public SceneViewer(ScenePresence presence) { m_presence = presence; m_presence.Scene.EventManager.OnSignificantClientMovement += SignificantClientMovement; m_prioritizer = new Prioritizer(presence.Scene); m_partsUpdateQueue = new PriorityQueue<EntityUpdate, double>(presence.Scene.Entities.Count > 1000 ? presence.Scene.Entities.Count : 1000); }
public void OnMakeRootAgent(ScenePresence sp) { m_log.DebugFormat("[SIMIAN ACTIVITY DETECTOR]: Detected root presence {0} in {1}", sp.UUID, sp.Scene.RegionInfo.RegionName); Util.FireAndForget(delegate(object o) { m_GridUserService.SetLastPosition(sp.UUID.ToString(), sp.ControllingClient.SessionId, sp.Scene.RegionInfo.RegionID, sp.AbsolutePosition, sp.Lookat); }); }
public void OnMakeRootAgent(ScenePresence sp) { // m_log.DebugFormat("[ACTIVITY DETECTOR]: Detected root presence {0} in {1}", sp.UUID, sp.Scene.RegionInfo.RegionName); if (sp.PresenceType != PresenceType.Npc) m_GridUserService.SetLastPosition( sp.UUID.ToString(), UUID.Zero, sp.Scene.RegionInfo.RegionID, sp.AbsolutePosition, sp.Lookat); }
void EventManager_OnNewPresence(ScenePresence presence) { if (_OnNewUser != null) { NewUserEventArgs e = new NewUserEventArgs(); e.Avatar = new SPAvatar(m_internalScene, presence.UUID); _OnNewUser(this, e); } }
public AvatarRemotePresences(Scene currentRegion, ScenePresence sp) { _scene = currentRegion; _sp = sp; _lastDrawDistanceFactor = Util.GetRegionUnitsFromDD((uint)sp.DrawDistance); _scene.EventManager.OnMakeRootAgent += EventManager_OnMakeRootAgent; _scene.EventManager.OnMakeChildAgent += EventManager_OnMakeChildAgent; }
public void HandleOnSignificantClientMovement(ScenePresence presence) { lock (m_avatars) { if (m_avatars.ContainsKey(presence.UUID) && presence.MovingToTarget) { double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget); // m_log.DebugFormat( // "[NPC MODULE]: Abs pos of {0} is {1}, target {2}, distance {3}", // presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget); // Check the error term of the current position in relation to the target position if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT) { // We are close enough to the target m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0}", presence.Name); if (presence.PhysicsActor.Flying) { Vector3 targetPos = presence.MoveToPositionTarget; float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; if (targetPos.Z - terrainHeight < 0.2) { presence.PhysicsActor.Flying = false; } } presence.Velocity = Vector3.Zero; presence.AbsolutePosition = presence.MoveToPositionTarget; presence.ResetMoveToTarget(); // FIXME: This doesn't work if (presence.PhysicsActor.Flying) presence.Animator.TrySetMovementAnimation("HOVER"); else presence.Animator.TrySetMovementAnimation("STAND"); } else { m_log.DebugFormat( "[NPC MODULE]: Updating npc {0} at {1} for next movement to {2}", presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget); Vector3 agent_control_v3 = new Vector3(); presence.HandleMoveToTargetUpdate(ref agent_control_v3, presence.Rotation); presence.AddNewMovement(agent_control_v3, presence.Rotation); } // //// presence.DoMoveToPositionUpdate((0, presence.MoveToPositionTarget, null); // // } } }
public void OnMakeRootAgent(ScenePresence sp) { if (sp.PresenceType != PresenceType.Npc) { string userid = sp.Scene.UserManagementModule.GetUserUUI(sp.UUID); //m_log.DebugFormat("[ACTIVITY DETECTOR]: Detected root presence {0} in {1}", userid, sp.Scene.RegionInfo.RegionName); m_GridUserService.SetLastPosition( userid, UUID.Zero, sp.Scene.RegionInfo.RegionID, sp.AbsolutePosition, sp.Lookat); } }
public void DoOnMakeRootAgent(ScenePresence sp) { string userid; //m_log.DebugFormat("[ACTIVITY DETECTOR]: Detected root presence {0} in {1}", userid, sp.Scene.RegionInfo.RegionName); if (sp.Scene.UserManagementModule.GetUserUUI(sp.UUID, out userid)) { /* we only setposition on known agents that have a valid lookup */ m_GridUserService.SetLastPosition( userid, UUID.Zero, sp.Scene.RegionInfo.RegionID, sp.AbsolutePosition, sp.Lookat); } }
void EventManager_OnMakeRootAgent(ScenePresence presence) { try { //Add the user FileStream stream = new FileStream(m_fileName, FileMode.OpenOrCreate); StreamWriter m_streamWriter = new StreamWriter(stream); m_streamWriter.BaseStream.Position += m_streamWriter.BaseStream.Length; m_streamWriter.WriteLine(presence.Name); m_streamWriter.Close(); } catch { } }
public void OnMakeRootAgent(ScenePresence sp) { if (sp.isNPC) return; if(sp.gotCrossUpdate) { Util.FireAndForget(delegate { DoOnMakeRootAgent(sp); }, null, "PresenceDetector_MakeRoot"); } else DoOnMakeRootAgent(sp); }
public void Setup() { mockScene = SceneHelper.CreateScene(REGION_PORT_BASE, 1000, 1000); mockScene.RegisterModuleInterface<IEventQueue>(new InWorldz.Testing.MockEventQueue()); neighbor1left = SceneHelper.CreateScene(REGION_PORT_BASE+1, 999, 1000); neighbor2left = SceneHelper.CreateScene(REGION_PORT_BASE+2, 998, 1000); neighbor3left = SceneHelper.CreateScene(REGION_PORT_BASE+3, 997, 1000); presence = new ScenePresence(mockScene, 256f, new MockClientAPI()); neighbor1left.CommsManager.HttpServer.AddHTTPHandler("/agent/", HandleAgentStuff); neighbor1left.CommsManager.HttpServer.AddHTTPHandler("/agent2/", HandleAgentStuff); neighbor2left.CommsManager.HttpServer.AddHTTPHandler("/agent/", HandleAgentStuff); neighbor2left.CommsManager.HttpServer.AddHTTPHandler("/agent2/", HandleAgentStuff); }
void OnMakeRootAgent(ScenePresence presence) { try { //Add the user FileStream stream = new FileStream(m_fileName, FileMode.OpenOrCreate); StreamWriter m_streamWriter = new StreamWriter(stream); m_streamWriter.BaseStream.Position += m_streamWriter.BaseStream.Length; string LineToWrite = DateTime.Now.ToLongTimeString() + " - " + presence.Name + " entered " + presence.Scene.RegionInfo.RegionName + "."; m_timesOfUsers[presence.UUID] = DateTime.Now; m_streamWriter.WriteLine(LineToWrite); m_streamWriter.WriteLine(); m_streamWriter.Close(); } catch { } }
void OnMakeRootAgent(ScenePresence presence) { // Get system folders // First check if they're here already lock (m_InventoryCache) { if (m_InventoryCache.ContainsKey(presence.UUID)) { m_log.DebugFormat("[INVENTORY CACHE]: OnMakeRootAgent, system folders for {0} {1} already in cache", presence.Firstname, presence.Lastname); return; } } // If not, go get them and place them in the cache Dictionary<AssetType, InventoryFolderBase> folders = CacheSystemFolders(presence.UUID); m_log.DebugFormat("[INVENTORY CACHE]: OnMakeRootAgent in {0}, fetched system folders for {1} {2}: count {3}", presence.Scene.RegionInfo.RegionName, presence.Firstname, presence.Lastname, folders.Count); }
/// Constructor used for initializing SyncInfo from local (Scenepresence) data before syncing it out /// <param name="sp">Presence to use for initial synced property values</param> /// <param name="initUpdateTimestamp">Initial update timestamp</param> /// <param name="syncID"></param> /// <param name="scene">The local scene</param> public SyncInfoPresence(ScenePresence sp, long initUpdateTimestamp, string syncID, Scene scene) { // DebugLog.WarnFormat("[SYNC INFO PRESENCE] Constructing SyncInfoPresence (from scene) for uuid {0}", sp.UUID); UUID = sp.UUID; Scene = scene; SceneThing = sp; lock (m_syncLock) { CurrentlySyncedProperties = new Dictionary<SyncableProperties.Type, SyncedProperty>(); foreach (SyncableProperties.Type property in SyncableProperties.AvatarProperties) { Object initValue = GetPropertyValue(sp, property); if (initValue != null) { CurrentlySyncedProperties.Add(property, new SyncedProperty(property, initValue, initUpdateTimestamp, syncID)); } } } }
public bool Cross(ScenePresence agent, bool isFlying) { Scene scene = agent.Scene; Vector3 pos = agent.AbsolutePosition; Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z); uint neighbourx; uint neighboury; const float boundaryDistance = 1.7f; // assuming that the need for crossing was verified by callers int x, y; if (scene.RegionInfo.CombinedRegionHandle != 0) // we are a slave region send to main region { Utils.LongToUInts(scene.RegionInfo.CombinedRegionHandle, out neighbourx, out neighboury); agent.IsInTransit = true; Vector3 newposition = pos; newposition.X += ((int)scene.RegionInfo.RegionLocX * Constants.RegionSize - (int)neighbourx); newposition.Y += ((int)scene.RegionInfo.RegionLocY * Constants.RegionSize - (int)neighboury); agent.ControllingClient.SendAgentAlertMessage( String.Format("Relocating you in root region"), false); InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene); return true; } if (pos.X - boundaryDistance < 0) // going W { x = -1; newpos.X = Constants.RegionSize + pos.X - boundaryDistance; } else // assume we are going E { x = ((int)(pos.X + boundaryDistance) / (int)Constants.RegionSize); newpos.X = pos.X - x * (int)Constants.RegionSize; } x += (int)scene.RegionInfo.RegionLocX; neighbourx = (uint)x; x *= (int)Constants.RegionSize; if (pos.Y - boundaryDistance < 0) // going S SW or SE { y = -1; newpos.Y = Constants.RegionSize + pos.Y - boundaryDistance; } else // assume we are going N NW or NE { y = ((int)(pos.Y + boundaryDistance) / (int)Constants.RegionSize); newpos.Y = pos.Y - y * (int)Constants.RegionSize; } y += (int)scene.RegionInfo.RegionLocY; neighboury = (uint)y; y *= (int)Constants.RegionSize; // int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize); ulong neighbourHandle = Utils.UIntsToLong((uint)x, (uint)y); ExpiringCache<ulong, DateTime> r; DateTime banUntil; if (m_bannedRegions.TryGetValue(agent.ControllingClient.AgentId, out r)) { if (r.TryGetValue(neighbourHandle, out banUntil)) { if (DateTime.Now < banUntil) return false; r.Remove(neighbourHandle); } } else { r = null; } GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, x, y); if (neighbourRegion == null) return false; string reason; string version; if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newpos, out version, out reason)) { agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel"); if (r == null) { r = new ExpiringCache<ulong, DateTime>(); r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); m_bannedRegions.Add(agent.ControllingClient.AgentId, r, TimeSpan.FromSeconds(45)); } else { r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); } return false; } agent.IsInTransit = true; CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync; d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d); return true; }
protected virtual void AgentHasMovedAway(ScenePresence sp, bool logout) { sp.Scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, true); }
protected virtual bool CreateAgent(ScenePresence sp, GridRegion reg, GridRegion finalDestination, AgentCircuitData agentCircuit, uint teleportFlags, out string reason, out bool logout) { logout = false; return m_aScene.SimulationService.CreateAgent(finalDestination, agentCircuit, teleportFlags, out reason); }
private void Fail(ScenePresence sp, GridRegion finalDestination) { // Client never contacted destination. Let's restore everything back sp.ControllingClient.SendTeleportFailed("Problems connecting to destination."); // Fail. Reset it back sp.IsChildAgent = false; ReInstantiateScripts(sp); ResetFromTransit(sp.UUID); EnableChildAgents(sp); // Finally, kill the agent we just created at the destination. m_aScene.SimulationService.CloseAgent(finalDestination, sp.UUID); }
public void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination, Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq) { if (reg == null || finalDestination == null) { sp.ControllingClient.SendTeleportFailed("Unable to locate destination"); return; } m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Request Teleport to {0} ({1}) {2}/{3}", reg.ServerURI, finalDestination.ServerURI, finalDestination.RegionName, position); uint newRegionX = (uint)(reg.RegionHandle >> 40); uint newRegionY = (((uint)(reg.RegionHandle)) >> 8); uint oldRegionX = (uint)(sp.Scene.RegionInfo.RegionHandle >> 40); uint oldRegionY = (((uint)(sp.Scene.RegionInfo.RegionHandle)) >> 8); ulong destinationHandle = finalDestination.RegionHandle; // Let's do DNS resolution only once in this process, please! // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, // it's actually doing a lot of work. IPEndPoint endPoint = finalDestination.ExternalEndPoint; if (endPoint.Address != null) { // Fixing a bug where teleporting while sitting results in the avatar ending up removed from // both regions if (sp.ParentID != (uint)0) sp.StandUp(); if (!sp.ValidateAttachments()) m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for teleport of {0} from {1} to {2}. Continuing.", sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName); // if (!sp.ValidateAttachments()) // { // sp.ControllingClient.SendTeleportFailed("Inconsistent attachment state"); // return; // } string reason; string version; if (!m_aScene.SimulationService.QueryAccess(finalDestination, sp.ControllingClient.AgentId, Vector3.Zero, out version, out reason)) { sp.ControllingClient.SendTeleportFailed("Teleport failed: " + reason); return; } m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Destination is running version {0}", version); sp.ControllingClient.SendTeleportStart(teleportFlags); // the avatar.Close below will clear the child region list. We need this below for (possibly) // closing the child agents, so save it here (we need a copy as it is Clear()-ed). //List<ulong> childRegions = avatar.KnownRegionHandles; // Compared to ScenePresence.CrossToNewRegion(), there's no obvious code to handle a teleport // failure at this point (unlike a border crossing failure). So perhaps this can never fail // once we reach here... //avatar.Scene.RemoveCapsHandler(avatar.UUID); string capsPath = String.Empty; AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode); AgentCircuitData agentCircuit = sp.ControllingClient.RequestClientInfo(); agentCircuit.startpos = position; agentCircuit.child = true; agentCircuit.Appearance = sp.Appearance; if (currentAgentCircuit != null) { agentCircuit.ServiceURLs = currentAgentCircuit.ServiceURLs; agentCircuit.IPAddress = currentAgentCircuit.IPAddress; agentCircuit.Viewer = currentAgentCircuit.Viewer; agentCircuit.Channel = currentAgentCircuit.Channel; agentCircuit.Mac = currentAgentCircuit.Mac; agentCircuit.Id0 = currentAgentCircuit.Id0; } if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY)) { // brand new agent, let's create a new caps seed agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath(); } // Let's create an agent there if one doesn't exist yet. bool logout = false; if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout)) { sp.ControllingClient.SendTeleportFailed(String.Format("Destination refused: {0}", reason)); return; } // OK, it got this agent. Let's close some child agents sp.CloseChildAgents(newRegionX, newRegionY); IClientIPEndpoint ipepClient; if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY)) { //sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent..."); #region IP Translation for NAT // Uses ipepClient above if (sp.ClientView.TryGet(out ipepClient)) { endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address); } #endregion capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); if (eq != null) { eq.EnableSimulator(destinationHandle, endPoint, sp.UUID); // ES makes the client send a UseCircuitCode message to the destination, // which triggers a bunch of things there. // So let's wait Thread.Sleep(200); eq.EstablishAgentCommunication(sp.UUID, endPoint, capsPath); } else { sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint); } } else { agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle); capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); } SetInTransit(sp.UUID); // Let's send a full update of the agent. This is a synchronous call. AgentData agent = new AgentData(); sp.CopyTo(agent); agent.Position = position; SetCallbackURL(agent, sp.Scene.RegionInfo); //sp.ControllingClient.SendTeleportProgress(teleportFlags, "Updating agent..."); if (!UpdateAgent(reg, finalDestination, agent)) { // Region doesn't take it m_log.WarnFormat( "[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1}. Returning avatar to source region.", sp.Name, finalDestination.RegionName); Fail(sp, finalDestination); return; } sp.ControllingClient.SendTeleportProgress(teleportFlags | (uint)TeleportFlags.DisableCancel, "sending_dest"); m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, sp.UUID); if (eq != null) { eq.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID); } else { sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4, teleportFlags, capsPath); } // Let's set this to true tentatively. This does not trigger OnChildAgent sp.IsChildAgent = true; // TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which // trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation // that the client contacted the destination before we close things here. if (!WaitForCallback(sp.UUID)) { m_log.WarnFormat( "[ENTITY TRANSFER MODULE]: Teleport of {0} to {1} failed due to no callback from destination region. Returning avatar to source region.", sp.Name, finalDestination.RegionName); Fail(sp, finalDestination); return; } // For backwards compatibility if (version == "Unknown" || version == string.Empty) { // CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Old simulator, sending attachments one by one..."); CrossAttachmentsIntoNewRegion(finalDestination, sp, true); } // May need to logout or other cleanup AgentHasMovedAway(sp, logout); // Well, this is it. The agent is over there. KillEntity(sp.Scene, sp.LocalId); // Now let's make it officially a child agent sp.MakeChildAgent(); // sp.Scene.CleanDroppedAttachments(); // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) { Thread.Sleep(5000); sp.Close(); sp.Scene.IncomingCloseAgent(sp.UUID); } else { // now we have a child agent in this region. sp.IsInTransit = false; // not sure :( sp.Reset(); } // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE! if (sp.Scene.NeedSceneCacheClear(sp.UUID)) { m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: User {0} is going to another region, profile cache removed", sp.UUID); } } else { sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down"); } }
protected void ReInstantiateScripts(ScenePresence sp) { int i = 0; if (sp.InTransitScriptStates.Count > 0) { List<SceneObjectGroup> attachments = sp.GetAttachments(); foreach (SceneObjectGroup sog in attachments) { if (i < sp.InTransitScriptStates.Count) { sog.SetState(sp.InTransitScriptStates[i++], sp.Scene); sog.CreateScriptInstances(0, false, sp.Scene.DefaultScriptEngine, 0); sog.ResumeScripts(); } else m_log.ErrorFormat( "[ENTITY TRANSFER MODULE]: InTransitScriptStates.Count={0} smaller than Attachments.Count={1}", sp.InTransitScriptStates.Count, attachments.Count); } sp.InTransitScriptStates.Clear(); } }
protected bool CrossAttachmentsIntoNewRegion(GridRegion destination, ScenePresence sp, bool silent) { List<SceneObjectGroup> m_attachments = sp.GetAttachments(); // Validate // foreach (SceneObjectGroup gobj in m_attachments) // { // if (gobj == null || gobj.IsDeleted) // return false; // } foreach (SceneObjectGroup gobj in m_attachments) { // If the prim group is null then something must have happened to it! if (gobj != null && !gobj.IsDeleted) { // Set the parent localID to 0 so it transfers over properly. gobj.RootPart.SetParentLocalId(0); gobj.AbsolutePosition = gobj.RootPart.AttachedPos; gobj.IsAttachment = false; //gobj.RootPart.LastOwnerID = gobj.GetFromAssetID(); m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending attachment {0} to region {1}", gobj.UUID, destination.RegionName); CrossPrimGroupIntoNewRegion(destination, gobj, silent); } } sp.ClearAttachments(); return true; }
public void Teleport(ScenePresence sp, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags) { if (!sp.Scene.Permissions.CanTeleport(sp.UUID)) return; IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>(); // Reset animations; the viewer does that in teleports. sp.Animator.ResetAnimations(); try { if (regionHandle == sp.Scene.RegionInfo.RegionHandle) { m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: RequestTeleportToLocation {0} within {1}", position, sp.Scene.RegionInfo.RegionName); // Teleport within the same region if (IsOutsideRegion(sp.Scene, position) || position.Z < 0) { Vector3 emergencyPos = new Vector3(128, 128, 128); m_log.WarnFormat( "[ENTITY TRANSFER MODULE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}", position, sp.Name, sp.UUID, emergencyPos); position = emergencyPos; } // TODO: Get proper AVG Height float localAVHeight = 1.56f; float posZLimit = 22; // TODO: Check other Scene HeightField if (position.X > 0 && position.X <= (int)Constants.RegionSize && position.Y > 0 && position.Y <= (int)Constants.RegionSize) { posZLimit = (float)sp.Scene.Heightmap[(int)position.X, (int)position.Y]; } float newPosZ = posZLimit + localAVHeight; if (posZLimit >= (position.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) { position.Z = newPosZ; } sp.ControllingClient.SendTeleportStart(teleportFlags); sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); sp.Teleport(position); foreach (SceneObjectGroup grp in sp.GetAttachments()) { if (grp.IsDeleted) sp.Scene.EventManager.TriggerOnScriptChangedEvent(grp.LocalId, (uint)Changed.TELEPORT); } } else // Another region possibly in another simulator { uint x = 0, y = 0; Utils.LongToUInts(regionHandle, out x, out y); GridRegion reg = m_aScene.GridService.GetRegionByPosition(sp.Scene.RegionInfo.ScopeID, (int)x, (int)y); if (reg != null) { GridRegion finalDestination = GetFinalDestination(reg); if (finalDestination == null) { m_log.WarnFormat("[ENTITY TRANSFER MODULE]: Final destination is having problems. Unable to teleport agent."); sp.ControllingClient.SendTeleportFailed("Problem at destination"); return; } uint curX = 0, curY = 0; Utils.LongToUInts(sp.Scene.RegionInfo.RegionHandle, out curX, out curY); int curCellX = (int)(curX / Constants.RegionSize); int curCellY = (int)(curY / Constants.RegionSize); int destCellX = (int)(finalDestination.RegionLocX / Constants.RegionSize); int destCellY = (int)(finalDestination.RegionLocY / Constants.RegionSize); // m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Source co-ords are x={0} y={1}", curRegionX, curRegionY); // // m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Final dest is x={0} y={1} {2}@{3}", // destRegionX, destRegionY, finalDestination.RegionID, finalDestination.ServerURI); // Check that these are not the same coordinates if (finalDestination.RegionLocX == sp.Scene.RegionInfo.RegionLocX && finalDestination.RegionLocY == sp.Scene.RegionInfo.RegionLocY) { // Can't do. Viewer crashes sp.ControllingClient.SendTeleportFailed("Space warp! You would crash. Move to a different region and try again."); return; } if (Math.Abs(curCellX - destCellX) > MaxTransferDistance || Math.Abs(curCellY - destCellY) > MaxTransferDistance) { sp.ControllingClient.SendTeleportFailed( string.Format( "Can't teleport to {0} ({1},{2}) from {3} ({4},{5}), destination is more than {6} regions way", finalDestination.RegionName, destCellX, destCellY, sp.Scene.RegionInfo.RegionName, curCellX, curCellY, MaxTransferDistance)); return; } // // This is it // DoTeleport(sp, reg, finalDestination, position, lookAt, teleportFlags, eq); // // // } else { // TP to a place that doesn't exist (anymore) // Inform the viewer about that sp.ControllingClient.SendTeleportFailed("The region you tried to teleport to doesn't exist anymore"); // and set the map-tile to '(Offline)' uint regX, regY; Utils.LongToUInts(regionHandle, out regX, out regY); MapBlockData block = new MapBlockData(); block.X = (ushort)(regX / Constants.RegionSize); block.Y = (ushort)(regY / Constants.RegionSize); block.Access = 254; // == not there List<MapBlockData> blocks = new List<MapBlockData>(); blocks.Add(block); sp.ControllingClient.SendMapBlock(blocks, 0); } } } catch (Exception e) { m_log.WarnFormat("[ENTITY TRANSFER MODULE]: Exception on teleport: {0} {1}", e.Message, e.StackTrace); sp.ControllingClient.SendTeleportFailed("Internal error"); } }
/// <summary> /// Return the list of regions that are considered to be neighbours to the given scene. /// </summary> /// <param name="pScene"></param> /// <param name="pRegionLocX"></param> /// <param name="pRegionLocY"></param> /// <returns></returns> protected List<GridRegion> RequestNeighbours(ScenePresence avatar, uint pRegionLocX, uint pRegionLocY) { Scene pScene = avatar.Scene; 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(); // Leaving this as a "megaregions" computation vs "non-megaregions" computation; it isn't // clear what should be done with a "far view" given that megaregions already extended the // view to include everything in the megaregion if (northBorders.Length <= 1 && southBorders.Length <= 1 && eastBorders.Length <= 1 && westBorders.Length <= 1) { int dd = avatar.DrawDistance < Constants.RegionSize ? (int)Constants.RegionSize : (int)avatar.DrawDistance; int startX = (int)pRegionLocX * (int)Constants.RegionSize - dd + (int)(Constants.RegionSize/2); int startY = (int)pRegionLocY * (int)Constants.RegionSize - dd + (int)(Constants.RegionSize/2); int endX = (int)pRegionLocX * (int)Constants.RegionSize + dd + (int)(Constants.RegionSize/2); int endY = (int)pRegionLocY * (int)Constants.RegionSize + dd + (int)(Constants.RegionSize/2); List<GridRegion> neighbours = avatar.Scene.GridService.GetRegionRange(m_regionInfo.ScopeID, startX, endX, startY, endY); neighbours.RemoveAll(delegate(GridRegion r) { return r.RegionID == m_regionInfo.RegionID; }); return neighbours; } 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; } }
/// <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.Debug("[ENTITY TRANSFER MODULE]: Starting to inform client about neighbour " + x + ", " + y + "(" + endPoint + ")"); string capsPath = reg.ServerURI + CapsUtil.GetCapsSeedPath(a.CapsPath); string reason = String.Empty; bool regionAccepted = m_scene.SimulationService.CreateAgent(reg, a, (uint)TeleportFlags.Default, 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 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: {0} is sending {1} EnableSimulator for neighbour region {2} @ {3} " + "and EstablishAgentCommunication with seed cap {4}", m_scene.RegionInfo.RegionName, sp.Name, reg.RegionName, reg.RegionHandle, capsPath); eq.EnableSimulator(reg.RegionHandle, endPoint, sp.UUID); eq.EstablishAgentCommunication(sp.UUID, endPoint, capsPath); } else { sp.ControllingClient.InformClientOfNeighbour(reg.RegionHandle, endPoint); // TODO: make Event Queue disablable! } m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString()); } if (!regionAccepted) m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Region {0} did not accept agent: {1}", reg.RegionName, reason); }
/// <summary> /// This Closes child agents on neighbouring 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, GridRegion neighbourRegion, bool isFlying, string version) { try { ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}", agent.Firstname, agent.Lastname, neighbourx, neighboury, version); Scene m_scene = agent.Scene; if (neighbourRegion != null) { if (!agent.ValidateAttachments()) m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.", agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName); pos = pos + agent.Velocity; Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0); agent.RemoveFromPhysicalScene(); SetInTransit(agent.UUID); AgentData cAgent = new AgentData(); agent.CopyTo(cAgent); cAgent.Position = pos; if (isFlying) cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY; // We don't need the callback anymnore cAgent.CallbackURI = String.Empty; if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent)) { // region doesn't take it ReInstantiateScripts(agent); agent.AddToPhysicalScene(isFlying); ResetFromTransit(agent.UUID); return agent; } //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("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.", neighbourRegion.RegionHandle); return agent; } string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps); m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>(); if (eq != null) { eq.CrossRegion(neighbourHandle, pos, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint, capsPath, agent.UUID, agent.ControllingClient.SessionId); } else { agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, capsPath); } // SUCCESS! agent.MakeChildAgent(); ResetFromTransit(agent.UUID); // now we have a child agent in this region. Request all interesting data about other (root) agents agent.SendOtherAgentsAvatarDataToMe(); agent.SendOtherAgentsAppearanceToMe(); // Backwards compatibility. Best effort if (version == "Unknown" || version == string.Empty) { m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one..."); Thread.Sleep(3000); // wait a little now that we're not waiting for the callback CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true); } // Next, let's close the child agent connections that are too far away. agent.CloseChildAgents(neighbourx, neighboury); AgentHasMovedAway(agent, false); // the user may change their profile information in other region, // so the userinfo in UserProfileCache is not reliable any more, delete it // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE! if (agent.Scene.NeedSceneCacheClear(agent.UUID)) { m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID); } } //m_log.Debug("AFTER CROSS"); //Scene.DumpChildrenSeeds(UUID); //DumpKnownRegions(); } catch (Exception e) { m_log.ErrorFormat( "[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2}. Exception {3}{4}", agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace); } return agent; }
private void InformClientToInitateTeleportToLocation(ScenePresence agent, uint regionX, uint regionY, Vector3 position, Scene initiatingScene) { // This assumes that we know what our neighbours 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); Teleport(agent, initiatingScene.RegionInfo.CombinedRegionHandle, position, agent.Lookat, (uint)Constants.TeleportFlags.Godlike); /* 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("[ENTITY TRANSFER MODULE]: Client Initiating Teleport sending IM success = {0}", success); }); } */ }
/// <summary> /// This informs all neighbouring regions about agent "avatar". /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// </summary> /// <param name="sp"></param> public void EnableChildAgents(ScenePresence sp) { List<GridRegion> neighbours = new List<GridRegion>(); RegionInfo m_regionInfo = sp.Scene.RegionInfo; if (m_regionInfo != null) { neighbours = RequestNeighbours(sp, m_regionInfo.RegionLocX, m_regionInfo.RegionLocY); } else { m_log.Debug("[ENTITY TRANSFER MODULE]: m_regionInfo was null in EnableChildAgents, is this a NPC?"); } /// We need to find the difference between the new regions where there are no child agents /// and the regions where there are already child agents. We only send notification to the former. List<ulong> neighbourHandles = NeighbourHandles(neighbours); // on this region neighbourHandles.Add(sp.Scene.RegionInfo.RegionHandle); // add this region too List<ulong> previousRegionNeighbourHandles; 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 currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode); AgentCircuitData agent = sp.ControllingClient.RequestClientInfo(); agent.BaseFolder = UUID.Zero; agent.InventoryFolder = UUID.Zero; // agent.startpos = sp.AbsolutePosition + CalculateOffset(sp, neighbour); agent.startpos = new Vector3(128, 128, 70); agent.child = true; agent.Appearance = sp.Appearance; if (currentAgentCircuit != null) { agent.ServiceURLs = currentAgentCircuit.ServiceURLs; agent.IPAddress = currentAgentCircuit.IPAddress; agent.Viewer = currentAgentCircuit.Viewer; agent.Channel = currentAgentCircuit.Channel; agent.Mac = currentAgentCircuit.Mac; agent.Id0 = currentAgentCircuit.Id0; } if (newRegions.Contains(neighbour.RegionHandle)) { agent.CapsPath = CapsUtil.GetRandomCapsObjectPath(); sp.AddNeighbourRegion(neighbour.RegionHandle, agent.CapsPath); seeds.Add(neighbour.RegionHandle, agent.CapsPath); } else agent.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, neighbour.RegionHandle); cagents.Add(agent); } } /// 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( "[ENTITY TRANSFER MODULE]: Neighbour Regions response included the current region in the neighbour list. The following region will not display to the client: {0} for region {1} ({2}, {3}).", neighbour.ExternalHostName, neighbour.RegionHandle, neighbour.RegionLocX, neighbour.RegionLocY); } catch (Exception e) { m_log.ErrorFormat( "[ENTITY 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++; } }
/// <summary> /// This informs a single neighbouring region about agent "avatar". /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// </summary> /// <param name="sp"></param> /// <param name="region"></param> public void EnableChildAgent(ScenePresence sp, GridRegion region) { m_log.DebugFormat("[ENTITY TRANSFER]: Enabling child agent in new neighbour {0}", region.RegionName); AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode); 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; agent.CapsPath = CapsUtil.GetRandomCapsObjectPath(); agent.ChildrenCapSeeds = new Dictionary<ulong, string>(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID)); //m_log.DebugFormat("[XXX] Seeds 1 {0}", agent.ChildrenCapSeeds.Count); if (!agent.ChildrenCapSeeds.ContainsKey(sp.Scene.RegionInfo.RegionHandle)) agent.ChildrenCapSeeds.Add(sp.Scene.RegionInfo.RegionHandle, sp.ControllingClient.RequestClientInfo().CapsPath); //m_log.DebugFormat("[XXX] Seeds 2 {0}", agent.ChildrenCapSeeds.Count); sp.AddNeighbourRegion(region.RegionHandle, agent.CapsPath); //foreach (ulong h in agent.ChildrenCapSeeds.Keys) // m_log.DebugFormat("[XXX] --> {0}", h); //m_log.DebugFormat("[XXX] Adding {0}", region.RegionHandle); agent.ChildrenCapSeeds.Add(region.RegionHandle, agent.CapsPath); if (sp.Scene.CapsModule != null) { sp.Scene.CapsModule.SetChildrenSeed(sp.UUID, agent.ChildrenCapSeeds); } if (currentAgentCircuit != null) { agent.ServiceURLs = currentAgentCircuit.ServiceURLs; agent.IPAddress = currentAgentCircuit.IPAddress; agent.Viewer = currentAgentCircuit.Viewer; agent.Channel = currentAgentCircuit.Channel; agent.Mac = currentAgentCircuit.Mac; agent.Id0 = currentAgentCircuit.Id0; } InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, InformClientOfNeighbourCompleted, d); }
Vector3 CalculateOffset(ScenePresence sp, GridRegion neighbour) { int rRegionX = (int)sp.Scene.RegionInfo.RegionLocX; int rRegionY = (int)sp.Scene.RegionInfo.RegionLocY; int tRegionX = neighbour.RegionLocX / (int)Constants.RegionSize; int tRegionY = neighbour.RegionLocY / (int)Constants.RegionSize; int shiftx = (rRegionX - tRegionX) * (int)Constants.RegionSize; int shifty = (rRegionY - tRegionY) * (int)Constants.RegionSize; return new Vector3(shiftx, shifty, 0f); }