1006 lines
35 KiB
C#
1006 lines
35 KiB
C#
/*
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* Copyright (c) Contributors, http://www.openmetaverse.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using System.Timers;
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using libsecondlife;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Interfaces;
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using OpenSim.Framework.Servers;
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using OpenSim.Framework.Types;
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using OpenSim.Physics.Manager;
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using OpenSim.Framework.Communications.Caches;
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using OpenSim.Region.Environment.LandManagement;
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using OpenSim.Region.Scripting;
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using OpenSim.Region.Terrain;
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using Caps=OpenSim.Region.Capabilities.Caps;
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using Timer=System.Timers.Timer;
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namespace OpenSim.Region.Environment.Scenes
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{
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public delegate bool FilterAvatarList(ScenePresence avatar);
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public delegate void ForEachScenePresenceDelegate(ScenePresence presence);
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public partial class Scene : SceneBase, ILocalStorageReceiver
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{
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protected Timer m_heartbeatTimer = new Timer();
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protected Dictionary<LLUUID, ScenePresence> Avatars;
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protected Dictionary<LLUUID, SceneObject> Prims;
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protected PhysicsScene phyScene;
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protected float timeStep = 0.1f;
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private Random Rand = new Random();
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private uint _primCount = 702000;
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private Mutex _primAllocateMutex = new Mutex(false);
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private int storageCount;
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private int terrainCheckCount;
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private int landPrimCheckCount;
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private Mutex updateLock;
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protected StorageManager storageManager;
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protected AgentCircuitManager authenticateHandler;
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protected RegionCommsListener regionCommsHost;
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protected CommunicationsManager commsManager;
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protected Dictionary<LLUUID, Caps> capsHandlers = new Dictionary<LLUUID, Caps>();
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protected BaseHttpServer httpListener;
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#region Properties
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/// <summary>
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///
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/// </summary>
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public PhysicsScene PhysScene
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{
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set { phyScene = value; }
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get { return (phyScene); }
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}
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private LandManager m_LandManager;
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public LandManager LandManager
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{
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get { return m_LandManager; }
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}
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private EstateManager m_estateManager;
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public EstateManager EstateManager
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{
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get { return m_estateManager; }
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}
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private ScriptManager m_scriptManager;
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public ScriptManager ScriptManager
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{
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get { return m_scriptManager; }
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}
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public Dictionary<LLUUID, SceneObject> Objects
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{
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get { return Prims; }
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}
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#endregion
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#region Constructors
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/// <summary>
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/// Creates a new Scene class, and a region to go with it.
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/// </summary>
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/// <param name="clientThreads">Dictionary to contain client threads</param>
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/// <param name="regionHandle">Region Handle for this region</param>
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/// <param name="regionName">Region Name for this region</param>
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public Scene(RegionInfo regInfo, AgentCircuitManager authen, CommunicationsManager commsMan,
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AssetCache assetCach, StorageManager storeManager, BaseHttpServer httpServer)
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{
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updateLock = new Mutex(false);
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authenticateHandler = authen;
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commsManager = commsMan;
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storageManager = storeManager;
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assetCache = assetCach;
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m_regInfo = regInfo;
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m_regionHandle = m_regInfo.RegionHandle;
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m_regionName = m_regInfo.RegionName;
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m_datastore = m_regInfo.DataStore;
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RegisterRegionWithComms();
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m_LandManager = new LandManager(this, m_regInfo);
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m_estateManager = new EstateManager(this, m_regInfo);
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m_scriptManager = new ScriptManager(this);
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m_eventManager = new EventManager();
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m_eventManager.OnParcelPrimCountAdd +=
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m_LandManager.addPrimToLandPrimCounts;
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MainLog.Instance.Verbose("Creating new entitities instance");
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Entities = new Dictionary<LLUUID, EntityBase>();
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Avatars = new Dictionary<LLUUID, ScenePresence>();
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Prims = new Dictionary<LLUUID, SceneObject>();
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MainLog.Instance.Verbose("Loading objects from datastore");
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List<SceneObject> PrimsFromDB = storageManager.DataStore.LoadObjects();
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foreach (SceneObject prim in PrimsFromDB)
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{
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AddEntity(prim);
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}
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MainLog.Instance.Verbose("Loaded " + PrimsFromDB.Count.ToString() + " object(s)");
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MainLog.Instance.Verbose("Creating LandMap");
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Terrain = new TerrainEngine((int)this.RegionInfo.RegionLocX, (int)this.RegionInfo.RegionLocY);
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ScenePresence.LoadAnims();
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httpListener = httpServer;
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}
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#endregion
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#region Script Handling Methods
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public void SendCommandToScripts(string[] args)
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{
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m_eventManager.TriggerOnScriptConsole(args);
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}
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#endregion
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/// <summary>
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///
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/// </summary>
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public void StartTimer()
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{
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m_heartbeatTimer.Enabled = true;
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m_heartbeatTimer.Interval = 100;
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m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
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}
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#region Update Methods
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/// <summary>
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/// Performs per-frame updates regularly
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/// </summary>
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/// <param name="sender"></param>
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/// <param name="e"></param>
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private void Heartbeat(object sender, EventArgs e)
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{
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Update();
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}
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/// <summary>
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/// Performs per-frame updates on the scene, this should be the central scene loop
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/// </summary>
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public override void Update()
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{
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updateLock.WaitOne();
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try
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{
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if (phyScene.IsThreaded)
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{
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phyScene.GetResults();
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}
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List<EntityBase> moveEntities = new List<EntityBase>( Entities.Values );
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foreach (EntityBase entity in moveEntities)
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{
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entity.UpdateMovement();
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}
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lock (m_syncRoot)
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{
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phyScene.Simulate(timeStep);
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}
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List<EntityBase> updateEntities = new List<EntityBase>(Entities.Values);
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foreach (EntityBase entity in updateEntities)
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{
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entity.Update();
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}
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// General purpose event manager
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m_eventManager.TriggerOnFrame();
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//backup scene data
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storageCount++;
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if (storageCount > 1200) //set to how often you want to backup
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{
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Backup();
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storageCount = 0;
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}
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terrainCheckCount++;
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if (terrainCheckCount >= 50)
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{
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terrainCheckCount = 0;
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if (Terrain.Tainted())
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{
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CreateTerrainTexture();
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lock (Terrain.heightmap)
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{
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lock (m_syncRoot)
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{
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phyScene.SetTerrain(Terrain.GetHeights1D());
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}
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storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
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float[] terData = Terrain.GetHeights1D();
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ForEachScenePresence(delegate(ScenePresence presence)
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{
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for (int x = 0; x < 16; x++)
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{
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for (int y = 0; y < 16; y++)
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{
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if (Terrain.Tainted(x * 16, y * 16))
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{
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SendLayerData(x, y, presence.ControllingClient, terData);
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}
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}
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}
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});
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foreach (LLUUID UUID in Entities.Keys)
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{
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Entities[UUID].LandRenegerated();
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}
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Terrain.ResetTaint();
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}
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}
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}
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landPrimCheckCount++;
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if (landPrimCheckCount > 50) //check every 5 seconds for tainted prims
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{
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if (m_LandManager.landPrimCountTainted)
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{
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//Perform land update of prim count
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performParcelPrimCountUpdate();
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landPrimCheckCount = 0;
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}
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}
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}
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catch (NotImplementedException)
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{
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throw;
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}
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catch (Exception e)
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{
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MainLog.Instance.Error("Scene", "Failed with exception " + e.ToString());
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}
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updateLock.ReleaseMutex();
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}
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/// <summary>
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///
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/// </summary>
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/// <returns></returns>
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public bool Backup()
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{
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EventManager.TriggerOnBackup(storageManager.DataStore);
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return true;
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}
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#endregion
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#region Regenerate Terrain
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/// <summary>
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/// Rebuilds the terrain using a procedural algorithm
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/// </summary>
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public void RegenerateTerrain()
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{
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try
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{
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Terrain.HillsGenerator();
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lock (m_syncRoot)
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{
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phyScene.SetTerrain(Terrain.GetHeights1D());
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}
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storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
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ForEachScenePresence(delegate(ScenePresence presence)
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{
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SendLayerData(presence.ControllingClient);
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});
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foreach (LLUUID UUID in Entities.Keys)
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{
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Entities[UUID].LandRenegerated();
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}
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}
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catch (Exception e)
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{
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MainLog.Instance.Error("terrain", "Failed with exception " + e.ToString());
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}
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}
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/// <summary>
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/// Rebuilds the terrain using a 2D float array
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/// </summary>
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/// <param name="newMap">256,256 float array containing heights</param>
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public void RegenerateTerrain(float[,] newMap)
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{
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try
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{
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Terrain.SetHeights2D(newMap);
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lock (m_syncRoot)
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{
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phyScene.SetTerrain(Terrain.GetHeights1D());
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}
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storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
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ForEachScenePresence(delegate(ScenePresence presence)
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{
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SendLayerData(presence.ControllingClient);
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});
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foreach (LLUUID UUID in Entities.Keys)
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{
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Entities[UUID].LandRenegerated();
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}
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}
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catch (Exception e)
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{
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MainLog.Instance.Warn("terrain", "World.cs: RegenerateTerrain() - Failed with exception " + e.ToString());
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}
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}
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#endregion
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#region Load Terrain
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/// <summary>
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/// Loads the World heightmap
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/// </summary>
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///
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public override void LoadWorldMap()
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{
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try
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{
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double[,] map = storageManager.DataStore.LoadTerrain();
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if (map == null)
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{
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if (string.IsNullOrEmpty(m_regInfo.estateSettings.terrainFile))
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{
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Console.WriteLine("No default terrain, procedurally generating...");
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Terrain.HillsGenerator();
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storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
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}
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else
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{
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try
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{
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Terrain.LoadFromFileF32(m_regInfo.estateSettings.terrainFile);
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Terrain *= m_regInfo.estateSettings.terrainMultiplier;
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}
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catch
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{
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Console.WriteLine("Unable to load default terrain, procedurally generating instead...");
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Terrain.HillsGenerator();
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}
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storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
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}
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}
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else
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{
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Terrain.SetHeights2D(map);
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}
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CreateTerrainTexture();
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}
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catch (Exception e)
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{
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MainLog.Instance.Warn("terrain", "World.cs: LoadWorldMap() - Failed with exception " + e.ToString());
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}
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}
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/// <summary>
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///
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/// </summary>
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public void CreateTerrainTexture()
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{
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//create a texture asset of the terrain
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byte[] data = Terrain.ExportJpegImage("defaultstripe.png");
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m_regInfo.estateSettings.terrainImageID = LLUUID.Random();
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AssetBase asset = new AssetBase();
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asset.FullID = m_regInfo.estateSettings.terrainImageID;
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asset.Data = data;
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asset.Name = "terrainImage";
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asset.Type = 0;
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assetCache.AddAsset(asset);
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}
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#endregion
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#region Primitives Methods
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/// <summary>
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/// Loads the World's objects
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/// </summary>
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public void LoadPrimsFromStorage()
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{
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MainLog.Instance.Verbose("World.cs: LoadPrimsFromStorage() - Loading primitives");
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List<SceneObject> NewObjectsList = storageManager.DataStore.LoadObjects();
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foreach (SceneObject obj in NewObjectsList)
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{
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this.Objects.Add(obj.rootUUID, obj);
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}
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}
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/// <summary>
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/// Loads a specific object from storage
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/// </summary>
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/// <param name="prim">The object to load</param>
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public void PrimFromStorage(PrimData prim)
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{
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}
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/// <summary>
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/// Returns a new unallocated primitive ID
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/// </summary>
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/// <returns>A brand new primitive ID</returns>
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public uint PrimIDAllocate()
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{
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uint myID;
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_primAllocateMutex.WaitOne();
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++_primCount;
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myID = _primCount;
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_primAllocateMutex.ReleaseMutex();
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return myID;
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="addPacket"></param>
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/// <param name="ownerID"></param>
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public void AddNewPrim(LLUUID ownerID, LLVector3 pos, PrimitiveBaseShape shape)
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{
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SceneObject sceneOb = new SceneObject(this, m_eventManager, ownerID, PrimIDAllocate(), pos, shape);
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AddEntity(sceneOb);
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}
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public void RemovePrim(uint localID, LLUUID avatar_deleter)
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{
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foreach (EntityBase obj in Entities.Values)
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{
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if (obj is SceneObject)
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{
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if (((SceneObject) obj).LocalId == localID)
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{
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RemoveEntity((SceneObject) obj);
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return;
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}
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}
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}
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}
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public void AddEntity(SceneObject sceneObject)
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{
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Entities.Add(sceneObject.rootUUID, sceneObject);
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}
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public void RemoveEntity(SceneObject sceneObject)
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{
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if (Entities.ContainsKey(sceneObject.rootUUID))
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{
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m_LandManager.removePrimFromLandPrimCounts(sceneObject);
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Entities.Remove(sceneObject.rootUUID);
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m_LandManager.setPrimsTainted();
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}
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}
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/// <summary>
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/// Called by a prim when it has been created/cloned, so that its events can be subscribed to
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/// </summary>
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/// <param name="prim"></param>
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public void AcknowledgeNewPrim(Primitive prim)
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{
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prim.OnPrimCountTainted += m_LandManager.setPrimsTainted;
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}
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#endregion
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#region Add/Remove Avatar Methods
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/// <summary>
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///
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/// </summary>
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/// <param name="remoteClient"></param
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/// <param name="agentID"></param>
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/// <param name="child"></param>
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public override void AddNewClient(IClientAPI client, bool child)
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{
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SubscribeToClientEvents(client);
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m_estateManager.sendRegionHandshake(client);
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CreateAndAddScenePresence(client);
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m_LandManager.sendParcelOverlay(client);
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//commsManager.UserProfiles.AddNewUser(client.AgentId);
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}
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protected virtual void SubscribeToClientEvents(IClientAPI client)
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{
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client.OnRegionHandShakeReply += SendLayerData;
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//remoteClient.OnRequestWearables += new GenericCall(this.GetInitialPrims);
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client.OnModifyTerrain += ModifyTerrain;
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client.OnChatFromViewer += SimChat;
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client.OnInstantMessage += InstantMessage;
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client.OnRequestWearables += InformClientOfNeighbours;
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client.OnAddPrim += AddNewPrim;
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client.OnUpdatePrimGroupPosition += UpdatePrimPosition;
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client.OnUpdatePrimSinglePosition += UpdatePrimSinglePosition;
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client.OnUpdatePrimGroupRotation += UpdatePrimRotation;
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client.OnUpdatePrimGroupMouseRotation += UpdatePrimRotation;
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client.OnUpdatePrimSingleRotation += UpdatePrimSingleRotation;
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client.OnUpdatePrimScale += UpdatePrimScale;
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client.OnUpdateExtraParams += UpdateExtraParam;
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client.OnUpdatePrimShape += UpdatePrimShape;
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client.OnRequestMapBlocks += RequestMapBlocks;
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client.OnUpdatePrimTexture += UpdatePrimTexture;
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client.OnTeleportLocationRequest += RequestTeleportLocation;
|
|
client.OnObjectSelect += SelectPrim;
|
|
client.OnObjectDeselect += DeselectPrim;
|
|
client.OnGrapUpdate += MoveObject;
|
|
client.OnDeRezObject += DeRezObject;
|
|
client.OnNameFromUUIDRequest += commsManager.HandleUUIDNameRequest;
|
|
client.OnObjectDescription += PrimDescription;
|
|
client.OnObjectName += PrimName;
|
|
client.OnLinkObjects += LinkObjects;
|
|
client.OnObjectDuplicate += DuplicateObject;
|
|
|
|
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.UserProfiles.HandleCreateInventoryFolder;
|
|
client.OnFetchInventoryDescendents += commsManager.UserProfiles.HandleFecthInventoryDescendents;
|
|
client.OnRequestTaskInventory += RequestTaskInventory;
|
|
}
|
|
|
|
protected ScenePresence CreateAndAddScenePresence(IClientAPI client)
|
|
{
|
|
ScenePresence newAvatar = null;
|
|
|
|
MainLog.Instance.Verbose("World.cs:AddViewerAgent() - Creating new avatar for remote viewer agent");
|
|
newAvatar = new ScenePresence(client, this, m_regInfo);
|
|
MainLog.Instance.Verbose("World.cs:AddViewerAgent() - Adding new avatar to world");
|
|
MainLog.Instance.Verbose("World.cs:AddViewerAgent() - Starting RegionHandshake ");
|
|
|
|
PhysicsVector pVec = new PhysicsVector(newAvatar.Pos.X, newAvatar.Pos.Y, newAvatar.Pos.Z);
|
|
lock (m_syncRoot)
|
|
{
|
|
newAvatar.PhysActor = phyScene.AddAvatar(pVec);
|
|
}
|
|
|
|
lock (Entities)
|
|
{
|
|
if (!Entities.ContainsKey(client.AgentId))
|
|
{
|
|
Entities.Add(client.AgentId, newAvatar);
|
|
}
|
|
else
|
|
{
|
|
Entities[client.AgentId] = newAvatar;
|
|
}
|
|
}
|
|
lock (Avatars)
|
|
{
|
|
if (Avatars.ContainsKey(client.AgentId))
|
|
{
|
|
Avatars[client.AgentId] = newAvatar;
|
|
}
|
|
else
|
|
{
|
|
Avatars.Add(client.AgentId, newAvatar);
|
|
}
|
|
}
|
|
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 = RequestAvatar(agentID);
|
|
|
|
ForEachScenePresence(
|
|
delegate(ScenePresence presence)
|
|
{
|
|
presence.ControllingClient.SendKillObject(avatar.RegionHandle, avatar.LocalId);
|
|
});
|
|
|
|
lock (Avatars)
|
|
{
|
|
if (Avatars.ContainsKey(agentID))
|
|
{
|
|
Avatars.Remove(agentID);
|
|
}
|
|
}
|
|
lock (Entities)
|
|
{
|
|
if (Entities.ContainsKey(agentID))
|
|
{
|
|
Entities.Remove(agentID);
|
|
}
|
|
}
|
|
// TODO: Add the removal from physics ?
|
|
|
|
// Remove client agent from profile, so new logins will work
|
|
commsManager.UserServer.clearUserAgent(agentID);
|
|
|
|
return;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Request Avatars List Methods
|
|
|
|
//The idea is to have a group of method that return a list of avatars meeting some requirement
|
|
// ie it could be all Avatars within a certain range of the calling prim/avatar.
|
|
|
|
/// <summary>
|
|
/// Request a List of all Avatars in this World
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public List<ScenePresence> RequestAvatarList()
|
|
{
|
|
List<ScenePresence> result = new List<ScenePresence>();
|
|
|
|
foreach (ScenePresence avatar in Avatars.Values)
|
|
{
|
|
result.Add(avatar);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Request a filtered list of Avatars in this World
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public List<ScenePresence> RequestAvatarList(FilterAvatarList filter)
|
|
{
|
|
List<ScenePresence> result = new List<ScenePresence>();
|
|
|
|
foreach (ScenePresence avatar in Avatars.Values)
|
|
{
|
|
if (filter(avatar))
|
|
{
|
|
result.Add(avatar);
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Request a Avatar by UUID
|
|
/// </summary>
|
|
/// <param name="avatarID"></param>
|
|
/// <returns></returns>
|
|
public ScenePresence RequestAvatar(LLUUID avatarID)
|
|
{
|
|
if (Avatars.ContainsKey(avatarID))
|
|
{
|
|
return Avatars[avatarID];
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="whatToDo"></param>
|
|
public void ForEachScenePresence(ForEachScenePresenceDelegate whatToDo)
|
|
{
|
|
foreach (ScenePresence presence in Avatars.Values)
|
|
{
|
|
whatToDo(presence);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="entID"></param>
|
|
/// <returns></returns>
|
|
public bool DeleteEntity(LLUUID entID)
|
|
{
|
|
if (Entities.ContainsKey(entID))
|
|
{
|
|
Entities.Remove(entID);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public void SendAllSceneObjectsToClient(IClientAPI client)
|
|
{
|
|
foreach (EntityBase ent in Entities.Values)
|
|
{
|
|
if (ent is SceneObject)
|
|
{
|
|
((SceneObject) ent).SendAllChildPrimsToClient(client);
|
|
}
|
|
}
|
|
}
|
|
|
|
#region RegionCommsHost
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void RegisterRegionWithComms()
|
|
{
|
|
regionCommsHost = commsManager.GridServer.RegisterRegion(m_regInfo);
|
|
if (regionCommsHost != null)
|
|
{
|
|
regionCommsHost.OnExpectUser += NewUserConnection;
|
|
regionCommsHost.OnAvatarCrossingIntoRegion += AgentCrossing;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="regionHandle"></param>
|
|
/// <param name="agent"></param>
|
|
public void NewUserConnection(ulong regionHandle, AgentCircuitData agent)
|
|
{
|
|
// Console.WriteLine("World.cs - add new user connection");
|
|
//should just check that its meant for this region
|
|
if (regionHandle == m_regInfo.RegionHandle)
|
|
{
|
|
if (agent.CapsPath != "")
|
|
{
|
|
//Console.WriteLine("new user, so creating caps handler for it");
|
|
Caps cap =
|
|
new Caps(assetCache, httpListener, m_regInfo.ExternalHostName, m_regInfo.ExternalEndPoint.Port,
|
|
agent.CapsPath, agent.AgentID);
|
|
cap.RegisterHandlers();
|
|
if (capsHandlers.ContainsKey(agent.AgentID))
|
|
{
|
|
MainLog.Instance.Warn("client", "Adding duplicate CAPS entry for user " +
|
|
agent.AgentID.ToStringHyphenated());
|
|
capsHandlers[agent.AgentID] = cap;
|
|
}
|
|
else
|
|
{
|
|
capsHandlers.Add(agent.AgentID, cap);
|
|
}
|
|
}
|
|
authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
|
|
}
|
|
}
|
|
|
|
public void AgentCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position, bool isFlying)
|
|
{
|
|
if (regionHandle == m_regInfo.RegionHandle)
|
|
{
|
|
if (Avatars.ContainsKey(agentID))
|
|
{
|
|
Avatars[agentID].MakeAvatar(position, isFlying);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void InformClientOfNeighbours(IClientAPI remoteClient)
|
|
{
|
|
List<RegionInfo> neighbours = commsManager.GridServer.RequestNeighbours(m_regInfo);
|
|
|
|
if (neighbours != null)
|
|
{
|
|
for (int i = 0; i < neighbours.Count; i++)
|
|
{
|
|
AgentCircuitData agent = remoteClient.RequestClientInfo();
|
|
agent.BaseFolder = LLUUID.Zero;
|
|
agent.InventoryFolder = LLUUID.Zero;
|
|
agent.startpos = new LLVector3(128, 128, 70);
|
|
agent.child = true;
|
|
commsManager.InterRegion.InformRegionOfChildAgent(neighbours[i].RegionHandle, agent);
|
|
remoteClient.InformClientOfNeighbour(neighbours[i].RegionHandle, neighbours[i].ExternalEndPoint);
|
|
//this.capsHandlers[remoteClient.AgentId].CreateEstablishAgentComms("", System.Net.IPAddress.Parse(neighbours[i].CommsIPListenAddr) + ":" + neighbours[i].CommsIPListenPort);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="regionHandle"></param>
|
|
/// <returns></returns>
|
|
public RegionInfo RequestNeighbouringRegionInfo(ulong regionHandle)
|
|
{
|
|
return commsManager.GridServer.RequestNeighbourInfo(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)
|
|
{
|
|
List<MapBlockData> mapBlocks;
|
|
mapBlocks = commsManager.GridServer.RequestNeighbourMapBlocks(minX, minY, maxX, maxY);
|
|
remoteClient.SendMapBlock(mapBlocks);
|
|
}
|
|
|
|
/// <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 (regionHandle == m_regionHandle)
|
|
{
|
|
if (Avatars.ContainsKey(remoteClient.AgentId))
|
|
{
|
|
remoteClient.SendTeleportLocationStart();
|
|
remoteClient.SendLocalTeleport(position, lookAt, flags);
|
|
Avatars[remoteClient.AgentId].Teleport(position);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RegionInfo reg = RequestNeighbouringRegionInfo(regionHandle);
|
|
if (reg != null)
|
|
{
|
|
remoteClient.SendTeleportLocationStart();
|
|
AgentCircuitData agent = remoteClient.RequestClientInfo();
|
|
agent.BaseFolder = LLUUID.Zero;
|
|
agent.InventoryFolder = LLUUID.Zero;
|
|
agent.startpos = new LLVector3(128, 128, 70);
|
|
agent.child = true;
|
|
commsManager.InterRegion.InformRegionOfChildAgent(regionHandle, agent);
|
|
commsManager.InterRegion.ExpectAvatarCrossing(regionHandle, remoteClient.AgentId, position, false);
|
|
|
|
remoteClient.SendRegionTeleport(regionHandle, 13, reg.ExternalEndPoint, 4, (1 << 4));
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <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 commsManager.InterRegion.ExpectAvatarCrossing(regionhandle, agentID, position, isFlying);
|
|
}
|
|
|
|
public void performParcelPrimCountUpdate()
|
|
{
|
|
m_LandManager.resetAllLandPrimCounts();
|
|
m_eventManager.TriggerParcelPrimCountUpdate();
|
|
m_LandManager.finalizeLandPrimCountUpdate();
|
|
m_LandManager.landPrimCountTainted = false;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Alert Methods
|
|
public void SendGeneralAlert(string message)
|
|
{
|
|
foreach (ScenePresence presence in this.Avatars.Values)
|
|
{
|
|
presence.ControllingClient.SendAlertMessage(message);
|
|
}
|
|
}
|
|
|
|
public void SendAlertToUser(LLUUID agentID, string message, bool modal)
|
|
{
|
|
if (this.Avatars.ContainsKey(agentID))
|
|
{
|
|
this.Avatars[agentID].ControllingClient.SendAgentAlertMessage(message, modal);
|
|
}
|
|
}
|
|
|
|
public void SendAlertToUser(string firstName, string lastName, string message, bool modal)
|
|
{
|
|
foreach (ScenePresence presence in this.Avatars.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 = this.CombineParams(commandParams, 1);
|
|
this.SendGeneralAlert(message);
|
|
}
|
|
else
|
|
{
|
|
string message = this.CombineParams(commandParams, 2);
|
|
this.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
|
|
}
|
|
}
|