Compare commits

...

13 Commits

Author SHA1 Message Date
Justin Clark-Casey (justincc)
41b33b6f0f Rename pCampbot.ini -> pCampBot.ini (and example file) to be consistent with other capitalizations of pCampBot 2013-09-04 00:45:00 +01:00
Justin Clark-Casey (justincc)
e05d11faa5 minor: shortern warning messages in EntityTransferModule when UpdateAgent() fails 2013-09-04 00:44:52 +01:00
Justin Clark-Casey (justincc)
803fa36b68 Make pCampbot "show bot" command take the bot number instead of the full bot name
Shorter and can do this because bot names are uniform
2013-09-04 00:44:47 +01:00
Justin Clark-Casey (justincc)
902c1f0009 remove redundant return at end of HandleDeregisterRegion() 2013-09-04 00:43:53 +01:00
Justin Clark-Casey (justincc)
b21f261008 Make it possible for the "deregister region id" command to accept more than one id 2013-09-04 00:43:48 +01:00
Justin Clark-Casey (justincc)
ab1c63b20c Remove old and unused ScenePresence.RestoreInCurrentScene() 2013-09-04 00:43:40 +01:00
Justin Clark-Casey (justincc)
5c35aa560e Refactor: merge SceneGraph.AddScenePresence() into CreateAndAddChildScenePresence() since the former was only ever called from the latter
This allows us to remove dead code relating to adding root agents directly to the scenegraph, which never happens.
2013-09-04 00:43:35 +01:00
Justin Clark-Casey (justincc)
63be8e3596 minor: Correct typo on "debug stats record start" message 2013-09-04 00:42:58 +01:00
Justin Clark-Casey (justincc)
62b12783df Fix bug where users teleporting to non-neighbour regions could continue to hear chat from their source region for some time after teleport completion.
This occurs on v2 teleport since the source region now waits 15 secs before closing the old child agent, which could still receive chat.
This commit introduces a ScenePresenceState.PreClose which is set before the wait, so that ChatModule can check for ScenePresenceState.Running.
This was theoretically also an issue on v1 teleport but since the pause before close was only 2 secs there, it was not noticed.
2013-09-02 19:21:53 +01:00
Justin Clark-Casey (justincc)
935888d6da Comment out warning about agent updating without valid session ID for now.
This causes extreme console spam if a simulator running latest master and one running 0.7.5 have adjacent regions occupied by avatars.
2013-09-02 17:47:04 +01:00
Justin Clark-Casey (justincc)
2e7f7c41a7 Also check user authorization if looking to upgrade from a child to a root agent.
Relevant if a child agent has been allowed into the region which should not be upgraded to a root agent.
2013-08-27 00:35:33 +01:00
Diva Canto
ed0ffae151 Potential fix for access control bug on login introduced with SeeIntoRegion commit. 2013-08-26 20:28:52 +01:00
Justin Clark-Casey (justincc)
ea5bab5107 For a Hypergrid user, delay estate access checks until NewUserConnection() so that they work.
This is necessary because the hypergrid groups checks (as referenced by estates) require an agent circuit to be present to construct the hypergrid ID.
However, this is not around until Scene.NewUserConnection(), as called by CreateAgent() in EntityTransferModule.
Therefore, if we're dealing with a hypergrid user, delay the check until NewUserConnection()/CreateAgent()
The entity transfer impact should be minimal since CreateAgent() is the next significant call after NewUserConnection()
However, to preserve the accuracy of query access we will only relax the check for HG users.
2013-08-26 20:04:07 +01:00
12 changed files with 157 additions and 91 deletions

View File

@@ -67,7 +67,7 @@ namespace OpenSim.Framework.Monitoring
if (cmd[3] == "start")
{
Start();
con.OutputFormat("Now recording all stats very {0}ms to file", m_statsLogIntervalMs);
con.OutputFormat("Now recording all stats to file every {0}ms", m_statsLogIntervalMs);
}
else if (cmd[3] == "stop")
{

View File

@@ -76,7 +76,7 @@ namespace OpenSim.Region.ClientStack.Linden.Tests
}
[Test]
public void AddForClient()
public void TestAddForClient()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
@@ -88,7 +88,7 @@ namespace OpenSim.Region.ClientStack.Linden.Tests
}
[Test]
public void RemoveForClient()
public void TestRemoveForClient()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();

View File

@@ -326,15 +326,18 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
UUID fromAgentID, UUID ownerID, string fromName, ChatTypeEnum type,
string message, ChatSourceType src, bool ignoreDistance)
{
Vector3 fromRegionPos = fromPos + regionPos;
Vector3 toRegionPos = presence.AbsolutePosition +
new Vector3(presence.Scene.RegionInfo.RegionLocX * Constants.RegionSize,
presence.Scene.RegionInfo.RegionLocY * Constants.RegionSize, 0);
int dis = (int)Util.GetDistanceTo(toRegionPos, fromRegionPos);
if (presence.LifecycleState != ScenePresenceState.Running)
return false;
if (!ignoreDistance)
{
Vector3 fromRegionPos = fromPos + regionPos;
Vector3 toRegionPos = presence.AbsolutePosition +
new Vector3(presence.Scene.RegionInfo.RegionLocX * Constants.RegionSize,
presence.Scene.RegionInfo.RegionLocY * Constants.RegionSize, 0);
int dis = (int)Util.GetDistanceTo(toRegionPos, fromRegionPos);
if (type == ChatTypeEnum.Whisper && dis > m_whisperdistance ||
type == ChatTypeEnum.Say && dis > m_saydistance ||
type == ChatTypeEnum.Shout && dis > m_shoutdistance)

View File

@@ -832,8 +832,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
m_log.WarnFormat(
"[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1} from {2}. Keeping avatar in source region.",
sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName);
"[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1}. Keeping avatar in {2}",
sp.Name, finalDestination.RegionName, sp.Scene.Name);
Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established.");
return;
@@ -920,6 +920,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
{
if (!sp.Scene.IncomingPreCloseAgent(sp))
return;
// We need to delay here because Imprudence viewers, unlike v1 or v3, have a short (<200ms, <500ms) delay before
// they regard the new region as the current region after receiving the AgentMovementComplete
// response. If close is sent before then, it will cause the viewer to quit instead.
@@ -1053,8 +1056,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
m_log.WarnFormat(
"[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1} from {2}. Keeping avatar in source region.",
sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName);
"[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1}. Keeping avatar in {2}",
sp.Name, finalDestination.RegionName, sp.Scene.Name);
Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established.");
return;
@@ -1082,6 +1085,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// 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))
{
if (!sp.Scene.IncomingPreCloseAgent(sp))
return;
// RED ALERT!!!!
// PLEASE DO NOT DECREASE THIS WAIT TIME UNDER ANY CIRCUMSTANCES.
// THE VIEWERS SEEM TO NEED SOME TIME AFTER RECEIVING MoveAgentIntoRegion
@@ -1095,6 +1101,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// then this will be handled in IncomingCloseAgent under lock conditions
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Closing agent {0} in {1} after teleport", sp.Name, Scene.Name);
sp.Scene.IncomingCloseAgent(sp.UUID, false);
}
else

View File

@@ -3695,10 +3695,13 @@ namespace OpenSim.Region.Framework.Scenes
// We need to ensure that we are not already removing the scene presence before we ask it not to be
// closed.
if (sp != null && sp.IsChildAgent && sp.LifecycleState == ScenePresenceState.Running)
if (sp != null && sp.IsChildAgent
&& (sp.LifecycleState == ScenePresenceState.Running
|| sp.LifecycleState == ScenePresenceState.PreRemove))
{
m_log.DebugFormat(
"[SCENE]: Reusing existing child scene presence for {0} in {1}", sp.Name, Name);
"[SCENE]: Reusing existing child scene presence for {0}, state {1} in {2}",
sp.Name, sp.LifecycleState, Name);
// In the case where, for example, an A B C D region layout, an avatar may
// teleport from A -> D, but then -> C before A has asked B to close its old child agent. When C
@@ -3720,6 +3723,8 @@ namespace OpenSim.Region.Framework.Scenes
// }
// else if (EntityTransferModule.IsInTransit(sp.UUID))
sp.LifecycleState = ScenePresenceState.Running;
if (EntityTransferModule.IsInTransit(sp.UUID))
{
sp.DoNotCloseAfterTeleport = true;
@@ -3824,7 +3829,7 @@ namespace OpenSim.Region.Framework.Scenes
try
{
if (!AuthorizeUser(acd, SeeIntoRegion, out reason))
if (!AuthorizeUser(acd, (vialogin ? false : SeeIntoRegion), out reason))
{
m_authenticateHandler.RemoveCircuit(acd.circuitcode);
return false;
@@ -3855,6 +3860,19 @@ namespace OpenSim.Region.Framework.Scenes
// Let the SP know how we got here. This has a lot of interesting
// uses down the line.
sp.TeleportFlags = (TPFlags)teleportFlags;
// We must carry out a further authorization check if there's an
// attempt to make a child agent into a root agent, since SeeIntoRegion may have allowed a child
// agent to login to a region where a full avatar would not be allowed.
//
// We determine whether this is a CreateAgent for a future non-child agent by inspecting
// TeleportFlags, which will be default for a child connection. This relies on input from the source
// region.
if (sp.TeleportFlags != TPFlags.Default)
{
if (!AuthorizeUser(acd, false, out reason))
return false;
}
if (sp.IsChildAgent)
{
@@ -4346,10 +4364,10 @@ namespace OpenSim.Region.Framework.Scenes
ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID);
if (childAgentUpdate != null)
{
if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID)
// Only warn for now
m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?",
childAgentUpdate.UUID, cAgentData.SessionID);
// if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID)
// // Only warn for now
// m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?",
// childAgentUpdate.UUID, cAgentData.SessionID);
// I can't imagine *yet* why we would get an update if the agent is a root agent..
// however to avoid a race condition crossing borders..
@@ -4440,6 +4458,50 @@ namespace OpenSim.Region.Framework.Scenes
return false;
}
/// <summary>
/// Tell a single agent to prepare to close.
/// </summary>
/// <remarks>
/// This should only be called if we may close the agent but there will be some delay in so doing. Meant for
/// internal use - other callers should almost certainly called IncomingCloseAgent().
/// </remarks>
/// <param name="sp"></param>
/// <returns>true if pre-close state notification was successful. false if the agent
/// was not in a state where it could transition to pre-close.</returns>
public bool IncomingPreCloseAgent(ScenePresence sp)
{
lock (m_removeClientLock)
{
// We need to avoid a race condition where in, for example, an A B C D region layout, an avatar may
// teleport from A -> D, but then -> C before A has asked B to close its old child agent. We do not
// want to obey this close since C may have renewed the child agent lease on B.
if (sp.DoNotCloseAfterTeleport)
{
m_log.DebugFormat(
"[SCENE]: Not pre-closing {0} agent {1} in {2} since another simulator has re-established the child connection",
sp.IsChildAgent ? "child" : "root", sp.Name, Name);
// Need to reset the flag so that a subsequent close after another teleport can succeed.
sp.DoNotCloseAfterTeleport = false;
return false;
}
if (sp.LifecycleState != ScenePresenceState.Running)
{
m_log.DebugFormat(
"[SCENE]: Called IncomingPreCloseAgent() for {0} in {1} but presence is already in state {2}",
sp.Name, Name, sp.LifecycleState);
return false;
}
sp.LifecycleState = ScenePresenceState.PreRemove;
return true;
}
}
/// <summary>
/// Tell a single agent to disconnect from the region.
/// </summary>
@@ -4459,16 +4521,16 @@ namespace OpenSim.Region.Framework.Scenes
if (sp == null)
{
m_log.DebugFormat(
"[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in {1}",
"[SCENE]: Called IncomingCloseAgent() with agent ID {0} but no such presence is in {1}",
agentID, Name);
return false;
}
if (sp.LifecycleState != ScenePresenceState.Running)
if (sp.LifecycleState != ScenePresenceState.Running && sp.LifecycleState != ScenePresenceState.PreRemove)
{
m_log.DebugFormat(
"[SCENE]: Called RemoveClient() for {0} in {1} but presence is already in state {2}",
"[SCENE]: Called IncomingCloseAgent() for {0} in {1} but presence is already in state {2}",
sp.Name, Name, sp.LifecycleState);
return false;
@@ -5739,9 +5801,13 @@ namespace OpenSim.Region.Framework.Scenes
try
{
if (!AuthorizeUser(aCircuit, false, out reason))
// If this is a hypergrid user, then we can't perform a successful groups access check here since this
// currently relies on a circuit being present in the AuthenticateHandler to construct a Hypergrid ID.
// This is only present in NewUserConnection() which entity transfer calls very soon after QueryAccess().
// Therefore, we'll defer to the check in NewUserConnection() instead.
if (!AuthorizeUser(aCircuit, !UserManagementModule.IsLocalGridUser(agentID), out reason))
{
// m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
//m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
return false;
}
}

View File

@@ -561,39 +561,15 @@ namespace OpenSim.Region.Framework.Scenes
protected internal ScenePresence CreateAndAddChildScenePresence(
IClientAPI client, AvatarAppearance appearance, PresenceType type)
{
ScenePresence newAvatar = null;
// ScenePresence always defaults to child agent
newAvatar = new ScenePresence(client, m_parentScene, appearance, type);
AddScenePresence(newAvatar);
return newAvatar;
}
/// <summary>
/// Add a presence to the scene
/// </summary>
/// <param name="presence"></param>
protected internal void AddScenePresence(ScenePresence presence)
{
// Always a child when added to the scene
bool child = presence.IsChildAgent;
if (child)
{
m_numChildAgents++;
}
else
{
m_numRootAgents++;
presence.AddToPhysicalScene(false);
}
ScenePresence presence = new ScenePresence(client, m_parentScene, appearance, type);
Entities[presence.UUID] = presence;
lock (m_presenceLock)
{
m_numChildAgents++;
Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -604,7 +580,7 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
// Remember the old presene reference from the dictionary
// Remember the old presence reference from the dictionary
ScenePresence oldref = newmap[presence.UUID];
// Replace the presence reference in the dictionary with the new value
newmap[presence.UUID] = presence;
@@ -616,6 +592,8 @@ namespace OpenSim.Region.Framework.Scenes
m_scenePresenceMap = newmap;
m_scenePresenceArray = newlist;
}
return presence;
}
/// <summary>

View File

@@ -3243,11 +3243,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public void RestoreInCurrentScene()
{
AddToPhysicalScene(false); // not exactly false
}
public void Reset()
{
// m_log.DebugFormat("[SCENE PRESENCE]: Resetting {0} in {1}", Name, Scene.RegionInfo.RegionName);

View File

@@ -37,7 +37,8 @@ namespace OpenSim.Region.Framework.Scenes
/// This is a state machine.
///
/// [Entry] => Running
/// Running => Removing
/// Running => PreRemove, Removing
/// PreRemove => Running, Removing
/// Removing => Removed
///
/// All other methods should only see the scene presence in running state - this is the normal operational state
@@ -46,6 +47,7 @@ namespace OpenSim.Region.Framework.Scenes
public enum ScenePresenceState
{
Running, // Normal operation state. The scene presence is available.
PreRemove, // The presence is due to be removed but can still be returning to running.
Removing, // The presence is in the process of being removed from the scene via Scene.RemoveClient.
Removed, // The presence has been removed from the scene and is effectively dead.
// There is no exit from this state.
@@ -80,8 +82,17 @@ namespace OpenSim.Region.Framework.Scenes
lock (this)
{
if (newState == ScenePresenceState.Removing && m_state == ScenePresenceState.Running)
if (newState == m_state)
return;
else if (newState == ScenePresenceState.Running && m_state == ScenePresenceState.PreRemove)
transitionOkay = true;
else if (newState == ScenePresenceState.PreRemove && m_state == ScenePresenceState.Running)
transitionOkay = true;
else if (newState == ScenePresenceState.Removing)
{
if (m_state == ScenePresenceState.Running || m_state == ScenePresenceState.PreRemove)
transitionOkay = true;
}
else if (newState == ScenePresenceState.Removed && m_state == ScenePresenceState.Removing)
transitionOkay = true;
}

View File

@@ -86,7 +86,7 @@ namespace OpenSim.Services.GridService
{
MainConsole.Instance.Commands.AddCommand("Regions", true,
"deregister region id",
"deregister region id <Region UUID>",
"deregister region id <region-id>+",
"Deregister a region manually.",
String.Empty,
HandleDeregisterRegion);
@@ -526,40 +526,41 @@ namespace OpenSim.Services.GridService
private void HandleDeregisterRegion(string module, string[] cmd)
{
if (cmd.Length != 4)
if (cmd.Length < 4)
{
MainConsole.Instance.Output("Syntax: degregister region id <Region UUID>");
MainConsole.Instance.Output("Usage: degregister region id <region-id>+");
return;
}
string rawRegionUuid = cmd[3];
UUID regionUuid;
if (!UUID.TryParse(rawRegionUuid, out regionUuid))
for (int i = 3; i < cmd.Length; i++)
{
MainConsole.Instance.OutputFormat("{0} is not a valid region uuid", rawRegionUuid);
return;
}
string rawRegionUuid = cmd[i];
UUID regionUuid;
GridRegion region = GetRegionByUUID(UUID.Zero, regionUuid);
if (!UUID.TryParse(rawRegionUuid, out regionUuid))
{
MainConsole.Instance.OutputFormat("{0} is not a valid region uuid", rawRegionUuid);
return;
}
if (region == null)
{
MainConsole.Instance.OutputFormat("No region with UUID {0}", regionUuid);
return;
}
GridRegion region = GetRegionByUUID(UUID.Zero, regionUuid);
if (DeregisterRegion(regionUuid))
{
MainConsole.Instance.OutputFormat("Deregistered {0} {1}", region.RegionName, regionUuid);
}
else
{
// I don't think this can ever occur if we know that the region exists.
MainConsole.Instance.OutputFormat("Error deregistering {0} {1}", region.RegionName, regionUuid);
}
if (region == null)
{
MainConsole.Instance.OutputFormat("No region with UUID {0}", regionUuid);
return;
}
return;
if (DeregisterRegion(regionUuid))
{
MainConsole.Instance.OutputFormat("Deregistered {0} {1}", region.RegionName, regionUuid);
}
else
{
// I don't think this can ever occur if we know that the region exists.
MainConsole.Instance.OutputFormat("Error deregistering {0} {1}", region.RegionName, regionUuid);
}
}
}
private void HandleShowRegions(string module, string[] cmd)

View File

@@ -212,7 +212,7 @@ namespace pCampBot
"bot", false, "show bots", "show bots", "Shows the status of all bots", HandleShowBotsStatus);
m_console.Commands.AddCommand(
"bot", false, "show bot", "show bot <first-name> <last-name>",
"bot", false, "show bot", "show bot <n>",
"Shows the detailed status and settings of a particular bot.", HandleShowBotStatus);
m_bots = new List<Bot>();
@@ -605,13 +605,18 @@ namespace pCampBot
private void HandleShowBotStatus(string module, string[] cmd)
{
if (cmd.Length != 4)
if (cmd.Length != 3)
{
MainConsole.Instance.Output("Usage: show bot <first-name> <last-name>");
MainConsole.Instance.Output("Usage: show bot <n>");
return;
}
string name = string.Format("{0} {1}", cmd[2], cmd[3]);
int botNumber;
if (!ConsoleUtil.TryParseConsoleInt(MainConsole.Instance, cmd[2], out botNumber))
return;
string name = string.Format("{0} {1}_{2}", m_firstName, m_lastNameStem, botNumber);
Bot bot;

View File

@@ -51,7 +51,7 @@ namespace pCampBot
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public const string ConfigFileName = "pCampbot.ini";
public const string ConfigFileName = "pCampBot.ini";
[STAThread]
public static void Main(string[] args)