mirror of
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* HGSceneCommunicationService has been deleted * SceneCommunicationService will likely be deleted soon too
1189 lines
51 KiB
C#
1189 lines
51 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 OpenSimulator 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 OpenSim.Framework;
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using OpenSim.Framework.Capabilities;
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using OpenSim.Framework.Client;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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using GridRegion = OpenSim.Services.Interfaces.GridRegion;
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using OpenMetaverse;
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using log4net;
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using Nini.Config;
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namespace OpenSim.Region.CoreModules.Agent.AgentTransfer
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{
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public class AgentTransferModule : ISharedRegionModule, IAgentTransferModule
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{
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#region ISharedRegionModule
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private bool m_Enabled = false;
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protected Scene m_aScene;
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protected List<UUID> m_agentsInTransit;
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public Type ReplaceableInterface
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{
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get { return null; }
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}
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public string Name
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{
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get { return "AgentTransferModule"; }
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}
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public virtual void Initialise(IConfigSource source)
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{
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IConfig moduleConfig = source.Configs["Modules"];
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if (moduleConfig != null)
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{
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string name = moduleConfig.GetString("AgentTransferModule", "");
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if (name == Name)
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{
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m_agentsInTransit = new List<UUID>();
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m_Enabled = true;
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m_log.Info("[AGENT TRANSFER MODULE]: Enabled.");
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}
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}
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}
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public virtual void PostInitialise()
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{
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}
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public virtual void AddRegion(Scene scene)
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{
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if (!m_Enabled)
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return;
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if (m_aScene == null)
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m_aScene = scene;
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scene.RegisterModuleInterface<IAgentTransferModule>(this);
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}
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public virtual void Close()
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{
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if (!m_Enabled)
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return;
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}
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public virtual void RemoveRegion(Scene scene)
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{
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if (!m_Enabled)
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return;
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if (scene == m_aScene)
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m_aScene = null;
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}
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public virtual void RegionLoaded(Scene scene)
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{
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if (!m_Enabled)
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return;
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}
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#endregion
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#region Teleports
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public void Teleport(ScenePresence sp, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags)
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{
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if (!sp.Scene.Permissions.CanTeleport(sp.UUID))
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return;
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bool destRegionUp = true;
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IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
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// Reset animations; the viewer does that in teleports.
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sp.Animator.ResetAnimations();
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if (regionHandle == sp.Scene.RegionInfo.RegionHandle)
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{
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m_log.DebugFormat(
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"[AGENT TRANSFER MODULE]: RequestTeleportToLocation {0} within {1}",
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position, sp.Scene.RegionInfo.RegionName);
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// Teleport within the same region
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if (IsOutsideRegion(sp.Scene, position) || position.Z < 0)
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{
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Vector3 emergencyPos = new Vector3(128, 128, 128);
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m_log.WarnFormat(
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"[AGENT TRANSFER MODULE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}",
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position, sp.Name, sp.UUID, emergencyPos);
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position = emergencyPos;
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}
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// TODO: Get proper AVG Height
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float localAVHeight = 1.56f;
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float posZLimit = 22;
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// TODO: Check other Scene HeightField
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if (position.X > 0 && position.X <= (int)Constants.RegionSize && position.Y > 0 && position.Y <= (int)Constants.RegionSize)
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{
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posZLimit = (float)sp.Scene.Heightmap[(int)position.X, (int)position.Y];
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}
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float newPosZ = posZLimit + localAVHeight;
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if (posZLimit >= (position.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
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{
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position.Z = newPosZ;
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}
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// Only send this if the event queue is null
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if (eq == null)
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sp.ControllingClient.SendTeleportLocationStart();
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sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
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sp.Teleport(position);
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}
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else
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{
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uint x = 0, y = 0;
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Utils.LongToUInts(regionHandle, out x, out y);
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GridRegion reg = m_aScene.GridService.GetRegionByPosition(sp.Scene.RegionInfo.ScopeID, (int)x, (int)y);
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if (reg != null)
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{
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m_log.DebugFormat(
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"[AGENT TRANSFER MODULE]: RequestTeleportToLocation to {0} in {1}",
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position, reg.RegionName);
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uint newRegionX = (uint)(reg.RegionHandle >> 40);
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uint newRegionY = (((uint)(reg.RegionHandle)) >> 8);
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uint oldRegionX = (uint)(sp.Scene.RegionInfo.RegionHandle >> 40);
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uint oldRegionY = (((uint)(sp.Scene.RegionInfo.RegionHandle)) >> 8);
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ulong destinationHandle = GetRegionHandle(reg);
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if (eq == null)
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sp.ControllingClient.SendTeleportLocationStart();
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// Let's do DNS resolution only once in this process, please!
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// This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
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// it's actually doing a lot of work.
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IPEndPoint endPoint = reg.ExternalEndPoint;
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if (endPoint.Address == null)
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{
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// Couldn't resolve the name. Can't TP, because the viewer wants IP addresses.
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destRegionUp = false;
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}
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if (destRegionUp)
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{
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// Fixing a bug where teleporting while sitting results in the avatar ending up removed from
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// both regions
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if (sp.ParentID != (uint)0)
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sp.StandUp();
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if (!sp.ValidateAttachments())
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{
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sp.ControllingClient.SendTeleportFailed("Inconsistent attachment state");
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return;
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}
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// the avatar.Close below will clear the child region list. We need this below for (possibly)
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// closing the child agents, so save it here (we need a copy as it is Clear()-ed).
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//List<ulong> childRegions = new List<ulong>(avatar.GetKnownRegionList());
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// Compared to ScenePresence.CrossToNewRegion(), there's no obvious code to handle a teleport
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// failure at this point (unlike a border crossing failure). So perhaps this can never fail
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// once we reach here...
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//avatar.Scene.RemoveCapsHandler(avatar.UUID);
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string capsPath = String.Empty;
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AgentCircuitData agentCircuit = sp.ControllingClient.RequestClientInfo();
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agentCircuit.BaseFolder = UUID.Zero;
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agentCircuit.InventoryFolder = UUID.Zero;
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agentCircuit.startpos = position;
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agentCircuit.child = true;
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agentCircuit.Appearance = sp.Appearance;
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if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
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{
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// brand new agent, let's create a new caps seed
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agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
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}
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string reason = String.Empty;
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// Let's create an agent there if one doesn't exist yet.
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//if (!m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agentCircuit))
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if (!m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason))
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{
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sp.ControllingClient.SendTeleportFailed(String.Format("Destination is not accepting teleports: {0}",
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reason));
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return;
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}
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// OK, it got this agent. Let's close some child agents
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sp.CloseChildAgents(newRegionX, newRegionY);
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if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
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{
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#region IP Translation for NAT
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IClientIPEndpoint ipepClient;
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if (sp.ClientView.TryGet(out ipepClient))
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{
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capsPath
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= "http://"
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+ NetworkUtil.GetHostFor(ipepClient.EndPoint, reg.ExternalHostName)
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+ ":"
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+ reg.HttpPort
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+ CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
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}
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else
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{
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capsPath
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= "http://"
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+ reg.ExternalHostName
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+ ":"
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+ reg.HttpPort
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+ CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
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}
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#endregion
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if (eq != null)
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{
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#region IP Translation for NAT
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// Uses ipepClient above
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if (sp.ClientView.TryGet(out ipepClient))
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{
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endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
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}
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#endregion
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eq.EnableSimulator(destinationHandle, endPoint, sp.UUID);
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// ES makes the client send a UseCircuitCode message to the destination,
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// which triggers a bunch of things there.
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// So let's wait
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Thread.Sleep(2000);
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eq.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
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}
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else
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{
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sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint);
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}
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}
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else
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{
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agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle);
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capsPath = "http://" + reg.ExternalHostName + ":" + reg.HttpPort
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+ "/CAPS/" + agentCircuit.CapsPath + "0000/";
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}
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// Expect avatar crossing is a heavy-duty function at the destination.
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// That is where MakeRoot is called, which fetches appearance and inventory.
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// Plus triggers OnMakeRoot, which spawns a series of asynchronous updates.
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//m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId,
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// position, false);
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//{
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// avatar.ControllingClient.SendTeleportFailed("Problem with destination.");
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// // We should close that agent we just created over at destination...
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// List<ulong> lst = new List<ulong>();
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// lst.Add(reg.RegionHandle);
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// SendCloseChildAgentAsync(avatar.UUID, lst);
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// return;
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//}
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SetInTransit(sp.UUID);
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// Let's send a full update of the agent. This is a synchronous call.
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AgentData agent = new AgentData();
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sp.CopyTo(agent);
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agent.Position = position;
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agent.CallbackURI = "http://" + sp.Scene.RegionInfo.ExternalHostName + ":" + sp.Scene.RegionInfo.HttpPort +
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"/agent/" + sp.UUID.ToString() + "/" + sp.Scene.RegionInfo.RegionID.ToString() + "/release/";
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m_aScene.SimulationService.UpdateAgent(reg, agent);
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m_log.DebugFormat(
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"[AGENT TRANSFER MODULE]: Sending new AGENT TRANSFER MODULE seed url {0} to client {1}", capsPath, sp.UUID);
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if (eq != null)
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{
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eq.TeleportFinishEvent(destinationHandle, 13, endPoint,
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0, teleportFlags, capsPath, sp.UUID);
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}
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else
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{
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sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4,
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teleportFlags, capsPath);
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}
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// TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which
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// trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation
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// that the client contacted the destination before we send the attachments and close things here.
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if (!WaitForCallback(sp.UUID))
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{
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// Client never contacted destination. Let's restore everything back
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sp.ControllingClient.SendTeleportFailed("Problems connecting to destination.");
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ResetFromTransit(sp.UUID);
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// Yikes! We should just have a ref to scene here.
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//sp.Scene.InformClientOfNeighbours(sp);
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EnableChildAgents(sp);
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// Finally, kill the agent we just created at the destination.
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m_aScene.SimulationService.CloseAgent(reg, sp.UUID);
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return;
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}
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KillEntity(sp.Scene, sp.LocalId);
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sp.MakeChildAgent();
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// CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it
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sp.CrossAttachmentsIntoNewRegion(reg, true);
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// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
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if (NeedsClosing(oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
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{
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Thread.Sleep(5000);
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sp.Close();
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sp.Scene.IncomingCloseAgent(sp.UUID);
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}
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else
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// now we have a child agent in this region.
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sp.Reset();
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// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
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if (sp.Scene.NeedSceneCacheClear(sp.UUID))
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{
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m_log.DebugFormat(
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"[AGENT TRANSFER MODULE]: User {0} is going to another region, profile cache removed",
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sp.UUID);
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}
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}
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else
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{
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sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
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}
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}
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else
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{
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// TP to a place that doesn't exist (anymore)
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// Inform the viewer about that
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sp.ControllingClient.SendTeleportFailed("The region you tried to teleport to doesn't exist anymore");
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// and set the map-tile to '(Offline)'
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uint regX, regY;
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Utils.LongToUInts(regionHandle, out regX, out regY);
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MapBlockData block = new MapBlockData();
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block.X = (ushort)(regX / Constants.RegionSize);
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block.Y = (ushort)(regY / Constants.RegionSize);
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block.Access = 254; // == not there
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List<MapBlockData> blocks = new List<MapBlockData>();
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blocks.Add(block);
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sp.ControllingClient.SendMapBlock(blocks, 0);
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}
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}
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}
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#endregion
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#region Enable Child Agent
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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 EnableChildAgent(ScenePresence sp, GridRegion region)
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{
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AgentCircuitData agent = sp.ControllingClient.RequestClientInfo();
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agent.BaseFolder = UUID.Zero;
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agent.InventoryFolder = UUID.Zero;
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agent.startpos = new Vector3(128, 128, 70);
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agent.child = true;
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agent.Appearance = sp.Appearance;
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InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
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d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true,
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InformClientOfNeighbourCompleted,
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d);
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}
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#endregion
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#region Crossings
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public void Cross(ScenePresence agent, bool isFlying)
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{
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Scene scene = agent.Scene;
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Vector3 pos = agent.AbsolutePosition;
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Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
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uint neighbourx = scene.RegionInfo.RegionLocX;
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uint neighboury = scene.RegionInfo.RegionLocY;
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const float boundaryDistance = 1.7f;
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Vector3 northCross = new Vector3(0, boundaryDistance, 0);
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Vector3 southCross = new Vector3(0, -1 * boundaryDistance, 0);
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Vector3 eastCross = new Vector3(boundaryDistance, 0, 0);
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Vector3 westCross = new Vector3(-1 * boundaryDistance, 0, 0);
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// distance to edge that will trigger crossing
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// distance into new region to place avatar
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const float enterDistance = 0.5f;
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if (scene.TestBorderCross(pos + westCross, Cardinals.W))
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{
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if (scene.TestBorderCross(pos + northCross, Cardinals.N))
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{
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Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
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neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
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}
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else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
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{
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Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
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if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0)
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{
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neighboury--;
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newpos.Y = Constants.RegionSize - enterDistance;
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}
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else
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{
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neighboury = b.TriggerRegionY;
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neighbourx = b.TriggerRegionX;
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Vector3 newposition = pos;
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newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
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newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
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agent.ControllingClient.SendAgentAlertMessage(
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String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
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InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
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return;
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}
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}
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Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
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if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
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{
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neighbourx--;
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newpos.X = Constants.RegionSize - enterDistance;
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}
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else
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{
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|
neighboury = ba.TriggerRegionY;
|
|
neighbourx = ba.TriggerRegionX;
|
|
|
|
|
|
Vector3 newposition = pos;
|
|
newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
|
|
newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
|
|
agent.ControllingClient.SendAgentAlertMessage(
|
|
String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
|
|
InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
|
|
|
|
|
|
return;
|
|
}
|
|
|
|
}
|
|
else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
|
|
{
|
|
Border b = scene.GetCrossedBorder(pos + eastCross, Cardinals.E);
|
|
neighbourx += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
|
|
newpos.X = enterDistance;
|
|
|
|
if (scene.TestBorderCross(pos + southCross, Cardinals.S))
|
|
{
|
|
Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
|
|
if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
|
|
{
|
|
neighboury--;
|
|
newpos.Y = Constants.RegionSize - enterDistance;
|
|
}
|
|
else
|
|
{
|
|
neighboury = ba.TriggerRegionY;
|
|
neighbourx = ba.TriggerRegionX;
|
|
Vector3 newposition = pos;
|
|
newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
|
|
newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
|
|
agent.ControllingClient.SendAgentAlertMessage(
|
|
String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
|
|
InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
|
|
return;
|
|
}
|
|
}
|
|
else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
|
|
{
|
|
Border c = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
|
|
neighboury += (uint)(int)(c.BorderLine.Z / (int)Constants.RegionSize);
|
|
newpos.Y = enterDistance;
|
|
}
|
|
|
|
|
|
}
|
|
else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
|
|
{
|
|
Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
|
|
if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0)
|
|
{
|
|
neighboury--;
|
|
newpos.Y = Constants.RegionSize - enterDistance;
|
|
}
|
|
else
|
|
{
|
|
neighboury = b.TriggerRegionY;
|
|
neighbourx = b.TriggerRegionX;
|
|
Vector3 newposition = pos;
|
|
newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
|
|
newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
|
|
agent.ControllingClient.SendAgentAlertMessage(
|
|
String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
|
|
InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
|
|
return;
|
|
}
|
|
}
|
|
else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
|
|
{
|
|
|
|
Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
|
|
neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
|
|
newpos.Y = enterDistance;
|
|
}
|
|
|
|
/*
|
|
|
|
if (pos.X < boundaryDistance) //West
|
|
{
|
|
neighbourx--;
|
|
newpos.X = Constants.RegionSize - enterDistance;
|
|
}
|
|
else if (pos.X > Constants.RegionSize - boundaryDistance) // East
|
|
{
|
|
neighbourx++;
|
|
newpos.X = enterDistance;
|
|
}
|
|
|
|
if (pos.Y < boundaryDistance) // South
|
|
{
|
|
neighboury--;
|
|
newpos.Y = Constants.RegionSize - enterDistance;
|
|
}
|
|
else if (pos.Y > Constants.RegionSize - boundaryDistance) // North
|
|
{
|
|
neighboury++;
|
|
newpos.Y = enterDistance;
|
|
}
|
|
*/
|
|
|
|
CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
|
|
d.BeginInvoke(agent, newpos, neighbourx, neighboury, isFlying, CrossAgentToNewRegionCompleted, d);
|
|
|
|
}
|
|
|
|
|
|
public delegate void InformClientToInitateTeleportToLocationDelegate(ScenePresence agent, uint regionX, uint regionY,
|
|
Vector3 position,
|
|
Scene initiatingScene);
|
|
|
|
private void InformClientToInitateTeleportToLocation(ScenePresence agent, uint regionX, uint regionY, Vector3 position, Scene initiatingScene)
|
|
{
|
|
|
|
// This assumes that we know what our neighbors are.
|
|
|
|
InformClientToInitateTeleportToLocationDelegate d = InformClientToInitiateTeleportToLocationAsync;
|
|
d.BeginInvoke(agent, regionX, regionY, position, initiatingScene,
|
|
InformClientToInitiateTeleportToLocationCompleted,
|
|
d);
|
|
}
|
|
|
|
public void InformClientToInitiateTeleportToLocationAsync(ScenePresence agent, uint regionX, uint regionY, Vector3 position,
|
|
Scene initiatingScene)
|
|
{
|
|
Thread.Sleep(10000);
|
|
IMessageTransferModule im = initiatingScene.RequestModuleInterface<IMessageTransferModule>();
|
|
if (im != null)
|
|
{
|
|
UUID gotoLocation = Util.BuildFakeParcelID(
|
|
Util.UIntsToLong(
|
|
(regionX *
|
|
(uint)Constants.RegionSize),
|
|
(regionY *
|
|
(uint)Constants.RegionSize)),
|
|
(uint)(int)position.X,
|
|
(uint)(int)position.Y,
|
|
(uint)(int)position.Z);
|
|
GridInstantMessage m = new GridInstantMessage(initiatingScene, UUID.Zero,
|
|
"Region", agent.UUID,
|
|
(byte)InstantMessageDialog.GodLikeRequestTeleport, false,
|
|
"", gotoLocation, false, new Vector3(127, 0, 0),
|
|
new Byte[0]);
|
|
im.SendInstantMessage(m, delegate(bool success)
|
|
{
|
|
m_log.DebugFormat("[AGENT TRANSFER MODULE]: Client Initiating Teleport sending IM success = {0}", success);
|
|
});
|
|
|
|
}
|
|
}
|
|
|
|
private void InformClientToInitiateTeleportToLocationCompleted(IAsyncResult iar)
|
|
{
|
|
InformClientToInitateTeleportToLocationDelegate icon =
|
|
(InformClientToInitateTeleportToLocationDelegate)iar.AsyncState;
|
|
icon.EndInvoke(iar);
|
|
}
|
|
|
|
public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, bool isFlying);
|
|
|
|
/// <summary>
|
|
/// This Closes child agents on neighboring regions
|
|
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
|
|
/// </summary>
|
|
protected ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, bool isFlying)
|
|
{
|
|
m_log.DebugFormat("[AGENT TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3}", agent.Firstname, agent.Lastname, neighbourx, neighboury);
|
|
|
|
Scene m_scene = agent.Scene;
|
|
ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
|
|
|
|
int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
|
|
GridRegion neighbourRegion = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, (int)x, (int)y);
|
|
|
|
if (neighbourRegion != null && agent.ValidateAttachments())
|
|
{
|
|
pos = pos + (agent.Velocity);
|
|
|
|
SetInTransit(agent.UUID);
|
|
AgentData cAgent = new AgentData();
|
|
agent.CopyTo(cAgent);
|
|
cAgent.Position = pos;
|
|
if (isFlying)
|
|
cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
|
|
cAgent.CallbackURI = "http://" + m_scene.RegionInfo.ExternalHostName + ":" + m_scene.RegionInfo.HttpPort +
|
|
"/agent/" + agent.UUID.ToString() + "/" + m_scene.RegionInfo.RegionID.ToString() + "/release/";
|
|
|
|
m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent);
|
|
|
|
// Next, let's close the child agent connections that are too far away.
|
|
agent.CloseChildAgents(neighbourx, neighboury);
|
|
|
|
//AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
|
|
agent.ControllingClient.RequestClientInfo();
|
|
|
|
//m_log.Debug("BEFORE CROSS");
|
|
//Scene.DumpChildrenSeeds(UUID);
|
|
//DumpKnownRegions();
|
|
string agentcaps;
|
|
if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
|
|
{
|
|
m_log.ErrorFormat("[AGENT TRANSFER MODULE]: No AGENT TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
|
|
neighbourRegion.RegionHandle);
|
|
return agent;
|
|
}
|
|
// TODO Should construct this behind a method
|
|
string capsPath =
|
|
"http://" + neighbourRegion.ExternalHostName + ":" + neighbourRegion.HttpPort
|
|
+ "/CAPS/" + agentcaps /*circuitdata.CapsPath*/ + "0000/";
|
|
|
|
m_log.DebugFormat("[AGENT TRANSFER MODULE]: Sending new AGENT TRANSFER MODULE seed url {0} to client {1}", capsPath, agent.UUID);
|
|
|
|
IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
|
|
if (eq != null)
|
|
{
|
|
eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
|
|
capsPath, agent.UUID, agent.ControllingClient.SessionId);
|
|
}
|
|
else
|
|
{
|
|
agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
|
|
capsPath);
|
|
}
|
|
|
|
if (!WaitForCallback(agent.UUID))
|
|
{
|
|
m_log.Debug("[AGENT TRANSFER MODULE]: Callback never came in crossing agent");
|
|
ResetFromTransit(agent.UUID);
|
|
|
|
// Yikes! We should just have a ref to scene here.
|
|
//agent.Scene.InformClientOfNeighbours(agent);
|
|
EnableChildAgents(agent);
|
|
|
|
return agent;
|
|
}
|
|
|
|
agent.MakeChildAgent();
|
|
// now we have a child agent in this region. Request all interesting data about other (root) agents
|
|
agent.SendInitialFullUpdateToAllClients();
|
|
|
|
agent.CrossAttachmentsIntoNewRegion(neighbourRegion, true);
|
|
|
|
// m_scene.SendKillObject(m_localId);
|
|
|
|
agent.Scene.NotifyMyCoarseLocationChange();
|
|
// the user may change their profile information in other region,
|
|
// so the userinfo in UserProfileCache is not reliable any more, delete it
|
|
// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
|
|
if (agent.Scene.NeedSceneCacheClear(agent.UUID))
|
|
{
|
|
m_log.DebugFormat(
|
|
"[AGENT TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
|
|
}
|
|
}
|
|
|
|
//m_log.Debug("AFTER CROSS");
|
|
//Scene.DumpChildrenSeeds(UUID);
|
|
//DumpKnownRegions();
|
|
return agent;
|
|
}
|
|
|
|
private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
|
|
{
|
|
CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
|
|
ScenePresence agent = icon.EndInvoke(iar);
|
|
|
|
// If the cross was successful, this agent is a child agent
|
|
if (agent.IsChildAgent)
|
|
agent.Reset();
|
|
else // Not successful
|
|
agent.RestoreInCurrentScene();
|
|
|
|
// In any case
|
|
agent.NotInTransit();
|
|
|
|
//m_log.DebugFormat("[AGENT TRANSFER MODULE]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
|
|
}
|
|
|
|
#endregion
|
|
|
|
|
|
#region Enable Child Agents
|
|
|
|
private delegate void InformClientOfNeighbourDelegate(
|
|
ScenePresence avatar, AgentCircuitData a, GridRegion reg, IPEndPoint endPoint, bool newAgent);
|
|
|
|
/// <summary>
|
|
/// This informs all neighboring regions about agent "avatar".
|
|
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
|
|
/// </summary>
|
|
public void EnableChildAgents(ScenePresence sp)
|
|
{
|
|
List<GridRegion> neighbours = new List<GridRegion>();
|
|
RegionInfo m_regionInfo = sp.Scene.RegionInfo;
|
|
|
|
if (m_regionInfo != null)
|
|
{
|
|
neighbours = RequestNeighbours(sp.Scene, m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
|
|
}
|
|
else
|
|
{
|
|
m_log.Debug("[AGENT 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;
|
|
|
|
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 (!seeds.ContainsKey(sp.Scene.RegionInfo.RegionHandle))
|
|
seeds.Add(sp.Scene.RegionInfo.RegionHandle, sp.ControllingClient.RequestClientInfo().CapsPath);
|
|
|
|
/// Create the necessary child agents
|
|
List<AgentCircuitData> cagents = new List<AgentCircuitData>();
|
|
foreach (GridRegion neighbour in neighbours)
|
|
{
|
|
if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle)
|
|
{
|
|
|
|
AgentCircuitData agent = sp.ControllingClient.RequestClientInfo();
|
|
agent.BaseFolder = UUID.Zero;
|
|
agent.InventoryFolder = UUID.Zero;
|
|
agent.startpos = new Vector3(128, 128, 70);
|
|
agent.child = true;
|
|
agent.Appearance = sp.Appearance;
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
/// Update all child agent with everyone's seeds
|
|
foreach (AgentCircuitData a in cagents)
|
|
{
|
|
a.ChildrenCapSeeds = new Dictionary<ulong, string>(seeds);
|
|
}
|
|
|
|
if (sp.Scene.CapsModule != null)
|
|
{
|
|
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)
|
|
{
|
|
//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;
|
|
|
|
if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle)
|
|
{
|
|
InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
|
|
try
|
|
{
|
|
d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
|
|
InformClientOfNeighbourCompleted,
|
|
d);
|
|
}
|
|
|
|
catch (ArgumentOutOfRangeException)
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[AGENT TRANSFER MODULE]: Neighbour Regions response included the current region in the neighbor list. The following region will not display to the client: {0} for region {1} ({2}, {3}).",
|
|
neighbour.ExternalHostName,
|
|
neighbour.RegionHandle,
|
|
neighbour.RegionLocX,
|
|
neighbour.RegionLocY);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[AGENT TRANSFER MODULE]: Could not resolve external hostname {0} for region {1} ({2}, {3}). {4}",
|
|
neighbour.ExternalHostName,
|
|
neighbour.RegionHandle,
|
|
neighbour.RegionLocX,
|
|
neighbour.RegionLocY,
|
|
e);
|
|
|
|
// FIXME: Okay, even though we've failed, we're still going to throw the exception on,
|
|
// since I don't know what will happen if we just let the client continue
|
|
|
|
// XXX: Well, decided to swallow the exception instead for now. Let us see how that goes.
|
|
// throw e;
|
|
|
|
}
|
|
}
|
|
count++;
|
|
}
|
|
}
|
|
|
|
private void InformClientOfNeighbourCompleted(IAsyncResult iar)
|
|
{
|
|
InformClientOfNeighbourDelegate icon = (InformClientOfNeighbourDelegate)iar.AsyncState;
|
|
icon.EndInvoke(iar);
|
|
//m_log.WarnFormat(" --> InformClientOfNeighbourCompleted");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Async component for informing client of which neighbours exist
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This needs to run asynchronously, as a network timeout may block the thread for a long while
|
|
/// </remarks>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="a"></param>
|
|
/// <param name="regionHandle"></param>
|
|
/// <param name="endPoint"></param>
|
|
private void InformClientOfNeighbourAsync(ScenePresence 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 m_scene = sp.Scene;
|
|
|
|
uint x, y;
|
|
Utils.LongToUInts(reg.RegionHandle, out x, out y);
|
|
x = x / Constants.RegionSize;
|
|
y = y / Constants.RegionSize;
|
|
m_log.Info("[AGENT TRANSFER MODULE]: Starting to inform client about neighbour " + x + ", " + y + "(" + endPoint.ToString() + ")");
|
|
|
|
string capsPath = "http://" + reg.ExternalHostName + ":" + reg.HttpPort
|
|
+ "/CAPS/" + a.CapsPath + "0000/";
|
|
|
|
string reason = String.Empty;
|
|
|
|
|
|
bool regionAccepted = m_scene.SimulationService.CreateAgent(reg, a, 0, out reason); // m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, a, 0, out reason);
|
|
|
|
if (regionAccepted && newAgent)
|
|
{
|
|
IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
|
|
if (eq != null)
|
|
{
|
|
#region IP Translation for NAT
|
|
IClientIPEndpoint ipepClient;
|
|
if (sp.ClientView.TryGet(out ipepClient))
|
|
{
|
|
endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
|
|
}
|
|
#endregion
|
|
|
|
eq.EnableSimulator(reg.RegionHandle, endPoint, sp.UUID);
|
|
eq.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
|
|
m_log.DebugFormat("[AGENT TRANSFER MODULE]: Sending new AGENT TRANSFER MODULE seed url {0} to client {1} in region {2}",
|
|
capsPath, sp.UUID, sp.Scene.RegionInfo.RegionName);
|
|
}
|
|
else
|
|
{
|
|
sp.ControllingClient.InformClientOfNeighbour(reg.RegionHandle, endPoint);
|
|
// TODO: make Event Queue disablable!
|
|
}
|
|
|
|
m_log.Info("[AGENT TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
protected List<GridRegion> RequestNeighbours(Scene pScene, uint pRegionLocX, uint pRegionLocY)
|
|
{
|
|
RegionInfo m_regionInfo = pScene.RegionInfo;
|
|
|
|
Border[] northBorders = pScene.NorthBorders.ToArray();
|
|
Border[] southBorders = pScene.SouthBorders.ToArray();
|
|
Border[] eastBorders = pScene.EastBorders.ToArray();
|
|
Border[] westBorders = pScene.WestBorders.ToArray();
|
|
|
|
// Legacy one region. Provided for simplicity while testing the all inclusive method in the else statement.
|
|
if (northBorders.Length <= 1 && southBorders.Length <= 1 && eastBorders.Length <= 1 && westBorders.Length <= 1)
|
|
{
|
|
return pScene.GridService.GetNeighbours(m_regionInfo.ScopeID, m_regionInfo.RegionID);
|
|
}
|
|
else
|
|
{
|
|
Vector2 extent = Vector2.Zero;
|
|
for (int i = 0; i < eastBorders.Length; i++)
|
|
{
|
|
extent.X = (eastBorders[i].BorderLine.Z > extent.X) ? eastBorders[i].BorderLine.Z : extent.X;
|
|
}
|
|
for (int i = 0; i < northBorders.Length; i++)
|
|
{
|
|
extent.Y = (northBorders[i].BorderLine.Z > extent.Y) ? northBorders[i].BorderLine.Z : extent.Y;
|
|
}
|
|
|
|
// Loss of fraction on purpose
|
|
extent.X = ((int)extent.X / (int)Constants.RegionSize) + 1;
|
|
extent.Y = ((int)extent.Y / (int)Constants.RegionSize) + 1;
|
|
|
|
int startX = (int)(pRegionLocX - 1) * (int)Constants.RegionSize;
|
|
int startY = (int)(pRegionLocY - 1) * (int)Constants.RegionSize;
|
|
|
|
int endX = ((int)pRegionLocX + (int)extent.X) * (int)Constants.RegionSize;
|
|
int endY = ((int)pRegionLocY + (int)extent.Y) * (int)Constants.RegionSize;
|
|
|
|
List<GridRegion> neighbours = pScene.GridService.GetRegionRange(m_regionInfo.ScopeID, startX, endX, startY, endY);
|
|
neighbours.RemoveAll(delegate(GridRegion r) { return r.RegionID == m_regionInfo.RegionID; });
|
|
|
|
return neighbours;
|
|
}
|
|
}
|
|
|
|
private List<ulong> NewNeighbours(List<ulong> currentNeighbours, List<ulong> previousNeighbours)
|
|
{
|
|
return currentNeighbours.FindAll(delegate(ulong handle) { return !previousNeighbours.Contains(handle); });
|
|
}
|
|
|
|
// private List<ulong> CommonNeighbours(List<ulong> currentNeighbours, List<ulong> previousNeighbours)
|
|
// {
|
|
// return currentNeighbours.FindAll(delegate(ulong handle) { return previousNeighbours.Contains(handle); });
|
|
// }
|
|
|
|
private List<ulong> OldNeighbours(List<ulong> currentNeighbours, List<ulong> previousNeighbours)
|
|
{
|
|
return previousNeighbours.FindAll(delegate(ulong handle) { return !currentNeighbours.Contains(handle); });
|
|
}
|
|
|
|
private List<ulong> NeighbourHandles(List<GridRegion> neighbours)
|
|
{
|
|
List<ulong> handles = new List<ulong>();
|
|
foreach (GridRegion reg in neighbours)
|
|
{
|
|
handles.Add(reg.RegionHandle);
|
|
}
|
|
return handles;
|
|
}
|
|
|
|
private void Dump(string msg, List<ulong> handles)
|
|
{
|
|
m_log.InfoFormat("-------------- HANDLE DUMP ({0}) ---------", msg);
|
|
foreach (ulong handle in handles)
|
|
{
|
|
uint x, y;
|
|
Utils.LongToUInts(handle, out x, out y);
|
|
x = x / Constants.RegionSize;
|
|
y = y / Constants.RegionSize;
|
|
m_log.InfoFormat("({0}, {1})", x, y);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
|
|
#region Agent Arrived
|
|
public void AgentArrivedAtDestination(UUID id)
|
|
{
|
|
//m_log.Debug(" >>> ReleaseAgent called <<< ");
|
|
ResetFromTransit(id);
|
|
}
|
|
|
|
#endregion
|
|
|
|
|
|
#region Misc
|
|
protected bool IsOutsideRegion(Scene s, Vector3 pos)
|
|
{
|
|
|
|
if (s.TestBorderCross(pos, Cardinals.N))
|
|
return true;
|
|
if (s.TestBorderCross(pos, Cardinals.S))
|
|
return true;
|
|
if (s.TestBorderCross(pos, Cardinals.E))
|
|
return true;
|
|
if (s.TestBorderCross(pos, Cardinals.W))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
protected bool WaitForCallback(UUID id)
|
|
{
|
|
int count = 200;
|
|
while (m_agentsInTransit.Contains(id) && count-- > 0)
|
|
{
|
|
//m_log.Debug(" >>> Waiting... " + count);
|
|
Thread.Sleep(100);
|
|
}
|
|
|
|
if (count > 0)
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
protected void SetInTransit(UUID id)
|
|
{
|
|
lock (m_agentsInTransit)
|
|
{
|
|
if (!m_agentsInTransit.Contains(id))
|
|
m_agentsInTransit.Add(id);
|
|
}
|
|
}
|
|
|
|
protected bool ResetFromTransit(UUID id)
|
|
{
|
|
lock (m_agentsInTransit)
|
|
{
|
|
if (m_agentsInTransit.Contains(id))
|
|
{
|
|
m_agentsInTransit.Remove(id);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
protected void KillEntity(Scene scene, uint localID)
|
|
{
|
|
scene.SendKillObject(localID);
|
|
}
|
|
|
|
protected virtual ulong GetRegionHandle(GridRegion region)
|
|
{
|
|
return region.RegionHandle;
|
|
}
|
|
|
|
protected virtual bool NeedsClosing(uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg)
|
|
{
|
|
return Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY);
|
|
}
|
|
|
|
#endregion
|
|
|
|
}
|
|
}
|