/* * 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 System.Reflection; using System.Threading; using OpenMetaverse; using OpenMetaverse.StructuredData; using log4net; using OpenSim.Framework; using OpenSim.Framework.Communications; using OpenSim.Region.Interfaces; using LLSD = OpenMetaverse.StructuredData.LLSD; namespace OpenSim.Region.Environment.Scenes { public delegate void KiPrimitiveDelegate(uint localID); public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List regionlst); public class SceneCommunicationService //one instance per region { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected CommunicationsManager m_commsProvider; protected RegionInfo m_regionInfo; protected RegionCommsListener regionCommsHost; public event AgentCrossing OnAvatarCrossingIntoRegion; public event ExpectUserDelegate OnExpectUser; public event ExpectPrimDelegate OnExpectPrim; public event CloseAgentConnection OnCloseAgentConnection; public event PrimCrossing OnPrimCrossingIntoRegion; public event RegionUp OnRegionUp; public event ChildAgentUpdate OnChildAgentUpdate; public event RemoveKnownRegionsFromAvatarList OnRemoveKnownRegionFromAvatar; public event LogOffUser OnLogOffUser; public event GetLandData OnGetLandData; private AgentCrossing handlerAvatarCrossingIntoRegion = null; // OnAvatarCrossingIntoRegion; private ExpectUserDelegate handlerExpectUser = null; // OnExpectUser; private ExpectPrimDelegate handlerExpectPrim = null; // OnExpectPrim; private CloseAgentConnection handlerCloseAgentConnection = null; // OnCloseAgentConnection; private PrimCrossing handlerPrimCrossingIntoRegion = null; // OnPrimCrossingIntoRegion; private RegionUp handlerRegionUp = null; // OnRegionUp; private ChildAgentUpdate handlerChildAgentUpdate = null; // OnChildAgentUpdate; private RemoveKnownRegionsFromAvatarList handlerRemoveKnownRegionFromAvatar = null; // OnRemoveKnownRegionFromAvatar; private LogOffUser handlerLogOffUser = null; private GetLandData handlerGetLandData = null; // OnGetLandData public KiPrimitiveDelegate KiPrimitive; public SceneCommunicationService(CommunicationsManager commsMan) { m_commsProvider = commsMan; } /// /// Register a region with the grid /// /// /// Thrown if region registration fails. public void RegisterRegion(RegionInfo regionInfos) { m_regionInfo = regionInfos; m_commsProvider.GridService.gdebugRegionName = regionInfos.RegionName; m_commsProvider.InterRegion.rdebugRegionName = regionInfos.RegionName; regionCommsHost = m_commsProvider.GridService.RegisterRegion(m_regionInfo); if (regionCommsHost != null) { //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: registered with gridservice and got" + regionCommsHost.ToString()); regionCommsHost.debugRegionName = regionInfos.RegionName; regionCommsHost.OnExpectPrim += IncomingPrimCrossing; regionCommsHost.OnExpectUser += NewUserConnection; regionCommsHost.OnAvatarCrossingIntoRegion += AgentCrossing; regionCommsHost.OnCloseAgentConnection += CloseConnection; regionCommsHost.OnRegionUp += newRegionUp; regionCommsHost.OnChildAgentUpdate += ChildAgentUpdate; regionCommsHost.OnLogOffUser += GridLogOffUser; regionCommsHost.OnGetLandData += FetchLandData; } else { //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: registered with gridservice and got null"); } } public RegionInfo RequestClosestRegion(string name) { return m_commsProvider.GridService.RequestClosestRegion(name); } public void Close() { if (regionCommsHost != null) { regionCommsHost.OnLogOffUser -= GridLogOffUser; regionCommsHost.OnChildAgentUpdate -= ChildAgentUpdate; regionCommsHost.OnRegionUp -= newRegionUp; regionCommsHost.OnExpectUser -= NewUserConnection; regionCommsHost.OnExpectPrim -= IncomingPrimCrossing; regionCommsHost.OnAvatarCrossingIntoRegion -= AgentCrossing; regionCommsHost.OnCloseAgentConnection -= CloseConnection; regionCommsHost.OnGetLandData -= FetchLandData; try { m_commsProvider.GridService.DeregisterRegion(m_regionInfo); } catch (Exception e) { m_log.ErrorFormat( "[GRID]: Deregistration of region {0} from the grid failed - {1}. Continuing", m_regionInfo.RegionName, e); } regionCommsHost = null; } } #region CommsManager Event handlers /// /// /// /// /// /// protected void NewUserConnection(AgentCircuitData agent) { handlerExpectUser = OnExpectUser; if (handlerExpectUser != null) { //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: OnExpectUser Fired for User:" + agent.firstname + " " + agent.lastname); handlerExpectUser(agent); } } protected void GridLogOffUser(UUID AgentID, UUID RegionSecret, string message) { handlerLogOffUser = OnLogOffUser; if (handlerLogOffUser != null) { handlerLogOffUser(AgentID, RegionSecret, message); } } protected bool newRegionUp(RegionInfo region) { handlerRegionUp = OnRegionUp; if (handlerRegionUp != null) { //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: newRegionUp Fired for User:" + region.RegionName); handlerRegionUp(region); } return true; } protected bool ChildAgentUpdate(ChildAgentDataUpdate cAgentData) { handlerChildAgentUpdate = OnChildAgentUpdate; if (handlerChildAgentUpdate != null) handlerChildAgentUpdate(cAgentData); return true; } protected void AgentCrossing(UUID agentID, Vector3 position, bool isFlying) { handlerAvatarCrossingIntoRegion = OnAvatarCrossingIntoRegion; if (handlerAvatarCrossingIntoRegion != null) { handlerAvatarCrossingIntoRegion(agentID, position, isFlying); } } protected bool IncomingPrimCrossing(UUID primID, String objXMLData, int XMLMethod) { handlerExpectPrim = OnExpectPrim; if (handlerExpectPrim != null) { return handlerExpectPrim(primID, objXMLData, XMLMethod); } else { return false; } } protected void PrimCrossing(UUID primID, Vector3 position, bool isPhysical) { handlerPrimCrossingIntoRegion = OnPrimCrossingIntoRegion; if (handlerPrimCrossingIntoRegion != null) { handlerPrimCrossingIntoRegion(primID, position, isPhysical); } } protected bool CloseConnection(UUID agentID) { m_log.Debug("[INTERREGION]: Incoming Agent Close Request for agent: " + agentID); handlerCloseAgentConnection = OnCloseAgentConnection; if (handlerCloseAgentConnection != null) { return handlerCloseAgentConnection(agentID); } return false; } protected LandData FetchLandData(uint x, uint y) { handlerGetLandData = OnGetLandData; if (handlerGetLandData != null) { return handlerGetLandData(x, y); } return null; } #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 component for informing client of which neighbours exist /// /// /// 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) { m_log.Info("[INTERGRID]: Starting to inform client about neighbours"); bool regionAccepted = m_commsProvider.InterRegion.InformRegionOfChildAgent(regionHandle, a); if (regionAccepted) { IEventQueue eq = avatar.Scene.RequestModuleInterface(); if (eq != null) { LLSD Item = EventQueueHelper.EnableSimulator(regionHandle, endPoint); eq.Enqueue(Item, avatar.UUID); } else { avatar.ControllingClient.InformClientOfNeighbour(regionHandle, endPoint); // TODO: make Event Queue disablable! } avatar.AddNeighbourRegion(regionHandle); m_log.Info("[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 = UUID.Zero; agent.InventoryFolder = UUID.Zero; agent.startpos = new Vector3(128, 128, 70); agent.child = true; InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; try { d.BeginInvoke(avatar, agent, neighbours[i].RegionHandle, neighbours[i].ExternalEndPoint, InformClientOfNeighbourCompleted, d); } catch (Exception e) { m_log.ErrorFormat( "[REGIONINFO]: Could not resolve external hostname {0} for region {1} ({2}, {3}). {4}", neighbours[i].ExternalHostName, neighbours[i].RegionHandle, neighbours[i].RegionLocX, neighbours[i].RegionLocY, e); // FIXME: Okay, even though we've failed, we're still going to throw the exception on, // since I don't know what will happen if we just let the client continue // XXX: Well, decided to swallow the exception instead for now. Let us see how that goes. // throw e; } } } } /// /// 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 = UUID.Zero; agent.InventoryFolder = UUID.Zero; agent.startpos = new Vector3(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); } /// /// Asynchronous call to information neighbouring regions that this region is up /// /// /// private void InformNeighboursThatRegionIsUpAsync(RegionInfo region, ulong regionhandle) { m_log.Info("[INTERGRID]: Starting to inform neighbors that I'm here"); //RegionUpData regiondata = new RegionUpData(region.RegionLocX, region.RegionLocY, region.ExternalHostName, region.InternalEndPoint.Port); bool regionAccepted = m_commsProvider.InterRegion.RegionUp(new SerializableRegionInfo(region), regionhandle); if (regionAccepted) { m_log.Info("[INTERGRID]: Completed informing neighbors that I'm here"); handlerRegionUp = OnRegionUp; // yes, we're notifying ourselves. if (handlerRegionUp != null) handlerRegionUp(region); } else { m_log.Warn("[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) { //m_log.Info("[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 SerializableRegionInfo(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) { //m_log.Info("[INTERGRID]: Informing neighbors about my agent."); try { foreach (ulong regionHandle in presence.KnownChildRegions) { bool regionAccepted = m_commsProvider.InterRegion.ChildAgentUpdate(regionHandle, cAgentData); if (regionAccepted) { //m_log.Info("[INTERGRID]: Completed sending a neighbor an update about my agent"); } else { //m_log.Info("[INTERGRID]: Failed sending a neighbor an update about my agent"); } } } catch (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(UUID agentID, List regionlst); /// /// This Closes child agents on neighboring regions /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// private void SendCloseChildAgentAsync(UUID agentID, List regionlst) { foreach (ulong regionHandle in regionlst) { bool regionAccepted = m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); if (regionAccepted) { m_log.Info("[INTERGRID]: Completed sending agent Close agent Request to neighbor"); } else { m_log.Info("[INTERGRID]: Failed sending agent Close agent Request to neighbor"); } } // We remove the list of known regions from the agent's known region list through an event // to scene, because, if an agent logged of, it's likely that there will be no scene presence // by the time we get to this part of the method. handlerRemoveKnownRegionFromAvatar = OnRemoveKnownRegionFromAvatar; if (handlerRemoveKnownRegionFromAvatar != null) { handlerRemoveKnownRegionFromAvatar(agentID, regionlst); } } private void SendCloseChildAgentCompleted(IAsyncResult iar) { SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState; icon.EndInvoke(iar); } public void SendCloseChildAgentConnections(UUID agentID, List regionslst) { // This assumes that we know what our neighbors are. SendCloseChildAgentDelegate d = SendCloseChildAgentAsync; d.BeginInvoke(agentID, regionslst, SendCloseChildAgentCompleted, d); } /// /// Helper function to request neighbors from grid-comms /// /// /// public virtual RegionInfo RequestNeighbouringRegionInfo(ulong regionHandle) { //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending Grid Services Request about neighbor " + regionHandle.ToString()); return m_commsProvider.GridService.RequestNeighbourInfo(regionHandle); } /// /// Helper function to request neighbors from grid-comms /// /// /// public virtual RegionInfo RequestNeighbouringRegionInfo(UUID regionID) { //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending Grid Services Request about neighbor " + regionID); return m_commsProvider.GridService.RequestNeighbourInfo(regionID); } /// /// 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, 0); } /// /// Try to teleport an agent to a new region. /// /// /// /// /// /// public virtual void RequestTeleportToLocation(ScenePresence avatar, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags) { if (!avatar.Scene.ExternalChecks.ExternalChecksCanTeleport(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( "[SCENE COMMUNICATION SERVICE]: 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) { if (eq == null) avatar.ControllingClient.SendTeleportLocationStart(); AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo(); agent.BaseFolder = UUID.Zero; agent.InventoryFolder = UUID.Zero; agent.startpos = position; agent.child = true; 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; } 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); agent.child = false; m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agent); m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId, position, false); Thread.Sleep(2000); AgentCircuitData circuitdata = avatar.ControllingClient.RequestClientInfo(); // TODO Should construct this behind a method string capsPath = "http://" + reg.ExternalHostName + ":" + reg.HttpPort + "/CAPS/" + circuitdata.CapsPath + "0000/"; m_log.DebugFormat( "[CAPS]: Sending new CAPS seed url {0} to client {1}", capsPath, avatar.UUID); if (eq != null) { LLSD Item = EventQueueHelper.TeleportFinishEvent(reg.RegionHandle, 13, reg.ExternalEndPoint, 4, teleportFlags, capsPath, avatar.UUID); eq.Enqueue(Item, avatar.UUID); } else { avatar.ControllingClient.SendRegionTeleport(reg.RegionHandle, 13, reg.ExternalEndPoint, 4, teleportFlags, capsPath); } avatar.MakeChildAgent(); Thread.Sleep(7000); avatar.CrossAttachmentsIntoNewRegion(reg.RegionHandle, true); if (KiPrimitive != null) { KiPrimitive(avatar.LocalId); } avatar.Close(); 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); if (Util.fast_distance2d((int)(newRegionX - oldRegionX), (int)(newRegionY - oldRegionY)) > 3) { SendCloseChildAgentConnections(avatar.UUID,avatar.GetKnownRegionList()); SendCloseChildAgentConnections(avatar.UUID, childRegions); 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)) m_commsProvider.UserProfileCacheService.RemoveUser(avatar.UUID); m_log.InfoFormat("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; Helpers.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); } } } /// /// Inform a neighbouring region that an avatar is about to cross into it. /// /// /// /// public bool CrossToNeighbouringRegion(ulong regionhandle, UUID agentID, Vector3 position, bool isFlying) { return m_commsProvider.InterRegion.ExpectAvatarCrossing(regionhandle, agentID, position, isFlying); } public bool PrimCrossToNeighboringRegion(ulong regionhandle, UUID primID, string objData, int XMLMethod) { return m_commsProvider.InterRegion.InformRegionOfPrimCrossing(regionhandle, primID, objData, XMLMethod); } public Dictionary GetGridSettings() { return m_commsProvider.GridService.GetGridSettings(); } public void LogOffUser(UUID userid, UUID regionid, ulong regionhandle, Vector3 position, Vector3 lookat) { m_commsProvider.LogOffUser(userid, regionid, regionhandle, position, lookat); } // deprecated as of 2008-08-27 public void LogOffUser(UUID userid, UUID regionid, ulong regionhandle, float posx, float posy, float posz) { m_commsProvider.LogOffUser(userid, regionid, regionhandle, posx, posy, posz); } public void ClearUserAgent(UUID avatarID) { m_commsProvider.UserService.ClearUserAgent(avatarID); } public void AddNewUserFriend(UUID friendlistowner, UUID friend, uint perms) { m_commsProvider.AddNewUserFriend(friendlistowner, friend, perms); } public void UpdateUserFriendPerms(UUID friendlistowner, UUID friend, uint perms) { m_commsProvider.UpdateUserFriendPerms(friendlistowner, friend, perms); } public void RemoveUserFriend(UUID friendlistowner, UUID friend) { m_commsProvider.RemoveUserFriend(friendlistowner, friend); } public List GetUserFriendList(UUID friendlistowner) { return m_commsProvider.GetUserFriendList(friendlistowner); } public List RequestNeighbourMapBlocks(int minX, int minY, int maxX, int maxY) { return m_commsProvider.GridService.RequestNeighbourMapBlocks(minX, minY, maxX, maxY); } public List GenerateAgentPickerRequestResponse(UUID queryID, string query) { return m_commsProvider.GenerateAgentPickerRequestResponse(queryID, query); } public List RequestNamedRegions(string name, int maxNumber) { return m_commsProvider.GridService.RequestNamedRegions(name, maxNumber); } } }