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TODO next is to make the login server read/write a users inventory from the correct server (the inventory url set in a userprofile) On the region side, although not tested with multiple servers it should work if that inventory url was set, and the inventory servers urls have been added to the CommunicationsManager, using CommunicationsManager.AddInventoryService(string hostUrl)
702 lines
30 KiB
C#
702 lines
30 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Net;
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using System.Reflection;
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using System.Threading;
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using libsecondlife;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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namespace OpenSim.Region.Environment.Scenes
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{
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public delegate void KillObjectDelegate(uint localID);
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public delegate void RemoveKnownRegionsFromAvatarList(LLUUID avatarID, List<ulong> regionlst);
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public class SceneCommunicationService //one instance per region
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected CommunicationsManager m_commsProvider;
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protected RegionInfo m_regionInfo;
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protected RegionCommsListener regionCommsHost;
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public event AgentCrossing OnAvatarCrossingIntoRegion;
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public event ExpectUserDelegate OnExpectUser;
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public event ExpectPrimDelegate OnExpectPrim;
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public event CloseAgentConnection OnCloseAgentConnection;
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public event PrimCrossing OnPrimCrossingIntoRegion;
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public event RegionUp OnRegionUp;
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public event ChildAgentUpdate OnChildAgentUpdate;
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public event RemoveKnownRegionsFromAvatarList OnRemoveKnownRegionFromAvatar;
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public event LogOffUser OnLogOffUser;
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private AgentCrossing handlerAvatarCrossingIntoRegion = null; // OnAvatarCrossingIntoRegion;
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private ExpectUserDelegate handlerExpectUser = null; // OnExpectUser;
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private ExpectPrimDelegate handlerExpectPrim = null; // OnExpectPrim;
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private CloseAgentConnection handlerCloseAgentConnection = null; // OnCloseAgentConnection;
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private PrimCrossing handlerPrimCrossingIntoRegion = null; // OnPrimCrossingIntoRegion;
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private RegionUp handlerRegionUp = null; // OnRegionUp;
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private ChildAgentUpdate handlerChildAgentUpdate = null; // OnChildAgentUpdate;
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private RemoveKnownRegionsFromAvatarList handlerRemoveKnownRegionFromAvatar = null; // OnRemoveKnownRegionFromAvatar;
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private LogOffUser handlerLogOffUser = null;
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public KillObjectDelegate KillObject;
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public string _debugRegionName = String.Empty;
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public string debugRegionName
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{
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get { return _debugRegionName; }
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set { _debugRegionName = value; }
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}
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public SceneCommunicationService(CommunicationsManager commsMan)
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{
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m_commsProvider = commsMan;
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m_commsProvider.GridService.gdebugRegionName = _debugRegionName;
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m_commsProvider.InterRegion.rdebugRegionName = _debugRegionName;
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}
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/// <summary>
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/// Register a region with the grid
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/// </summary>
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/// <param name="regionInfos"></param>
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/// <exception cref="System.Exception">Thrown if region registration fails.</exception>
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public void RegisterRegion(RegionInfo regionInfos)
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{
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m_regionInfo = regionInfos;
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regionCommsHost = m_commsProvider.GridService.RegisterRegion(m_regionInfo);
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if (regionCommsHost != null)
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{
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//m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: registered with gridservice and got" + regionCommsHost.ToString());
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regionCommsHost.debugRegionName = _debugRegionName;
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regionCommsHost.OnExpectPrim += IncomingPrimCrossing;
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regionCommsHost.OnExpectUser += NewUserConnection;
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regionCommsHost.OnAvatarCrossingIntoRegion += AgentCrossing;
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regionCommsHost.OnCloseAgentConnection += CloseConnection;
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regionCommsHost.OnRegionUp += newRegionUp;
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regionCommsHost.OnChildAgentUpdate += ChildAgentUpdate;
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regionCommsHost.OnLogOffUser += GridLogOffUser;
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}
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else
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{
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//m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: registered with gridservice and got null");
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}
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}
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public RegionInfo RequestClosestRegion(string name)
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{
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return m_commsProvider.GridService.RequestClosestRegion(name);
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}
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public void Close()
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{
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if (regionCommsHost != null)
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{
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regionCommsHost.OnLogOffUser -= GridLogOffUser;
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regionCommsHost.OnChildAgentUpdate -= ChildAgentUpdate;
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regionCommsHost.OnRegionUp -= newRegionUp;
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regionCommsHost.OnExpectUser -= NewUserConnection;
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regionCommsHost.OnExpectPrim -= IncomingPrimCrossing;
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regionCommsHost.OnAvatarCrossingIntoRegion -= AgentCrossing;
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regionCommsHost.OnCloseAgentConnection -= CloseConnection;
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m_commsProvider.GridService.DeregisterRegion(m_regionInfo);
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regionCommsHost = null;
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}
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}
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#region CommsManager Event handlers
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/// <summary>
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///
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/// </summary>
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/// <param name="regionHandle"></param>
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/// <param name="agent"></param>
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///
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protected void NewUserConnection(ulong regionHandle, AgentCircuitData agent)
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{
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handlerExpectUser = OnExpectUser;
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if (handlerExpectUser != null)
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{
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//m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: OnExpectUser Fired for User:" + agent.firstname + " " + agent.lastname);
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handlerExpectUser(regionHandle, agent);
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}
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}
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protected void GridLogOffUser(ulong regionHandle, LLUUID AgentID, LLUUID RegionSecret, string message)
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{
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handlerLogOffUser = OnLogOffUser;
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if (handlerLogOffUser != null)
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{
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handlerLogOffUser(regionHandle, AgentID, RegionSecret, message);
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}
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}
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protected bool newRegionUp(RegionInfo region)
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{
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handlerRegionUp = OnRegionUp;
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if (handlerRegionUp != null)
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{
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//m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: newRegionUp Fired for User:" + region.RegionName);
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handlerRegionUp(region);
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}
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return true;
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}
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protected bool ChildAgentUpdate(ulong regionHandle, ChildAgentDataUpdate cAgentData)
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{
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handlerChildAgentUpdate = OnChildAgentUpdate;
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if (handlerChildAgentUpdate != null)
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handlerChildAgentUpdate(regionHandle, cAgentData);
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return true;
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}
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protected void AgentCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position, bool isFlying)
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{
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handlerAvatarCrossingIntoRegion = OnAvatarCrossingIntoRegion;
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if (handlerAvatarCrossingIntoRegion != null)
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{
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handlerAvatarCrossingIntoRegion(regionHandle, agentID, position, isFlying);
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}
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}
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protected bool IncomingPrimCrossing(ulong regionHandle, LLUUID primID, String objXMLData, int XMLMethod)
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{
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handlerExpectPrim = OnExpectPrim;
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if (handlerExpectPrim != null)
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{
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return handlerExpectPrim(regionHandle, primID, objXMLData, XMLMethod);
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}
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else
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{
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return false;
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}
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}
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protected void PrimCrossing(ulong regionHandle, LLUUID primID, LLVector3 position, bool isPhysical)
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{
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handlerPrimCrossingIntoRegion = OnPrimCrossingIntoRegion;
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if (handlerPrimCrossingIntoRegion != null)
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{
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handlerPrimCrossingIntoRegion(regionHandle, primID, position, isPhysical);
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}
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}
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protected bool CloseConnection(ulong regionHandle, LLUUID agentID)
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{
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m_log.Info("[INTERREGION]: Incoming Agent Close Request for agent: " + agentID.ToString());
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handlerCloseAgentConnection = OnCloseAgentConnection;
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if (handlerCloseAgentConnection != null)
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{
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return handlerCloseAgentConnection(regionHandle, agentID);
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}
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return false;
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}
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#endregion
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#region Inform Client of Neighbours
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private delegate void InformClientOfNeighbourDelegate(
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ScenePresence avatar, AgentCircuitData a, ulong regionHandle, IPEndPoint endPoint);
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private void InformClientOfNeighbourCompleted(IAsyncResult iar)
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{
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InformClientOfNeighbourDelegate icon = (InformClientOfNeighbourDelegate) iar.AsyncState;
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icon.EndInvoke(iar);
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}
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/// <summary>
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/// Async compnent for informing client of which neighbours exists
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/// </summary>
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/// <remarks>
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/// This needs to run asynchronesously, as a network timeout may block the thread for a long while
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/// </remarks>
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/// <param name="remoteClient"></param>
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/// <param name="a"></param>
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/// <param name="regionHandle"></param>
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/// <param name="endPoint"></param>
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private void InformClientOfNeighbourAsync(ScenePresence avatar, AgentCircuitData a, ulong regionHandle,
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IPEndPoint endPoint)
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{
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m_log.Info("[INTERGRID]: Starting to inform client about neighbours");
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bool regionAccepted = m_commsProvider.InterRegion.InformRegionOfChildAgent(regionHandle, a);
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if (regionAccepted)
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{
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avatar.ControllingClient.InformClientOfNeighbour(regionHandle, endPoint);
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avatar.AddNeighbourRegion(regionHandle);
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m_log.Info("[INTERGRID]: Completed inform client about neighbours");
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}
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}
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public void RequestNeighbors(RegionInfo region)
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{
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// List<SimpleRegionInfo> neighbours =
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m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
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//IPEndPoint blah = new IPEndPoint();
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//blah.Address = region.RemotingAddress;
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//blah.Port = region.RemotingPort;
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}
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/// <summary>
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/// This informs all neighboring regions about agent "avatar".
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/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
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/// </summary>
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public void EnableNeighbourChildAgents(ScenePresence avatar, List<RegionInfo> lstneighbours)
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{
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List<SimpleRegionInfo> neighbours = new List<SimpleRegionInfo>();
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//m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
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for (int i = 0; i < lstneighbours.Count; i++)
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{
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// We don't want to keep sending to regions that consistently fail on comms.
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if (!(lstneighbours[i].commFailTF))
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{
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neighbours.Add(new SimpleRegionInfo(lstneighbours[i]));
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}
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}
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// we're going to be using the above code once neighbour cache is correct. Currently it doesn't appear to be
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// So we're temporarily going back to the old method of grabbing it from the Grid Server Every time :/
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neighbours =
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m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
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if (neighbours != null)
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{
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for (int i = 0; i < neighbours.Count; i++)
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{
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AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo();
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agent.BaseFolder = LLUUID.Zero;
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agent.InventoryFolder = LLUUID.Zero;
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agent.startpos = new LLVector3(128, 128, 70);
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agent.child = true;
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InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
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try
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{
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d.BeginInvoke(avatar, agent, neighbours[i].RegionHandle, neighbours[i].ExternalEndPoint,
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InformClientOfNeighbourCompleted,
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d);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[REGIONINFO]: Could not resolve external hostname {0} for region {1} ({2}, {3}). {4}",
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neighbours[i].ExternalHostName,
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neighbours[i].RegionHandle,
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neighbours[i].RegionLocX,
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neighbours[i].RegionLocY,
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e);
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// FIXME: Okay, even though we've failed, we're still going to throw the exception on,
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// since I don't know what will happen if we just let the client continue
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// XXX: Well, decided to swallow the exception instead for now. Let us see how that goes.
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// throw e;
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}
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}
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}
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}
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/// <summary>
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/// This informs a single neighboring region about agent "avatar".
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/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
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/// </summary>
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public void InformNeighborChildAgent(ScenePresence avatar, RegionInfo region, List<RegionInfo> neighbours)
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{
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AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo();
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agent.BaseFolder = LLUUID.Zero;
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agent.InventoryFolder = LLUUID.Zero;
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agent.startpos = new LLVector3(128, 128, 70);
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agent.child = true;
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InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
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d.BeginInvoke(avatar, agent, region.RegionHandle, region.ExternalEndPoint,
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InformClientOfNeighbourCompleted,
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d);
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}
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#endregion
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public delegate void InformNeighbourThatRegionUpDelegate(RegionInfo region, ulong regionhandle);
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private void InformNeighborsThatRegionisUpCompleted(IAsyncResult iar)
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{
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InformNeighbourThatRegionUpDelegate icon = (InformNeighbourThatRegionUpDelegate) iar.AsyncState;
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icon.EndInvoke(iar);
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}
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/// <summary>
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/// Asynchronous call to information neighbouring regions that this region is up
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/// </summary>
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/// <param name="region"></param>
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/// <param name="regionhandle"></param>
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private void InformNeighboursThatRegionIsUpAsync(RegionInfo region, ulong regionhandle)
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{
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m_log.Info("[INTERGRID]: Starting to inform neighbors that I'm here");
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//RegionUpData regiondata = new RegionUpData(region.RegionLocX, region.RegionLocY, region.ExternalHostName, region.InternalEndPoint.Port);
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bool regionAccepted =
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m_commsProvider.InterRegion.RegionUp(new SerializableRegionInfo(region), regionhandle);
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if (regionAccepted)
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{
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m_log.Info("[INTERGRID]: Completed informing neighbors that I'm here");
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handlerRegionUp = OnRegionUp;
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// yes, we're notifying ourselves.
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if (handlerRegionUp != null)
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handlerRegionUp(region);
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}
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else
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{
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m_log.Warn("[INTERGRID]: Failed to inform neighbors that I'm here.");
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}
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}
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/// <summary>
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/// Called by scene when region is initialized (not always when it's listening for agents)
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/// This is an inter-region message that informs the surrounding neighbors that the sim is up.
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/// </summary>
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public void InformNeighborsThatRegionisUp(RegionInfo region)
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{
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//m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
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List<SimpleRegionInfo> neighbours = new List<SimpleRegionInfo>();
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// This stays uncached because we don't already know about our neighbors at this point.
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neighbours = m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
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if (neighbours != null)
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{
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for (int i = 0; i < neighbours.Count; i++)
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{
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InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
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d.BeginInvoke(region, neighbours[i].RegionHandle,
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InformNeighborsThatRegionisUpCompleted,
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d);
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}
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}
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//bool val = m_commsProvider.InterRegion.RegionUp(new SerializableRegionInfo(region));
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}
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public delegate void SendChildAgentDataUpdateDelegate(ChildAgentDataUpdate cAgentData, ScenePresence presence);
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/// <summary>
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/// This informs all neighboring regions about the settings of it's child agent.
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/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
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///
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/// This contains information, such as, Draw Distance, Camera location, Current Position, Current throttle settings, etc.
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///
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/// </summary>
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private void SendChildAgentDataUpdateAsync(ChildAgentDataUpdate cAgentData, ScenePresence presence)
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{
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//m_log.Info("[INTERGRID]: Informing neighbors about my agent.");
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try
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{
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foreach (ulong regionHandle in presence.KnownChildRegions)
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{
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bool regionAccepted = m_commsProvider.InterRegion.ChildAgentUpdate(regionHandle, cAgentData);
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if (regionAccepted)
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{
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//m_log.Info("[INTERGRID]: Completed sending a neighbor an update about my agent");
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}
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else
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{
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//m_log.Info("[INTERGRID]: Failed sending a neighbor an update about my agent");
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}
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}
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}
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catch (InvalidOperationException)
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{
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// We're ignoring a collection was modified error because this data gets old and outdated fast.
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}
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}
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private void SendChildAgentDataUpdateCompleted(IAsyncResult iar)
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{
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SendChildAgentDataUpdateDelegate icon = (SendChildAgentDataUpdateDelegate) iar.AsyncState;
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icon.EndInvoke(iar);
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}
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public void SendChildAgentDataUpdate(ChildAgentDataUpdate cAgentData, ScenePresence presence)
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{
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// This assumes that we know what our neighbors are.
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SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;
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d.BeginInvoke(cAgentData,presence,
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SendChildAgentDataUpdateCompleted,
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d);
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}
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public delegate void SendCloseChildAgentDelegate(LLUUID agentID, List<ulong> regionlst);
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/// <summary>
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/// This Closes child agents on neighboring regions
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/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
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/// </summary>
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private void SendCloseChildAgentAsync(LLUUID agentID, List<ulong> regionlst)
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{
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foreach (ulong regionHandle in regionlst)
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{
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bool regionAccepted = m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
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if (regionAccepted)
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{
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m_log.Info("[INTERGRID]: Completed sending agent Close agent Request to neighbor");
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}
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else
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{
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m_log.Info("[INTERGRID]: Failed sending agent Close agent Request to neighbor");
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}
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}
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// We remove the list of known regions from the agent's known region list through an event
|
|
// to scene, because, if an agent logged of, it's likely that there will be no scene presence
|
|
// by the time we get to this part of the method.
|
|
handlerRemoveKnownRegionFromAvatar = OnRemoveKnownRegionFromAvatar;
|
|
if (handlerRemoveKnownRegionFromAvatar != null)
|
|
{
|
|
handlerRemoveKnownRegionFromAvatar(agentID, regionlst);
|
|
}
|
|
}
|
|
|
|
private void SendCloseChildAgentCompleted(IAsyncResult iar)
|
|
{
|
|
SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
|
|
icon.EndInvoke(iar);
|
|
}
|
|
|
|
public void SendCloseChildAgentConnections(LLUUID agentID, List<ulong> regionslst)
|
|
{
|
|
// This assumes that we know what our neighbors are.
|
|
SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
|
|
d.BeginInvoke(agentID, regionslst,
|
|
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>
|
|
/// 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, LLVector3 position,
|
|
LLVector3 lookAt, uint flags)
|
|
{
|
|
bool destRegionUp = false;
|
|
if (regionHandle == m_regionInfo.RegionHandle)
|
|
{
|
|
avatar.ControllingClient.SendTeleportLocationStart();
|
|
avatar.ControllingClient.SendLocalTeleport(position, lookAt, flags);
|
|
avatar.Teleport(position);
|
|
}
|
|
else
|
|
{
|
|
RegionInfo reg = RequestNeighbouringRegionInfo(regionHandle);
|
|
if (reg != null)
|
|
{
|
|
avatar.ControllingClient.SendTeleportLocationStart();
|
|
AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo();
|
|
agent.BaseFolder = LLUUID.Zero;
|
|
agent.InventoryFolder = LLUUID.Zero;
|
|
agent.startpos = position;
|
|
agent.child = true;
|
|
|
|
if (reg.RemotingAddress != "" && reg.RemotingPort != 0)
|
|
{
|
|
// region is remote. see if it is up
|
|
m_commsProvider.InterRegion.CheckRegion(reg.RemotingAddress, reg.RemotingPort);
|
|
destRegionUp = m_commsProvider.InterRegion.Available;
|
|
}
|
|
else
|
|
{
|
|
// assume local regions are always up
|
|
destRegionUp = true;
|
|
}
|
|
|
|
if (destRegionUp)
|
|
{
|
|
avatar.Close();
|
|
|
|
// 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);
|
|
|
|
m_commsProvider.InterRegion.InformRegionOfChildAgent(regionHandle, agent);
|
|
m_commsProvider.InterRegion.ExpectAvatarCrossing(regionHandle, avatar.ControllingClient.AgentId,
|
|
position, false);
|
|
AgentCircuitData circuitdata = avatar.ControllingClient.RequestClientInfo();
|
|
|
|
// TODO Should construct this behind a method
|
|
string capsPath =
|
|
"http://" + reg.ExternalHostName + ":" + reg.HttpPort
|
|
+ "/CAPS/" + circuitdata.CapsPath + "0000/";
|
|
|
|
m_log.DebugFormat(
|
|
"[CAPS]: Sending new CAPS seed url {0} to client {1}", capsPath, avatar.UUID);
|
|
|
|
avatar.ControllingClient.SendRegionTeleport(regionHandle, 13, reg.ExternalEndPoint, 4, (1 << 4),
|
|
capsPath);
|
|
avatar.MakeChildAgent();
|
|
Thread.Sleep(5000);
|
|
avatar.CrossAttachmentsIntoNewRegion(regionHandle);
|
|
if (KillObject != null)
|
|
{
|
|
KillObject(avatar.LocalId);
|
|
}
|
|
uint newRegionX = (uint)(regionHandle >> 40);
|
|
uint newRegionY = (((uint)(regionHandle)) >> 8);
|
|
uint oldRegionX = (uint)(m_regionInfo.RegionHandle >> 40);
|
|
uint oldRegionY = (((uint)(m_regionInfo.RegionHandle)) >> 8);
|
|
if (Util.fast_distance2d((int)(newRegionX - oldRegionX), (int)(newRegionY - oldRegionY)) > 3)
|
|
{
|
|
SendCloseChildAgentConnections(avatar.UUID,avatar.GetKnownRegionList());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
avatar.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="regionhandle"></param>
|
|
/// <param name="agentID"></param>
|
|
/// <param name="position"></param>
|
|
public bool CrossToNeighbouringRegion(ulong regionhandle, LLUUID agentID, LLVector3 position, bool isFlying)
|
|
{
|
|
return m_commsProvider.InterRegion.ExpectAvatarCrossing(regionhandle, agentID, position, isFlying);
|
|
}
|
|
|
|
public bool PrimCrossToNeighboringRegion(ulong regionhandle, LLUUID primID, string objData, int XMLMethod)
|
|
{
|
|
return m_commsProvider.InterRegion.InformRegionOfPrimCrossing(regionhandle, primID, objData, XMLMethod);
|
|
}
|
|
|
|
|
|
public Dictionary<string, string> GetGridSettings()
|
|
{
|
|
return m_commsProvider.GridService.GetGridSettings();
|
|
}
|
|
|
|
public void LogOffUser(LLUUID userid, LLUUID regionid, ulong regionhandle, float posx, float posy, float posz)
|
|
{
|
|
m_commsProvider.LogOffUser(userid, regionid, regionhandle, posx, posy, posz);
|
|
}
|
|
|
|
public void ClearUserAgent(LLUUID avatarID)
|
|
{
|
|
m_commsProvider.UserService.clearUserAgent(avatarID);
|
|
}
|
|
|
|
public void AddNewUserFriend(LLUUID friendlistowner, LLUUID friend, uint perms)
|
|
{
|
|
m_commsProvider.AddNewUserFriend(friendlistowner, friend, perms);
|
|
}
|
|
|
|
public void UpdateUserFriendPerms(LLUUID friendlistowner, LLUUID friend, uint perms)
|
|
{
|
|
m_commsProvider.UpdateUserFriendPerms(friendlistowner, friend, perms);
|
|
}
|
|
|
|
public void RemoveUserFriend(LLUUID friendlistowner, LLUUID friend)
|
|
{
|
|
m_commsProvider.RemoveUserFriend(friendlistowner, friend);
|
|
}
|
|
|
|
public List<FriendListItem> GetUserFriendList(LLUUID 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(LLUUID queryID, string query)
|
|
{
|
|
return m_commsProvider.GenerateAgentPickerRequestResponse(queryID, query);
|
|
}
|
|
|
|
}
|
|
}
|