Files
opensim/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
Justin Clark-Casey (justincc) f2a4d9b99c Fix regression where multiple close agents could be sent to the wrong neighbour region on root agent close.
This was introduced in git master d214e2d0 (Thu May 16 17:12:02 2013)
Caught out by the fact that value types used in iterators act like references and this was dispatched asynchronously.
Should address http://opensimulator.org/mantis/view.php?id=6658
2013-06-07 19:13:24 +01:00

238 lines
11 KiB
C#

/*
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using System;
using System.Collections.Generic;
using System.Net;
using System.Reflection;
using System.Threading;
using OpenMetaverse;
using OpenMetaverse.StructuredData;
using log4net;
using OpenSim.Framework;
using OpenSim.Framework.Client;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Capabilities;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Services.Interfaces;
using OSD = OpenMetaverse.StructuredData.OSD;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
namespace OpenSim.Region.Framework.Scenes
{
public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List<ulong> regionlst);
/// <summary>
/// Class that Region communications runs through
/// </summary>
public class SceneCommunicationService //one instance per region
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected RegionInfo m_regionInfo;
protected Scene m_scene;
public void SetScene(Scene s)
{
m_scene = s;
m_regionInfo = s.RegionInfo;
}
public delegate void InformNeighbourThatRegionUpDelegate(INeighbourService nService, RegionInfo region, ulong regionhandle);
private void InformNeighborsThatRegionisUpCompleted(IAsyncResult iar)
{
InformNeighbourThatRegionUpDelegate icon = (InformNeighbourThatRegionUpDelegate) iar.AsyncState;
icon.EndInvoke(iar);
}
/// <summary>
/// Asynchronous call to information neighbouring regions that this region is up
/// </summary>
/// <param name="region"></param>
/// <param name="regionhandle"></param>
private void InformNeighboursThatRegionIsUpAsync(INeighbourService neighbourService, RegionInfo region, ulong regionhandle)
{
uint x = 0, y = 0;
Utils.LongToUInts(regionhandle, out x, out y);
GridRegion neighbour = null;
if (neighbourService != null)
neighbour = neighbourService.HelloNeighbour(regionhandle, region);
else
m_log.DebugFormat(
"[SCENE COMMUNICATION SERVICE]: No neighbour service provided for region {0} to inform neigbhours of status",
m_scene.Name);
if (neighbour != null)
{
m_log.DebugFormat(
"[SCENE COMMUNICATION SERVICE]: Region {0} successfully informed neighbour {1} at {2}-{3} that it is up",
m_scene.Name, neighbour.RegionName, x / Constants.RegionSize, y / Constants.RegionSize);
m_scene.EventManager.TriggerOnRegionUp(neighbour);
}
else
{
m_log.WarnFormat(
"[SCENE COMMUNICATION SERVICE]: Region {0} failed to inform neighbour at {1}-{2} that it is up.",
m_scene.Name, x / Constants.RegionSize, y / Constants.RegionSize);
}
}
public void InformNeighborsThatRegionisUp(INeighbourService neighbourService, RegionInfo region)
{
//m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
List<GridRegion> neighbours
= m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
m_log.DebugFormat(
"[SCENE COMMUNICATION SERVICE]: Informing {0} neighbours that region {1} is up",
neighbours.Count, m_scene.Name);
foreach (GridRegion n in neighbours)
{
InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
d.BeginInvoke(neighbourService, region, n.RegionHandle,
InformNeighborsThatRegionisUpCompleted,
d);
}
}
public delegate void SendChildAgentDataUpdateDelegate(AgentPosition cAgentData, UUID scopeID, GridRegion dest);
/// <summary>
/// This informs all neighboring regions about the settings of it's child agent.
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
///
/// This contains information, such as, Draw Distance, Camera location, Current Position, Current throttle settings, etc.
///
/// </summary>
private void SendChildAgentDataUpdateAsync(AgentPosition cAgentData, UUID scopeID, GridRegion dest)
{
//m_log.Info("[INTERGRID]: Informing neighbors about my agent in " + m_regionInfo.RegionName);
try
{
m_scene.SimulationService.UpdateAgent(dest, cAgentData);
}
catch
{
// Ignore; we did our best
}
}
private void SendChildAgentDataUpdateCompleted(IAsyncResult iar)
{
SendChildAgentDataUpdateDelegate icon = (SendChildAgentDataUpdateDelegate) iar.AsyncState;
icon.EndInvoke(iar);
}
public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence)
{
// This assumes that we know what our neighbors are.
try
{
uint x = 0, y = 0;
List<string> simulatorList = new List<string>();
foreach (ulong regionHandle in presence.KnownRegionHandles)
{
if (regionHandle != m_regionInfo.RegionHandle)
{
// we only want to send one update to each simulator; the simulator will
// hand it off to the regions where a child agent exists, this does assume
// that the region position is cached or performance will degrade
Utils.LongToUInts(regionHandle, out x, out y);
GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
if (dest == null)
continue;
if (!simulatorList.Contains(dest.ServerURI))
{
// we havent seen this simulator before, add it to the list
// and send it an update
simulatorList.Add(dest.ServerURI);
// Let move this to sync. Mono definitely does not like async networking.
m_scene.SimulationService.UpdateAgent(dest, cAgentData);
// Leaving this here as a reminder that we tried, and it sucks.
//SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;
//d.BeginInvoke(cAgentData, m_regionInfo.ScopeID, dest,
// SendChildAgentDataUpdateCompleted,
// d);
}
}
}
}
catch (InvalidOperationException)
{
// We're ignoring a collection was modified error because this data gets old and outdated fast.
}
}
/// <summary>
/// Closes a child agent on a given region
/// </summary>
protected void SendCloseChildAgent(UUID agentID, ulong regionHandle)
{
// let's do our best, but there's not much we can do if the neighbour doesn't accept.
//m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
uint x = 0, y = 0;
Utils.LongToUInts(regionHandle, out x, out y);
GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
m_log.DebugFormat(
"[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} to {1}", agentID, destination.RegionName);
m_scene.SimulationService.CloseAgent(destination, agentID);
}
/// <summary>
/// Closes a child agents in a collection of regions. Does so asynchronously
/// so that the caller doesn't wait.
/// </summary>
/// <param name="agentID"></param>
/// <param name="regionslst"></param>
public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
{
foreach (ulong handle in regionslst)
{
// We must take a copy here since handle is acts like a reference when used in an iterator.
// This leads to race conditions if directly passed to SendCloseChildAgent with more than one neighbour region.
ulong handleCopy = handle;
Util.FireAndForget((o) => { SendCloseChildAgent(agentID, handleCopy); });
}
}
public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
{
return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
}
}
}