Merge branch 'master' into careminster

Conflicts:
	OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
This commit is contained in:
Melanie
2013-03-13 02:02:46 +00:00
9 changed files with 197 additions and 40 deletions

View File

@@ -66,6 +66,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
/// </summary>
public bool WaitForAgentArrivedAtDestination { get; set; }
/// <summary>
/// If true then we ask the viewer to disable teleport cancellation and ignore teleport requests.
/// </summary>
/// <remarks>
/// This is useful in situations where teleport is very likely to always succeed and we want to avoid a
/// situation where avatars can be come 'stuck' due to a failed teleport cancellation. Unfortunately, the
/// nature of the teleport protocol makes it extremely difficult (maybe impossible) to make teleport
/// cancellation consistently suceed.
/// </remarks>
public bool DisableInterRegionTeleportCancellation { get; set; }
protected bool m_Enabled = false;
public Scene Scene { get; private set; }
@@ -116,6 +127,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
IConfig transferConfig = source.Configs["EntityTransfer"];
if (transferConfig != null)
{
DisableInterRegionTeleportCancellation
= transferConfig.GetBoolean("DisableInterRegionTeleportCancellation", false);
WaitForAgentArrivedAtDestination
= transferConfig.GetBoolean("wait_for_callback", WaitForAgentArrivedAtDestinationDefault);
@@ -150,6 +164,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{
client.OnTeleportHomeRequest += TriggerTeleportHome;
client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
if (!DisableInterRegionTeleportCancellation)
client.OnTeleportCancel += OnClientCancelTeleport;
}
public virtual void Close() {}
@@ -168,6 +185,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
#region Agent Teleports
private void OnClientCancelTeleport(IClientAPI client)
{
m_entityTransferStateMachine.UpdateInTransit(client.AgentId, AgentTransferState.Cancelling);
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Received teleport cancel request from {0} in {1}", client.Name, Scene.Name);
}
public void Teleport(ScenePresence sp, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags)
{
if (sp.Scene.Permissions.IsGridGod(sp.UUID))
@@ -524,6 +549,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
else if (sp.Flying)
teleportFlags |= (uint)TeleportFlags.IsFlying;
if (DisableInterRegionTeleportCancellation)
teleportFlags |= (uint)TeleportFlags.DisableCancel;
// At least on LL 3.3.4, this is not strictly necessary - a teleport will succeed without sending this to
// the viewer. However, it might mean that the viewer does not see the black teleport screen (untested).
sp.ControllingClient.SendTeleportStart(teleportFlags);
@@ -572,6 +600,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
return;
}
if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling)
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after CreateAgent on client request",
sp.Name, finalDestination.RegionName, sp.Scene.Name);
return;
}
// Past this point we have to attempt clean up if the teleport fails, so update transfer state.
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
@@ -636,7 +673,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
return;
}
sp.ControllingClient.SendTeleportProgress(teleportFlags | (uint)TeleportFlags.DisableCancel, "sending_dest");
if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling)
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after UpdateAgent on client request",
sp.Name, finalDestination.RegionName, sp.Scene.Name);
CleanupAbortedInterRegionTeleport(sp, finalDestination);
return;
}
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}",
@@ -719,14 +765,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// }
}
protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout)
/// <summary>
/// Clean up an inter-region teleport that did not complete, either because of simulator failure or cancellation.
/// </summary>
/// <remarks>
/// All operations here must be idempotent so that we can call this method at any point in the teleport process
/// up until we send the TeleportFinish event quene event to the viewer.
/// <remarks>
/// <param name='sp'> </param>
/// <param name='finalDestination'></param>
protected virtual void CleanupAbortedInterRegionTeleport(ScenePresence sp, GridRegion finalDestination)
{
m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
// Client never contacted destination. Let's restore everything back
sp.ControllingClient.SendTeleportFailed("Problems connecting to destination.");
// Fail. Reset it back
sp.IsChildAgent = false;
ReInstantiateScripts(sp);
@@ -734,7 +785,20 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// Finally, kill the agent we just created at the destination.
Scene.SimulationService.CloseAgent(finalDestination, sp.UUID);
}
/// <summary>
/// Signal that the inter-region teleport failed and perform cleanup.
/// </summary>
/// <param name='sp'></param>
/// <param name='finalDestination'></param>
/// <param name='logout'></param>
protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout)
{
CleanupAbortedInterRegionTeleport(sp, finalDestination);
sp.ControllingClient.SendTeleportFailed(
string.Format("Problems connecting to destination {0}", finalDestination.RegionName));
sp.Scene.EventManager.TriggerTeleportFail(sp.ControllingClient, logout);
}
@@ -2082,7 +2146,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
public bool IsInTransit(UUID id)
{
return m_entityTransferStateMachine.IsInTransit(id);
return m_entityTransferStateMachine.GetAgentTransferState(id) != null;
}
protected void ReInstantiateScripts(ScenePresence sp)

View File

@@ -51,8 +51,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
/// This is a state machine.
///
/// [Entry] => Preparing
/// Preparing => { Transferring || CleaningUp || [Exit] }
/// Transferring => { ReceivedAtDestination || CleaningUp }
/// Preparing => { Transferring || Cancelling || CleaningUp || [Exit] }
/// Transferring => { ReceivedAtDestination || Cancelling || CleaningUp }
/// Cancelling => CleaningUp
/// ReceivedAtDestination => CleaningUp
/// CleaningUp => [Exit]
///
@@ -64,7 +65,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
Preparing, // The agent is being prepared for transfer
Transferring, // The agent is in the process of being transferred to a destination
ReceivedAtDestination, // The destination has notified us that the agent has been successfully received
CleaningUp // The agent is being changed to child/removed after a transfer
CleaningUp, // The agent is being changed to child/removed after a transfer
Cancelling // The user has cancelled the teleport but we have yet to act upon this.
}
/// <summary>
@@ -115,42 +117,110 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
/// <param name='newState'></param>
/// <returns></returns>
/// <exception cref='Exception'>Illegal transitions will throw an Exception</exception>
internal void UpdateInTransit(UUID id, AgentTransferState newState)
internal bool UpdateInTransit(UUID id, AgentTransferState newState)
{
bool transitionOkay = false;
// We don't want to throw an exception on cancel since this can come it at any time.
bool failIfNotOkay = true;
// Should be a failure message if failure is not okay.
string failureMessage = null;
AgentTransferState? oldState = null;
lock (m_agentsInTransit)
{
// Illegal to try and update an agent that's not actually in transit.
if (!m_agentsInTransit.ContainsKey(id))
throw new Exception(
string.Format(
"Agent with ID {0} is not registered as in transit in {1}",
id, m_mod.Scene.RegionInfo.RegionName));
{
if (newState != AgentTransferState.Cancelling)
failureMessage = string.Format(
"Agent with ID {0} is not registered as in transit in {1}",
id, m_mod.Scene.RegionInfo.RegionName);
else
failIfNotOkay = false;
}
else
{
oldState = m_agentsInTransit[id];
AgentTransferState oldState = m_agentsInTransit[id];
if (newState == AgentTransferState.CleaningUp && oldState != AgentTransferState.CleaningUp)
{
transitionOkay = true;
}
else if (newState == AgentTransferState.Transferring && oldState == AgentTransferState.Preparing)
{
transitionOkay = true;
}
else if (newState == AgentTransferState.ReceivedAtDestination && oldState == AgentTransferState.Transferring)
{
transitionOkay = true;
}
else
{
if (newState == AgentTransferState.Cancelling
&& (oldState == AgentTransferState.Preparing || oldState == AgentTransferState.Transferring))
{
transitionOkay = true;
}
else
{
failIfNotOkay = false;
}
}
bool transitionOkay = false;
if (newState == AgentTransferState.CleaningUp && oldState != AgentTransferState.CleaningUp)
transitionOkay = true;
else if (newState == AgentTransferState.Transferring && oldState == AgentTransferState.Preparing)
transitionOkay = true;
else if (newState == AgentTransferState.ReceivedAtDestination && oldState == AgentTransferState.Transferring)
transitionOkay = true;
if (!transitionOkay)
failureMessage
= string.Format(
"Agent with ID {0} is not allowed to move from old transit state {1} to new state {2} in {3}",
id, oldState, newState, m_mod.Scene.RegionInfo.RegionName);
}
if (transitionOkay)
{
m_agentsInTransit[id] = newState;
else
throw new Exception(
string.Format(
"Agent with ID {0} is not allowed to move from old transit state {1} to new state {2} in {3}",
id, oldState, newState, m_mod.Scene.RegionInfo.RegionName));
// m_log.DebugFormat(
// "[ENTITY TRANSFER STATE MACHINE]: Changed agent with id {0} from state {1} to {2} in {3}",
// id, oldState, newState, m_mod.Scene.Name);
}
else if (failIfNotOkay)
{
throw new Exception(failureMessage);
}
// else
// {
// if (oldState != null)
// m_log.DebugFormat(
// "[ENTITY TRANSFER STATE MACHINE]: Ignored change of agent with id {0} from state {1} to {2} in {3}",
// id, oldState, newState, m_mod.Scene.Name);
// else
// m_log.DebugFormat(
// "[ENTITY TRANSFER STATE MACHINE]: Ignored change of agent with id {0} to state {1} in {2} since agent not in transit",
// id, newState, m_mod.Scene.Name);
// }
}
return transitionOkay;
}
internal bool IsInTransit(UUID id)
/// <summary>
/// Gets the current agent transfer state.
/// </summary>
/// <returns>Null if the agent is not in transit</returns>
/// <param name='id'>
/// Identifier.
/// </param>
internal AgentTransferState? GetAgentTransferState(UUID id)
{
lock (m_agentsInTransit)
return m_agentsInTransit.ContainsKey(id);
{
if (!m_agentsInTransit.ContainsKey(id))
return null;
else
return m_agentsInTransit[id];
}
}
/// <summary>
@@ -203,14 +273,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
lock (m_agentsInTransit)
{
if (!IsInTransit(id))
AgentTransferState? currentState = GetAgentTransferState(id);
if (currentState == null)
throw new Exception(
string.Format(
"Asked to wait for destination callback for agent with ID {0} in {1} but agent is not in transit",
id, m_mod.Scene.RegionInfo.RegionName));
AgentTransferState currentState = m_agentsInTransit[id];
if (currentState != AgentTransferState.Transferring && currentState != AgentTransferState.ReceivedAtDestination)
throw new Exception(
string.Format(