HG agent transfers are starting to work. Gatekeeper handlers are missing.

This commit is contained in:
Diva Canto
2010-01-17 11:33:47 -08:00
parent 724b1d152b
commit f276ba57bf
11 changed files with 382 additions and 278 deletions

View File

@@ -61,7 +61,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
get { return null; }
}
public string Name
public virtual string Name
{
get { return "BasicEntityTransferModule"; }
}
@@ -76,7 +76,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{
m_agentsInTransit = new List<UUID>();
m_Enabled = true;
m_log.InfoFormat("[ENTITY TRANSFER MODULE]: {0} nabled.", Name);
m_log.InfoFormat("[ENTITY TRANSFER MODULE]: {0} enabled.", Name);
}
}
}
@@ -135,296 +135,312 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// Reset animations; the viewer does that in teleports.
sp.Animator.ResetAnimations();
if (regionHandle == sp.Scene.RegionInfo.RegionHandle)
try
{
m_log.DebugFormat(
"[ENTITY 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(
"[ENTITY 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)
if (regionHandle == sp.Scene.RegionInfo.RegionHandle)
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: RequestTeleportToLocation to {0} in {1}",
position, reg.RegionName);
"[ENTITY TRANSFER MODULE]: RequestTeleportToLocation {0} within {1}",
position, sp.Scene.RegionInfo.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);
// Teleport within the same region
if (IsOutsideRegion(sp.Scene, position) || position.Z < 0)
{
Vector3 emergencyPos = new Vector3(128, 128, 128);
ulong destinationHandle = GetRegionHandle(reg);
GridRegion finalDestination = GetFinalDestination(reg);
m_log.WarnFormat(
"[ENTITY 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();
// 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;
}
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 (destRegionUp)
if (reg != null)
{
// Fixing a bug where teleporting while sitting results in the avatar ending up removed from
// both regions
if (sp.ParentID != (uint)0)
sp.StandUp();
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: RequestTeleportToLocation to {0} in {1}",
position, reg.RegionName);
if (!sp.ValidateAttachments())
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);
GridRegion finalDestination = GetFinalDestination(reg);
if (finalDestination == null)
{
sp.ControllingClient.SendTeleportFailed("Inconsistent attachment state");
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Final destination is having problems. Unable to teleport agent.");
sp.ControllingClient.SendTeleportFailed("Problem at destination");
return;
}
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Final destination is x={0} y={1} uuid={2}", finalDestination.RegionLocX, finalDestination.RegionLocY, finalDestination.RegionID);
ulong destinationHandle = finalDestination.RegionHandle;
// 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);
if (eq == null)
sp.ControllingClient.SendTeleportLocationStart();
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))
// 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 = finalDestination.ExternalEndPoint;
if (endPoint.Address == null)
{
// brand new agent, let's create a new caps seed
agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
// Couldn't resolve the name. Can't TP, because the viewer wants IP addresses.
destRegionUp = false;
}
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))
if (destRegionUp)
{
sp.ControllingClient.SendTeleportFailed(String.Format("Destination is not accepting teleports: {0}",
reason));
return;
}
// Fixing a bug where teleporting while sitting results in the avatar ending up removed from
// both regions
if (sp.ParentID != (uint)0)
sp.StandUp();
// 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))
if (!sp.ValidateAttachments())
{
capsPath
= "http://"
+ NetworkUtil.GetHostFor(ipepClient.EndPoint, reg.ExternalHostName)
+ ":"
+ reg.HttpPort
+ CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
sp.ControllingClient.SendTeleportFailed("Inconsistent attachment state");
return;
}
else
{
capsPath
= "http://"
+ reg.ExternalHostName
+ ":"
+ reg.HttpPort
+ CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
}
#endregion
if (eq != null)
// 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
// Uses ipepClient above
IClientIPEndpoint ipepClient;
if (sp.ClientView.TryGet(out ipepClient))
{
endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
capsPath
= "http://"
+ NetworkUtil.GetHostFor(ipepClient.EndPoint, finalDestination.ExternalHostName)
+ ":"
+ finalDestination.HttpPort
+ CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
}
else
{
capsPath
= "http://"
+ finalDestination.ExternalHostName
+ ":"
+ finalDestination.HttpPort
+ CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
}
#endregion
eq.EnableSimulator(destinationHandle, endPoint, sp.UUID);
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
// 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.EnableSimulator(destinationHandle, endPoint, sp.UUID);
eq.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
// 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
{
sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint);
agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle);
capsPath = "http://" + finalDestination.ExternalHostName + ":" + finalDestination.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/";
// Straight to the region. Safe.
m_aScene.SimulationService.UpdateAgent(reg, agent);
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Sending new CAPS 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
CrossAttachmentsIntoNewRegion(reg, sp, 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(
"[ENTITY TRANSFER MODULE]: User {0} is going to another region, profile cache removed",
sp.UUID);
}
}
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(
"[ENTITY TRANSFER MODULE]: Sending new CAPS 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
CrossAttachmentsIntoNewRegion(reg, sp, 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(
"[ENTITY TRANSFER MODULE]: User {0} is going to another region, profile cache removed",
sp.UUID);
sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
}
}
else
{
sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
// 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);
}
}
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);
}
}
catch (Exception e)
{
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Exception on teleport: {0}\n{1}", e.Message, e.StackTrace);
sp.ControllingClient.SendTeleportFailed("Internal error");
}
}
@@ -433,11 +449,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
scene.SendKillObject(localID);
}
protected virtual ulong GetRegionHandle(GridRegion region)
{
return region.RegionHandle;
}
protected virtual GridRegion GetFinalDestination(GridRegion region)
{
return region;