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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 OpenMetaverse;
using OpenMetaverse.StructuredData;
using log4net;
using OpenSim.Framework;
using OpenSim.Framework.Client;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Capabilities;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Services.Interfaces;
using OSD = OpenMetaverse.StructuredData.OSD;
namespace OpenSim.Region.Framework.Scenes
{
public delegate void KiPrimitiveDelegate(uint localID);
public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List<ulong> regionlst);
/// <summary>
/// Class that Region communications runs through
/// </summary>
public class SceneCommunicationService //one instance per region
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected CommunicationsManager m_commsProvider;
protected IInterregionCommsOut m_interregionCommsOut;
protected RegionInfo m_regionInfo;
protected RegionCommsListener regionCommsHost;
protected List<UUID> m_agentsInTransit;
/// <summary>
/// An agent is crossing into this region
/// </summary>
public event AgentCrossing OnAvatarCrossingIntoRegion;
/// <summary>
/// A user will arrive shortly, set up appropriate credentials so it can connect
/// </summary>
public event ExpectUserDelegate OnExpectUser;
/// <summary>
/// A Prim will arrive shortly
/// </summary>
public event ExpectPrimDelegate OnExpectPrim;
public event CloseAgentConnection OnCloseAgentConnection;
/// <summary>
/// A new prim has arrived
/// </summary>
public event PrimCrossing OnPrimCrossingIntoRegion;
/// <summary>
/// A New Region is up and available
/// </summary>
public event RegionUp OnRegionUp;
/// <summary>
/// We have a child agent for this avatar and we're getting a status update about it
/// </summary>
public event ChildAgentUpdate OnChildAgentUpdate;
//public event RemoveKnownRegionsFromAvatarList OnRemoveKnownRegionFromAvatar;
/// <summary>
/// Time to log one of our users off. Grid Service sends this mostly
/// </summary>
public event LogOffUser OnLogOffUser;
/// <summary>
/// A region wants land data from us!
/// </summary>
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;
m_agentsInTransit = new List<UUID>();
}
/// <summary>
/// Register a region with the grid
/// </summary>
/// <param name="regionInfos"></param>
/// <exception cref="System.Exception">Thrown if region registration fails.</exception>
public void RegisterRegion(IInterregionCommsOut comms_out, RegionInfo regionInfos)
{
m_interregionCommsOut = comms_out;
m_regionInfo = regionInfos;
m_commsProvider.GridService.gdebugRegionName = 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");
}
}
/// <summary>
/// Returns a region with the name closest to string provided
/// </summary>
/// <param name="name">Partial Region Name for matching</param>
/// <returns>Region Information for the region</returns>
public RegionInfo RequestClosestRegion(string name)
{
return m_commsProvider.GridService.RequestClosestRegion(name);
}
/// <summary>
/// This region is shutting down, de-register all events!
/// De-Register region from Grid!
/// </summary>
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
/// <summary>
/// A New User will arrive shortly, Informs the scene that there's a new user on the way
/// </summary>
/// <param name="agent">Data we need to ensure that the agent can connect</param>
///
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);
}
}
/// <summary>
/// The Grid has requested us to log-off the user
/// </summary>
/// <param name="AgentID">Unique ID of agent to log-off</param>
/// <param name="RegionSecret">The secret string that the region establishes with the grid when registering</param>
/// <param name="message">The message to send to the user that tells them why they were logged off</param>
protected void GridLogOffUser(UUID AgentID, UUID RegionSecret, string message)
{
handlerLogOffUser = OnLogOffUser;
if (handlerLogOffUser != null)
{
handlerLogOffUser(AgentID, RegionSecret, message);
}
}
/// <summary>
/// A New Region is now available. Inform the scene that there is a new region available.
/// </summary>
/// <param name="region">Information about the new region that is available</param>
/// <returns>True if the event was handled</returns>
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;
}
/// <summary>
/// Inform the scene that we've got an update about a child agent that we have
/// </summary>
/// <param name="cAgentData"></param>
/// <returns></returns>
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);
}
}
/// <summary>
/// We have a new prim from a neighbor
/// </summary>
/// <param name="primID">unique ID for the primative</param>
/// <param name="objXMLData">XML2 encoded data of the primative</param>
/// <param name="XMLMethod">An Int that represents the version of the XMLMethod</param>
/// <returns>True if the prim was accepted, false if it was not</returns>
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, SimpleRegionInfo reg, IPEndPoint endPoint, bool newAgent);
private void InformClientOfNeighbourCompleted(IAsyncResult iar)
{
InformClientOfNeighbourDelegate icon = (InformClientOfNeighbourDelegate) iar.AsyncState;
icon.EndInvoke(iar);
}
/// <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 avatar, AgentCircuitData a, SimpleRegionInfo 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);
uint x, y;
Utils.LongToUInts(reg.RegionHandle, out x, out y);
x = x / Constants.RegionSize;
y = y / Constants.RegionSize;
m_log.Info("[INTERGRID]: 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_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, a);
bool regionAccepted = m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, a, out reason);
if (regionAccepted && newAgent)
{
IEventQueue eq = avatar.Scene.RequestModuleInterface<IEventQueue>();
if (eq != null)
{
#region IP Translation for NAT
IClientIPEndpoint ipepClient;
if (avatar.ClientView.TryGet(out ipepClient))
{
endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
}
#endregion
eq.EnableSimulator(reg.RegionHandle, endPoint, avatar.UUID);
eq.EstablishAgentCommunication(avatar.UUID, endPoint, capsPath);
m_log.DebugFormat("[CAPS]: Sending new CAPS seed url {0} to client {1} in region {2}",
capsPath, avatar.UUID, avatar.Scene.RegionInfo.RegionName);
}
else
{
avatar.ControllingClient.InformClientOfNeighbour(reg.RegionHandle, endPoint);
// TODO: make Event Queue disablable!
}
m_log.Info("[INTERGRID]: Completed inform client about neighbour " + endPoint.ToString());
}
}
public void RequestNeighbors(RegionInfo region)
{
// List<SimpleRegionInfo> neighbours =
m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
//IPEndPoint blah = new IPEndPoint();
//blah.Address = region.RemotingAddress;
//blah.Port = region.RemotingPort;
}
public List<SimpleRegionInfo> RequestNeighbors(Scene pScene, uint pRegionLocX, uint pRegionLocY)
{
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 m_commsProvider.GridService.RequestNeighbours(pRegionLocX, pRegionLocY);
}
else
{
return m_commsProvider.GridService.RequestNeighbours(pRegionLocX, pRegionLocY);
}
}
/// <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 EnableNeighbourChildAgents(ScenePresence avatar, List<RegionInfo> lstneighbours)
{
List<SimpleRegionInfo> neighbours = new List<SimpleRegionInfo>();
//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 :/
if (m_regionInfo != null)
{
neighbours =
RequestNeighbors(avatar.Scene,m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
}
else
{
m_log.Debug("[ENABLENEIGHBOURCHILDAGENTS]: m_regionInfo was null in EnableNeighbourChildAgents, 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(avatar.Scene.RegionInfo.RegionHandle); // add this region too
List<ulong> previousRegionNeighbourHandles ;
if (avatar.Scene.CapsModule != null)
{
previousRegionNeighbourHandles =
new List<ulong>(avatar.Scene.CapsModule.GetChildrenSeeds(avatar.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
avatar.DropOldNeighbours(oldRegions);
/// Collect as many seeds as possible
Dictionary<ulong, string> seeds;
if (avatar.Scene.CapsModule != null)
seeds
= new Dictionary<ulong, string>(avatar.Scene.CapsModule.GetChildrenSeeds(avatar.UUID));
else
seeds = new Dictionary<ulong, string>();
//m_log.Debug(" !!! No. of seeds: " + seeds.Count);
if (!seeds.ContainsKey(avatar.Scene.RegionInfo.RegionHandle))
seeds.Add(avatar.Scene.RegionInfo.RegionHandle, avatar.ControllingClient.RequestClientInfo().CapsPath);
/// Create the necessary child agents
List<AgentCircuitData> cagents = new List<AgentCircuitData>();
foreach (SimpleRegionInfo neighbour in neighbours)
{
if (neighbour.RegionHandle != avatar.Scene.RegionInfo.RegionHandle)
{
AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo();
agent.BaseFolder = UUID.Zero;
agent.InventoryFolder = UUID.Zero;
agent.startpos = new Vector3(128, 128, 70);
agent.child = true;
if (newRegions.Contains(neighbour.RegionHandle))
{
agent.CapsPath = CapsUtil.GetRandomCapsObjectPath();
avatar.AddNeighbourRegion(neighbour.RegionHandle, agent.CapsPath);
seeds.Add(neighbour.RegionHandle, agent.CapsPath);
}
else
agent.CapsPath = avatar.Scene.CapsModule.GetChildSeed(avatar.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 (avatar.Scene.CapsModule != null)
{
// These two are the same thing!
avatar.Scene.CapsModule.SetChildrenSeed(avatar.UUID, seeds);
}
avatar.KnownRegions = seeds;
//avatar.Scene.DumpChildrenSeeds(avatar.UUID);
//avatar.DumpKnownRegions();
bool newAgent = false;
int count = 0;
foreach (SimpleRegionInfo neighbour in neighbours)
{
// 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 != avatar.Scene.RegionInfo.RegionHandle)
{
InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
try
{
d.BeginInvoke(avatar, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
InformClientOfNeighbourCompleted,
d);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[REGIONINFO]: 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++;
}
}
/// <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 InformNeighborChildAgent(ScenePresence avatar, SimpleRegionInfo region)
{
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, region.ExternalEndPoint, true,
InformClientOfNeighbourCompleted,
d);
}
#endregion
public delegate void InformNeighbourThatRegionUpDelegate(INeighbourService nService, RegionInfo region, ulong regionhandle);
private void InformNeighborsThatRegionisUpCompleted(IAsyncResult iar)
{
InformNeighbourThatRegionUpDelegate icon = (InformNeighbourThatRegionUpDelegate) iar.AsyncState;
icon.EndInvoke(iar);
}
/// <summary>
/// Asynchronous call to information neighbouring regions that this region is up
/// </summary>
/// <param name="region"></param>
/// <param name="regionhandle"></param>
private void InformNeighboursThatRegionIsUpAsync(INeighbourService neighbourService, 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);
//bool regionAccepted = m_interregionCommsOut.SendHelloNeighbour(regionhandle, region);
bool regionAccepted = false;
if (neighbourService != null)
regionAccepted = neighbourService.HelloNeighbour(regionhandle, region);
else
m_log.DebugFormat("[SCS]: No neighbour service provided for informing neigbhours of this region");
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.");
}
}
/// <summary>
/// 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.
/// </summary>
public void InformNeighborsThatRegionisUp(INeighbourService neighbourService, RegionInfo region)
{
//m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
List<SimpleRegionInfo> neighbours = new List<SimpleRegionInfo>();
// 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(neighbourService, region, neighbours[i].RegionHandle,
InformNeighborsThatRegionisUpCompleted,
d);
}
}
//bool val = m_commsProvider.InterRegion.RegionUp(new SerializableRegionInfo(region));
}
public delegate void SendChildAgentDataUpdateDelegate(AgentPosition cAgentData, ulong regionHandle);
/// <summary>
/// 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.
///
/// </summary>
private void SendChildAgentDataUpdateAsync(AgentPosition cAgentData, ulong regionHandle)
{
//m_log.Info("[INTERGRID]: Informing neighbors about my agent in " + m_regionInfo.RegionName);
try
{
//m_commsProvider.InterRegion.ChildAgentUpdate(regionHandle, cAgentData);
m_interregionCommsOut.SendChildAgentUpdate(regionHandle, cAgentData);
}
catch
{
// Ignore; we did our best
}
//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");
//}
}
private void SendChildAgentDataUpdateCompleted(IAsyncResult iar)
{
SendChildAgentDataUpdateDelegate icon = (SendChildAgentDataUpdateDelegate) iar.AsyncState;
icon.EndInvoke(iar);
}
public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence)
{
// This assumes that we know what our neighbors are.
try
{
foreach (ulong regionHandle in presence.KnownChildRegionHandles)
{
if (regionHandle != m_regionInfo.RegionHandle)
{
SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;
d.BeginInvoke(cAgentData, regionHandle,
SendChildAgentDataUpdateCompleted,
d);
}
}
}
catch (InvalidOperationException)
{
// We're ignoring a collection was modified error because this data gets old and outdated fast.
}
}
public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
/// <summary>
/// This Closes child agents on neighboring regions
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
/// </summary>
protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
{
m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
// let's do our best, but there's not much we can do if the neighbour doesn't accept.
//m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
m_interregionCommsOut.SendCloseAgent(regionHandle, agentID);
}
private void SendCloseChildAgentCompleted(IAsyncResult iar)
{
SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
icon.EndInvoke(iar);
}
public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
{
foreach (ulong handle in regionslst)
{
SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
d.BeginInvoke(agentID, handle,
SendCloseChildAgentCompleted,
d);
}
}
/// <summary>
/// Helper function to request neighbors from grid-comms
/// </summary>
/// <param name="regionHandle"></param>
/// <returns></returns>
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);
}
/// <summary>
/// Helper function to request neighbors from grid-comms
/// </summary>
/// <param name="regionID"></param>
/// <returns></returns>
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);
}
/// <summary>
/// Requests map blocks in area of minX, maxX, minY, MaxY in world cordinates
/// </summary>
/// <param name="minX"></param>
/// <param name="minY"></param>
/// <param name="maxX"></param>
/// <param name="maxY"></param>
public virtual void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY)
{
List<MapBlockData> mapBlocks;
mapBlocks = m_commsProvider.GridService.RequestNeighbourMapBlocks(minX - 4, minY - 4, minX + 4, minY + 4);
remoteClient.SendMapBlock(mapBlocks, 0);
}
/// <summary>
/// Try to teleport an agent to a new region.
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="RegionHandle"></param>
/// <param name="position"></param>
/// <param name="lookAt"></param>
/// <param name="flags"></param>
public virtual void RequestTeleportToLocation(ScenePresence avatar, ulong regionHandle, Vector3 position,
Vector3 lookAt, uint teleportFlags)
{
if (!avatar.Scene.Permissions.CanTeleport(avatar.UUID))
return;
bool destRegionUp = true;
IEventQueue eq = avatar.Scene.RequestModuleInterface<IEventQueue>();
// Reset animations; the viewer does that in teleports.
avatar.ResetAnimations();
if (regionHandle == m_regionInfo.RegionHandle)
{
m_log.DebugFormat(
"[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation {0} within {1}",
position, m_regionInfo.RegionName);
// Teleport within the same region
if (IsOutsideRegion(avatar.Scene, position) || 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 = 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) avatar.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)
avatar.ControllingClient.SendTeleportLocationStart();
avatar.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
avatar.Teleport(position);
}
else
{
RegionInfo reg = RequestNeighbouringRegionInfo(regionHandle);
if (reg != null)
{
m_log.DebugFormat(
"[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation to {0} in {1}",
position, reg.RegionName);
if (eq == null)
avatar.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)
{
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);
// 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<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 = 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 = CapsUtil.GetRandomCapsObjectPath();
}
string reason = String.Empty;
// Let's create an agent there if one doesn't exist yet.
//if (!m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agentCircuit))
if (!m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, agentCircuit, out reason))
{
avatar.ControllingClient.SendTeleportFailed(String.Format("Destination is not accepting teleports: {0}",
reason));
return;
}
// OK, it got this agent. Let's close some child agents
avatar.CloseChildAgents(newRegionX, newRegionY);
if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
{
#region IP Translation for NAT
IClientIPEndpoint ipepClient;
if (avatar.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 (avatar.ClientView.TryGet(out ipepClient))
{
endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
}
#endregion
eq.EnableSimulator(reg.RegionHandle, endPoint, 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);
eq.EstablishAgentCommunication(avatar.UUID, endPoint, capsPath);
}
else
{
avatar.ControllingClient.InformClientOfNeighbour(reg.RegionHandle, endPoint);
}
}
else
{
agentCircuit.CapsPath = avatar.Scene.CapsModule.GetChildSeed(avatar.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(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 = position;
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}", capsPath, avatar.UUID);
if (eq != null)
{
eq.TeleportFinishEvent(reg.RegionHandle, 13, endPoint,
4, teleportFlags, capsPath, avatar.UUID);
}
else
{
avatar.ControllingClient.SendRegionTeleport(reg.RegionHandle, 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(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
if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
{
Thread.Sleep(5000);
avatar.Close();
CloseConnection(avatar.UUID);
}
else
// now we have a child agent in this region.
avatar.Reset();
// 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.DebugFormat(
"[SCENE COMMUNICATION SERVICE]: 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<MapBlockData> blocks = new List<MapBlockData>();
blocks.Add(block);
avatar.ControllingClient.SendMapBlock(blocks, 0);
}
}
}
private 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;
}
public 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;
}
public bool ReleaseAgent(UUID id)
{
//m_log.Debug(" >>> ReleaseAgent called <<< ");
return ResetFromTransit(id);
}
public 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;
}
private List<ulong> NeighbourHandles(List<SimpleRegionInfo> neighbours)
{
List<ulong> handles = new List<ulong>();
foreach (SimpleRegionInfo reg in neighbours)
{
handles.Add(reg.RegionHandle);
}
return handles;
}
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); });
}
public void CrossAgentToNewRegion(Scene scene, ScenePresence agent, bool isFlying)
{
Vector3 pos = agent.AbsolutePosition;
Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
uint neighbourx = m_regionInfo.RegionLocX;
uint neighboury = m_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))
{
neighboury--;
newpos.Y = Constants.RegionSize - enterDistance;
}
neighbourx--;
newpos.X = Constants.RegionSize - enterDistance;
}
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))
{
neighboury--;
newpos.Y = Constants.RegionSize - enterDistance;
}
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))
{
neighboury--;
newpos.Y = Constants.RegionSize - enterDistance;
}
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 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("[SCENE COMM]: Crossing agent {0} {1} to {2}-{3}", agent.Firstname, agent.Lastname, neighbourx, neighboury);
ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
SimpleRegionInfo neighbourRegion = RequestNeighbouringRegionInfo(neighbourHandle);
if (neighbourRegion != null && agent.ValidateAttachments())
{
pos = pos + (agent.Velocity);
//CachedUserInfo userInfo = m_commsProvider.UserProfileCacheService.GetUserDetails(agent.UUID);
//if (userInfo != null)
//{
// userInfo.DropInventory();
//}
//else
//{
// m_log.WarnFormat("[SCENE COMM]: No cached user info found for {0} {1} on leaving region {2}",
// agent.Name, agent.UUID, agent.Scene.RegionInfo.RegionName);
//}
//bool crossingSuccessful =
// CrossToNeighbouringRegion(neighbourHandle, agent.ControllingClient.AgentId, pos,
//isFlying);
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_regionInfo.ExternalHostName + ":" + m_regionInfo.HttpPort +
"/agent/" + agent.UUID.ToString() + "/" + agent.Scene.RegionInfo.RegionHandle.ToString() + "/release/";
m_interregionCommsOut.SendChildAgentUpdate(neighbourHandle, 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("[SCENE COMM]: No CAPS 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("[CAPS]: Sending new CAPS 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))
{
ResetFromTransit(agent.UUID);
// Yikes! We should just have a ref to scene here.
agent.Scene.InformClientOfNeighbours(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(neighbourHandle, 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
if (agent.Scene.NeedSceneCacheClear(agent.UUID))
{
agent.Scene.CommsManager.UserProfileCacheService.RemoveUser(agent.UUID);
m_log.DebugFormat(
"[SCENE COMM]: User {0} is going to another region, profile cache removed", 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
{
//CachedUserInfo userInfo = m_commsProvider.UserProfileCacheService.GetUserDetails(agent.UUID);
//if (userInfo != null)
//{
// userInfo.FetchInventory();
//}
agent.RestoreInCurrentScene();
}
// In any case
agent.NotInTransit();
//m_log.DebugFormat("[SCENE COMM]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
}
public Dictionary<string, string> 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<FriendListItem> GetUserFriendList(UUID friendlistowner)
{
return m_commsProvider.GetUserFriendList(friendlistowner);
}
public List<MapBlockData> RequestNeighbourMapBlocks(int minX, int minY, int maxX, int maxY)
{
return m_commsProvider.GridService.RequestNeighbourMapBlocks(minX, minY, maxX, maxY);
}
public List<AvatarPickerAvatar> GenerateAgentPickerRequestResponse(UUID queryID, string query)
{
return m_commsProvider.GenerateAgentPickerRequestResponse(queryID, query);
}
public List<RegionInfo> RequestNamedRegions(string name, int maxNumber)
{
return m_commsProvider.GridService.RequestNamedRegions(name, maxNumber);
}
//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);
// }
//}
}
}
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