/* * 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 OpenSim Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * */ using System; using System.Collections.Generic; using System.Net; using libsecondlife; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Framework.Console; namespace OpenSim.Region.Environment.Scenes { public delegate void KillObjectDelegate(uint localID); public class SceneCommunicationService //one instance per region { protected CommunicationsManager m_commsProvider; protected RegionInfo m_regionInfo; protected RegionCommsListener regionCommsHost; public event AgentCrossing OnAvatarCrossingIntoRegion; public event ExpectUserDelegate OnExpectUser; public event CloseAgentConnection OnCloseAgentConnection; public event PrimCrossing OnPrimCrossingIntoRegion; public event RegionUp OnRegionUp; public event ChildAgentUpdate OnChildAgentUpdate; public KillObjectDelegate KillObject; public string _debugRegionName = String.Empty; public string debugRegionName { get { return _debugRegionName; } set { _debugRegionName = value; } } public SceneCommunicationService(CommunicationsManager commsMan) { m_commsProvider = commsMan; m_commsProvider.GridService.gdebugRegionName = _debugRegionName; m_commsProvider.InterRegion.rdebugRegionName = _debugRegionName; } public void RegisterRegion(RegionInfo regionInfos) { m_regionInfo = regionInfos; regionCommsHost = m_commsProvider.GridService.RegisterRegion(m_regionInfo); if (regionCommsHost != null) { //MainLog.Instance.Verbose("INTER", debugRegionName + ": SceneCommunicationService: registered with gridservice and got" + regionCommsHost.ToString()); regionCommsHost.debugRegionName = _debugRegionName; regionCommsHost.OnExpectUser += NewUserConnection; regionCommsHost.OnAvatarCrossingIntoRegion += AgentCrossing; regionCommsHost.OnPrimCrossingIntoRegion += PrimCrossing; regionCommsHost.OnCloseAgentConnection += CloseConnection; regionCommsHost.OnRegionUp += newRegionUp; regionCommsHost.OnChildAgentUpdate += ChildAgentUpdate; } else { //MainLog.Instance.Verbose("INTER", debugRegionName + ": SceneCommunicationService: registered with gridservice and got null"); } } public void Close() { if (regionCommsHost != null) { regionCommsHost.OnChildAgentUpdate -= ChildAgentUpdate; regionCommsHost.OnRegionUp -= newRegionUp; regionCommsHost.OnExpectUser -= NewUserConnection; regionCommsHost.OnAvatarCrossingIntoRegion -= AgentCrossing; regionCommsHost.OnPrimCrossingIntoRegion -= PrimCrossing; regionCommsHost.OnCloseAgentConnection -= CloseConnection; m_commsProvider.GridService.DeregisterRegion(m_regionInfo); regionCommsHost = null; } } #region CommsManager Event handlers /// /// /// /// /// /// protected void NewUserConnection(ulong regionHandle, AgentCircuitData agent) { if (OnExpectUser != null) { //MainLog.Instance.Verbose("INTER", debugRegionName + ": SceneCommunicationService: OnExpectUser Fired for User:" + agent.firstname + " " + agent.lastname); OnExpectUser(regionHandle, agent); } } protected bool newRegionUp(RegionInfo region) { if (OnRegionUp != null) { //MainLog.Instance.Verbose("INTER", debugRegionName + ": SceneCommunicationService: newRegionUp Fired for User:" + region.RegionName); OnRegionUp(region); } return true; } protected bool ChildAgentUpdate(ulong regionHandle, ChildAgentDataUpdate cAgentData) { if (OnChildAgentUpdate != null) OnChildAgentUpdate(regionHandle, cAgentData); return true; } protected void AgentCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position, bool isFlying) { if (OnAvatarCrossingIntoRegion != null) { OnAvatarCrossingIntoRegion(regionHandle, agentID, position, isFlying); } } protected void PrimCrossing(ulong regionHandle, LLUUID primID, LLVector3 position, bool isPhysical) { if (OnPrimCrossingIntoRegion != null) { OnPrimCrossingIntoRegion(regionHandle, primID, position, isPhysical); } } protected bool CloseConnection(ulong regionHandle, LLUUID agentID) { MainLog.Instance.Verbose("INTERREGION", "Incoming Agent Close Request for agent: " + agentID.ToString()); if (OnCloseAgentConnection != null) { return OnCloseAgentConnection(regionHandle, agentID); } return false; } #endregion #region Inform Client of Neighbours private delegate void InformClientOfNeighbourDelegate( ScenePresence avatar, AgentCircuitData a, ulong regionHandle, IPEndPoint endPoint); private void InformClientOfNeighbourCompleted(IAsyncResult iar) { InformClientOfNeighbourDelegate icon = (InformClientOfNeighbourDelegate) iar.AsyncState; icon.EndInvoke(iar); } /// /// Async compnent for informing client of which neighbours exists /// /// /// This needs to run asynchronesously, as a network timeout may block the thread for a long while /// /// /// /// /// private void InformClientOfNeighbourAsync(ScenePresence avatar, AgentCircuitData a, ulong regionHandle, IPEndPoint endPoint) { MainLog.Instance.Notice("INTERGRID", "Starting to inform client about neighbours"); bool regionAccepted = m_commsProvider.InterRegion.InformRegionOfChildAgent(regionHandle, a); if (regionAccepted) { avatar.ControllingClient.InformClientOfNeighbour(regionHandle, endPoint); avatar.AddNeighbourRegion(regionHandle); MainLog.Instance.Notice("INTERGRID", "Completed inform client about neighbours"); } } public void RequestNeighbors(RegionInfo region) { List neighbours = m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY); //IPEndPoint blah = new IPEndPoint(); //blah.Address = region.RemotingAddress; //blah.Port = region.RemotingPort; } /// /// This informs all neighboring regions about agent "avatar". /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// public void EnableNeighbourChildAgents(ScenePresence avatar, List lstneighbours) { List neighbours = new List(); //m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY); for (int i = 0; i < lstneighbours.Count; i++) { // We don't want to keep sending to regions that consistently fail on comms. if (!(lstneighbours[i].commFailTF)) { neighbours.Add(new SimpleRegionInfo(lstneighbours[i])); } } // we're going to be using the above code once neighbour cache is correct. Currently it doesn't appear to be // So we're temporarily going back to the old method of grabbing it from the Grid Server Every time :/ neighbours = m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY); if (neighbours != null) { for (int i = 0; i < neighbours.Count; i++) { AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo(); agent.BaseFolder = LLUUID.Zero; agent.InventoryFolder = LLUUID.Zero; agent.startpos = new LLVector3(128, 128, 70); agent.child = true; InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; d.BeginInvoke(avatar, agent, neighbours[i].RegionHandle, neighbours[i].ExternalEndPoint, InformClientOfNeighbourCompleted, d); } } } /// /// This informs a single neighboring region about agent "avatar". /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// public void InformNeighborChildAgent(ScenePresence avatar, RegionInfo region, List neighbours) { AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo(); agent.BaseFolder = LLUUID.Zero; agent.InventoryFolder = LLUUID.Zero; agent.startpos = new LLVector3(128, 128, 70); agent.child = true; InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; d.BeginInvoke(avatar, agent, region.RegionHandle, region.ExternalEndPoint, InformClientOfNeighbourCompleted, d); } #endregion public delegate void InformNeighbourThatRegionUpDelegate(RegionInfo region, ulong regionhandle); private void InformNeighborsThatRegionisUpCompleted(IAsyncResult iar) { InformNeighbourThatRegionUpDelegate icon = (InformNeighbourThatRegionUpDelegate) iar.AsyncState; icon.EndInvoke(iar); } private void InformNeighboursThatRegionIsUpAsync(RegionInfo region, ulong regionhandle) { MainLog.Instance.Notice("INTERGRID", "Starting to inform neighbors that I'm here"); bool regionAccepted = m_commsProvider.InterRegion.RegionUp((new SearializableRegionInfo(region)), regionhandle); if (regionAccepted) { MainLog.Instance.Notice("INTERGRID", "Completed informing neighbors that I'm here"); } else { MainLog.Instance.Notice("INTERGRID", "Failed to inform neighbors that I'm here"); } } /// /// Called by scene when region is initialized (not always when it's listening for agents) /// This is an inter-region message that informs the surrounding neighbors that the sim is up. /// public void InformNeighborsThatRegionisUp(RegionInfo region) { //MainLog.Instance.Verbose("INTER", debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); List neighbours = new List(); // This stays uncached because we don't already know about our neighbors at this point. neighbours = m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY); if (neighbours != null) { for (int i = 0; i < neighbours.Count; i++) { InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; d.BeginInvoke(region, neighbours[i].RegionHandle, InformNeighborsThatRegionisUpCompleted, d); } } //bool val = m_commsProvider.InterRegion.RegionUp(new SearializableRegionInfo(region)); } public delegate void SendChildAgentDataUpdateDelegate(ChildAgentDataUpdate cAgentData, ScenePresence presence); /// /// This informs all neighboring regions about the settings of it's child agent. /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// /// This contains information, such as, Draw Distance, Camera location, Current Position, Current throttle settings, etc. /// /// private void SendChildAgentDataUpdateAsync(ChildAgentDataUpdate cAgentData, ScenePresence presence) { //MainLog.Instance.Notice("INTERGRID", "Informing neighbors about my agent."); try { foreach (ulong regionHandle in presence.KnownChildRegions) { bool regionAccepted = m_commsProvider.InterRegion.ChildAgentUpdate(regionHandle, cAgentData); if (regionAccepted) { //MainLog.Instance.Notice("INTERGRID", "Completed sending a neighbor an update about my agent"); } else { //MainLog.Instance.Notice("INTERGRID", "Failed sending a neighbor an update about my agent"); } } } catch (System.InvalidOperationException) { // We're ignoring a collection was modified error because this data gets old and outdated fast. } } private void SendChildAgentDataUpdateCompleted(IAsyncResult iar) { SendChildAgentDataUpdateDelegate icon = (SendChildAgentDataUpdateDelegate) iar.AsyncState; icon.EndInvoke(iar); } public void SendChildAgentDataUpdate(ChildAgentDataUpdate cAgentData, ScenePresence presence) { // This assumes that we know what our neighbors are. SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync; d.BeginInvoke(cAgentData,presence, SendChildAgentDataUpdateCompleted, d); } public delegate void SendCloseChildAgentDelegate( ScenePresence presence); /// /// This Closes child agents on neighboring regions /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// private void SendCloseChildAgentAsync(ScenePresence presence) { foreach (ulong regionHandle in presence.KnownChildRegions) { bool regionAccepted = m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, presence.ControllingClient.AgentId); if (regionAccepted) { MainLog.Instance.Notice("INTERGRID", "Completed sending agent Close agent Request to neighbor"); presence.RemoveNeighbourRegion(regionHandle); } else { MainLog.Instance.Notice("INTERGRID", "Failed sending agent Close agent Request to neighbor"); } } } private void SendCloseChildAgentCompleted(IAsyncResult iar) { SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState; icon.EndInvoke(iar); } public void SendCloseChildAgentConnections(ScenePresence presence) { // This assumes that we know what our neighbors are. SendCloseChildAgentDelegate d = SendCloseChildAgentAsync; d.BeginInvoke(presence, SendCloseChildAgentCompleted, d); } /// /// Helper function to request neighbors from grid-comms /// /// /// public virtual RegionInfo RequestNeighbouringRegionInfo(ulong regionHandle) { //MainLog.Instance.Verbose("INTER", debugRegionName + ": SceneCommunicationService: Sending Grid Services Request about neighbor " + regionHandle.ToString()); return m_commsProvider.GridService.RequestNeighbourInfo(regionHandle); } /// /// Requests map blocks in area of minX, maxX, minY, MaxY in world cordinates /// /// /// /// /// public virtual void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY) { List mapBlocks; mapBlocks = m_commsProvider.GridService.RequestNeighbourMapBlocks(minX - 4, minY - 4, minX + 4, minY + 4); remoteClient.SendMapBlock(mapBlocks); } /// /// /// /// /// /// /// /// public virtual void RequestTeleportToLocation(ScenePresence avatar, ulong regionHandle, LLVector3 position, LLVector3 lookAt, uint flags) { bool destRegionUp = false; if (regionHandle == m_regionInfo.RegionHandle) { avatar.ControllingClient.SendTeleportLocationStart(); avatar.ControllingClient.SendLocalTeleport(position, lookAt, flags); avatar.Teleport(position); } else { RegionInfo reg = RequestNeighbouringRegionInfo(regionHandle); if (reg != null) { avatar.ControllingClient.SendTeleportLocationStart(); AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo(); agent.BaseFolder = LLUUID.Zero; agent.InventoryFolder = LLUUID.Zero; agent.startpos = position; agent.child = true; if (reg.RemotingAddress != "" && reg.RemotingPort != 0) { // region is remote. see if it is up m_commsProvider.InterRegion.CheckRegion(reg.RemotingAddress, reg.RemotingPort); destRegionUp = m_commsProvider.InterRegion.Available; } else { // assume local regions are always up destRegionUp = true; } if(destRegionUp) { avatar.Close(); m_commsProvider.InterRegion.InformRegionOfChildAgent(regionHandle, agent); m_commsProvider.InterRegion.ExpectAvatarCrossing(regionHandle, avatar.ControllingClient.AgentId, position, false); AgentCircuitData circuitdata = avatar.ControllingClient.RequestClientInfo(); string capsPath = Util.GetCapsURL(avatar.ControllingClient.AgentId); avatar.ControllingClient.SendRegionTeleport(regionHandle, 13, reg.ExternalEndPoint, 4, (1 << 4), capsPath); avatar.MakeChildAgent(); if (KillObject != null) { KillObject(avatar.LocalId); } uint newRegionX = (uint)(regionHandle >> 40); uint newRegionY = (((uint)(regionHandle)) >> 8); uint oldRegionX = (uint)(m_regionInfo.RegionHandle >> 40); uint oldRegionY = (((uint)(m_regionInfo.RegionHandle)) >> 8); if (Util.fast_distance2d((int)(newRegionX - oldRegionX), (int)(newRegionY - oldRegionY)) > 3) { SendCloseChildAgentConnections(avatar); } } else { avatar.ControllingClient.SendTeleportFailed("Remote Region appears to be down"); } } } } /// /// /// /// /// /// public bool CrossToNeighbouringRegion(ulong regionhandle, LLUUID agentID, LLVector3 position, bool isFlying) { return m_commsProvider.InterRegion.ExpectAvatarCrossing(regionhandle, agentID, position, isFlying); } public bool PrimCrossToNeighboringRegion(ulong regionhandle, LLUUID primID, LLVector3 position, bool isPhysical) { return m_commsProvider.InterRegion.ExpectPrimCrossing(regionhandle, primID, position, isPhysical); } public Dictionary GetGridSettings() { return m_commsProvider.GridService.GetGridSettings(); } } }