/**
* Copyright (c) 2008, Contributors. All rights reserved.
* 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 Organizations nor the names of Individual
* Contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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 OpenMetaverse;
using log4net;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Environment;
using OpenSim.Region.Interfaces;
using OSD = OpenMetaverse.StructuredData.OSD;
namespace OpenSim.Region.Environment.Scenes.Hypergrid
{
public class HGSceneCommunicationService : SceneCommunicationService
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public readonly IHyperlink m_hg;
public HGSceneCommunicationService(CommunicationsManager commsMan, IHyperlink hg) : base(commsMan)
{
m_hg = hg;
}
///
/// Try to teleport an agent to a new region.
///
///
///
///
///
///
public override void RequestTeleportToLocation(ScenePresence avatar, ulong regionHandle, Vector3 position,
Vector3 lookAt, uint teleportFlags)
{
if (!avatar.Scene.Permissions.CanTeleport(avatar.UUID))
return;
bool destRegionUp = false;
IEventQueue eq = avatar.Scene.RequestModuleInterface();
if (regionHandle == m_regionInfo.RegionHandle)
{
// Teleport within the same region
if (position.X < 0 || position.X > Constants.RegionSize || position.Y < 0 || position.Y > Constants.RegionSize || position.Z < 0)
{
Vector3 emergencyPos = new Vector3(128, 128, 128);
m_log.WarnFormat(
"[HGSceneCommService]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}",
position, avatar.Name, avatar.UUID, emergencyPos);
position = emergencyPos;
}
// TODO: Get proper AVG Height
float localAVHeight = 1.56f;
float posZLimit = (float)avatar.Scene.GetLandHeight((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)
avatar.ControllingClient.SendTeleportLocationStart();
avatar.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
avatar.Teleport(position);
}
else
{
RegionInfo reg = RequestNeighbouringRegionInfo(regionHandle);
if (reg != null)
{
uint newRegionX = (uint)(reg.RegionHandle >> 40);
uint newRegionY = (((uint)(reg.RegionHandle)) >> 8);
uint oldRegionX = (uint)(m_regionInfo.RegionHandle >> 40);
uint oldRegionY = (((uint)(m_regionInfo.RegionHandle)) >> 8);
///
/// Hypergrid mod start
///
///
bool isHyperLink = m_hg.IsHyperlinkRegion(reg.RegionHandle);
bool isHomeUser = true;
ulong realHandle = regionHandle;
CachedUserInfo uinfo = m_commsProvider.UserProfileCacheService.GetUserDetails(avatar.UUID);
if (uinfo != null)
{
isHomeUser = HGNetworkServersInfo.Singleton.IsLocalUser(uinfo.UserProfile);
realHandle = m_hg.FindRegionHandle(regionHandle);
Console.WriteLine("XXX ---- home user? " + isHomeUser + " --- hyperlink? " + isHyperLink + " --- real handle: " + realHandle.ToString());
}
///
/// Hypergrid mod stop
///
///
if (eq == null)
avatar.ControllingClient.SendTeleportLocationStart();
if (reg.RemotingAddress != "" && reg.RemotingPort != 0)
{
// region is remote. see if it is up
destRegionUp = m_commsProvider.InterRegion.CheckRegion(reg.RemotingAddress, reg.RemotingPort);
}
else
{
// assume local regions are always up
destRegionUp = true;
}
// 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 (avatar.ParentID != (uint)0)
avatar.StandUp();
if (!avatar.ValidateAttachments())
{
avatar.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 = avatar.ControllingClient.RequestClientInfo();
agentCircuit.BaseFolder = UUID.Zero;
agentCircuit.InventoryFolder = UUID.Zero;
agentCircuit.startpos = position;
agentCircuit.child = true;
if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
{
// brand new agent, let's create a new caps seed
agentCircuit.CapsPath = Util.GetRandomCapsPath();
}
if (!m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agentCircuit))
{
avatar.ControllingClient.SendTeleportFailed("Destination is not accepting teleports.");
return;
}
// Let's close some agents
if (isHyperLink) // close them all except this one
{
List regions = new List(avatar.KnownChildRegionHandles);
regions.Remove(avatar.Scene.RegionInfo.RegionHandle);
SendCloseChildAgentConnections(avatar.UUID, regions);
}
else // close just a few
avatar.CloseChildAgents(newRegionX, newRegionY);
if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY) || isHyperLink)
{
// TODO Should construct this behind a method
capsPath =
"http://" + reg.ExternalHostName + ":" + reg.HttpPort
+ "/CAPS/" + agentCircuit.CapsPath + "0000/";
if (eq != null)
{
OSD Item = EventQueueHelper.EnableSimulator(realHandle, endPoint);
eq.Enqueue(Item, avatar.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);
Item = EventQueueHelper.EstablishAgentCommunication(avatar.UUID, endPoint.ToString(), capsPath);
eq.Enqueue(Item, avatar.UUID);
}
else
{
avatar.ControllingClient.InformClientOfNeighbour(realHandle, endPoint);
// TODO: make Event Queue disablable!
}
}
else
{
// child agent already there
agentCircuit.CapsPath = avatar.Scene.GetChildSeed(avatar.UUID, reg.RegionHandle);
capsPath = "http://" + reg.ExternalHostName + ":" + reg.HttpPort
+ "/CAPS/" + agentCircuit.CapsPath + "0000/";
}
//m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId,
// position, false);
//if (!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(realHandle);
// SendCloseChildAgentAsync(avatar.UUID, lst);
// return;
//}
SetInTransit(avatar.UUID);
// Let's send a full update of the agent. This is a synchronous call.
AgentData agent = new AgentData();
avatar.CopyTo(agent);
agent.Position = new Vector3(-1, -1, -1); // this means ignore position info; UGH!!!!
agent.CallbackURI = "http://" + m_regionInfo.ExternalHostName + ":" + m_regionInfo.HttpPort +
"/agent/" + avatar.UUID.ToString() + "/" + avatar.Scene.RegionInfo.RegionHandle.ToString() + "/release/";
m_interregionCommsOut.SendChildAgentUpdate(reg.RegionHandle, agent);
m_log.DebugFormat(
"[CAPS]: Sending new CAPS seed url {0} to client {1}", agentCircuit.CapsPath, avatar.UUID);
///
/// Hypergrid mod: realHandle instead of reg.RegionHandle
///
///
if (eq != null)
{
OSD Item = EventQueueHelper.TeleportFinishEvent(realHandle, 13, endPoint,
4, teleportFlags, capsPath, avatar.UUID);
eq.Enqueue(Item, avatar.UUID);
}
else
{
avatar.ControllingClient.SendRegionTeleport(realHandle, 13, endPoint, 4,
teleportFlags, capsPath);
}
///
/// Hypergrid mod stop
///
// 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(avatar.UUID))
{
// Client never contacted destination. Let's restore everything back
avatar.ControllingClient.SendTeleportFailed("Problems connecting to destination.");
ResetFromTransit(avatar.UUID);
// Yikes! We should just have a ref to scene here.
avatar.Scene.InformClientOfNeighbours(avatar);
// Finally, kill the agent we just created at the destination.
m_interregionCommsOut.SendCloseAgent(reg.RegionHandle, avatar.UUID);
return;
}
// Can't go back from here
if (KiPrimitive != null)
{
KiPrimitive(avatar.LocalId);
}
avatar.MakeChildAgent();
// CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it
avatar.CrossAttachmentsIntoNewRegion(reg.RegionHandle, true);
// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
///
/// Hypergrid mod: extra check for isHyperLink
///
if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY) || isHyperLink)
{
Thread.Sleep(5000);
avatar.Close();
CloseConnection(avatar.UUID);
}
// if (teleport success) // seems to be always success here
// the user may change their profile information in other region,
// so the userinfo in UserProfileCache is not reliable any more, delete it
if (avatar.Scene.NeedSceneCacheClear(avatar.UUID) || isHyperLink)
{
m_commsProvider.UserProfileCacheService.RemoveUser(avatar.UUID);
m_log.InfoFormat("[HGSceneCommService]: User {0} is going to another region, profile cache removed", avatar.UUID);
}
}
else
{
avatar.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
}
}
else
{
// TP to a place that doesn't exist (anymore)
// Inform the viewer about that
avatar.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);
avatar.ControllingClient.SendMapBlock(blocks, 0);
}
}
}
}
}