Merge branch 'ubitworkmaster'

This commit is contained in:
Melanie Thielker
2014-08-20 04:39:48 +02:00
15 changed files with 758 additions and 407 deletions

View File

@@ -120,10 +120,16 @@ namespace OpenSim.Region.CoreModules.Framework
public void CreateCaps(UUID agentId, uint circuitCode)
{
// int ts = Util.EnvironmentTickCount();
/* this as no business here...
* must be done elsewhere ( and is )
int flags = m_scene.GetUserFlags(agentId);
m_log.ErrorFormat("[CreateCaps]: banCheck {0} ", Util.EnvironmentTickCountSubtract(ts));
if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId, flags))
return;
*/
Caps caps;
String capsObjectPath = GetCapsPath(agentId);
@@ -132,19 +138,27 @@ namespace OpenSim.Region.CoreModules.Framework
if (m_capsObjects.ContainsKey(circuitCode))
{
Caps oldCaps = m_capsObjects[circuitCode];
//m_log.WarnFormat(
// "[CAPS]: Recreating caps for agent {0} in region {1}. Old caps path {2}, new caps path {3}. ",
// agentId, m_scene.RegionInfo.RegionName, oldCaps.CapsObjectPath, capsObjectPath);
// if (capsObjectPath == oldCaps.CapsObjectPath)
// {
// m_log.WarnFormat(
// "[CAPS]: Reusing caps for agent {0} in region {1}. Old caps path {2}, new caps path {3}. ",
// agentId, m_scene.RegionInfo.RegionName, oldCaps.CapsObjectPath, capsObjectPath);
// return;
// }
}
caps = new Caps(MainServer.Instance, m_scene.RegionInfo.ExternalHostName,
(MainServer.Instance == null) ? 0: MainServer.Instance.Port,
capsObjectPath, agentId, m_scene.RegionInfo.RegionName);
// m_log.ErrorFormat("[CreateCaps]: new caps {0} ", Util.EnvironmentTickCountSubtract(ts));
m_capsObjects[circuitCode] = caps;
}
m_scene.EventManager.TriggerOnRegisterCaps(agentId, caps);
// m_log.ErrorFormat("[CreateCaps]: end {0} ", Util.EnvironmentTickCountSubtract(ts));
}
public void RemoveCaps(UUID agentId, uint circuitCode)

View File

@@ -430,7 +430,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
// TODO: Get proper AVG Height
float localAVHeight = 1.56f;
float localHalfAVHeight = 0.8f;
if (sp.Appearance != null)
localHalfAVHeight = sp.Appearance.AvatarHeight / 2;
float posZLimit = 22;
// TODO: Check other Scene HeightField
@@ -439,10 +442,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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)))
posZLimit += localHalfAVHeight + 0.1f;
if ((position.Z < posZLimit) && !(Single.IsInfinity(posZLimit) || Single.IsNaN(posZLimit)))
{
position.Z = newPosZ;
position.Z = posZLimit;
}
if (sp.Flying)
@@ -720,7 +724,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
AgentCircuitData agentCircuit = sp.ControllingClient.RequestClientInfo();
agentCircuit.startpos = position;
agentCircuit.child = true;
agentCircuit.Appearance = sp.Appearance;
// agentCircuit.Appearance = sp.Appearance;
// agentCircuit.Appearance = new AvatarAppearance(sp.Appearance, true, false);
agentCircuit.Appearance = new AvatarAppearance();
agentCircuit.Appearance.AvatarHeight = sp.Appearance.AvatarHeight;
if (currentAgentCircuit != null)
{
agentCircuit.ServiceURLs = currentAgentCircuit.ServiceURLs;
@@ -971,7 +980,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
// May need to logout or other cleanup
AgentHasMovedAway(sp, logout);
// AgentHasMovedAway(sp, logout);
AgentHasMovedAway(sp, true); // until logout use is checked
// Well, this is it. The agent is over there.
KillEntity(sp.Scene, sp.LocalId);
@@ -1138,7 +1148,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
sp.CloseChildAgents(newRegionX, newRegionY);
// May need to logout or other cleanup
AgentHasMovedAway(sp, logout);
// AgentHasMovedAway(sp, logout);
AgentHasMovedAway(sp, true);
// Well, this is it. The agent is over there.
KillEntity(sp.Scene, sp.LocalId);
@@ -1253,7 +1264,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
protected virtual void AgentHasMovedAway(ScenePresence sp, bool logout)
{
if (sp.Scene.AttachmentsModule != null)
sp.Scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, true);
sp.Scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, logout);
}
protected void KillEntity(Scene scene, uint localID)
@@ -1381,10 +1392,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
#region Agent Crossings
public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos)
{
string r = String.Empty;
return GetDestination(scene, agentID, pos, out xDest, out yDest, out version, out newpos, out r);
}
public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos, out string reason)
{
version = String.Empty;
reason = String.Empty;
newpos = pos;
// m_log.DebugFormat(
@@ -1498,8 +1515,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
string reason;
if (!scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
{
if (r == null)
@@ -1525,11 +1541,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
uint y;
Vector3 newpos;
string version;
string reason;
GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos);
GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos, out reason);
if (neighbourRegion == null)
{
agent.ControllingClient.SendAlertMessage("Cannot region cross into void");
if (reason == String.Empty)
agent.ControllingClient.SendAlertMessage("Cannot cross to region");
else
agent.ControllingClient.SendAlertMessage("Cannot cross to region: " + reason);
return false;
}
@@ -1656,10 +1676,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
public bool CrossAgentIntoNewRegionMain(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying)
{
int ts = Util.EnvironmentTickCount();
try
{
AgentData cAgent = new AgentData();
agent.CopyTo(cAgent);
// agent.Appearance.WearableCacheItems = null;
cAgent.Position = pos + agent.Velocity;
if (isFlying)
cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
@@ -1686,6 +1711,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
return false;
}
m_log.DebugFormat("[CrossAgentIntoNewRegionMain] ok, time {0}ms",Util.EnvironmentTickCountSubtract(ts));
}
catch (Exception e)
{
@@ -1703,6 +1730,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
public void CrossAgentToNewRegionPost(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
bool isFlying, string version)
{
agent.ControllingClient.RequestClientInfo();
string agentcaps;
@@ -1714,6 +1742,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
// No turning back
agent.IsChildAgent = true;
string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
@@ -1737,12 +1768,25 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
capsPath);
}
// Backwards compatibility. Best effort
if (version == "Unknown" || version == string.Empty)
{
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
}
// SUCCESS!
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
// Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
// this may need the attachments
agent.parcelRegionCross();
AgentHasMovedAway(agent, true);
agent.MakeChildAgent();
// FIXME: Possibly this should occur lower down after other commands to close other agents,
@@ -1756,16 +1800,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// agent.SendOtherAgentsAvatarDataToMe();
// agent.SendOtherAgentsAppearanceToMe();
agent.parcelRegionCross(false);
// Backwards compatibility. Best effort
if (version == "Unknown" || version == string.Empty)
{
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
}
// Next, let's close the child agent connections that are too far away.
uint neighbourx;
uint neighboury;
@@ -1777,7 +1811,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
agent.CloseChildAgents(neighbourx, neighboury);
AgentHasMovedAway(agent, false);
// the user may change their profile information in other region,
// so the userinfo in UserProfileCache is not reliable any more, delete it
@@ -1817,7 +1851,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
#region Enable Child Agent
/// <summary>
/// This informs a single neighbouring region about agent "avatar".
/// This informs a single neighbouring region about agent "avatar", and avatar about it
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
/// </summary>
/// <param name="sp"></param>
@@ -1833,8 +1867,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
agent.startpos = new Vector3(128, 128, 70);
agent.child = true;
//agent.Appearance = sp.Appearance;
agent.Appearance = new AvatarAppearance(sp.Appearance, true, false); // guess this should be a lot less
agent.Appearance = new AvatarAppearance();
agent.Appearance.AvatarHeight = sp.Appearance.AvatarHeight;
agent.CapsPath = CapsUtil.GetRandomCapsObjectPath();
@@ -1866,6 +1900,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
agent.Id0 = currentAgentCircuit.Id0;
}
Thread.Sleep(200); // the original delay that was at InformClientOfNeighbourAsync start
IPEndPoint external = region.ExternalEndPoint;
if (external != null)
{
@@ -1884,6 +1920,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
/// <summary>
/// This informs all neighbouring regions about agent "avatar".
/// and as important informs the avatar about then
/// </summary>
/// <param name="sp"></param>
public void EnableChildAgents(ScenePresence sp)
@@ -1900,81 +1937,77 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
m_log.Debug("[ENTITY 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;
LinkedList<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 (sp.Scene.CapsModule != null)
{
seeds = new Dictionary<ulong, string>(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID));
previousRegionNeighbourHandles = new LinkedList<ulong>(seeds.Keys);
}
else
{
seeds = new Dictionary<ulong, string>();
previousRegionNeighbourHandles = new LinkedList<ulong>();
}
if (!seeds.ContainsKey(sp.Scene.RegionInfo.RegionHandle))
seeds.Add(sp.Scene.RegionInfo.RegionHandle, sp.ControllingClient.RequestClientInfo().CapsPath);
/// Create the necessary child agents
AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
List<ulong> newneighbours = new List<ulong>();
List<AgentCircuitData> cagents = new List<AgentCircuitData>();
ulong currentRegionHandler = sp.Scene.RegionInfo.RegionHandle;
foreach (GridRegion neighbour in neighbours)
{
if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle)
ulong handler = neighbour.RegionHandle;
if (handler == currentRegionHandler)
continue;
AgentCircuitData agent = sp.ControllingClient.RequestClientInfo();
agent.BaseFolder = UUID.Zero;
agent.InventoryFolder = UUID.Zero;
agent.startpos = sp.AbsolutePosition + CalculateOffset(sp, neighbour);
agent.child = true;
agent.Appearance = new AvatarAppearance();
agent.Appearance.AvatarHeight = sp.Appearance.AvatarHeight;
if (currentAgentCircuit != null)
{
AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
AgentCircuitData agent = sp.ControllingClient.RequestClientInfo();
agent.BaseFolder = UUID.Zero;
agent.InventoryFolder = UUID.Zero;
agent.startpos = sp.AbsolutePosition + CalculateOffset(sp, neighbour);
agent.child = true;
// agent.Appearance = sp.Appearance;
agent.Appearance = new AvatarAppearance(sp.Appearance, true, false); // guess this should be a lot less
if (currentAgentCircuit != null)
{
agent.ServiceURLs = currentAgentCircuit.ServiceURLs;
agent.IPAddress = currentAgentCircuit.IPAddress;
agent.Viewer = currentAgentCircuit.Viewer;
agent.Channel = currentAgentCircuit.Channel;
agent.Mac = currentAgentCircuit.Mac;
agent.Id0 = currentAgentCircuit.Id0;
}
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);
agent.ServiceURLs = currentAgentCircuit.ServiceURLs;
agent.IPAddress = currentAgentCircuit.IPAddress;
agent.Viewer = currentAgentCircuit.Viewer;
agent.Channel = currentAgentCircuit.Channel;
agent.Mac = currentAgentCircuit.Mac;
agent.Id0 = currentAgentCircuit.Id0;
}
if (previousRegionNeighbourHandles.Contains(handler))
{
previousRegionNeighbourHandles.Remove(handler);
agent.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, handler);
}
else
{
newneighbours.Add(handler);
agent.CapsPath = CapsUtil.GetRandomCapsObjectPath();
sp.AddNeighbourRegion(handler, agent.CapsPath);
seeds.Add(handler, agent.CapsPath);
}
cagents.Add(agent);
}
//sp.DropOldNeighbours(previousRegionNeighbourHandles);
foreach (ulong handle in previousRegionNeighbourHandles)
{
sp.RemoveNeighbourRegion(handle);
Scene.CapsModule.DropChildSeed(sp.UUID, handle);
}
/// Update all child agent with everyone's seeds
@@ -1987,34 +2020,23 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{
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)
Util.FireAndForget(delegate
{
//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;
// continue;
Thread.Sleep(200); // the original delay that was at InformClientOfNeighbourAsync start
int count = 0;
bool newagent;
if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle)
foreach (GridRegion neighbour in neighbours)
{
try
{
// Let's put this back at sync, so that it doesn't clog
// the network, especially for regions in the same physical server.
// We're really not in a hurry here.
InformClientOfNeighbourAsync(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent);
//InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
//d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
// InformClientOfNeighbourCompleted,
// d);
newagent = newneighbours.Contains(neighbour.RegionHandle);
InformClientOfNeighbourAsync(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newagent);
}
catch (ArgumentOutOfRangeException)
@@ -2022,9 +2044,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
m_log.ErrorFormat(
"[ENTITY TRANSFER MODULE]: Neighbour Regions response included the current region in the neighbour list. The following region will not display to the client: {0} for region {1} ({2}, {3}).",
neighbour.ExternalHostName,
neighbour.RegionHandle,
neighbour.RegionLocX,
neighbour.RegionLocY);
neighbour.RegionHandle,
neighbour.RegionLocX,
neighbour.RegionLocY);
}
catch (Exception e)
{
@@ -2041,11 +2063,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// XXX: Well, decided to swallow the exception instead for now. Let us see how that goes.
// throw e;
}
count++;
}
count++;
}
});
}
Vector3 CalculateOffset(ScenePresence sp, GridRegion neighbour)
@@ -2079,11 +2100,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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 scene = sp.Scene;
Scene scene = sp.Scene;
if (!newAgent)
return;
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Informing {0} {1} about neighbour {2} {3} at ({4},{5})",
@@ -2097,6 +2116,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (regionAccepted && newAgent)
{
// give time for createAgent to finish, since it is async and does grid services access
Thread.Sleep(500);
if (m_eqModule != null)
{
#region IP Translation for NAT