/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.IO; using System.Reflection; using System.Text; using System.Collections.Generic; using System.Threading; using OpenMetaverse; using OpenMetaverse.StructuredData; using OpenSim; using OpenSim.Region; using OpenSim.Region.Framework; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Interfaces; using OpenSim.Framework; using OpenSim.Services.Interfaces; //using OpenSim.Framework.Capabilities; using Nini.Config; using log4net; using OSDMap = OpenMetaverse.StructuredData.OSDMap; using TeleportFlags = OpenSim.Framework.Constants.TeleportFlags; namespace OpenSim.Region.OptionalModules.ViewerSupport { public class SimulatorFeaturesHelper { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private IEntityTransferModule m_TransferModule; private Scene m_scene; private struct RegionSend { public UUID region; public bool send; }; // Using a static cache so that we don't have to perform the time-consuming tests // in ShouldSend on Extra SimFeatures that go on the same response but come from // different modules. // This cached is indexed on the agentID and maps to a list of regions private static ExpiringCache> m_Cache = new ExpiringCache>(); private const double TIMEOUT = 1.0; // time in cache public SimulatorFeaturesHelper(Scene scene, IEntityTransferModule et) { m_scene = scene; m_TransferModule = et; } public bool ShouldSend(UUID agentID) { List rsendlist; RegionSend rsend; if (m_Cache.TryGetValue(agentID, out rsendlist)) { rsend = rsendlist.Find(r => r.region == m_scene.RegionInfo.RegionID); if (rsend.region != UUID.Zero) // Found it { return rsend.send; } } // Relatively complex logic for deciding whether to send the extra SimFeature or not. // This is because the viewer calls this cap to all sims that it knows about, // including the departing sims and non-neighbors (those that are cached). rsend.region = m_scene.RegionInfo.RegionID; rsend.send = false; IClientAPI client = null; int counter = 200; // Let's wait a little to see if we get a client here while (!m_scene.TryGetClient(agentID, out client) && counter-- > 0) Thread.Sleep(50); if (client != null) { ScenePresence sp = WaitGetScenePresence(agentID); if (sp != null) { // On the receiving region, the call to this cap may arrive before // the agent is root. Make sure we only proceed from here when the agent // has been made root counter = 200; while ((sp.IsInTransit || sp.IsChildAgent) && counter-- > 0) { Thread.Sleep(50); } // The viewer calls this cap on the departing sims too. Make sure // that we only proceed after the agent is not in transit anymore. // The agent must be root and not going anywhere if (!sp.IsChildAgent && !m_TransferModule.IsInTransit(agentID)) rsend.send = true; } } //else // m_log.DebugFormat("[XXX]: client is null"); if (rsendlist == null) { rsendlist = new List(); m_Cache.AddOrUpdate(agentID, rsendlist, TIMEOUT); } rsendlist.Add(rsend); return rsend.send; } public int UserLevel(UUID agentID) { int level = 0; UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, agentID); if (account != null) level = account.UserLevel; return level; } protected virtual ScenePresence WaitGetScenePresence(UUID agentID) { int ntimes = 20; ScenePresence sp = null; while ((sp = m_scene.GetScenePresence(agentID)) == null && (ntimes-- > 0)) Thread.Sleep(1000); if (sp == null) m_log.WarnFormat( "[XXX]: Did not find presence with id {0} in {1} before timeout", agentID, m_scene.RegionInfo.RegionName); else { ntimes = 10; while (sp.IsInTransit && (ntimes-- > 0)) Thread.Sleep(1000); } return sp; } } }