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");
}
}