterStat(m_interRegionTeleportAborts);
StatsManager.DeregisterStat(m_interRegionTeleportCancels);
StatsManager.DeregisterStat(m_interRegionTeleportFailures);
}
}
public virtual void RegionLoaded(Scene scene)
{
if (!m_Enabled)
return;
m_eqModule = Scene.RequestModuleInterface();
}
#endregion
#region Agent Teleports
private void OnConnectionClosed(IClientAPI client)
{
if (client.IsLoggingOut && m_entityTransferStateMachine.UpdateInTransit(client.AgentId, AgentTransferState.Aborting))
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Aborted teleport request from {0} in {1} due to simultaneous logout",
client.Name, Scene.Name);
}
}
private void OnClientCancelTeleport(IClientAPI client)
{
m_entityTransferStateMachine.UpdateInTransit(client.AgentId, AgentTransferState.Cancelling);
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Received teleport cancel request from {0} in {1}", client.Name, Scene.Name);
}
// Attempt to teleport the ScenePresence to the specified position in the specified region (spec'ed by its handle).
public void Teleport(ScenePresence sp, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags)
{
if (sp.Scene.Permissions.IsGridGod(sp.UUID))
{
// This user will be a God in the destination scene, too
teleportFlags |= (uint)TeleportFlags.Godlike;
}
if (!sp.Scene.Permissions.CanTeleport(sp.UUID))
return;
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);
sp.ControllingClient.SendTeleportFailed("Previous teleport process incomplete. Please retry shortly.");
return;
}
try
{
// Reset animations; the viewer does that in teleports.
sp.Animator.ResetAnimations();
if (regionHandle == sp.Scene.RegionInfo.RegionHandle)
{
destinationRegionName = sp.Scene.RegionInfo.RegionName;
TeleportAgentWithinRegion(sp, position, lookAt, teleportFlags);
}
else // Another region possibly in another simulator
{
GridRegion finalDestination = null;
try
{
TeleportAgentToDifferentRegion(
sp, regionHandle, position, lookAt, teleportFlags, out finalDestination);
}
finally
{
if (finalDestination != null)
destinationRegionName = finalDestination.RegionName;
}
}
}
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, destinationRegionName,
e.Message, e.StackTrace);
sp.ControllingClient.SendTeleportFailed("Internal error");
}
finally
{
m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
}
}
///
/// Teleports the agent within its current region.
///
///
///
///
///
private void TeleportAgentWithinRegion(ScenePresence sp, Vector3 position, Vector3 lookAt, uint teleportFlags)
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Teleport for {0} to {1} within {2}",
sp.Name, position, sp.Scene.RegionInfo.RegionName);
// Teleport within the same region
if (!sp.Scene.PositionIsInCurrentRegion(position) || position.Z < 0)
{
Vector3 emergencyPos = new Vector3(128, 128, 128);
m_log.WarnFormat(
"[ENTITY TRANSFER MODULE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2} in {3}. Substituting {4}",
position, sp.Name, sp.UUID, Scene.Name, emergencyPos);
position = emergencyPos;
}
// Check Default Location (Also See ScenePresence.CompleteMovement)
if (position.X == 128f && position.Y == 128f && position.Z == 22.5f)
position = sp.Scene.RegionInfo.DefaultLandingPoint;
// TODO: Get proper AVG Height
float localHalfAVHeight = 0.8f;
if (sp.Appearance != null)
localHalfAVHeight = sp.Appearance.AvatarHeight / 2;
float posZLimit = 22;
// TODO: Check other Scene HeightField
posZLimit = (float)sp.Scene.Heightmap[(int)position.X, (int)position.Y];
posZLimit += localHalfAVHeight + 0.1f;
if ((position.Z < posZLimit) && !(Single.IsInfinity(posZLimit) || Single.IsNaN(posZLimit)))
{
position.Z = posZLimit;
}
if (sp.Flying)
teleportFlags |= (uint)TeleportFlags.IsFlying;
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
sp.ControllingClient.SendTeleportStart(teleportFlags);
lookAt.Z = 0f;
if(Math.Abs(lookAt.X) < 0.01f && Math.Abs(lookAt.Y) < 0.01f)
{
lookAt.X = 1.0f;
lookAt.Y = 0;
}
sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
sp.TeleportFlags = (Constants.TeleportFlags)teleportFlags;
sp.RotateToLookAt(lookAt);
sp.Velocity = Vector3.Zero;
sp.Teleport(position);
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.ReceivedAtDestination);
foreach (SceneObjectGroup grp in sp.GetAttachments())
{
sp.Scene.EventManager.TriggerOnScriptChangedEvent(grp.LocalId, (uint)Changed.TELEPORT);
}
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
}
///
/// Teleports the agent to a different region.
///
///
/// /param>
///
///
///
///
private void TeleportAgentToDifferentRegion(
ScenePresence sp, ulong regionHandle, Vector3 position,
Vector3 lookAt, uint teleportFlags, out GridRegion finalDestination)
{
// Get destination region taking into account that the address could be an offset
// region inside a varregion.
GridRegion reg = GetTeleportDestinationRegion(sp.Scene.GridService, sp.Scene.RegionInfo.ScopeID, regionHandle, ref position);
if (reg != null)
{
string homeURI = Scene.GetAgentHomeURI(sp.ControllingClient.AgentId);
string message;
finalDestination = GetFinalDestination(reg, sp.ControllingClient.AgentId, homeURI, out message);
if (finalDestination == null)
{
m_log.WarnFormat( "{0} Final destination is having problems. Unable to teleport {1} {2}: {3}",
LogHeader, sp.Name, sp.UUID, message);
sp.ControllingClient.SendTeleportFailed(message);
return;
}
// Check that these are not the same coordinates
if (finalDestination.RegionLocX == sp.Scene.RegionInfo.RegionLocX &&
finalDestination.RegionLocY == sp.Scene.RegionInfo.RegionLocY)
{
// Can't do. Viewer crashes
sp.ControllingClient.SendTeleportFailed("Space warp! You would crash. Move to a different region and try again.");
return;
}
// Validate assorted conditions
string reason = string.Empty;
if (!ValidateGenericConditions(sp, reg, finalDestination, teleportFlags, out reason))
{
sp.ControllingClient.SendTeleportFailed(reason);
return;
}
if (message != null)
sp.ControllingClient.SendAgentAlertMessage(message, true);
//
// This is it
//
DoTeleportInternal(sp, reg, finalDestination, position, lookAt, teleportFlags);
//
//
//
}
else
{
finalDestination = null;
// 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;
Util.RegionHandleToRegionLoc(regionHandle, out regX, out regY);
MapBlockData block = new MapBlockData();
block.X = (ushort)(regX);
block.Y = (ushort)(regY);
block.Access = (byte)SimAccess.Down; // == not there
List blocks = new List();
blocks.Add(block);
sp.ControllingClient.SendMapBlock(blocks, 0);
}
}
// The teleport address could be an address in a subregion of a larger varregion.
// Find the real base region and adjust the teleport location to account for the
// larger region.
private GridRegion GetTeleportDestinationRegion(IGridService gridService, UUID scope, ulong regionHandle, ref Vector3 position)
{
uint x = 0, y = 0;
Util.RegionHandleToWorldLoc(regionHandle, out x, out y);
GridRegion reg;
// handle legacy HG. linked regions are mapped into y = 0 and have no size information
// so we can only search by base handle
if( y == 0)
{
reg = gridService.GetRegionByPosition(scope, (int)x, (int)y);
return reg;
}
// Compute the world location we're teleporting to
double worldX = (double)x + position.X;
double worldY = (double)y + position.Y;
// Find the region that contains the position
reg = GetRegionContainingWorldLocation(gridService, scope, worldX, worldY);
if (reg != null)
{
// modify the position for the offset into the actual region returned
position.X += x - reg.RegionLocX;
position.Y += y - reg.RegionLocY;
}
return reg;
}
// Nothing to validate here
protected virtual bool ValidateGenericConditions(ScenePresence sp, GridRegion reg, GridRegion finalDestination, uint teleportFlags, out string reason)
{
reason = String.Empty;
return true;
}
///
/// Determines whether this instance is within the max transfer distance.
///
///
///
///
/// true if this instance is within max transfer distance; otherwise, false.
///
private bool IsWithinMaxTeleportDistance(RegionInfo sourceRegion, GridRegion destRegion)
{
if(MaxTransferDistance == 0)
return true;
// m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Source co-ords are x={0} y={1}", curRegionX, curRegionY);
//
// m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Final dest is x={0} y={1} {2}@{3}",
// destRegionX, destRegionY, finalDestination.RegionID, finalDestination.ServerURI);
// Insanely, RegionLoc on RegionInfo is the 256m map co-ord whilst GridRegion.RegionLoc is the raw meters position.
return Math.Abs(sourceRegion.RegionLocX - destRegion.RegionCoordX) <= MaxTransferDistance
&& 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)
{
// 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}) {4}/{5} - agent is already in transit.",
sp.Name, sp.UUID, reg.ServerURI, finalDestination.ServerURI, finalDestination.RegionName, position);
sp.ControllingClient.SendTeleportFailed("Agent is already in transit.");
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);
sp.ControllingClient.SendTeleportFailed("Internal error");
}
finally
{
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;
}
string homeURI = Scene.GetAgentHomeURI(sp.ControllingClient.AgentId);
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Teleporting {0} {1} from {2} to {3} ({4}) {5}/{6}",
sp.Name, sp.UUID, sp.Scene.RegionInfo.RegionName,
reg.ServerURI, finalDestination.ServerURI, finalDestination.RegionName, position);
RegionInfo sourceRegion = sp.Scene.RegionInfo;
if (!IsWithinMaxTeleportDistance(sourceRegion, finalDestination))
{
sp.ControllingClient.SendTeleportFailed(
string.Format(
"Can't teleport to {0} ({1},{2}) from {3} ({4},{5}), destination is more than {6} regions way",
finalDestination.RegionName, finalDestination.RegionCoordX, finalDestination.RegionCoordY,
sourceRegion.RegionName, sourceRegion.RegionLocX, sourceRegion.RegionLocY,
MaxTransferDistance));
return;
}
ulong destinationHandle = finalDestination.RegionHandle;
// 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 = finalDestination.ExternalEndPoint;
if (endPoint == null || endPoint.Address == null)
{
sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
return;
}
if (!sp.ValidateAttachments())
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Failed validation of all attachments for teleport of {0} from {1} to {2}. Continuing.",
sp.Name, sp.Scene.Name, finalDestination.RegionName);
string reason;
EntityTransferContext ctx = new EntityTransferContext();
if (!Scene.SimulationService.QueryAccess(
finalDestination, sp.ControllingClient.AgentId, homeURI, true, position, sp.Scene.GetFormatsOffered(), ctx, out reason))
{
sp.ControllingClient.SendTeleportFailed(reason);
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: {0} was stopped from teleporting from {1} to {2} because: {3}",
sp.Name, sp.Scene.Name, finalDestination.RegionName, reason);
return;
}
// Before this point, teleport 'failure' is due to checkable pre-conditions such as whether the target
// simulator can be found and is explicitly prepared to allow access. Therefore, we will not count these
// as server attempts.
m_interRegionTeleportAttempts.Value++;
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: {0} transfer protocol version to {1} is {2} / {3}",
sp.Scene.Name, finalDestination.RegionName, ctx.OutboundVersion, ctx.InboundVersion);
// Fixing a bug where teleporting while sitting results in the avatar ending up removed from
// both regions
if (sp.ParentID != (uint)0)
sp.StandUp();
else if (sp.Flying)
teleportFlags |= (uint)TeleportFlags.IsFlying;
sp.IsInTransit = true;
if (DisableInterRegionTeleportCancellation)
teleportFlags |= (uint)TeleportFlags.DisableCancel;
// At least on LL 3.3.4, this is not strictly necessary - a teleport will succeed without sending this to
// the viewer. However, it might mean that the viewer does not see the black teleport screen (untested).
sp.ControllingClient.SendTeleportStart(teleportFlags);
// 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 = avatar.KnownRegionHandles;
// 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);
AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
AgentCircuitData agentCircuit = sp.ControllingClient.RequestClientInfo();
agentCircuit.startpos = position;
agentCircuit.child = true;
// agentCircuit.Appearance = sp.Appearance;
// agentCircuit.Appearance = new AvatarAppearance(sp.Appearance, true, false);
agentCircuit.Appearance = new AvatarAppearance();
agentCircuit.Appearance.AvatarHeight = sp.Appearance.AvatarHeight;
if (currentAgentCircuit != null)
{
agentCircuit.ServiceURLs = currentAgentCircuit.ServiceURLs;
agentCircuit.IPAddress = currentAgentCircuit.IPAddress;
agentCircuit.Viewer = currentAgentCircuit.Viewer;
agentCircuit.Channel = currentAgentCircuit.Channel;
agentCircuit.Mac = currentAgentCircuit.Mac;
agentCircuit.Id0 = currentAgentCircuit.Id0;
}
IClientIPEndpoint ipepClient;
uint newRegionX, newRegionY, oldRegionX, oldRegionY;
Util.RegionHandleToRegionLoc(destinationHandle, out newRegionX, out newRegionY);
Util.RegionHandleToRegionLoc(sourceRegion.RegionHandle, out oldRegionX, out oldRegionY);
int oldSizeX = (int)sourceRegion.RegionSizeX;
int oldSizeY = (int)sourceRegion.RegionSizeY;
int newSizeX = finalDestination.RegionSizeX;
int newSizeY = finalDestination.RegionSizeY;
bool OutSideViewRange = NeedsNewAgent(sp.RegionViewDistance, oldRegionX, newRegionX, oldRegionY, newRegionY,
oldSizeX, oldSizeY, newSizeX, newSizeY);
if (OutSideViewRange)
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Determined that region {0} at {1},{2} size {3},{4} needs new child agent for agent {5} from {6}",
finalDestination.RegionName, newRegionX, newRegionY,newSizeX, newSizeY, sp.Name, Scene.Name);
//sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent...");
#region IP Translation for NAT
// Uses ipepClient above
if (sp.ClientView.TryGet(out ipepClient))
{
endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
}
#endregion
agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
}
else
{
agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle);
if (agentCircuit.CapsPath == null)
agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
}
// We're going to fallback to V1 if the destination gives us anything smaller than 0.2
if (ctx.OutboundVersion >= 0.2f)
TransferAgent_V2(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, OutSideViewRange , ctx, out reason);
else
TransferAgent_V1(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, OutSideViewRange, ctx, out reason);
}
private void TransferAgent_V1(ScenePresence sp, AgentCircuitData agentCircuit, GridRegion reg, GridRegion finalDestination,
IPEndPoint endPoint, uint teleportFlags, bool OutSideViewRange, EntityTransferContext ctx, out string reason)
{
ulong destinationHandle = finalDestination.RegionHandle;
AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Using TP V1 for {0} going from {1} to {2}",
sp.Name, Scene.Name, finalDestination.RegionName);
string capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
// Let's create an agent there if one doesn't exist yet.
// NOTE: logout will always be false for a non-HG teleport.
bool logout = false;
if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, ctx, out reason, out logout))
{
m_interRegionTeleportFailures.Value++;
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Teleport of {0} from {1} to {2} was refused because {3}",
sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName, reason);
sp.ControllingClient.SendTeleportFailed(reason);
sp.IsInTransit = false;
return;
}
if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling)
{
m_interRegionTeleportCancels.Value++;
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after CreateAgent on client request",
sp.Name, finalDestination.RegionName, sp.Scene.Name);
sp.IsInTransit = false;
return;
}
else if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting)
{
m_interRegionTeleportAborts.Value++;
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after CreateAgent due to previous client close.",
sp.Name, finalDestination.RegionName, sp.Scene.Name);
sp.IsInTransit = false;
return;
}
// Past this point we have to attempt clean up if the teleport fails, so update transfer state.
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
// OK, it got this agent. Let's close some child agents
if (OutSideViewRange)
{
if (m_eqModule != null)
{
// The EnableSimulator message makes the client establish a connection with the destination
// simulator by sending the initial UseCircuitCode UDP packet to the destination containing the
// correct circuit code.
m_eqModule.EnableSimulator(destinationHandle, endPoint, sp.UUID,
finalDestination.RegionSizeX, finalDestination.RegionSizeY);
m_log.DebugFormat("{0} Sent EnableSimulator. regName={1}, size=<{2},{3}>", LogHeader,
finalDestination.RegionName, finalDestination.RegionSizeX, finalDestination.RegionSizeY);
// XXX: Is this wait necessary? We will always end up waiting on UpdateAgent for the destination
// simulator to confirm that it has established communication with the viewer.
Thread.Sleep(200);
// At least on LL 3.3.4 for teleports between different regions on the same simulator this appears
// unnecessary - teleport will succeed and SEED caps will be requested without it (though possibly
// only on TeleportFinish). This is untested for region teleport between different simulators
// though this probably also works.
m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath, finalDestination.RegionHandle,
finalDestination.RegionSizeX, finalDestination.RegionSizeY);
}
else
{
// XXX: This is a little misleading since we're information the client of its avatar destination,
// which may or may not be a neighbour region of the source region. This path is probably little
// used anyway (with EQ being the one used). But it is currently being used for test code.
sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint);
}
}
// Let's send a full update of the agent. This is a synchronous call.
AgentData agent = new AgentData();
sp.CopyTo(agent,false);
if ((teleportFlags & (uint)TeleportFlags.IsFlying) != 0)
agent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
agent.Position = agentCircuit.startpos;
SetCallbackURL(agent, sp.Scene.RegionInfo);
// We will check for an abort before UpdateAgent since UpdateAgent will require an active viewer to
// establish th econnection to the destination which makes it return true.
if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting)
{
m_interRegionTeleportAborts.Value++;
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} before UpdateAgent",
sp.Name, finalDestination.RegionName, sp.Scene.Name);
sp.IsInTransit = false;
return;
}
// A common teleport failure occurs when we can send CreateAgent to the
// destination region but the viewer cannot establish the connection (e.g. due to network issues between
// the viewer and the destination). In this case, UpdateAgent timesout after 10 seconds, although then
// there's a further 10 second wait whilst we attempt to tell the destination to delete the agent in Fail().
if (!UpdateAgent(reg, finalDestination, agent, sp, ctx))
{
if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting)
{
m_interRegionTeleportAborts.Value++;
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after UpdateAgent due to previous client close.",
sp.Name, finalDestination.RegionName, sp.Scene.Name);
sp.IsInTransit = false;
return;
}
m_log.WarnFormat(
"[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1}. Keeping avatar in {2}",
sp.Name, finalDestination.RegionName, sp.Scene.Name);
Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established.");
sp.IsInTransit = false;
return;
}
if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling)
{
m_interRegionTeleportCancels.Value++;
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after UpdateAgent on client request",
sp.Name, finalDestination.RegionName, sp.Scene.Name);
CleanupFailedInterRegionTeleport(sp, currentAgentCircuit.SessionID.ToString(), finalDestination);
sp.IsInTransit = false;
return;
}
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}",
capsPath, sp.Scene.RegionInfo.RegionName, sp.Name);
// We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator,
// where that neighbour simulator could otherwise request a child agent create on the source which then
// closes our existing agent which is still signalled as root.
sp.IsChildAgent = true;
// OK, send TPFinish to the client, so that it starts the process of contacting the destination region
if (m_eqModule != null)
{
m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID,
finalDestination.RegionSizeX, finalDestination.RegionSizeY);
}
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 close things here.
if (!m_entityTransferStateMachine.WaitForAgentArrivedAtDestination(sp.UUID))
{
if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting)
{
m_interRegionTeleportAborts.Value++;
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after WaitForAgentArrivedAtDestination due to previous client close.",
sp.Name, finalDestination.RegionName, sp.Scene.Name);
sp.IsInTransit = false;
return;
}
m_log.WarnFormat(
"[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, currentAgentCircuit.SessionID.ToString(), "Destination region did not signal teleport completion.");
sp.IsInTransit = false;
return;
}
/*
// TODO: This may be 0.6. Check if still needed
// For backwards compatibility
if (version == 0f)
{
// CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Old simulator, sending attachments one by one...");
CrossAttachmentsIntoNewRegion(finalDestination, sp, true);
}
*/
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
sp.CloseChildAgents(logout, destinationHandle, finalDestination.RegionSizeX, finalDestination.RegionSizeY);
// call HG hook
AgentHasMovedAway(sp, logout);
sp.HasMovedAway(!(OutSideViewRange || logout));
// ulong sourceRegionHandle = sp.RegionHandle;
// Now let's make it officially a child agent
sp.MakeChildAgent(destinationHandle);
// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
if (NeedsClosing(reg, OutSideViewRange))
{
if (!sp.Scene.IncomingPreCloseClient(sp))
return;
// We need to delay here because Imprudence viewers, unlike v1 or v3, have a short (<200ms, <500ms) delay before
// they regard the new region as the current region after receiving the AgentMovementComplete
// response. If close is sent before then, it will cause the viewer to quit instead.
//
// This sleep can be increased if necessary. However, whilst it's active,
// an agent cannot teleport back to this region if it has teleported away.
Thread.Sleep(2000);
// if (m_eqModule != null && !sp.DoNotCloseAfterTeleport)
// m_eqModule.DisableSimulator(sourceRegionHandle,sp.UUID);
Thread.Sleep(500);
sp.Scene.CloseAgent(sp.UUID, false);
}
sp.IsInTransit = false;
}
private void TransferAgent_V2(ScenePresence sp, AgentCircuitData agentCircuit, GridRegion reg, GridRegion finalDestination,
IPEndPoint endPoint, uint teleportFlags, bool OutSideViewRange, EntityTransferContext ctx, out string reason)
{
ulong destinationHandle = finalDestination.RegionHandle;
AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
string capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);;
// Let's create an agent there if one doesn't exist yet.
// NOTE: logout will always be false for a non-HG teleport.
bool logout = false;
if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, ctx, out reason, out logout))
{
m_interRegionTeleportFailures.Value++;
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Teleport of {0} from {1} to {2} was refused because {3}",
sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName, reason);
sp.ControllingClient.SendTeleportFailed(reason);
sp.IsInTransit = false;
return;
}
if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling)
{
m_interRegionTeleportCancels.Value++;
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after CreateAgent on client request",
sp.Name, finalDestination.RegionName, sp.Scene.Name);
sp.IsInTransit = false;
return;
}
else if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting)
{
m_interRegionTeleportAborts.Value++;
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after CreateAgent due to previous client close.",
sp.Name, finalDestination.RegionName, sp.Scene.Name);
sp.IsInTransit = false;
return;
}
// Past this point we have to attempt clean up if the teleport fails, so update transfer state.
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
// We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator,
// where that neighbour simulator could otherwise request a child agent create on the source which then
// closes our existing agent which is still signalled as root.
//sp.IsChildAgent = true;
// New protocol: send TP Finish directly, without prior ES or EAC. That's what happens in the Linden grid
if (m_eqModule != null)
m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID,
finalDestination.RegionSizeX, finalDestination.RegionSizeY);
else
sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4,
teleportFlags, capsPath);
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}",
capsPath, sp.Scene.RegionInfo.RegionName, sp.Name);
// Let's send a full update of the agent.
AgentData agent = new AgentData();
sp.CopyTo(agent,false);
agent.Position = agentCircuit.startpos;
if ((teleportFlags & (uint)TeleportFlags.IsFlying) != 0)
agent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
agent.SenderWantsToWaitForRoot = true;
//SetCallbackURL(agent, sp.Scene.RegionInfo);
// Reset the do not close flag. This must be done before the destination opens child connections (here
// triggered by UpdateAgent) to avoid race conditions. However, we also want to reset it as late as possible
// to avoid a situation where an unexpectedly early call to Scene.NewUserConnection() wrongly results
// in no close.
sp.DoNotCloseAfterTeleport = false;
// Send the Update. If this returns true, we know the client has contacted the destination
// via CompleteMovementIntoRegion, so we can let go.
// If it returns false, something went wrong, and we need to abort.
if (!UpdateAgent(reg, finalDestination, agent, sp, ctx))
{
if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting)
{
m_interRegionTeleportAborts.Value++;
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after UpdateAgent due to previous client close.",
sp.Name, finalDestination.RegionName, sp.Scene.Name);
sp.IsInTransit = false;
return;
}
m_log.WarnFormat(
"[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1}. Keeping avatar in {2}",
sp.Name, finalDestination.RegionName, sp.Scene.Name);
Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established.");
sp.IsInTransit = false;
return;
}
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
// Need to signal neighbours whether child agents may need closing irrespective of whether this
// one needed closing. We also need to close child agents as quickly as possible to avoid complicated
// race conditions with rapid agent releporting (e.g. from A1 to a non-neighbour B, back
// to a neighbour A2 then off to a non-neighbour C). Closing child agents any later requires complex
// distributed checks to avoid problems in rapid reteleporting scenarios and where child agents are
// abandoned without proper close by viewer but then re-used by an incoming connection.
sp.CloseChildAgents(logout, destinationHandle, finalDestination.RegionSizeX, finalDestination.RegionSizeY);
sp.HasMovedAway(!(OutSideViewRange || logout));
//HG hook
AgentHasMovedAway(sp, logout);
// ulong sourceRegionHandle = sp.RegionHandle;
// Now let's make it officially a child agent
sp.MakeChildAgent(destinationHandle);
// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
// go by HG hook
if (NeedsClosing(reg, OutSideViewRange))
{
if (!sp.Scene.IncomingPreCloseClient(sp))
return;
// RED ALERT!!!!
// PLEASE DO NOT DECREASE THIS WAIT TIME UNDER ANY CIRCUMSTANCES.
// THE VIEWERS SEEM TO NEED SOME TIME AFTER RECEIVING MoveAgentIntoRegion
// BEFORE THEY SETTLE IN THE NEW REGION.
// DECREASING THE WAIT TIME HERE WILL EITHER RESULT IN A VIEWER CRASH OR
// IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS.
Thread.Sleep(15000);
// if (m_eqModule != null && !sp.DoNotCloseAfterTeleport)
// m_eqModule.DisableSimulator(sourceRegionHandle,sp.UUID);
// Thread.Sleep(1000);
// OK, it got this agent. Let's close everything
// If we shouldn't close the agent due to some other region renewing the connection
// then this will be handled in IncomingCloseAgent under lock conditions
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Closing agent {0} in {1} after teleport", sp.Name, Scene.Name);
sp.Scene.CloseAgent(sp.UUID, false);
}
/*
else
{
// now we have a child agent in this region.
sp.Reset();
}
*/
sp.IsInTransit = false;
}
///
/// Clean up an inter-region teleport that did not complete, either because of simulator failure or cancellation.
///
///
/// All operations here must be idempotent so that we can call this method at any point in the teleport process
/// up until we send the TeleportFinish event quene event to the viewer.
///
///
///
protected virtual void CleanupFailedInterRegionTeleport(ScenePresence sp, string auth_token, GridRegion finalDestination)
{
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
if (sp.IsChildAgent) // We had set it to child before attempted TP (V1)
{
sp.IsChildAgent = false;
ReInstantiateScripts(sp);
EnableChildAgents(sp);
}
// Finally, kill the agent we just created at the destination.
// XXX: Possibly this should be done asynchronously.
Scene.SimulationService.CloseAgent(finalDestination, sp.UUID, auth_token);
}
///
/// Signal that the inter-region teleport failed and perform cleanup.
///
///
///
///
/// Human readable reason for teleport failure. Will be sent to client.
protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout, string auth_code, string reason)
{
CleanupFailedInterRegionTeleport(sp, auth_code, finalDestination);
m_interRegionTeleportFailures.Value++;
sp.ControllingClient.SendTeleportFailed(
string.Format(
"Problems connecting to destination {0}, reason: {1}", finalDestination.RegionName, reason));
sp.Scene.EventManager.TriggerTeleportFail(sp.ControllingClient, logout);
}
protected virtual bool CreateAgent(ScenePresence sp, GridRegion reg, GridRegion finalDestination, AgentCircuitData agentCircuit, uint teleportFlags, EntityTransferContext ctx, out string reason, out bool logout)
{
GridRegion source = new GridRegion(Scene.RegionInfo);
source.RawServerURI = m_GatekeeperURI;
logout = false;
bool success = Scene.SimulationService.CreateAgent(source, finalDestination, agentCircuit, teleportFlags, ctx, out reason);
if (success)
sp.Scene.EventManager.TriggerTeleportStart(sp.ControllingClient, reg, finalDestination, teleportFlags, logout);
return success;
}
protected virtual bool UpdateAgent(GridRegion reg, GridRegion finalDestination, AgentData agent, ScenePresence sp, EntityTransferContext ctx)
{
return Scene.SimulationService.UpdateAgent(finalDestination, agent, ctx);
}
protected virtual void SetCallbackURL(AgentData agent, RegionInfo region)
{
agent.CallbackURI = region.ServerURI + "agent/" + agent.AgentID.ToString() + "/" + region.RegionID.ToString() + "/release/";
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Set release callback URL to {0} in {1}",
agent.CallbackURI, region.RegionName);
}
///
/// Clean up operations once an agent has moved away through cross or teleport.
///
///
///
///
/// now just a HG hook
protected virtual void AgentHasMovedAway(ScenePresence sp, bool logout)
{
// if (sp.Scene.AttachmentsModule != null)
// sp.Scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, logout);
}
protected void KillEntity(Scene scene, uint localID)
{
scene.SendKillObject(new List { localID });
}
// HG hook
protected virtual GridRegion GetFinalDestination(GridRegion region, UUID agentID, string agentHomeURI, out string message)
{
message = null;
return region;
}
// This returns 'true' if the new region already has a child agent for our
// incoming agent. The implication is that, if 'false', we have to create the
// child and then teleport into the region.
protected virtual bool NeedsNewAgent(float viewdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY,
int oldsizeX, int oldsizeY, int newsizeX, int newsizeY)
{
return Util.IsOutsideView(viewdist, oldRegionX, newRegionX, oldRegionY, newRegionY,
oldsizeX, oldsizeY, newsizeX, newsizeY);
}
// HG Hook
protected virtual bool NeedsClosing(GridRegion reg, bool OutViewRange)
{
return OutViewRange;
}
#endregion
#region Landmark Teleport
///
/// Tries to teleport agent to landmark.
///
///
///
///
public virtual void RequestTeleportLandmark(IClientAPI remoteClient, AssetLandmark lm)
{
GridRegion info = Scene.GridService.GetRegionByUUID(UUID.Zero, lm.RegionID);
if (info == null)
{
// can't find the region: Tell viewer and abort
remoteClient.SendTeleportFailed("The teleport destination could not be found.");
return;
}
((Scene)(remoteClient.Scene)).RequestTeleportLocation(remoteClient, info.RegionHandle, lm.Position,
Vector3.Zero, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaLandmark));
}
#endregion
#region Teleport Home
public virtual void TriggerTeleportHome(UUID id, IClientAPI client)
{
TeleportHome(id, client);
}
public virtual bool TeleportHome(UUID id, IClientAPI client)
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId);
//OpenSim.Services.Interfaces.PresenceInfo pinfo = Scene.PresenceService.GetAgent(client.SessionId);
GridUserInfo uinfo = Scene.GridUserService.GetGridUserInfo(client.AgentId.ToString());
if (uinfo != null)
{
if (uinfo.HomeRegionID == UUID.Zero)
{
// can't find the Home region: Tell viewer and abort
m_log.ErrorFormat("{0} No grid user info found for {1} {2}. Cannot send home.",
LogHeader, client.Name, client.AgentId);
client.SendTeleportFailed("You don't have a home position set.");
return false;
}
GridRegion regionInfo = Scene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
if (regionInfo == null)
{
// can't find the Home region: Tell viewer and abort
client.SendTeleportFailed("Your home region could not be found.");
return false;
}
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Home region of {0} is {1} ({2}-{3})",
client.Name, regionInfo.RegionName, regionInfo.RegionCoordX, regionInfo.RegionCoordY);
// a little eekie that this goes back to Scene and with a forced cast, will fix that at some point...
((Scene)(client.Scene)).RequestTeleportLocation(
client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt,
(uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
return true;
}
else
{
// can't find the Home region: Tell viewer and abort
client.SendTeleportFailed("Your home region could not be found.");
}
return false;
}
#endregion
#region Agent Crossings
public bool checkAgentAccessToRegion(ScenePresence agent, GridRegion destiny, Vector3 position,
EntityTransferContext ctx, out string reason)
{
reason = String.Empty;
UUID agentID = agent.UUID;
ulong destinyHandle = destiny.RegionHandle;
if (m_bannedRegionCache.IfBanned(destinyHandle, agentID))
{
return false;
}
Scene ascene = agent.Scene;
string homeURI = ascene.GetAgentHomeURI(agentID);
if (!ascene.SimulationService.QueryAccess(destiny, agentID, homeURI, false, position,
agent.Scene.GetFormatsOffered(), ctx, out reason))
{
m_bannedRegionCache.Add(destinyHandle, agentID, 30.0, 30.0);
return false;
}
return true;
}
// Given a position relative to the current region and outside of it
// find the new region that the point is actually in.
// returns 'null' if new region not found or if information
// and new position relative to it
// now only works for crossings
public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos,
EntityTransferContext ctx, out Vector3 newpos, out string failureReason)
{
newpos = pos;
failureReason = string.Empty;
// m_log.DebugFormat(
// "[ENTITY TRANSFER MODULE]: Crossing agent {0} at pos {1} in {2}", agent.Name, pos, scene.Name);
// Compute world location of the agent's position
double presenceWorldX = (double)scene.RegionInfo.WorldLocX + pos.X;
double presenceWorldY = (double)scene.RegionInfo.WorldLocY + pos.Y;
// Call the grid service to lookup the region containing the new position.
GridRegion neighbourRegion = GetRegionContainingWorldLocation(
scene.GridService, scene.RegionInfo.ScopeID,
presenceWorldX, presenceWorldY,
Math.Max(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY));
if (neighbourRegion == null)
{
return null;
}
if (m_bannedRegionCache.IfBanned(neighbourRegion.RegionHandle, agentID))
{
return null;
}
m_bannedRegionCache.Remove(neighbourRegion.RegionHandle, agentID);
// Compute the entity's position relative to the new region
newpos = new Vector3((float)(presenceWorldX - (double)neighbourRegion.RegionLocX),
(float)(presenceWorldY - (double)neighbourRegion.RegionLocY),
pos.Z);
string homeURI = scene.GetAgentHomeURI(agentID);
if (!scene.SimulationService.QueryAccess(
neighbourRegion, agentID, homeURI, false, newpos,
scene.GetFormatsOffered(), ctx, out failureReason))
{
// remember the fail
m_bannedRegionCache.Add(neighbourRegion.RegionHandle, agentID);
return null;
}
return neighbourRegion;
}
public bool Cross(ScenePresence agent, bool isFlying)
{
agent.IsInTransit = true;
CrossAsyncDelegate d = CrossAsync;
d.BeginInvoke(agent, isFlying, CrossCompleted, d);
return true;
}
private void CrossCompleted(IAsyncResult iar)
{
CrossAsyncDelegate icon = (CrossAsyncDelegate)iar.AsyncState;
ScenePresence agent = icon.EndInvoke(iar);
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
if(!agent.IsChildAgent)
{
// crossing failed
agent.CrossToNewRegionFail();
}
agent.IsInTransit = false;
}
public ScenePresence CrossAsync(ScenePresence agent, bool isFlying)
{
Vector3 newpos;
EntityTransferContext ctx = new EntityTransferContext();
string failureReason;
// We need this because of decimal number parsing of the protocols.
Culture.SetCurrentCulture();
Vector3 pos = agent.AbsolutePosition + agent.Velocity * 0.2f;
GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, pos,
ctx, out newpos, out failureReason);
if (neighbourRegion == null)
{
if (failureReason != String.Empty)
agent.ControllingClient.SendAlertMessage(failureReason);
return agent;
}
// agent.IsInTransit = true;
CrossAgentToNewRegionAsync(agent, newpos, neighbourRegion, isFlying, ctx);
agent.IsInTransit = false;
return agent;
}
public delegate void InformClientToInitiateTeleportToLocationDelegate(ScenePresence agent, uint regionX, uint regionY, Vector3 position, Scene initiatingScene);
private void InformClientToInitiateTeleportToLocation(ScenePresence agent, uint regionX, uint regionY, Vector3 position, Scene initiatingScene)
{
// This assumes that we know what our neighbours are.
InformClientToInitiateTeleportToLocationDelegate 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);
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Auto-reteleporting {0} to correct megaregion location {1},{2},{3} from {4}",
agent.Name, regionX, regionY, position, initiatingScene.Name);
agent.Scene.RequestTeleportLocation(
agent.ControllingClient,
Util.RegionGridLocToHandle(regionX, regionY),
position,
agent.Lookat,
(uint)Constants.TeleportFlags.ViaLocation);
/*
IMessageTransferModule im = initiatingScene.RequestModuleInterface();
if (im != null)
{
UUID gotoLocation = Util.BuildFakeParcelID(
Util.RegionLocToHandle(regionX, regionY),
(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],
false);
im.SendInstantMessage(m, delegate(bool success)
{
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Client Initiating Teleport sending IM success = {0}", success);
});
}
*/
}
private void InformClientToInitiateTeleportToLocationCompleted(IAsyncResult iar)
{
InformClientToInitiateTeleportToLocationDelegate icon =
(InformClientToInitiateTeleportToLocationDelegate)iar.AsyncState;
icon.EndInvoke(iar);
}
///
/// This Closes child agents on neighbouring regions
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
///
public ScenePresence CrossAgentToNewRegionAsync(
ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
bool isFlying, EntityTransferContext ctx)
{
try
{
m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: new region={1} at <{2},{3}>. newpos={4}",
LogHeader, neighbourRegion.RegionName, neighbourRegion.RegionLocX, neighbourRegion.RegionLocY, pos);
if (neighbourRegion == null)
{
m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: invalid destiny", LogHeader);
return agent;
}
m_entityTransferStateMachine.SetInTransit(agent.UUID);
agent.RemoveFromPhysicalScene();
if (!CrossAgentIntoNewRegionMain(agent, pos, neighbourRegion, isFlying, ctx))
{
m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: cross main failed. Resetting transfer state", LogHeader);
m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
return agent;
}
CrossAgentToNewRegionPost(agent, pos, neighbourRegion, isFlying, ctx);
}
catch (Exception e)
{
m_log.Error(string.Format("{0}: CrossAgentToNewRegionAsync: failed with exception ", LogHeader), e);
}
return agent;
}
public bool CrossAgentIntoNewRegionMain(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, EntityTransferContext ctx)
{
int ts = Util.EnvironmentTickCount();
try
{
AgentData cAgent = new AgentData();
agent.CopyTo(cAgent,true);
// agent.Appearance.WearableCacheItems = null;
cAgent.Position = pos;
cAgent.ChildrenCapSeeds = agent.KnownRegions;
if (isFlying)
cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
// We don't need the callback anymnore
cAgent.CallbackURI = String.Empty;
// Beyond this point, extra cleanup is needed beyond removing transit state
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.Transferring);
if (!agent.Scene.SimulationService.UpdateAgent(neighbourRegion, cAgent, ctx))
{
// region doesn't take it
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
m_log.WarnFormat(
"[ENTITY TRANSFER MODULE]: Region {0} would not accept update for agent {1} on cross attempt. Returning to original region.",
neighbourRegion.RegionName, agent.Name);
ReInstantiateScripts(agent);
if(agent.ParentID == 0 && agent.ParentUUID == UUID.Zero)
agent.AddToPhysicalScene(isFlying);
return false;
}
m_log.DebugFormat("[CrossAgentIntoNewRegionMain] ok, time {0}ms",Util.EnvironmentTickCountSubtract(ts));
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2}. Exception {3}{4}",
agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace);
// TODO: Might be worth attempting other restoration here such as reinstantiation of scripts, etc.
return false;
}
return true;
}
public void CrossAgentToNewRegionPost(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
bool isFlying, EntityTransferContext ctx)
{
string agentcaps;
if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
{
m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
neighbourRegion.RegionHandle);
return;
}
// No turning back
agent.IsChildAgent = true;
string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
if (m_eqModule != null)
{
m_eqModule.CrossRegion(
neighbourRegion.RegionHandle, pos, vel2 /* agent.Velocity */,
neighbourRegion.ExternalEndPoint,
capsPath, agent.UUID, agent.ControllingClient.SessionId,
neighbourRegion.RegionSizeX, neighbourRegion.RegionSizeY);
}
else
{
m_log.ErrorFormat("{0} Using old CrossRegion packet. Varregion will not work!!", LogHeader);
agent.ControllingClient.CrossRegion(neighbourRegion.RegionHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
capsPath);
}
// SUCCESS!
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
// Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
agent.CloseChildAgents(false, neighbourRegion.RegionHandle, neighbourRegion.RegionSizeX, neighbourRegion.RegionSizeY);
// this may need the attachments
agent.HasMovedAway(true);
agent.MakeChildAgent(neighbourRegion.RegionHandle);
// 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);
// 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(
// "[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
// }
//m_log.Debug("AFTER CROSS");
//Scene.DumpChildrenSeeds(UUID);
//DumpKnownRegions();
return;
}
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.IsInTransit = false;
// m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
}
#endregion
#region Enable Child Agent
///
/// This informs a single neighbouring region about agent "avatar", and avatar about it
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
///
///
///
public void EnableChildAgent(ScenePresence sp, GridRegion region)
{
m_log.DebugFormat("[ENTITY TRANSFER]: Enabling child agent in new neighbour {0}", region.RegionName);
ulong currentRegionHandler = sp.Scene.RegionInfo.RegionHandle;
ulong regionhandler = region.RegionHandle;
Dictionary seeds = new Dictionary(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID));
if (seeds.ContainsKey(regionhandler))
seeds.Remove(regionhandler);
/*
List oldregions = new List(seeds.Keys);
if (oldregions.Contains(currentRegionHandler))
oldregions.Remove(currentRegionHandler);
*/
if (!seeds.ContainsKey(currentRegionHandler))
seeds.Add(currentRegionHandler, sp.ControllingClient.RequestClientInfo().CapsPath);
AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
AgentCircuitData agent = sp.ControllingClient.RequestClientInfo();
agent.BaseFolder = UUID.Zero;
agent.InventoryFolder = UUID.Zero;
agent.startpos = sp.AbsolutePosition + CalculateOffset(sp, region);
agent.child = true;
agent.Appearance = new AvatarAppearance();
agent.Appearance.AvatarHeight = sp.Appearance.AvatarHeight;
agent.CapsPath = CapsUtil.GetRandomCapsObjectPath();
seeds.Add(regionhandler, agent.CapsPath);
// agent.ChildrenCapSeeds = new Dictionary(seeds);
agent.ChildrenCapSeeds = null;
if (sp.Scene.CapsModule != null)
{
sp.Scene.CapsModule.SetChildrenSeed(sp.UUID, seeds);
}
sp.KnownRegions = seeds;
sp.AddNeighbourRegionSizeInfo(region);
if (currentAgentCircuit != null)
{
agent.ServiceURLs = currentAgentCircuit.ServiceURLs;
agent.IPAddress = currentAgentCircuit.IPAddress;
agent.Viewer = currentAgentCircuit.Viewer;
agent.Channel = currentAgentCircuit.Channel;
agent.Mac = currentAgentCircuit.Mac;
agent.Id0 = currentAgentCircuit.Id0;
}
/*
AgentPosition agentpos = null;
if (oldregions.Count > 0)
{
agentpos = new AgentPosition();
agentpos.AgentID = new UUID(sp.UUID.Guid);
agentpos.SessionID = sp.ControllingClient.SessionId;
agentpos.Size = sp.Appearance.AvatarSize;
agentpos.Center = sp.CameraPosition;
agentpos.Far = sp.DrawDistance;
agentpos.Position = sp.AbsolutePosition;
agentpos.Velocity = sp.Velocity;
agentpos.RegionHandle = currentRegionHandler;
agentpos.Throttles = sp.ControllingClient.GetThrottlesPacked(1);
agentpos.ChildrenCapSeeds = seeds;
}
*/
IPEndPoint external = region.ExternalEndPoint;
if (external != null)
{
InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
d.BeginInvoke(sp, agent, region, external, true,
InformClientOfNeighbourCompleted,
d);
}
/*
if(oldregions.Count >0)
{
uint neighbourx;
uint neighboury;
UUID scope = sp.Scene.RegionInfo.ScopeID;
foreach (ulong handler in oldregions)
{
Utils.LongToUInts(handler, out neighbourx, out neighboury);
GridRegion neighbour = sp.Scene.GridService.GetRegionByPosition(scope, (int)neighbourx, (int)neighboury);
sp.Scene.SimulationService.UpdateAgent(neighbour, agentpos);
}
}
*/
}
#endregion
#region Enable Child Agents
private delegate void InformClientOfNeighbourDelegate(
ScenePresence avatar, AgentCircuitData a, GridRegion reg, IPEndPoint endPoint, bool newAgent);
///
/// This informs all neighbouring regions about agent "avatar".
/// and as important informs the avatar about then
///
///
public void EnableChildAgents(ScenePresence sp)
{
// assumes that out of view range regions are disconnected by the previus region
List neighbours = new List();
Scene spScene = sp.Scene;
RegionInfo m_regionInfo = spScene.RegionInfo;
if (m_regionInfo != null)
{
neighbours = GetNeighbors(sp, m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
}
else
{
m_log.Debug("[ENTITY TRANSFER MODULE]: m_regionInfo was null in EnableChildAgents, is this a NPC?");
}
ulong currentRegionHandler = m_regionInfo.RegionHandle;
LinkedList previousRegionNeighbourHandles;
Dictionary seeds;
ICapabilitiesModule capsModule = spScene.CapsModule;
if (capsModule != null)
{
seeds = new Dictionary(capsModule.GetChildrenSeeds(sp.UUID));
previousRegionNeighbourHandles = new LinkedList(seeds.Keys);
}
else
{
seeds = new Dictionary();
previousRegionNeighbourHandles = new LinkedList();
}
IClientAPI spClient = sp.ControllingClient;
if (!seeds.ContainsKey(currentRegionHandler))
seeds.Add(currentRegionHandler, spClient.RequestClientInfo().CapsPath);
AgentCircuitData currentAgentCircuit =
spScene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
List cagents = new List();
List newneighbours = new List();
foreach (GridRegion neighbour in neighbours)
{
ulong handler = neighbour.RegionHandle;
if (previousRegionNeighbourHandles.Contains(handler))
{
// agent already knows this region
previousRegionNeighbourHandles.Remove(handler);
continue;
}
if (handler == currentRegionHandler)
continue;
// a new region to add
AgentCircuitData agent = spClient.RequestClientInfo();
agent.BaseFolder = UUID.Zero;
agent.InventoryFolder = UUID.Zero;
agent.startpos = sp.AbsolutePosition + CalculateOffset(sp, neighbour);
agent.child = true;
agent.Appearance = new AvatarAppearance();
agent.Appearance.AvatarHeight = sp.Appearance.AvatarHeight;
if (currentAgentCircuit != null)
{
agent.ServiceURLs = currentAgentCircuit.ServiceURLs;
agent.IPAddress = currentAgentCircuit.IPAddress;
agent.Viewer = currentAgentCircuit.Viewer;
agent.Channel = currentAgentCircuit.Channel;
agent.Mac = currentAgentCircuit.Mac;
agent.Id0 = currentAgentCircuit.Id0;
}
newneighbours.Add(handler);
agent.CapsPath = CapsUtil.GetRandomCapsObjectPath();
seeds.Add(handler, agent.CapsPath);
agent.ChildrenCapSeeds = null;
cagents.Add(agent);
}
if (previousRegionNeighbourHandles.Contains(currentRegionHandler))
previousRegionNeighbourHandles.Remove(currentRegionHandler);
// previousRegionNeighbourHandles now contains regions to forget
foreach (ulong handler in previousRegionNeighbourHandles)
seeds.Remove(handler);
/// Update all child agent with everyone's seeds
// foreach (AgentCircuitData a in cagents)
// a.ChildrenCapSeeds = new Dictionary(seeds);
if (capsModule != null)
capsModule.SetChildrenSeed(sp.UUID, seeds);
sp.KnownRegions = seeds;
sp.SetNeighbourRegionSizeInfo(neighbours);
if(newneighbours.Count > 0 || previousRegionNeighbourHandles.Count > 0)
{
AgentPosition agentpos = new AgentPosition();
agentpos.AgentID = new UUID(sp.UUID.Guid);
agentpos.SessionID = spClient.SessionId;
agentpos.Size = sp.Appearance.AvatarSize;
agentpos.Center = sp.CameraPosition;
agentpos.Far = sp.DrawDistance;
agentpos.Position = sp.AbsolutePosition;
agentpos.Velocity = sp.Velocity;
agentpos.RegionHandle = currentRegionHandler;
agentpos.Throttles = spClient.GetThrottlesPacked(1);
// agentpos.ChildrenCapSeeds = seeds;
Util.FireAndForget(delegate
{
Thread.Sleep(200); // the original delay that was at InformClientOfNeighbourAsync start
int count = 0;
foreach (GridRegion neighbour in neighbours)
{
ulong handler = neighbour.RegionHandle;
try
{
if (newneighbours.Contains(handler))
{
InformClientOfNeighbourAsync(sp, cagents[count], neighbour,
neighbour.ExternalEndPoint, true);
count++;
}
else if (!previousRegionNeighbourHandles.Contains(handler))
{
spScene.SimulationService.UpdateAgent(neighbour, agentpos);
}
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ENTITY TRANSFER MODULE]: Error creating child agent at {0} ({1} ({2}, {3}). {4}",
neighbour.ExternalHostName,
neighbour.RegionHandle,
neighbour.RegionLocX,
neighbour.RegionLocY,
e);
}
}
});
}
}
// Computes the difference between two region bases.
// Returns a vector of world coordinates (meters) from base of first region to the second.
// The first region is the home region of the passed scene presence.
Vector3 CalculateOffset(ScenePresence sp, GridRegion neighbour)
{
return new Vector3(sp.Scene.RegionInfo.WorldLocX - neighbour.RegionLocX,
sp.Scene.RegionInfo.WorldLocY - neighbour.RegionLocY,
0f);
}
#region NotFoundLocationCache class
// A collection of not found locations to make future lookups 'not found' lookups quick.
// A simple expiring cache that keeps not found locations for some number of seconds.
// A 'not found' location is presumed to be anywhere in the minimum sized region that
// contains that point. A conservitive estimate.
private class NotFoundLocationCache
{
private Dictionary m_notFoundLocations = new Dictionary();
public NotFoundLocationCache()
{
}
// just use normal regions handlers and sizes
public void Add(double pX, double pY)
{
ulong psh = (ulong)pX & 0xffffff00ul;
psh <<= 32;
psh |= (ulong)pY & 0xffffff00ul;
lock (m_notFoundLocations)
m_notFoundLocations[psh] = DateTime.UtcNow + TimeSpan.FromSeconds(30);
}
// Test to see of this point is in any of the 'not found' areas.
// Return 'true' if the point is found inside the 'not found' areas.
public bool Contains(double pX, double pY)
{
ulong psh = (ulong)pX & 0xffffff00ul;
psh <<= 32;
psh |= (ulong)pY & 0xffffff00ul;
lock (m_notFoundLocations)
{
if(m_notFoundLocations.ContainsKey(psh))
{
if(m_notFoundLocations[psh] > DateTime.UtcNow)
return true;
m_notFoundLocations.Remove(psh);
}
return false;
}
}
private void DoExpiration()
{
List m_toRemove = new List();;
DateTime now = DateTime.UtcNow;
lock (m_notFoundLocations)
{
foreach (KeyValuePair kvp in m_notFoundLocations)
{
if (kvp.Value < now)
m_toRemove.Add(kvp.Key);
}
if (m_toRemove.Count > 0)
{
foreach (ulong u in m_toRemove)
m_notFoundLocations.Remove(u);
m_toRemove.Clear();
}
}
}
}
#endregion // NotFoundLocationCache class
private NotFoundLocationCache m_notFoundLocationCache = new NotFoundLocationCache();
protected GridRegion GetRegionContainingWorldLocation(IGridService pGridService, UUID pScopeID, double px, double py)
{
// Since we don't know how big the regions could be, we have to search a very large area
// to find possible regions.
return GetRegionContainingWorldLocation(pGridService, pScopeID, px, py, Constants.MaximumRegionSize);
}
// Given a world position, get the GridRegion info for
// the region containing that point.
// for compatibility with old grids it does a scan to find large regions
// 0.9 grids to that
protected GridRegion GetRegionContainingWorldLocation(IGridService pGridService, UUID pScopeID,
double px, double py, uint pSizeHint)
{
m_log.DebugFormat("{0} GetRegionContainingWorldLocation: call, XY=<{1},{2}>", LogHeader, px, py);
GridRegion ret = null;
const double fudge = 2.0;
if (m_notFoundLocationCache.Contains(px, py))
{
// m_log.DebugFormat("{0} GetRegionContainingWorldLocation: Not found via cache. loc=<{1},{2}>", LogHeader, px, py);
return null;
}
// As an optimization, since most regions will be legacy sized regions (256x256), first try to get
// the region at the appropriate legacy region location.
// this is all that is needed on 0.9 grids
uint possibleX = (uint)px & 0xffffff00u;
uint possibleY = (uint)py & 0xffffff00u;
ret = pGridService.GetRegionByPosition(pScopeID, (int)possibleX, (int)possibleY);
if (ret != null)
{
// m_log.DebugFormat("{0} GetRegionContainingWorldLocation: Found region using legacy size. rloc=<{1},{2}>. Rname={3}",
// LogHeader, possibleX, possibleY, ret.RegionName);
return ret;
}
// for 0.8 regions just make a BIG area request. old code whould do it plus 4 more smaller on region open edges
// this is what 0.9 grids now do internally
List possibleRegions = pGridService.GetRegionRange(pScopeID,
(int)(px - Constants.MaximumRegionSize), (int)(px + 1), // +1 bc left mb not part of range
(int)(py - Constants.MaximumRegionSize), (int)(py + 1));
// m_log.DebugFormat("{0} GetRegionContainingWorldLocation: possibleRegions cnt={1}, range={2}",
// LogHeader, possibleRegions.Count, range);
if (possibleRegions != null && possibleRegions.Count > 0)
{
// If we found some regions, check to see if the point is within
foreach (GridRegion gr in possibleRegions)
{
// m_log.DebugFormat("{0} GetRegionContainingWorldLocation: possibleRegion nm={1}, regionLoc=<{2},{3}>, regionSize=<{4},{5}>",
// LogHeader, gr.RegionName, gr.RegionLocX, gr.RegionLocY, gr.RegionSizeX, gr.RegionSizeY);
if (px >= (double)gr.RegionLocX && px < (double)(gr.RegionLocX + gr.RegionSizeX)
&& py >= (double)gr.RegionLocY && py < (double)(gr.RegionLocY + gr.RegionSizeY))
{
// Found a region that contains the point
return gr;
// m_log.DebugFormat("{0} GetRegionContainingWorldLocation: found. RegionName={1}", LogHeader, ret.RegionName);
}
}
}
// remember this location was not found so we can quickly not find it next time
m_notFoundLocationCache.Add(px, py);
// m_log.DebugFormat("{0} GetRegionContainingWorldLocation: Not found. Remembering loc=<{1},{2}>", LogHeader, px, py);
return null;
}
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 agentCircData, GridRegion reg,
IPEndPoint endPoint, bool newAgent)
{
if (newAgent)
{
// we may already had lost this sp
if(sp == null || sp.IsDeleted || sp.ClientView == null) // something bad already happened
return;
Scene scene = sp.Scene;
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Informing {0} {1} about neighbour {2} {3} at ({4},{5})",
sp.Name, sp.UUID, reg.RegionName, endPoint, reg.RegionCoordX, reg.RegionCoordY);
string capsPath = reg.ServerURI + CapsUtil.GetCapsSeedPath(agentCircData.CapsPath);
string reason = String.Empty;
EntityTransferContext ctx = new EntityTransferContext();
bool regionAccepted = scene.SimulationService.CreateAgent(reg, reg, agentCircData, (uint)TeleportFlags.Default, ctx, out reason);
if (regionAccepted)
{
// give time for createAgent to finish, since it is async and does grid services access
Thread.Sleep(500);
if (m_eqModule != null)
{
#region IP Translation for NAT
if(sp == null || sp.IsDeleted || sp.ClientView == null) // something bad already happened
return;
IClientIPEndpoint ipepClient;
if (sp.ClientView.TryGet(out ipepClient))
{
endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
}
#endregion
m_log.DebugFormat("{0} {1} is sending {2} EnableSimulator for neighbour region {3}(loc=<{4},{5}>,siz=<{6},{7}>) " +
"and EstablishAgentCommunication with seed cap {8}", LogHeader,
scene.RegionInfo.RegionName, sp.Name,
reg.RegionName, reg.RegionLocX, reg.RegionLocY, reg.RegionSizeX, reg.RegionSizeY, capsPath);
m_eqModule.EnableSimulator(reg.RegionHandle, endPoint, sp.UUID, reg.RegionSizeX, reg.RegionSizeY);
m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath, reg.RegionHandle, reg.RegionSizeX, reg.RegionSizeY);
}
else
{
sp.ControllingClient.InformClientOfNeighbour(reg.RegionHandle, endPoint);
// TODO: make Event Queue disablable!
}
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Completed inform {0} {1} about neighbour {2}", sp.Name, sp.UUID, endPoint);
}
else
{
sp.RemoveNeighbourRegion(reg.RegionHandle);
m_log.WarnFormat(
"[ENTITY TRANSFER MODULE]: Region {0} did not accept {1} {2}: {3}",
reg.RegionName, sp.Name, sp.UUID, reason);
}
}
}
///
/// Return the list of online regions that are considered to be neighbours to the given scene.
///
///
///
///
///
protected List GetNeighbors(ScenePresence avatar, uint pRegionLocX, uint pRegionLocY)
{
Scene pScene = avatar.Scene;
RegionInfo m_regionInfo = pScene.RegionInfo;
List neighbours;
uint dd = (uint)avatar.RegionViewDistance;
// until avatar movement updates client connections, we need to seend at least this current region imediate neighbors
uint ddX = Math.Max(dd, Constants.RegionSize);
uint ddY = Math.Max(dd, Constants.RegionSize);
ddX--;
ddY--;
// reference to region edges. Should be avatar position
uint startX = Util.RegionToWorldLoc(pRegionLocX);
uint endX = startX + m_regionInfo.RegionSizeX;
uint startY = Util.RegionToWorldLoc(pRegionLocY);
uint endY = startY + m_regionInfo.RegionSizeY;
startX -= ddX;
startY -= ddY;
endX += ddX;
endY += ddY;
neighbours
= avatar.Scene.GridService.GetRegionRange(
m_regionInfo.ScopeID, (int)startX, (int)endX, (int)startY, (int)endY);
// The r.RegionFlags == null check only needs to be made for simulators before 2015-01-14 (pre 0.8.1).
neighbours.RemoveAll( r => r.RegionID == m_regionInfo.RegionID );
return neighbours;
}
#endregion
#region Agent Arrived
public void AgentArrivedAtDestination(UUID id)
{
m_entityTransferStateMachine.SetAgentArrivedAtDestination(id);
}
#endregion
#region Object Transfers
public GridRegion GetObjectDestination(SceneObjectGroup grp, Vector3 targetPosition,out Vector3 newpos)
{
newpos = targetPosition;
Scene scene = grp.Scene;
if (scene == null)
return null;
int x = (int)targetPosition.X + (int)scene.RegionInfo.WorldLocX;
if (targetPosition.X >= 0)
x++;
else
x--;
int y = (int)targetPosition.Y + (int)scene.RegionInfo.WorldLocY;
if (targetPosition.Y >= 0)
y++;
else
y--;
GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID,x,y);
if (neighbourRegion == null)
{
return null;
}
float newRegionSizeX = neighbourRegion.RegionSizeX;
float newRegionSizeY = neighbourRegion.RegionSizeY;
if (newRegionSizeX == 0)
newRegionSizeX = Constants.RegionSize;
if (newRegionSizeY == 0)
newRegionSizeY = Constants.RegionSize;
newpos.X = targetPosition.X - (neighbourRegion.RegionLocX - (int)scene.RegionInfo.WorldLocX);
newpos.Y = targetPosition.Y - (neighbourRegion.RegionLocY - (int)scene.RegionInfo.WorldLocY);
const float enterDistance = 0.2f;
newpos.X = Util.Clamp(newpos.X, enterDistance, newRegionSizeX - enterDistance);
newpos.Y = Util.Clamp(newpos.Y, enterDistance, newRegionSizeY - enterDistance);
return neighbourRegion;
}
///
/// Move the given scene object into a new region
///
///
/// Scene Object Group that we're crossing
///
/// true if the crossing itself was successful, false on failure
/// FIMXE: we still return true if the crossing object was not successfully deleted from the originating region
///
public bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent, bool removeScripts)
{
//m_log.Debug(" >>> CrossPrimGroupIntoNewRegion <<<");
Culture.SetCurrentCulture();
bool successYN = false;
grp.RootPart.ClearUpdateSchedule();
//int primcrossingXMLmethod = 0;
if (destination != null)
{
//string objectState = grp.GetStateSnapshot();
//successYN
// = m_sceneGridService.PrimCrossToNeighboringRegion(
// newRegionHandle, grp.UUID, m_serialiser.SaveGroupToXml2(grp), primcrossingXMLmethod);
//if (successYN && (objectState != "") && m_allowScriptCrossings)
//{
// successYN = m_sceneGridService.PrimCrossToNeighboringRegion(
// newRegionHandle, grp.UUID, objectState, 100);
//}
//// And the new channel...
//if (m_interregionCommsOut != null)
// successYN = m_interregionCommsOut.SendCreateObject(newRegionHandle, grp, true);
if (Scene.SimulationService != null)
successYN = Scene.SimulationService.CreateObject(destination, newPosition, grp, true);
if (successYN)
{
// We remove the object here
try
{
grp.Scene.DeleteSceneObject(grp, silent, removeScripts);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ENTITY TRANSFER MODULE]: Exception deleting the old object left behind on a border crossing for {0}, {1}",
grp, e);
}
}
}
else
{
m_log.Error("[ENTITY TRANSFER MODULE]: destination was unexpectedly null in Scene.CrossPrimGroupIntoNewRegion()");
}
return successYN;
}
///
/// Cross the attachments for an avatar into the destination region.
///
///
/// This is only invoked for simulators released prior to April 2011. Versions of OpenSimulator since then
/// transfer attachments in one go as part of the ChildAgentDataUpdate data passed in the update agent call.
///
///
///
///
protected void CrossAttachmentsIntoNewRegion(GridRegion destination, ScenePresence sp, bool silent)
{
List attachments = sp.GetAttachments();
// m_log.DebugFormat(
// "[ENTITY TRANSFER MODULE]: Crossing {0} attachments into {1} for {2}",
// m_attachments.Count, destination.RegionName, sp.Name);
foreach (SceneObjectGroup gobj in attachments)
{
// If the prim group is null then something must have happened to it!
if (gobj != null && !gobj.IsDeleted)
{
SceneObjectGroup clone = (SceneObjectGroup)gobj.CloneForNewScene();
clone.RootPart.GroupPosition = gobj.RootPart.AttachedPos;
clone.IsAttachment = false;
//gobj.RootPart.LastOwnerID = gobj.GetFromAssetID();
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Sending attachment {0} to region {1}",
clone.UUID, destination.RegionName);
CrossPrimGroupIntoNewRegion(destination, Vector3.Zero, clone, silent,true);
}
}
sp.ClearAttachments();
}
#endregion
#region Misc
public bool IsInTransit(UUID id)
{
return m_entityTransferStateMachine.GetAgentTransferState(id) != null;
}
protected void ReInstantiateScripts(ScenePresence sp)
{
int i = 0;
if (sp.InTransitScriptStates.Count > 0)
{
List attachments = sp.GetAttachments();
foreach (SceneObjectGroup sog in attachments)
{
if (i < sp.InTransitScriptStates.Count)
{
sog.SetState(sp.InTransitScriptStates[i++], sp.Scene);
sog.CreateScriptInstances(0, false, sp.Scene.DefaultScriptEngine, 0);
sog.ResumeScripts();
}
else
m_log.ErrorFormat(
"[ENTITY TRANSFER MODULE]: InTransitScriptStates.Count={0} smaller than Attachments.Count={1}",
sp.InTransitScriptStates.Count, attachments.Count);
}
sp.InTransitScriptStates.Clear();
}
}
#endregion
public virtual bool HandleIncomingSceneObject(SceneObjectGroup so, Vector3 newPosition)
{
// If the user is banned, we won't let any of their objects
// enter. Period.
//
if (Scene.RegionInfo.EstateSettings.IsBanned(so.OwnerID))
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Denied prim crossing of {0} {1} into {2} for banned avatar {3}",
so.Name, so.UUID, Scene.Name, so.OwnerID);
return false;
}
if (newPosition != Vector3.Zero)
so.RootPart.GroupPosition = newPosition;
if (!Scene.AddSceneObject(so))
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Problem adding scene object {0} {1} into {2} ",
so.Name, so.UUID, Scene.Name);
return false;
}
if (!so.IsAttachment)
{
// FIXME: It would be better to never add the scene object at all rather than add it and then delete
// it
if (!Scene.Permissions.CanObjectEntry(so.UUID, true, so.AbsolutePosition))
{
// Deny non attachments based on parcel settings
//
m_log.Info("[ENTITY TRANSFER MODULE]: Denied prim crossing because of parcel settings");
Scene.DeleteSceneObject(so, false);
return false;
}
// For attachments, we need to wait until the agent is root
// before we restart the scripts, or else some functions won't work.
so.RootPart.ParentGroup.CreateScriptInstances(
0, false, Scene.DefaultScriptEngine, GetStateSource(so));
so.ResumeScripts();
// AddSceneObject already does this and doing it again messes
//if (so.RootPart.KeyframeMotion != null)
// so.RootPart.KeyframeMotion.UpdateSceneObject(so);
}
return true;
}
private int GetStateSource(SceneObjectGroup sog)
{
ScenePresence sp = Scene.GetScenePresence(sog.OwnerID);
if (sp != null)
return sp.GetStateSource();
return 2; // StateSource.PrimCrossing
}
}
}