OpenSimMirror/OpenSim/Region/Environment/Scenes/Scene.cs

1379 lines
49 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using System;
using System.Collections.Generic;
using System.IO;
using System.Net;
using System.Threading;
using System.Timers;
using System.Xml;
using Axiom.Math;
using libsecondlife;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Console;
using OpenSim.Framework.Servers;
using OpenSim.Region.Capabilities;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.LandManagement;
using OpenSim.Region.Environment.Modules;
using OpenSim.Region.Environment.Scenes.Scripting;
using OpenSim.Region.Environment.Types;
using OpenSim.Region.Physics.Manager;
using OpenSim.Region.Terrain;
using Timer=System.Timers.Timer;
namespace OpenSim.Region.Environment.Scenes
{
public delegate bool FilterAvatarList(ScenePresence avatar);
public partial class Scene : SceneBase
{
#region Fields
protected Timer m_heartbeatTimer = new Timer();
public InnerScene m_innerScene;
private Random Rand = new Random();
private uint _primCount = 702000;
private readonly Mutex _primAllocateMutex = new Mutex(false);
private int m_timePhase = 24;
private int m_timeUpdateCount;
private readonly Mutex updateLock;
protected ModuleLoader m_moduleLoader;
protected StorageManager m_storageManager;
protected AgentCircuitManager m_authenticateHandler;
public CommunicationsManager CommsManager;
// protected XferManager xferManager;
protected SceneCommunicationService m_sceneGridService;
protected Dictionary<LLUUID, Caps> m_capsHandlers = new Dictionary<LLUUID, Caps>();
protected BaseHttpServer httpListener;
protected Dictionary<string, IRegionModule> Modules = new Dictionary<string, IRegionModule>();
public Dictionary<Type, object> ModuleInterfaces = new Dictionary<Type, object>();
protected Dictionary<string, object> ModuleAPIMethods = new Dictionary<string, object>();
//API module interfaces
public IXfer XferManager;
private IHttpRequests m_httpRequestModule;
private ISimChat m_simChatModule;
private IXMLRPC m_xmlrpcModule;
private IWorldComm m_worldCommModule;
private IAvatarFactory m_AvatarFactory;
// Central Update Loop
protected int m_fps = 10;
protected int m_frame = 0;
protected float m_timespan = 0.1f;
protected DateTime m_lastupdate = DateTime.Now;
protected float m_timedilation = 1.0f;
private int m_update_physics = 1;
private int m_update_entitymovement = 1;
private int m_update_entities = 1;
private int m_update_events = 1;
private int m_update_backup = 200;
private int m_update_terrain = 50;
private int m_update_land = 1;
private int m_update_avatars = 1;
#endregion
#region Properties
public AgentCircuitManager AuthenticateHandler
{
get { return m_authenticateHandler; }
}
private readonly LandManager m_LandManager;
public LandManager LandManager
{
get { return m_LandManager; }
}
private readonly EstateManager m_estateManager;
private PhysicsScene phyScene
{
set { m_innerScene.PhyScene = value; }
get { return (m_innerScene.PhyScene); }
}
public PhysicsScene PhysScene
{
set { m_innerScene.PhyScene = value; }
get { return (m_innerScene.PhyScene); }
}
public EstateManager EstateManager
{
get { return m_estateManager; }
}
private readonly PermissionManager m_permissionManager;
public PermissionManager PermissionsMngr
{
get { return m_permissionManager; }
}
public int TimePhase
{
get { return m_timePhase; }
}
public Dictionary<LLUUID, SceneObjectGroup> Objects
{
get { return m_innerScene.SceneObjects; }
}
protected Dictionary<LLUUID, ScenePresence> m_scenePresences
{
get { return m_innerScene.ScenePresences; }
set { m_innerScene.ScenePresences = value; }
}
protected Dictionary<LLUUID, SceneObjectGroup> m_sceneObjects
{
get { return m_innerScene.SceneObjects; }
set { m_innerScene.SceneObjects = value; }
}
public Dictionary<LLUUID, EntityBase> Entities
{
get { return m_innerScene.Entities; }
set { m_innerScene.Entities = value; }
}
#endregion
#region Constructors
public Scene(RegionInfo regInfo, AgentCircuitManager authen, CommunicationsManager commsMan, SceneCommunicationService sceneGridService,
AssetCache assetCach, StorageManager storeManager, BaseHttpServer httpServer,
ModuleLoader moduleLoader, bool dumpAssetsToFile)
{
updateLock = new Mutex(false);
m_moduleLoader = moduleLoader;
m_authenticateHandler = authen;
CommsManager = commsMan;
m_sceneGridService = sceneGridService;
m_storageManager = storeManager;
AssetCache = assetCach;
m_regInfo = regInfo;
m_regionHandle = m_regInfo.RegionHandle;
m_regionName = m_regInfo.RegionName;
m_datastore = m_regInfo.DataStore;
RegisterRegionWithComms();
m_LandManager = new LandManager(this, m_regInfo);
m_estateManager = new EstateManager(this, m_regInfo);
m_eventManager = new EventManager();
m_permissionManager = new PermissionManager(this);
m_innerScene = new InnerScene(this, regInfo, m_permissionManager);
m_eventManager.OnParcelPrimCountAdd +=
m_LandManager.addPrimToLandPrimCounts;
m_eventManager.OnPermissionError += SendPermissionAlert;
MainLog.Instance.Verbose("Creating new entitities instance");
Entities = new Dictionary<LLUUID, EntityBase>();
m_scenePresences = new Dictionary<LLUUID, ScenePresence>();
m_sceneObjects = new Dictionary<LLUUID, SceneObjectGroup>();
MainLog.Instance.Verbose("Creating LandMap");
Terrain = new TerrainEngine((int) RegionInfo.RegionLocX, (int) RegionInfo.RegionLocY);
ScenePresence.LoadAnims();
httpListener = httpServer;
m_dumpAssetsToFile = dumpAssetsToFile;
}
#endregion
#region Startup / Close Methods
public override void Close()
{
m_heartbeatTimer.Close();
m_innerScene.Close();
m_sceneGridService.Close();
base.Close();
}
/// <summary>
///
/// </summary>
public void StartTimer()
{
m_heartbeatTimer.Enabled = true;
m_heartbeatTimer.Interval = (int)(m_timespan * 1000);
m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
}
public void SetModuleInterfaces()
{
m_simChatModule = RequestModuleInterface<ISimChat>();
m_httpRequestModule = RequestModuleInterface<IHttpRequests>();
m_xmlrpcModule = RequestModuleInterface<IXMLRPC>();
m_worldCommModule = RequestModuleInterface<IWorldComm>();
XferManager = RequestModuleInterface<IXfer>();
}
#endregion
#region Update Methods
/// <summary>
/// Performs per-frame updates regularly
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void Heartbeat(object sender, EventArgs e)
{
Update();
}
/// <summary>
/// Performs per-frame updates on the scene, this should be the central scene loop
/// </summary>
public override void Update()
{
TimeSpan SinceLastFrame = DateTime.Now - m_lastupdate;
// Aquire a lock so only one update call happens at once
updateLock.WaitOne();
try
{
// Increment the frame counter
m_frame++;
// Loop it
if (m_frame == Int32.MaxValue)
m_frame = 0;
if (m_frame%m_update_physics == 0)
UpdatePreparePhysics();
if (m_frame%m_update_entitymovement == 0)
UpdateEntityMovement();
if (m_frame%m_update_physics == 0)
UpdatePhysics(
Math.Max(SinceLastFrame.TotalSeconds, m_timespan)
);
if (m_frame%m_update_entities == 0)
UpdateEntities();
if (m_frame%m_update_events == 0)
UpdateEvents();
if (m_frame%m_update_backup == 0)
UpdateStorageBackup();
if (m_frame%m_update_terrain == 0)
UpdateTerrain();
if (m_frame%m_update_land == 0)
UpdateLand();
if (m_frame%m_update_avatars == 0)
UpdateInWorldTime();
}
catch (NotImplementedException)
{
throw;
}
catch (Exception e)
{
MainLog.Instance.Error("Scene", "Failed with exception " + e.ToString());
}
finally
{
updateLock.ReleaseMutex();
m_timedilation = m_timespan/(float) SinceLastFrame.TotalSeconds;
m_lastupdate = DateTime.Now;
}
}
private void UpdatePreparePhysics()
{
// If we are using a threaded physics engine
// grab the latest scene from the engine before
// trying to process it.
// PhysX does this (runs in the background).
if (phyScene.IsThreaded)
{
phyScene.GetResults();
}
}
private void UpdateInWorldTime()
{
m_timeUpdateCount++;
if (m_timeUpdateCount > 600)
{
List<ScenePresence> avatars = GetAvatars();
foreach (ScenePresence avatar in avatars)
{
avatar.ControllingClient.SendViewerTime(m_timePhase);
}
m_timeUpdateCount = 0;
m_timePhase++;
if (m_timePhase > 94)
{
m_timePhase = 0;
}
}
}
private void UpdateLand()
{
if (m_LandManager.landPrimCountTainted)
{
//Perform land update of prim count
performParcelPrimCountUpdate();
}
}
private void UpdateTerrain()
{
if (Terrain.Tainted() && !Terrain.StillEditing())
{
CreateTerrainTexture();
lock (Terrain.heightmap)
{
lock (m_syncRoot)
{
phyScene.SetTerrain(Terrain.GetHeights1D());
}
m_storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD(), RegionInfo.RegionID);
float[] terData = Terrain.GetHeights1D();
Broadcast(delegate(IClientAPI client)
{
for (int x = 0; x < 16; x++)
{
for (int y = 0; y < 16; y++)
{
if (Terrain.Tainted(x*16, y*16))
{
client.SendLayerData(x, y, terData);
}
}
}
});
Terrain.ResetTaint();
}
}
}
private void UpdateStorageBackup()
{
Backup();
}
private void UpdateEvents()
{
m_eventManager.TriggerOnFrame();
}
private void UpdateEntities()
{
List<EntityBase> updateEntities = new List<EntityBase>(Entities.Values);
foreach (EntityBase entity in updateEntities)
{
entity.Update();
}
}
private void UpdatePhysics(double elapsed)
{
lock (m_syncRoot)
{
phyScene.Simulate((float) elapsed);
}
}
private void UpdateEntityMovement()
{
List<EntityBase> moveEntities = new List<EntityBase>(Entities.Values);
foreach (EntityBase entity in moveEntities)
{
entity.UpdateMovement();
}
}
/// <summary>
/// Perform delegate action on all clients subscribing to updates from this region.
/// </summary>
/// <returns></returns>
internal void Broadcast(Action<IClientAPI> whatToDo)
{
ForEachScenePresence(delegate(ScenePresence presence) { whatToDo(presence.ControllingClient); });
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public bool Backup()
{
EventManager.TriggerOnBackup(m_storageManager.DataStore);
return true;
}
#endregion
#region Load Terrain
/// <summary>
/// Loads the World heightmap
/// </summary>
///
public override void LoadWorldMap()
{
try
{
double[,] map = m_storageManager.DataStore.LoadTerrain(RegionInfo.RegionID);
if (map == null)
{
if (string.IsNullOrEmpty(m_regInfo.EstateSettings.terrainFile))
{
MainLog.Instance.Verbose("TERRAIN", "No default terrain. Generating a new terrain.");
Terrain.HillsGenerator();
m_storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD(), RegionInfo.RegionID);
}
else
{
try
{
Terrain.LoadFromFileF32(m_regInfo.EstateSettings.terrainFile);
Terrain *= m_regInfo.EstateSettings.terrainMultiplier;
}
catch
{
MainLog.Instance.Verbose("TERRAIN",
"No terrain found in database or default. Generating a new terrain.");
Terrain.HillsGenerator();
}
m_storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD(), RegionInfo.RegionID);
}
}
else
{
Terrain.SetHeights2D(map);
}
CreateTerrainTexture();
}
catch (Exception e)
{
MainLog.Instance.Warn("terrain", "Scene.cs: LoadWorldMap() - Failed with exception " + e.ToString());
}
}
/// <summary>
///
/// </summary>
public void CreateTerrainTexture()
{
//create a texture asset of the terrain
byte[] data = Terrain.ExportJpegImage("defaultstripe.png");
m_regInfo.EstateSettings.terrainImageID = LLUUID.Random();
AssetBase asset = new AssetBase();
asset.FullID = m_regInfo.EstateSettings.terrainImageID;
asset.Data = data;
asset.Name = "terrainImage";
asset.Type = 0;
asset.Temporary = true;
AssetCache.AddAsset(asset);
}
#endregion
#region Primitives Methods
/// <summary>
/// Loads the World's objects
/// </summary>
public virtual void LoadPrimsFromStorage()
{
MainLog.Instance.Verbose("Loading objects from datastore");
List<SceneObjectGroup> PrimsFromDB = m_storageManager.DataStore.LoadObjects(m_regInfo.RegionID);
foreach (SceneObjectGroup prim in PrimsFromDB)
{
AddEntityFromStorage(prim);
SceneObjectPart rootPart = prim.GetChildPart(prim.UUID);
bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0);
if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
rootPart.PhysActor = phyScene.AddPrimShape(
rootPart.Name,
rootPart.Shape,
new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y,
rootPart.AbsolutePosition.Z),
new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics);
}
MainLog.Instance.Verbose("Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)");
}
/// <summary>
/// Returns a new unallocated primitive ID
/// </summary>
/// <returns>A brand new primitive ID</returns>
public uint PrimIDAllocate()
{
uint myID;
_primAllocateMutex.WaitOne();
++_primCount;
myID = _primCount;
_primAllocateMutex.ReleaseMutex();
return myID;
}
/// <summary>
///
/// </summary>
/// <param name="addPacket"></param>
/// <param name="ownerID"></param>
public void AddNewPrim(LLUUID ownerID, LLVector3 pos, LLQuaternion rot, PrimitiveBaseShape shape)
{
if (PermissionsMngr.CanRezObject(ownerID, pos))
{
SceneObjectGroup sceneOb =
new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape);
AddEntity(sceneOb);
SceneObjectPart rootPart = sceneOb.GetChildPart(sceneOb.UUID);
// if grass or tree, make phantom
if ((rootPart.Shape.PCode == 95) || (rootPart.Shape.PCode == 255))
{
rootPart.ObjectFlags += (uint) LLObject.ObjectFlags.Phantom;
}
// if not phantom, add to physics
bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0);
if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
rootPart.PhysActor =
phyScene.AddPrimShape(
rootPart.Name,
rootPart.Shape,
new PhysicsVector(pos.X, pos.Y, pos.Z),
new PhysicsVector(shape.Scale.X, shape.Scale.Y, shape.Scale.Z),
new Quaternion(), UsePhysics);
}
}
public void RemovePrim(uint localID, LLUUID avatar_deleter)
{
m_innerScene.RemovePrim(localID, avatar_deleter);
}
public void AddEntityFromStorage(SceneObjectGroup sceneObject)
{
m_innerScene.AddEntityFromStorage(sceneObject);
}
public void AddEntity(SceneObjectGroup sceneObject)
{
m_innerScene.AddEntity(sceneObject);
}
public void RemoveEntity(SceneObjectGroup sceneObject)
{
if (Entities.ContainsKey(sceneObject.UUID))
{
m_LandManager.removePrimFromLandPrimCounts(sceneObject);
Entities.Remove(sceneObject.UUID);
m_LandManager.setPrimsTainted();
}
}
/// <summary>
/// Called by a prim when it has been created/cloned, so that its events can be subscribed to
/// </summary>
/// <param name="prim"></param>
public void AcknowledgeNewPrim(SceneObjectGroup prim)
{
prim.OnPrimCountTainted += m_LandManager.setPrimsTainted;
}
public void LoadPrimsFromXml(string fileName)
{
XmlDocument doc = new XmlDocument();
XmlNode rootNode;
int primCount = 0;
if (fileName.StartsWith("http:") || File.Exists(fileName))
{
XmlTextReader reader = new XmlTextReader(fileName);
reader.WhitespaceHandling = WhitespaceHandling.None;
doc.Load(reader);
reader.Close();
rootNode = doc.FirstChild;
foreach (XmlNode aPrimNode in rootNode.ChildNodes)
{
SceneObjectGroup obj = new SceneObjectGroup(this,
m_regionHandle, aPrimNode.OuterXml);
//if we want this to be a import method then we need new uuids for the object to avoid any clashes
//obj.RegenerateFullIDs();
AddEntity(obj);
SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0);
if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
rootPart.PhysActor = phyScene.AddPrimShape(
rootPart.Name,
rootPart.Shape,
new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y,
rootPart.AbsolutePosition.Z),
new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics);
primCount++;
}
}
else
{
throw new Exception("Could not open file " + fileName + " for reading");
}
}
public void SavePrimsToXml(string fileName)
{
FileStream file = new FileStream(fileName, FileMode.Create);
StreamWriter stream = new StreamWriter(file);
int primCount = 0;
stream.WriteLine("<scene>\n");
foreach (EntityBase ent in Entities.Values)
{
if (ent is SceneObjectGroup)
{
stream.WriteLine(((SceneObjectGroup) ent).ToXmlString());
primCount++;
}
}
stream.WriteLine("</scene>\n");
stream.Close();
file.Close();
}
public void LoadPrimsFromXml2(string fileName)
{
XmlDocument doc = new XmlDocument();
XmlNode rootNode;
if (fileName.StartsWith("http:") || File.Exists(fileName))
{
XmlTextReader reader = new XmlTextReader(fileName);
reader.WhitespaceHandling = WhitespaceHandling.None;
doc.Load(reader);
reader.Close();
rootNode = doc.FirstChild;
foreach (XmlNode aPrimNode in rootNode.ChildNodes)
{
CreatePrimFromXml(aPrimNode.OuterXml);
}
}
else
{
throw new Exception("Could not open file " + fileName + " for reading");
}
}
public void CreatePrimFromXml(string xmlData)
{
SceneObjectGroup obj = new SceneObjectGroup(xmlData);
AddEntityFromStorage(obj);
SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0);
if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
rootPart.PhysActor = phyScene.AddPrimShape(
rootPart.Name,
rootPart.Shape,
new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y,
rootPart.AbsolutePosition.Z),
new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics);
}
public void SavePrimsToXml2(string fileName)
{
FileStream file = new FileStream(fileName, FileMode.Create);
StreamWriter stream = new StreamWriter(file);
int primCount = 0;
stream.WriteLine("<scene>\n");
foreach (EntityBase ent in Entities.Values)
{
if (ent is SceneObjectGroup)
{
stream.WriteLine(((SceneObjectGroup) ent).ToXmlString2());
primCount++;
}
}
stream.WriteLine("</scene>\n");
stream.Close();
file.Close();
}
#endregion
#region Add/Remove Avatar Methods
/// <summary>
///
/// </summary>
/// <param name="remoteClient"></param
/// <param name="agentID"></param>
/// <param name="child"></param>
public override void AddNewClient(IClientAPI client, bool child)
{
SubscribeToClientEvents(client);
m_estateManager.sendRegionHandshake(client);
CreateAndAddScenePresence(client, child);
m_LandManager.sendParcelOverlay(client);
CommsManager.UserProfileCache.AddNewUser(client.AgentId);
CommsManager.TransactionsManager.AddUser(client.AgentId);
}
protected virtual void SubscribeToClientEvents(IClientAPI client)
{
// client.OnStartAnim += StartAnimation;
client.OnRegionHandShakeReply += SendLayerData;
//remoteClient.OnRequestWearables += new GenericCall(this.GetInitialPrims);
client.OnModifyTerrain += ModifyTerrain;
// client.OnRequestWearables += InformClientOfNeighbours;
client.OnAddPrim += AddNewPrim;
client.OnUpdatePrimGroupPosition += m_innerScene.UpdatePrimPosition;
client.OnUpdatePrimSinglePosition += m_innerScene.UpdatePrimSinglePosition;
client.OnUpdatePrimGroupRotation += m_innerScene.UpdatePrimRotation;
client.OnUpdatePrimGroupMouseRotation += m_innerScene.UpdatePrimRotation;
client.OnUpdatePrimSingleRotation += m_innerScene.UpdatePrimSingleRotation;
client.OnUpdatePrimScale += m_innerScene.UpdatePrimScale;
client.OnUpdateExtraParams += m_innerScene.UpdateExtraParam;
client.OnUpdatePrimShape += m_innerScene.UpdatePrimShape;
client.OnRequestMapBlocks += RequestMapBlocks;
client.OnUpdatePrimTexture += m_innerScene.UpdatePrimTexture;
client.OnTeleportLocationRequest += RequestTeleportLocation;
client.OnObjectSelect += SelectPrim;
client.OnObjectDeselect += DeselectPrim;
client.OnGrabUpdate += m_innerScene.MoveObject;
client.OnDeRezObject += DeRezObject;
client.OnRezObject += RezObject;
client.OnNameFromUUIDRequest += CommsManager.HandleUUIDNameRequest;
client.OnObjectDescription += m_innerScene.PrimDescription;
client.OnObjectName += m_innerScene.PrimName;
client.OnLinkObjects += m_innerScene.LinkObjects;
client.OnObjectDuplicate += m_innerScene.DuplicateObject;
client.OnUpdatePrimFlags += m_innerScene.UpdatePrimFlags;
client.OnParcelPropertiesRequest += new ParcelPropertiesRequest(m_LandManager.handleParcelPropertiesRequest);
client.OnParcelDivideRequest += new ParcelDivideRequest(m_LandManager.handleParcelDivideRequest);
client.OnParcelJoinRequest += new ParcelJoinRequest(m_LandManager.handleParcelJoinRequest);
client.OnParcelPropertiesUpdateRequest +=
new ParcelPropertiesUpdateRequest(m_LandManager.handleParcelPropertiesUpdateRequest);
client.OnParcelSelectObjects += new ParcelSelectObjects(m_LandManager.handleParcelSelectObjectsRequest);
client.OnParcelObjectOwnerRequest +=
new ParcelObjectOwnerRequest(m_LandManager.handleParcelObjectOwnersRequest);
client.OnEstateOwnerMessage += new EstateOwnerMessageRequest(m_estateManager.handleEstateOwnerMessage);
client.OnCreateNewInventoryItem += CreateNewInventoryItem;
client.OnCreateNewInventoryFolder += CommsManager.UserProfileCache.HandleCreateInventoryFolder;
client.OnFetchInventoryDescendents += CommsManager.UserProfileCache.HandleFecthInventoryDescendents;
client.OnRequestTaskInventory += RequestTaskInventory;
client.OnFetchInventory += CommsManager.UserProfileCache.HandleFetchInventory;
client.OnUpdateInventoryItem += UDPUpdateInventoryItemAsset;
client.OnAssetUploadRequest += CommsManager.TransactionsManager.HandleUDPUploadRequest;
client.OnXferReceive += CommsManager.TransactionsManager.HandleXfer;
client.OnRezScript += RezScript;
client.OnRemoveTaskItem += RemoveTaskInventory;
client.OnGrabObject += ProcessObjectGrab;
EventManager.TriggerOnNewClient(client);
}
protected ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child)
{
ScenePresence newAvatar = null;
byte[] visualParams;
AvatarWearable[] wearables;
if (m_AvatarFactory == null ||
!m_AvatarFactory.TryGetIntialAvatarAppearance(client.AgentId, out wearables, out visualParams))
{
AvatarFactoryModule.GetDefaultAvatarAppearance(out wearables, out visualParams);
}
newAvatar = m_innerScene.CreateAndAddScenePresence(client, child, wearables, visualParams);
if (!newAvatar.IsChildAgent)
{
newAvatar.OnSignificantClientMovement += m_LandManager.handleSignificantClientMovement;
}
return newAvatar;
}
/// <summary>
///
/// </summary>
/// <param name="agentID"></param>
public override void RemoveClient(LLUUID agentID)
{
m_eventManager.TriggerOnRemovePresence(agentID);
ScenePresence avatar = GetScenePresence(agentID);
Broadcast(delegate(IClientAPI client) { client.SendKillObject(avatar.RegionHandle, avatar.LocalId); });
ForEachScenePresence(
delegate(ScenePresence presence) { presence.CoarseLocationChange(); });
lock (m_scenePresences)
{
m_scenePresences.Remove(agentID);
}
lock (Entities)
{
Entities.Remove(agentID);
}
avatar.Close();
// Remove client agent from profile, so new logins will work
CommsManager.UserService.clearUserAgent(agentID);
return;
}
public void NotifyMyCoarseLocationChange()
{
ForEachScenePresence(delegate(ScenePresence presence) { presence.CoarseLocationChange(); });
}
#endregion
#region Entities
/// <summary>
///
/// </summary>
/// <param name="entID"></param>
/// <returns></returns>
public bool DeleteEntity(LLUUID entID)
{
if (Entities.ContainsKey(entID))
{
Entities.Remove(entID);
m_storageManager.DataStore.RemoveObject(entID, m_regInfo.RegionID);
return true;
}
return false;
}
public void SendKillObject(uint localID)
{
Broadcast(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); });
}
#endregion
#region RegionComms
/// <summary>
///
/// </summary>
public void RegisterRegionWithComms()
{
m_sceneGridService.RegisterRegion(m_regInfo);
m_sceneGridService.OnExpectUser += NewUserConnection;
m_sceneGridService.OnAvatarCrossingIntoRegion += AgentCrossing;
}
/// <summary>
///
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="agent"></param>
public void NewUserConnection(ulong regionHandle, AgentCircuitData agent)
{
if (regionHandle == m_regInfo.RegionHandle)
{
if (agent.CapsPath != "")
{
Caps cap =
new Caps(AssetCache, httpListener, m_regInfo.ExternalHostName, httpListener.Port,
agent.CapsPath, agent.AgentID, m_dumpAssetsToFile);
Util.SetCapsURL(agent.AgentID, "http://" + m_regInfo.ExternalHostName + ":" + httpListener.Port.ToString() +
"/CAPS/" + agent.CapsPath + "0000/");
cap.RegisterHandlers();
cap.AddNewInventoryItem = AddInventoryItem;
cap.ItemUpdatedCall = CapsUpdateInventoryItemAsset;
if (m_capsHandlers.ContainsKey(agent.AgentID))
{
//MainLog.Instance.Warn("client", "Adding duplicate CAPS entry for user " +
// agent.AgentID.ToStringHyphenated());
m_capsHandlers[agent.AgentID] = cap;
}
else
{
m_capsHandlers.Add(agent.AgentID, cap);
}
}
m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
}
}
public void AgentCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position, bool isFlying)
{
if (regionHandle == m_regInfo.RegionHandle)
{
if (m_scenePresences.ContainsKey(agentID))
{
m_scenePresences[agentID].MakeRootAgent(position, isFlying);
}
}
}
/// <summary>
///
/// </summary>
public void InformClientOfNeighbours(ScenePresence presence)
{
m_sceneGridService.InformClientOfNeighbours(presence);
}
/// <summary>
///
/// </summary>
/// <param name="regionHandle"></param>
/// <returns></returns>
public RegionInfo RequestNeighbouringRegionInfo(ulong regionHandle)
{
return m_sceneGridService.RequestNeighbouringRegionInfo(regionHandle);
}
/// <summary>
///
/// </summary>
/// <param name="minX"></param>
/// <param name="minY"></param>
/// <param name="maxX"></param>
/// <param name="maxY"></param>
public void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY)
{
m_sceneGridService.RequestMapBlocks(remoteClient, minX, minY, maxX, maxX);
}
/// <summary>
///
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="RegionHandle"></param>
/// <param name="position"></param>
/// <param name="lookAt"></param>
/// <param name="flags"></param>
public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, LLVector3 position,
LLVector3 lookAt, uint flags)
{
if (m_scenePresences.ContainsKey(remoteClient.AgentId))
{
m_sceneGridService.RequestTeleportLocation(m_scenePresences[remoteClient.AgentId], regionHandle, position, lookAt, flags);
}
}
/// <summary>
///
/// </summary>
/// <param name="regionhandle"></param>
/// <param name="agentID"></param>
/// <param name="position"></param>
public bool InformNeighbourOfCrossing(ulong regionhandle, LLUUID agentID, LLVector3 position, bool isFlying)
{
return m_sceneGridService.InformNeighbourOfCrossing(regionhandle, agentID, position, isFlying);
}
#endregion
#region Module Methods
public void AddModule(string name, IRegionModule module)
{
if (!Modules.ContainsKey(name))
{
Modules.Add(name, module);
}
}
public void RegisterModuleInterface<M>(M mod)
{
if (!ModuleInterfaces.ContainsKey(typeof (M)))
{
ModuleInterfaces.Add(typeof (M), mod);
}
}
public T RequestModuleInterface<T>()
{
if (ModuleInterfaces.ContainsKey(typeof (T)))
{
return (T) ModuleInterfaces[typeof (T)];
}
else
{
return default(T);
}
}
#endregion
#region Other Methods
public void SetTimePhase(int phase)
{
m_timePhase = phase;
}
public void SendUrlToUser(LLUUID avatarID, string objectname, LLUUID objectID, LLUUID ownerID, bool groupOwned,
string message, string url)
{
if (m_scenePresences.ContainsKey(avatarID))
{
m_scenePresences[avatarID].ControllingClient.SendLoadURL(objectname, objectID, ownerID, groupOwned,
message, url);
}
}
public LLUUID MakeHttpRequest(string url, string type, string body)
{
if (m_httpRequestModule != null)
{
return m_httpRequestModule.MakeHttpRequest(url, type, body);
}
return LLUUID.Zero;
}
public void performParcelPrimCountUpdate()
{
m_LandManager.resetAllLandPrimCounts();
m_eventManager.TriggerParcelPrimCountUpdate();
m_LandManager.finalizeLandPrimCountUpdate();
m_LandManager.landPrimCountTainted = false;
}
#endregion
#region Console Commands
#region Alert Methods
private void SendPermissionAlert(LLUUID user, string reason)
{
SendAlertToUser(user, reason, false);
}
public void SendGeneralAlert(string message)
{
foreach (ScenePresence presence in m_scenePresences.Values)
{
presence.ControllingClient.SendAlertMessage(message);
}
}
public void SendAlertToUser(LLUUID agentID, string message, bool modal)
{
if (m_scenePresences.ContainsKey(agentID))
{
m_scenePresences[agentID].ControllingClient.SendAgentAlertMessage(message, modal);
}
}
public void SendAlertToUser(string firstName, string lastName, string message, bool modal)
{
foreach (ScenePresence presence in m_scenePresences.Values)
{
if ((presence.Firstname == firstName) && (presence.Lastname == lastName))
{
presence.ControllingClient.SendAgentAlertMessage(message, modal);
break;
}
}
}
public void HandleAlertCommand(string[] commandParams)
{
if (commandParams[0] == "general")
{
string message = CombineParams(commandParams, 1);
SendGeneralAlert(message);
}
else
{
string message = CombineParams(commandParams, 2);
SendAlertToUser(commandParams[0], commandParams[1], message, false);
}
}
private string CombineParams(string[] commandParams, int pos)
{
string result = "";
for (int i = pos; i < commandParams.Length; i++)
{
result += commandParams[i] + " ";
}
return result;
}
#endregion
public void ForceClientUpdate()
{
foreach (EntityBase ent in Entities.Values)
{
if (ent is SceneObjectGroup)
{
((SceneObjectGroup) ent).ScheduleGroupForFullUpdate();
}
}
}
public void HandleEditCommand(string[] cmmdparams)
{
Console.WriteLine("Searching for Primitive: '" + cmmdparams[0] + "'");
foreach (EntityBase ent in Entities.Values)
{
if (ent is SceneObjectGroup)
{
SceneObjectPart part = ((SceneObjectGroup) ent).GetChildPart(((SceneObjectGroup) ent).UUID);
if (part != null)
{
if (part.Name == cmmdparams[0])
{
part.Resize(
new LLVector3(Convert.ToSingle(cmmdparams[1]), Convert.ToSingle(cmmdparams[2]),
Convert.ToSingle(cmmdparams[3])));
Console.WriteLine("Edited scale of Primitive: " + part.Name);
}
}
}
}
}
public void Show(string ShowWhat)
{
switch (ShowWhat)
{
case "users":
MainLog.Instance.Error("Current Region: " + RegionInfo.RegionName);
MainLog.Instance.Error(
String.Format("{0,-16}{1,-16}{2,-25}{3,-25}{4,-16}{5,-16}{6,-16}", "Firstname", "Lastname",
"Agent ID", "Session ID", "Circuit", "IP", "World"));
foreach (ScenePresence scenePrescence in GetAvatars())
{
MainLog.Instance.Error(
String.Format("{0,-16}{1,-16}{2,-25}{3,-25}{4,-16},{5,-16}{6,-16}",
scenePrescence.Firstname,
scenePrescence.Lastname,
scenePrescence.UUID,
scenePrescence.ControllingClient.AgentId,
"Unknown",
"Unknown",
RegionInfo.RegionName));
}
break;
case "modules":
MainLog.Instance.Error("The currently loaded modules in " + RegionInfo.RegionName + " are:");
foreach (IRegionModule module in Modules.Values)
{
if (!module.IsSharedModule)
{
MainLog.Instance.Error("Region Module: " + module.Name);
}
}
break;
}
}
#endregion
#region Script Handling Methods
public void SendCommandToPlugins(string[] args)
{
m_eventManager.TriggerOnPluginConsole(args);
}
#endregion
#region Script Engine
private List<ScriptEngineInterface> ScriptEngines = new List<ScriptEngineInterface>();
private bool m_dumpAssetsToFile;
public void AddScriptEngine(ScriptEngineInterface ScriptEngine, LogBase m_logger)
{
ScriptEngines.Add(ScriptEngine);
ScriptEngine.InitializeEngine(this, m_logger);
}
#endregion
#region InnerScene wrapper methods
public LLUUID ConvertLocalIDToFullID(uint localID)
{
return m_innerScene.ConvertLocalIDToFullID(localID);
}
public void SendAllSceneObjectsToClient(ScenePresence presence)
{
m_innerScene.SendAllSceneObjectsToClient(presence);
}
//The idea is to have a group of method that return a list of avatars meeting some requirement
// ie it could be all m_scenePresences within a certain range of the calling prim/avatar.
public List<ScenePresence> GetAvatars()
{
return m_innerScene.GetAvatars();
}
/// <summary>
/// Request a List of all m_scenePresences in this World
/// </summary>
/// <returns></returns>
public List<ScenePresence> GetScenePresences()
{
return m_innerScene.GetScenePresences();
}
/// <summary>
/// Request a filtered list of m_scenePresences in this World
/// </summary>
/// <returns></returns>
public List<ScenePresence> GetScenePresences(FilterAvatarList filter)
{
return m_innerScene.GetScenePresences(filter);
}
/// <summary>
/// Request a Avatar by UUID
/// </summary>
/// <param name="avatarID"></param>
/// <returns></returns>
public ScenePresence GetScenePresence(LLUUID avatarID)
{
return m_innerScene.GetScenePresence(avatarID);
}
/// <summary>
///
/// </summary>
/// <param name="action"></param>
public void ForEachScenePresence(Action<ScenePresence> action)
{
foreach (ScenePresence presence in m_scenePresences.Values)
{
action(presence);
}
}
public void ForEachObject(Action<SceneObjectGroup> action)
{
foreach (SceneObjectGroup presence in m_sceneObjects.Values)
{
action(presence);
}
}
public SceneObjectPart GetSceneObjectPart(uint localID)
{
return m_innerScene.GetSceneObjectPart(localID);
}
public SceneObjectPart GetSceneObjectPart(LLUUID fullID)
{
return m_innerScene.GetSceneObjectPart(fullID);
}
internal bool TryGetAvatar(LLUUID avatarId, out ScenePresence avatar)
{
return m_innerScene.TryGetAvatar(avatarId, out avatar);
}
internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
{
return m_innerScene.TryGetAvatarByName(avatarName, out avatar);
}
internal void ForEachClient(Action<IClientAPI> action)
{
m_innerScene.ForEachClient(action);
}
#endregion
}
}