コード例 #1
0
        /// <summary>
        /// Try to teleport an agent to a new region.
        /// </summary>
        /// <param name="remoteClient"></param>
        /// <param name="RegionHandle"></param>
        /// <param name="position"></param>
        /// <param name="lookAt"></param>
        /// <param name="flags"></param>
        public virtual void RequestTeleportToLocation(ScenePresence avatar, ulong regionHandle, Vector3 position,
                                                      Vector3 lookAt, uint teleportFlags)
        {
            if (!avatar.Scene.Permissions.CanTeleport(avatar.UUID))
                return;

            bool destRegionUp = true;

            IEventQueue eq = avatar.Scene.RequestModuleInterface<IEventQueue>();

            // Reset animations; the viewer does that in teleports.
            avatar.ResetAnimations();

            if (regionHandle == m_regionInfo.RegionHandle)
            {
                m_log.DebugFormat(
                    "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation {0} within {1}",
                    position, m_regionInfo.RegionName);

                // Teleport within the same region
                if (IsOutsideRegion(avatar.Scene, position) || position.Z < 0)
                {
                    Vector3 emergencyPos = new Vector3(128, 128, 128);

                    m_log.WarnFormat(
                        "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}.  Substituting {3}",
                        position, avatar.Name, avatar.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) avatar.Scene.Heightmap[(int) position.X, (int) position.Y];
                }

                float newPosZ = posZLimit + localAVHeight;
                if (posZLimit >= (position.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
                {
                    position.Z = newPosZ;
                }

                // Only send this if the event queue is null
                if (eq == null)
                    avatar.ControllingClient.SendTeleportLocationStart();
                
                avatar.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
                avatar.Teleport(position);
            }
            else
            {
                RegionInfo reg = RequestNeighbouringRegionInfo(regionHandle);
                if (reg != null)
                {
                    m_log.DebugFormat(
                        "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation to {0} in {1}", 
                        position, reg.RegionName);
                    
                    if (eq == null)
                        avatar.ControllingClient.SendTeleportLocationStart();

                    // Let's do DNS resolution only once in this process, please!
                    // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
                    // it's actually doing a lot of work.
                    IPEndPoint endPoint = reg.ExternalEndPoint;
                    if (endPoint.Address == null)
                    {
                        // Couldn't resolve the name. Can't TP, because the viewer wants IP addresses.
                        destRegionUp = false;
                    }

                    if (destRegionUp)
                    {
                        uint newRegionX = (uint)(reg.RegionHandle >> 40);
                        uint newRegionY = (((uint)(reg.RegionHandle)) >> 8);
                        uint oldRegionX = (uint)(m_regionInfo.RegionHandle >> 40);
                        uint oldRegionY = (((uint)(m_regionInfo.RegionHandle)) >> 8);

                        // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
                        // both regions
                        if (avatar.ParentID != (uint)0)
                            avatar.StandUp();
                        
                        if (!avatar.ValidateAttachments())
                        {
                            avatar.ControllingClient.SendTeleportFailed("Inconsistent attachment state");
                            return;
                        }

                        // the avatar.Close below will clear the child region list. We need this below for (possibly)
                        // closing the child agents, so save it here (we need a copy as it is Clear()-ed).
                        //List<ulong> childRegions = new List<ulong>(avatar.GetKnownRegionList());
                        // Compared to ScenePresence.CrossToNewRegion(), there's no obvious code to handle a teleport
                        // failure at this point (unlike a border crossing failure).  So perhaps this can never fail
                        // once we reach here...
                        //avatar.Scene.RemoveCapsHandler(avatar.UUID);

                        string capsPath = String.Empty;
                        AgentCircuitData agentCircuit = avatar.ControllingClient.RequestClientInfo();
                        agentCircuit.BaseFolder = UUID.Zero;
                        agentCircuit.InventoryFolder = UUID.Zero;
                        agentCircuit.startpos = position;
                        agentCircuit.child = true;
                        
                        if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
                        {
                            // brand new agent, let's create a new caps seed
                            agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
                        }

                        string reason = String.Empty;

                        // Let's create an agent there if one doesn't exist yet. 
                        //if (!m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agentCircuit))
                        if (!m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, agentCircuit, out reason))
                        {
                            avatar.ControllingClient.SendTeleportFailed(String.Format("Destination is not accepting teleports: {0}",
                                                                                      reason));
                            return;
                        }

                        // OK, it got this agent. Let's close some child agents
                        avatar.CloseChildAgents(newRegionX, newRegionY);

                        if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
                        {
                            #region IP Translation for NAT
                            IClientIPEndpoint ipepClient;
                            if (avatar.ClientView.TryGet(out ipepClient))
                            {
                                capsPath
                                    = "http://"
                                      + NetworkUtil.GetHostFor(ipepClient.EndPoint, reg.ExternalHostName)
                                      + ":"
                                      + reg.HttpPort
                                      + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
                            }
                            else
                            {
                                capsPath
                                    = "http://"
                                      + reg.ExternalHostName
                                      + ":"
                                      + reg.HttpPort
                                      + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
                            }
                            #endregion

                            if (eq != null)
                            {
                                #region IP Translation for NAT
                                // Uses ipepClient above
                                if (avatar.ClientView.TryGet(out ipepClient))
                                {
                                    endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
                                }
                                #endregion

                                eq.EnableSimulator(reg.RegionHandle, endPoint, avatar.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(2000);

                                eq.EstablishAgentCommunication(avatar.UUID, endPoint, capsPath);
                            }
                            else
                            {
                                avatar.ControllingClient.InformClientOfNeighbour(reg.RegionHandle, endPoint);
                            }
                        }
                        else
                        {
                            agentCircuit.CapsPath = avatar.Scene.CapsModule.GetChildSeed(avatar.UUID, reg.RegionHandle);
                            capsPath = "http://" + reg.ExternalHostName + ":" + reg.HttpPort
                                        + "/CAPS/" + agentCircuit.CapsPath + "0000/";
                        }

                        // Expect avatar crossing is a heavy-duty function at the destination.
                        // That is where MakeRoot is called, which fetches appearance and inventory.
                        // Plus triggers OnMakeRoot, which spawns a series of asynchronous updates.
                        //m_commsProvider.InterRegion.ExpectAvatarCrossing(reg.RegionHandle, avatar.ControllingClient.AgentId,
                        //                                                      position, false);

                        //{
                        //    avatar.ControllingClient.SendTeleportFailed("Problem with destination.");
                        //    // We should close that agent we just created over at destination...
                        //    List<ulong> lst = new List<ulong>();
                        //    lst.Add(reg.RegionHandle);
                        //    SendCloseChildAgentAsync(avatar.UUID, lst);
                        //    return;
                        //}

                        SetInTransit(avatar.UUID);
                        // Let's send a full update of the agent. This is a synchronous call.
                        AgentData agent = new AgentData();
                        avatar.CopyTo(agent);
                        agent.Position = position;
                        agent.CallbackURI = "http://" + m_regionInfo.ExternalHostName + ":" + m_regionInfo.HttpPort + 
                            "/agent/" + avatar.UUID.ToString() + "/" + avatar.Scene.RegionInfo.RegionHandle.ToString() + "/release/";

                        m_interregionCommsOut.SendChildAgentUpdate(reg.RegionHandle, agent);

                        m_log.DebugFormat(
                            "[CAPS]: Sending new CAPS seed url {0} to client {1}", capsPath, avatar.UUID);

                        
                        if (eq != null)
                        {
                            eq.TeleportFinishEvent(reg.RegionHandle, 13, endPoint,
                                                   4, teleportFlags, capsPath, avatar.UUID);
                        }
                        else
                        {
                            avatar.ControllingClient.SendRegionTeleport(reg.RegionHandle, 13, endPoint, 4,
                                                                        teleportFlags, capsPath);
                        }

                        // TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which
                        // trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation
                        // that the client contacted the destination before we send the attachments and close things here.
                        if (!WaitForCallback(avatar.UUID))
                        {
                            // Client never contacted destination. Let's restore everything back
                            avatar.ControllingClient.SendTeleportFailed("Problems connecting to destination.");

                            ResetFromTransit(avatar.UUID);
                            
                            // Yikes! We should just have a ref to scene here.
                            avatar.Scene.InformClientOfNeighbours(avatar);

                            // Finally, kill the agent we just created at the destination.
                            m_interregionCommsOut.SendCloseAgent(reg.RegionHandle, avatar.UUID);

                            return;
                        }

                        // Can't go back from here
                        if (KiPrimitive != null)
                        {
                            KiPrimitive(avatar.LocalId);
                        }

                        avatar.MakeChildAgent();

                        // CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it
                        avatar.CrossAttachmentsIntoNewRegion(reg.RegionHandle, true);

                        // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone

                        if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
                        {
                            Thread.Sleep(5000);
                            avatar.Close();
                            CloseConnection(avatar.UUID);
                        }
                        else
                            // now we have a child agent in this region. 
                            avatar.Reset();


                        // if (teleport success) // seems to be always success here
                        // the user may change their profile information in other region,
                        // so the userinfo in UserProfileCache is not reliable any more, delete it
                        if (avatar.Scene.NeedSceneCacheClear(avatar.UUID))
                        {
                            m_commsProvider.UserProfileCacheService.RemoveUser(avatar.UUID);
                            m_log.DebugFormat(
                                "[SCENE COMMUNICATION SERVICE]: User {0} is going to another region, profile cache removed",
                                avatar.UUID);
                        }
                    }
                    else
                    {
                        avatar.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
                    }
                }
                else
                {
                    // TP to a place that doesn't exist (anymore)
                    // Inform the viewer about that
                    avatar.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);
                    avatar.ControllingClient.SendMapBlock(blocks, 0);
                }
            }
        }