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/*
* 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.Collections.Generic;
using System.Net;
using System.Reflection;
using System.Threading;
using OpenSim.Framework;
using OpenSim.Framework.Capabilities;
using OpenSim.Framework.Client;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
using OpenMetaverse;
using log4net;
using Nini.Config;
namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{
public class AgentTransferModule : ISharedRegionModule, IEntityTransferModule
{
#region ISharedRegionModule
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private bool m_Enabled = false;
protected Scene m_aScene;
protected List<UUID> m_agentsInTransit;
public Type ReplaceableInterface
{
get { return null; }
}
public string Name
{
get { return "AgentTransferModule"; }
}
public virtual void Initialise(IConfigSource source)
{
IConfig moduleConfig = source.Configs["Modules"];
if (moduleConfig != null)
{
string name = moduleConfig.GetString("AgentTransferModule", "");
if (name == Name)
{
m_agentsInTransit = new List<UUID>();
m_Enabled = true;
m_log.Info("[AGENT TRANSFER MODULE]: Enabled.");
}
}
}
public virtual void PostInitialise()
{
}
public virtual void AddRegion(Scene scene)
{
if (!m_Enabled)
return;
if (m_aScene == null)
m_aScene = scene;
scene.RegisterModuleInterface<IEntityTransferModule>(this);
}
public virtual void Close()
{
if (!m_Enabled)
return;
}
public virtual void RemoveRegion(Scene scene)
{
if (!m_Enabled)
return;
if (scene == m_aScene)
m_aScene = null;
}
public virtual void RegionLoaded(Scene scene)
{
if (!m_Enabled)
return;
}
#endregion
#region Teleports
public void Teleport(ScenePresence sp, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags)
{
if (!sp.Scene.Permissions.CanTeleport(sp.UUID))
return;
bool destRegionUp = true;
IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
// Reset animations; the viewer does that in teleports.
sp.Animator.ResetAnimations();
if (regionHandle == sp.Scene.RegionInfo.RegionHandle)
{
m_log.DebugFormat(
"[AGENT TRANSFER MODULE]: RequestTeleportToLocation {0} within {1}",
position, sp.Scene.RegionInfo.RegionName);
// Teleport within the same region
if (IsOutsideRegion(sp.Scene, position) || position.Z < 0)
{
Vector3 emergencyPos = new Vector3(128, 128, 128);
m_log.WarnFormat(
"[AGENT TRANSFER MODULE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}",
position, sp.Name, sp.UUID, emergencyPos);
position = emergencyPos;
}
// TODO: Get proper AVG Height
float localAVHeight = 1.56f;
float posZLimit = 22;
// TODO: Check other Scene HeightField
if (position.X > 0 && position.X <= (int)Constants.RegionSize && position.Y > 0 && position.Y <= (int)Constants.RegionSize)
{
posZLimit = (float)sp.Scene.Heightmap[(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)
sp.ControllingClient.SendTeleportLocationStart();
sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
sp.Teleport(position);
}
else
{
uint x = 0, y = 0;
Utils.LongToUInts(regionHandle, out x, out y);
GridRegion reg = m_aScene.GridService.GetRegionByPosition(sp.Scene.RegionInfo.ScopeID, (int)x, (int)y);
if (reg != null)
{
m_log.DebugFormat(
"[AGENT TRANSFER MODULE]: RequestTeleportToLocation to {0} in {1}",
position, reg.RegionName);
uint newRegionX = (uint)(reg.RegionHandle >> 40);
uint newRegionY = (((uint)(reg.RegionHandle)) >> 8);
uint oldRegionX = (uint)(sp.Scene.RegionInfo.RegionHandle >> 40);
uint oldRegionY = (((uint)(sp.Scene.RegionInfo.RegionHandle)) >> 8);
ulong destinationHandle = GetRegionHandle(reg);
GridRegion finalDestination = GetFinalDestination(reg);
if (eq == null)
sp.ControllingClient.SendTeleportLocationStart();
// 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 (sp.ParentID != (uint)0)
sp.StandUp();
if (!sp.ValidateAttachments())
{
sp.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<ulong> childRegions = new List<ulong>(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 = sp.ControllingClient.RequestClientInfo();
agentCircuit.BaseFolder = UUID.Zero;
agentCircuit.InventoryFolder = UUID.Zero;
agentCircuit.startpos = position;
agentCircuit.child = true;
agentCircuit.Appearance = sp.Appearance;
if (NeedsNewAgent(oldRegionX, newRegionX, oldRegionY, newRegionY))
{
// brand new agent, let's create a new caps seed
agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
}
string reason = String.Empty;
// Let's create an agent there if one doesn't exist yet.
if (!m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason))
{
sp.ControllingClient.SendTeleportFailed(String.Format("Destination is not accepting teleports: {0}",
reason));
return;
}
// OK, it got this agent. Let's close some child agents
sp.CloseChildAgents(newRegionX, newRegionY);
if (NeedsNewAgent(oldRegionX, newRegionX, oldRegionY, newRegionY))
{
#region IP Translation for NAT
IClientIPEndpoint ipepClient;
if (sp.ClientView.TryGet(out ipepClient))
{
capsPath
= "http://"
+ NetworkUtil.GetHostFor(ipepClient.EndPoint, reg.ExternalHostName)
+ ":"
+ reg.HttpPort
+ CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
}
else
{
capsPath
= "http://"
+ reg.ExternalHostName
+ ":"
+ reg.HttpPort
+ CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
}
#endregion
if (eq != null)
{
#region IP Translation for NAT
// Uses ipepClient above
if (sp.ClientView.TryGet(out ipepClient))
{
endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
}
#endregion
eq.EnableSimulator(destinationHandle, endPoint, sp.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);
eq.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
}
else
{
sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint);
}
}
else
{
agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle);
capsPath = "http://" + reg.ExternalHostName + ":" + reg.HttpPort
+ "/CAPS/" + agentCircuit.CapsPath + "0000/";
}
// Expect avatar crossing is a heavy-duty function at the destination.
// That is where MakeRoot is called, which fetches appearance and inventory.
// Plus triggers OnMakeRoot, which spawns a series of asynchronous updates.
//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<ulong> lst = new List<ulong>();
// lst.Add(reg.RegionHandle);
// SendCloseChildAgentAsync(avatar.UUID, lst);
// return;
//}
SetInTransit(sp.UUID);
// Let's send a full update of the agent. This is a synchronous call.
AgentData agent = new AgentData();
sp.CopyTo(agent);
agent.Position = position;
agent.CallbackURI = "http://" + sp.Scene.RegionInfo.ExternalHostName + ":" + sp.Scene.RegionInfo.HttpPort +
"/agent/" + sp.UUID.ToString() + "/" + sp.Scene.RegionInfo.RegionID.ToString() + "/release/";
m_aScene.SimulationService.UpdateAgent(reg, agent);
m_log.DebugFormat(
"[AGENT TRANSFER MODULE]: Sending new AGENT TRANSFER MODULE seed url {0} to client {1}", capsPath, sp.UUID);
if (eq != null)
{
eq.TeleportFinishEvent(destinationHandle, 13, endPoint,
0, teleportFlags, capsPath, sp.UUID);
}
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 send the attachments and close things here.
if (!WaitForCallback(sp.UUID))
{
// Client never contacted destination. Let's restore everything back
sp.ControllingClient.SendTeleportFailed("Problems connecting to destination.");
ResetFromTransit(sp.UUID);
// Yikes! We should just have a ref to scene here.
//sp.Scene.InformClientOfNeighbours(sp);
EnableChildAgents(sp);
// Finally, kill the agent we just created at the destination.
m_aScene.SimulationService.CloseAgent(reg, sp.UUID);
return;
}
KillEntity(sp.Scene, sp.LocalId);
sp.MakeChildAgent();
// CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it
sp.CrossAttachmentsIntoNewRegion(reg, true);
// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
if (NeedsClosing(oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
{
Thread.Sleep(5000);
sp.Close();
sp.Scene.IncomingCloseAgent(sp.UUID);
}
else
// now we have a child agent in this region.
sp.Reset();
// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
if (sp.Scene.NeedSceneCacheClear(sp.UUID))
{
m_log.DebugFormat(
"[AGENT TRANSFER MODULE]: User {0} is going to another region, profile cache removed",
sp.UUID);
}
}
else
{
sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
}
}
else
{
// 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;
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<MapBlockData> blocks = new List<MapBlockData>();
blocks.Add(block);
sp.ControllingClient.SendMapBlock(blocks, 0);
}
}
}
protected void KillEntity(Scene scene, uint localID)
{
scene.SendKillObject(localID);
}
protected virtual ulong GetRegionHandle(GridRegion region)
{
return region.RegionHandle;
}
protected virtual GridRegion GetFinalDestination(GridRegion region)
{
return region;
}
protected virtual bool NeedsNewAgent(uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY)
{
return Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY);
}
protected virtual bool NeedsClosing(uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg)
{
return Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY);
}
protected virtual bool IsOutsideRegion(Scene s, Vector3 pos)
{
if (s.TestBorderCross(pos, Cardinals.N))
return true;
if (s.TestBorderCross(pos, Cardinals.S))
return true;
if (s.TestBorderCross(pos, Cardinals.E))
return true;
if (s.TestBorderCross(pos, Cardinals.W))
return true;
return false;
}
#endregion
#region Enable Child Agent
/// <summary>
/// This informs a single neighboring region about agent "avatar".
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
/// </summary>
public void EnableChildAgent(ScenePresence sp, GridRegion region)
{
AgentCircuitData agent = sp.ControllingClient.RequestClientInfo();
agent.BaseFolder = UUID.Zero;
agent.InventoryFolder = UUID.Zero;
agent.startpos = new Vector3(128, 128, 70);
agent.child = true;
agent.Appearance = sp.Appearance;
InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true,
InformClientOfNeighbourCompleted,
d);
}
#endregion
#region Crossings
public void Cross(ScenePresence agent, bool isFlying)
{
Scene scene = agent.Scene;
Vector3 pos = agent.AbsolutePosition;
Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
uint neighbourx = scene.RegionInfo.RegionLocX;
uint neighboury = scene.RegionInfo.RegionLocY;
const float boundaryDistance = 1.7f;
Vector3 northCross = new Vector3(0, boundaryDistance, 0);
Vector3 southCross = new Vector3(0, -1 * boundaryDistance, 0);
Vector3 eastCross = new Vector3(boundaryDistance, 0, 0);
Vector3 westCross = new Vector3(-1 * boundaryDistance, 0, 0);
// distance to edge that will trigger crossing
// distance into new region to place avatar
const float enterDistance = 0.5f;
if (scene.TestBorderCross(pos + westCross, Cardinals.W))
{
if (scene.TestBorderCross(pos + northCross, Cardinals.N))
{
Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
}
else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
{
Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0)
{
neighboury--;
newpos.Y = Constants.RegionSize - enterDistance;
}
else
{
neighboury = b.TriggerRegionY;
neighbourx = b.TriggerRegionX;
Vector3 newposition = pos;
newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
agent.ControllingClient.SendAgentAlertMessage(
String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
return;
}
}
Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
{
neighbourx--;
newpos.X = Constants.RegionSize - enterDistance;
}
else
{
neighboury = ba.TriggerRegionY;
neighbourx = ba.TriggerRegionX;
Vector3 newposition = pos;
newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
agent.ControllingClient.SendAgentAlertMessage(
String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
return;
}
}
else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
{
Border b = scene.GetCrossedBorder(pos + eastCross, Cardinals.E);
neighbourx += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
newpos.X = enterDistance;
if (scene.TestBorderCross(pos + southCross, Cardinals.S))
{
Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
{
neighboury--;
newpos.Y = Constants.RegionSize - enterDistance;
}
else
{
neighboury = ba.TriggerRegionY;
neighbourx = ba.TriggerRegionX;
Vector3 newposition = pos;
newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
agent.ControllingClient.SendAgentAlertMessage(
String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
return;
}
}
else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
{
Border c = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
neighboury += (uint)(int)(c.BorderLine.Z / (int)Constants.RegionSize);
newpos.Y = enterDistance;
}
}
else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
{
Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0)
{
neighboury--;
newpos.Y = Constants.RegionSize - enterDistance;
}
else
{
neighboury = b.TriggerRegionY;
neighbourx = b.TriggerRegionX;
Vector3 newposition = pos;
newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
agent.ControllingClient.SendAgentAlertMessage(
String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
return;
}
}
else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
{
Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
newpos.Y = enterDistance;
}
/*
if (pos.X < boundaryDistance) //West
{
neighbourx--;
newpos.X = Constants.RegionSize - enterDistance;
}
else if (pos.X > Constants.RegionSize - boundaryDistance) // East
{
neighbourx++;
newpos.X = enterDistance;
}
if (pos.Y < boundaryDistance) // South
{
neighboury--;
newpos.Y = Constants.RegionSize - enterDistance;
}
else if (pos.Y > Constants.RegionSize - boundaryDistance) // North
{
neighboury++;
newpos.Y = enterDistance;
}
*/
CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
d.BeginInvoke(agent, newpos, neighbourx, neighboury, isFlying, CrossAgentToNewRegionCompleted, d);
}
public delegate void InformClientToInitateTeleportToLocationDelegate(ScenePresence agent, uint regionX, uint regionY,
Vector3 position,
Scene initiatingScene);
private void InformClientToInitateTeleportToLocation(ScenePresence agent, uint regionX, uint regionY, Vector3 position, Scene initiatingScene)
{
// This assumes that we know what our neighbors are.
InformClientToInitateTeleportToLocationDelegate 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);
IMessageTransferModule im = initiatingScene.RequestModuleInterface<IMessageTransferModule>();
if (im != null)
{
UUID gotoLocation = Util.BuildFakeParcelID(
Util.UIntsToLong(
(regionX *
(uint)Constants.RegionSize),
(regionY *
(uint)Constants.RegionSize)),
(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]);
im.SendInstantMessage(m, delegate(bool success)
{
m_log.DebugFormat("[AGENT TRANSFER MODULE]: Client Initiating Teleport sending IM success = {0}", success);
});
}
}
private void InformClientToInitiateTeleportToLocationCompleted(IAsyncResult iar)
{
InformClientToInitateTeleportToLocationDelegate icon =
(InformClientToInitateTeleportToLocationDelegate)iar.AsyncState;
icon.EndInvoke(iar);
}
public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, bool isFlying);
/// <summary>
/// This Closes child agents on neighboring regions
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
/// </summary>
protected ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, bool isFlying)
{
m_log.DebugFormat("[AGENT TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3}", agent.Firstname, agent.Lastname, neighbourx, neighboury);
Scene m_scene = agent.Scene;
ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
GridRegion neighbourRegion = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, (int)x, (int)y);
if (neighbourRegion != null && agent.ValidateAttachments())
{
pos = pos + (agent.Velocity);
SetInTransit(agent.UUID);
AgentData cAgent = new AgentData();
agent.CopyTo(cAgent);
cAgent.Position = pos;
if (isFlying)
cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
cAgent.CallbackURI = "http://" + m_scene.RegionInfo.ExternalHostName + ":" + m_scene.RegionInfo.HttpPort +
"/agent/" + agent.UUID.ToString() + "/" + m_scene.RegionInfo.RegionID.ToString() + "/release/";
m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent);
// Next, let's close the child agent connections that are too far away.
agent.CloseChildAgents(neighbourx, neighboury);
//AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
agent.ControllingClient.RequestClientInfo();
//m_log.Debug("BEFORE CROSS");
//Scene.DumpChildrenSeeds(UUID);
//DumpKnownRegions();
string agentcaps;
if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
{
m_log.ErrorFormat("[AGENT TRANSFER MODULE]: No AGENT TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
neighbourRegion.RegionHandle);
return agent;
}
// TODO Should construct this behind a method
string capsPath =
"http://" + neighbourRegion.ExternalHostName + ":" + neighbourRegion.HttpPort
+ "/CAPS/" + agentcaps /*circuitdata.CapsPath*/ + "0000/";
m_log.DebugFormat("[AGENT TRANSFER MODULE]: Sending new AGENT TRANSFER MODULE seed url {0} to client {1}", capsPath, agent.UUID);
IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
if (eq != null)
{
eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
capsPath, agent.UUID, agent.ControllingClient.SessionId);
}
else
{
agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
capsPath);
}
if (!WaitForCallback(agent.UUID))
{
m_log.Debug("[AGENT TRANSFER MODULE]: Callback never came in crossing agent");
ResetFromTransit(agent.UUID);
// Yikes! We should just have a ref to scene here.
//agent.Scene.InformClientOfNeighbours(agent);
EnableChildAgents(agent);
return agent;
}
agent.MakeChildAgent();
// now we have a child agent in this region. Request all interesting data about other (root) agents
agent.SendInitialFullUpdateToAllClients();
agent.CrossAttachmentsIntoNewRegion(neighbourRegion, true);
// m_scene.SendKillObject(m_localId);
agent.Scene.NotifyMyCoarseLocationChange();
// 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(
"[AGENT TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
}
}
//m_log.Debug("AFTER CROSS");
//Scene.DumpChildrenSeeds(UUID);
//DumpKnownRegions();
return agent;
}
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.NotInTransit();
//m_log.DebugFormat("[AGENT TRANSFER MODULE]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
}
#endregion
#region Enable Child Agents
private delegate void InformClientOfNeighbourDelegate(
ScenePresence avatar, AgentCircuitData a, GridRegion reg, IPEndPoint endPoint, bool newAgent);
/// <summary>
/// This informs all neighboring regions about agent "avatar".
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
/// </summary>
public void EnableChildAgents(ScenePresence sp)
{
List<GridRegion> neighbours = new List<GridRegion>();
RegionInfo m_regionInfo = sp.Scene.RegionInfo;
if (m_regionInfo != null)
{
neighbours = RequestNeighbours(sp.Scene, m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
}
else
{
m_log.Debug("[AGENT TRANSFER MODULE]: m_regionInfo was null in EnableChildAgents, is this a NPC?");
}
/// We need to find the difference between the new regions where there are no child agents
/// and the regions where there are already child agents. We only send notification to the former.
List<ulong> neighbourHandles = NeighbourHandles(neighbours); // on this region
neighbourHandles.Add(sp.Scene.RegionInfo.RegionHandle); // add this region too
List<ulong> previousRegionNeighbourHandles;
if (sp.Scene.CapsModule != null)
{
previousRegionNeighbourHandles =
new List<ulong>(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID).Keys);
}
else
{
previousRegionNeighbourHandles = new List<ulong>();
}
List<ulong> newRegions = NewNeighbours(neighbourHandles, previousRegionNeighbourHandles);
List<ulong> oldRegions = OldNeighbours(neighbourHandles, previousRegionNeighbourHandles);
//Dump("Current Neighbors", neighbourHandles);
//Dump("Previous Neighbours", previousRegionNeighbourHandles);
//Dump("New Neighbours", newRegions);
//Dump("Old Neighbours", oldRegions);
/// Update the scene presence's known regions here on this region
sp.DropOldNeighbours(oldRegions);
/// Collect as many seeds as possible
Dictionary<ulong, string> seeds;
if (sp.Scene.CapsModule != null)
seeds
= new Dictionary<ulong, string>(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID));
else
seeds = new Dictionary<ulong, string>();
//m_log.Debug(" !!! No. of seeds: " + seeds.Count);
if (!seeds.ContainsKey(sp.Scene.RegionInfo.RegionHandle))
seeds.Add(sp.Scene.RegionInfo.RegionHandle, sp.ControllingClient.RequestClientInfo().CapsPath);
/// Create the necessary child agents
List<AgentCircuitData> cagents = new List<AgentCircuitData>();
foreach (GridRegion neighbour in neighbours)
{
if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle)
{
AgentCircuitData agent = sp.ControllingClient.RequestClientInfo();
agent.BaseFolder = UUID.Zero;
agent.InventoryFolder = UUID.Zero;
agent.startpos = new Vector3(128, 128, 70);
agent.child = true;
agent.Appearance = sp.Appearance;
if (newRegions.Contains(neighbour.RegionHandle))
{
agent.CapsPath = CapsUtil.GetRandomCapsObjectPath();
sp.AddNeighbourRegion(neighbour.RegionHandle, agent.CapsPath);
seeds.Add(neighbour.RegionHandle, agent.CapsPath);
}
else
agent.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, neighbour.RegionHandle);
cagents.Add(agent);
}
}
/// Update all child agent with everyone's seeds
foreach (AgentCircuitData a in cagents)
{
a.ChildrenCapSeeds = new Dictionary<ulong, string>(seeds);
}
if (sp.Scene.CapsModule != null)
{
sp.Scene.CapsModule.SetChildrenSeed(sp.UUID, seeds);
}
sp.KnownRegions = seeds;
//avatar.Scene.DumpChildrenSeeds(avatar.UUID);
//avatar.DumpKnownRegions();
bool newAgent = false;
int count = 0;
foreach (GridRegion neighbour in neighbours)
{
//m_log.WarnFormat("--> Going to send child agent to {0}", neighbour.RegionName);
// Don't do it if there's already an agent in that region
if (newRegions.Contains(neighbour.RegionHandle))
newAgent = true;
else
newAgent = false;
if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle)
{
InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
try
{
d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
InformClientOfNeighbourCompleted,
d);
}
catch (ArgumentOutOfRangeException)
{
m_log.ErrorFormat(
"[AGENT TRANSFER MODULE]: Neighbour Regions response included the current region in the neighbor list. The following region will not display to the client: {0} for region {1} ({2}, {3}).",
neighbour.ExternalHostName,
neighbour.RegionHandle,
neighbour.RegionLocX,
neighbour.RegionLocY);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[AGENT TRANSFER MODULE]: Could not resolve external hostname {0} for region {1} ({2}, {3}). {4}",
neighbour.ExternalHostName,
neighbour.RegionHandle,
neighbour.RegionLocX,
neighbour.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;
}
}
count++;
}
}
private void InformClientOfNeighbourCompleted(IAsyncResult iar)
{
InformClientOfNeighbourDelegate icon = (InformClientOfNeighbourDelegate)iar.AsyncState;
icon.EndInvoke(iar);
//m_log.WarnFormat(" --> InformClientOfNeighbourCompleted");
}
/// <summary>
/// Async component for informing client of which neighbours exist
/// </summary>
/// <remarks>
/// This needs to run asynchronously, as a network timeout may block the thread for a long while
/// </remarks>
/// <param name="remoteClient"></param>
/// <param name="a"></param>
/// <param name="regionHandle"></param>
/// <param name="endPoint"></param>
private void InformClientOfNeighbourAsync(ScenePresence sp, AgentCircuitData a, GridRegion reg,
IPEndPoint endPoint, bool newAgent)
{
// Let's wait just a little to give time to originating regions to catch up with closing child agents
// after a cross here
Thread.Sleep(500);
Scene m_scene = sp.Scene;
uint x, y;
Utils.LongToUInts(reg.RegionHandle, out x, out y);
x = x / Constants.RegionSize;
y = y / Constants.RegionSize;
m_log.Info("[AGENT TRANSFER MODULE]: Starting to inform client about neighbour " + x + ", " + y + "(" + endPoint.ToString() + ")");
string capsPath = "http://" + reg.ExternalHostName + ":" + reg.HttpPort
+ "/CAPS/" + a.CapsPath + "0000/";
string reason = String.Empty;
bool regionAccepted = m_scene.SimulationService.CreateAgent(reg, a, 0, out reason); // m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, a, 0, out reason);
if (regionAccepted && newAgent)
{
IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
if (eq != null)
{
#region IP Translation for NAT
IClientIPEndpoint ipepClient;
if (sp.ClientView.TryGet(out ipepClient))
{
endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
}
#endregion
eq.EnableSimulator(reg.RegionHandle, endPoint, sp.UUID);
eq.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
m_log.DebugFormat("[AGENT TRANSFER MODULE]: Sending new AGENT TRANSFER MODULE seed url {0} to client {1} in region {2}",
capsPath, sp.UUID, sp.Scene.RegionInfo.RegionName);
}
else
{
sp.ControllingClient.InformClientOfNeighbour(reg.RegionHandle, endPoint);
// TODO: make Event Queue disablable!
}
m_log.Info("[AGENT TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString());
}
}
protected List<GridRegion> RequestNeighbours(Scene pScene, uint pRegionLocX, uint pRegionLocY)
{
RegionInfo m_regionInfo = pScene.RegionInfo;
Border[] northBorders = pScene.NorthBorders.ToArray();
Border[] southBorders = pScene.SouthBorders.ToArray();
Border[] eastBorders = pScene.EastBorders.ToArray();
Border[] westBorders = pScene.WestBorders.ToArray();
// Legacy one region. Provided for simplicity while testing the all inclusive method in the else statement.
if (northBorders.Length <= 1 && southBorders.Length <= 1 && eastBorders.Length <= 1 && westBorders.Length <= 1)
{
return pScene.GridService.GetNeighbours(m_regionInfo.ScopeID, m_regionInfo.RegionID);
}
else
{
Vector2 extent = Vector2.Zero;
for (int i = 0; i < eastBorders.Length; i++)
{
extent.X = (eastBorders[i].BorderLine.Z > extent.X) ? eastBorders[i].BorderLine.Z : extent.X;
}
for (int i = 0; i < northBorders.Length; i++)
{
extent.Y = (northBorders[i].BorderLine.Z > extent.Y) ? northBorders[i].BorderLine.Z : extent.Y;
}
// Loss of fraction on purpose
extent.X = ((int)extent.X / (int)Constants.RegionSize) + 1;
extent.Y = ((int)extent.Y / (int)Constants.RegionSize) + 1;
int startX = (int)(pRegionLocX - 1) * (int)Constants.RegionSize;
int startY = (int)(pRegionLocY - 1) * (int)Constants.RegionSize;
int endX = ((int)pRegionLocX + (int)extent.X) * (int)Constants.RegionSize;
int endY = ((int)pRegionLocY + (int)extent.Y) * (int)Constants.RegionSize;
List<GridRegion> neighbours = pScene.GridService.GetRegionRange(m_regionInfo.ScopeID, startX, endX, startY, endY);
neighbours.RemoveAll(delegate(GridRegion r) { return r.RegionID == m_regionInfo.RegionID; });
return neighbours;
}
}
private List<ulong> NewNeighbours(List<ulong> currentNeighbours, List<ulong> previousNeighbours)
{
return currentNeighbours.FindAll(delegate(ulong handle) { return !previousNeighbours.Contains(handle); });
}
// private List<ulong> CommonNeighbours(List<ulong> currentNeighbours, List<ulong> previousNeighbours)
// {
// return currentNeighbours.FindAll(delegate(ulong handle) { return previousNeighbours.Contains(handle); });
// }
private List<ulong> OldNeighbours(List<ulong> currentNeighbours, List<ulong> previousNeighbours)
{
return previousNeighbours.FindAll(delegate(ulong handle) { return !currentNeighbours.Contains(handle); });
}
private List<ulong> NeighbourHandles(List<GridRegion> neighbours)
{
List<ulong> handles = new List<ulong>();
foreach (GridRegion reg in neighbours)
{
handles.Add(reg.RegionHandle);
}
return handles;
}
private void Dump(string msg, List<ulong> handles)
{
m_log.InfoFormat("-------------- HANDLE DUMP ({0}) ---------", msg);
foreach (ulong handle in handles)
{
uint x, y;
Utils.LongToUInts(handle, out x, out y);
x = x / Constants.RegionSize;
y = y / Constants.RegionSize;
m_log.InfoFormat("({0}, {1})", x, y);
}
}
#endregion
#region Agent Arrived
public void AgentArrivedAtDestination(UUID id)
{
//m_log.Debug(" >>> ReleaseAgent called <<< ");
ResetFromTransit(id);
}
#endregion
#region Misc
protected bool WaitForCallback(UUID id)
{
int count = 200;
while (m_agentsInTransit.Contains(id) && count-- > 0)
{
//m_log.Debug(" >>> Waiting... " + count);
Thread.Sleep(100);
}
if (count > 0)
return true;
else
return false;
}
protected void SetInTransit(UUID id)
{
lock (m_agentsInTransit)
{
if (!m_agentsInTransit.Contains(id))
m_agentsInTransit.Add(id);
}
}
protected bool ResetFromTransit(UUID id)
{
lock (m_agentsInTransit)
{
if (m_agentsInTransit.Contains(id))
{
m_agentsInTransit.Remove(id);
return true;
}
}
return false;
}
#endregion
}
}
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