1475 lines
53 KiB
C#
1475 lines
53 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.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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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using Axiom.Math;
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using libsecondlife;
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using libsecondlife.Packets;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Region.Environment.Types;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Environment.Scenes
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{
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public delegate void PhysicsCrash();
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public class InnerScene
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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#region Events
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protected internal event PhysicsCrash UnRecoverableError;
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private PhysicsCrash handlerPhysicsCrash = null;
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#endregion
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#region Fields
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protected internal Dictionary<LLUUID, ScenePresence> ScenePresences = new Dictionary<LLUUID, ScenePresence>();
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// SceneObjects is not currently populated or used.
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//public Dictionary<LLUUID, SceneObjectGroup> SceneObjects;
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protected internal Dictionary<LLUUID, EntityBase> Entities = new Dictionary<LLUUID, EntityBase>();
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protected internal Dictionary<LLUUID, ScenePresence> RestorePresences = new Dictionary<LLUUID, ScenePresence>();
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protected internal BasicQuadTreeNode QuadTree;
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protected RegionInfo m_regInfo;
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protected Scene m_parentScene;
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protected List<EntityBase> m_updateList = new List<EntityBase>();
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protected int m_numRootAgents = 0;
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protected int m_numPrim = 0;
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protected int m_numChildAgents = 0;
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protected int m_physicalPrim = 0;
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protected int m_activeScripts = 0;
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protected int m_scriptLPS = 0;
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protected internal object m_syncRoot = new object();
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protected internal PhysicsScene _PhyScene;
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#endregion
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protected internal InnerScene(Scene parent, RegionInfo regInfo)
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{
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m_parentScene = parent;
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m_regInfo = regInfo;
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QuadTree = new BasicQuadTreeNode(null, "/0/", 0, 0, (short)Constants.RegionSize, (short)Constants.RegionSize);
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QuadTree.Subdivide();
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QuadTree.Subdivide();
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}
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public PhysicsScene PhysicsScene
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{
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get { return _PhyScene; }
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set
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{
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// If we're not doing the initial set
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// Then we've got to remove the previous
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// event handler
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try
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{
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_PhyScene.OnPhysicsCrash -= physicsBasedCrash;
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}
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catch (NullReferenceException)
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{
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// This occurs when storing to _PhyScene the first time.
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// Is there a better way to check the event handler before
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// getting here
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// This can be safely ignored. We're setting the first inital
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// there are no event handler's registered.
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}
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_PhyScene = value;
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_PhyScene.OnPhysicsCrash += physicsBasedCrash;
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}
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}
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protected internal void Close()
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{
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lock (ScenePresences)
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{
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ScenePresences.Clear();
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}
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//SceneObjects.Clear();
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Entities.Clear();
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}
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#region Update Methods
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protected internal void UpdatePreparePhysics()
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{
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// If we are using a threaded physics engine
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// grab the latest scene from the engine before
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// trying to process it.
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// PhysX does this (runs in the background).
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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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}
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protected internal void UpdateEntities()
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{
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List<EntityBase> updateEntities = GetEntities();
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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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}
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protected internal void UpdatePresences()
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{
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List<ScenePresence> updateScenePresences = GetScenePresences();
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foreach (ScenePresence pres in updateScenePresences)
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{
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pres.Update();
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}
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}
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protected internal float UpdatePhysics(double elapsed)
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{
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lock (m_syncRoot)
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{
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return _PhyScene.Simulate((float)elapsed);
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}
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}
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protected internal void UpdateEntityMovement()
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{
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List<EntityBase> moveEntities = GetEntities();
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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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}
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#endregion
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#region Entity Methods
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/// <summary>
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/// Add an object into the scene that has come from storage
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/// </summary>
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/// <param name="sceneObject"></param>
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protected internal void AddSceneObjectFromStorage(SceneObjectGroup sceneObject)
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{
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sceneObject.RegionHandle = m_regInfo.RegionHandle;
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sceneObject.SetScene(m_parentScene);
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foreach (SceneObjectPart part in sceneObject.Children.Values)
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{
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part.LocalId = m_parentScene.PrimIDAllocate();
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}
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sceneObject.UpdateParentIDs();
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AddSceneObject(sceneObject);
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}
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/// <summary>
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/// Add an object to the scene.
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/// </summary>
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/// <param name="sceneObject"></param>
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/// <returns>true if the object was added, false if an object with the same uuid was already in the scene
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/// </returns>
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protected internal bool AddSceneObject(SceneObjectGroup sceneObject)
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{
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lock (Entities)
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{
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if (!Entities.ContainsKey(sceneObject.UUID))
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{
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// QuadTree.AddSceneObject(sceneObject);
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Entities.Add(sceneObject.UUID, sceneObject);
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m_numPrim += sceneObject.Children.Count;
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return true;
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}
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return false;
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}
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}
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/// <summary>
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/// Delete an object from the scene
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/// </summary>
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/// <param name="sceneObject"></param>
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/// <returns>true if the object was deleted, false if there was no object to delete</returns>
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protected internal bool DeleteSceneObject(LLUUID uuid, bool resultOfObjectLinked)
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{
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lock (Entities)
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{
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if (Entities.ContainsKey(uuid))
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{
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Console.WriteLine("REMOVED " + ((SceneObjectGroup)Entities[uuid]).Children.Count + "!");
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if (!resultOfObjectLinked)
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{
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m_numPrim -= ((SceneObjectGroup)Entities[uuid]).Children.Count;
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}
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Entities.Remove(uuid);
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Add an entity to the list of prims to process on the next update
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/// </summary>
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/// <param name="obj">
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/// A <see cref="EntityBase"/>
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/// </param>
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protected internal void AddToUpdateList(EntityBase obj)
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{
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lock (m_updateList)
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{
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if (!m_updateList.Contains(obj))
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{
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m_updateList.Add(obj);
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}
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}
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}
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/// <summary>
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/// Process all pending updates
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/// </summary>
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protected internal void ProcessUpdates()
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{
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lock (m_updateList)
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{
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for (int i = 0; i < m_updateList.Count; i++)
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{
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EntityBase entity = m_updateList[i];
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// Don't abort the whole update if one entity happens to give us an exception.
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try
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{
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// A null name signals that this group was deleted before the scheduled update
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// FIXME: This is merely a temporary measure to reduce the incidence of failure, when
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// an object has been deleted from a scene before update was processed.
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// A more fundamental overhaul of the update mechanism is required to eliminate all
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// the race conditions.
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if (entity.Name != null)
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{
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m_updateList[i].Update();
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}
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}
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catch (Exception e)
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{
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m_log.ErrorFormat("[INNER SCENE]: Failed to update {0}, - {1}", entity.Name, e);//entity.m_uuid
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}
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}
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m_updateList.Clear();
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}
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}
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protected internal void AddPhysicalPrim(int number)
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{
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m_physicalPrim++;
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}
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protected internal void RemovePhysicalPrim(int number)
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{
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m_physicalPrim--;
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}
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protected internal void AddToScriptLPS(int number)
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{
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m_scriptLPS += number;
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}
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protected internal void AddActiveScripts(int number)
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{
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m_activeScripts += number;
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}
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protected internal void DetachObject(uint objectLocalID, IClientAPI remoteClient)
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{
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List<EntityBase> EntityList = GetEntities();
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foreach (EntityBase obj in EntityList)
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{
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if (obj is SceneObjectGroup)
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{
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if (((SceneObjectGroup)obj).LocalId == objectLocalID)
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{
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SceneObjectGroup group = (SceneObjectGroup)obj;
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//group.DetachToGround();
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DetachSingleAttachmentToInv(group.GetFromAssetID(),remoteClient);
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}
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}
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}
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}
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protected internal void HandleUndo(IClientAPI remoteClient, LLUUID primId)
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{
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if (primId != LLUUID.Zero)
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{
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SceneObjectPart part = m_parentScene.GetSceneObjectPart(primId);
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if (part != null)
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part.Undo();
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}
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}
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protected internal void HandleObjectGroupUpdate(
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IClientAPI remoteClient, LLUUID GroupID, uint objectLocalID, LLUUID Garbage)
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{
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List<EntityBase> EntityList = GetEntities();
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foreach (EntityBase obj in EntityList)
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{
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if (obj is SceneObjectGroup)
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{
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if (((SceneObjectGroup)obj).LocalId == objectLocalID)
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{
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SceneObjectGroup group = (SceneObjectGroup)obj;
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if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId))
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group.SetGroup(GroupID, remoteClient);
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else
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remoteClient.SendAgentAlertMessage("You don't have permission to set the group", false);
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}
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}
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}
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}
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/// <summary>
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/// Event Handling routine for Attach Object
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="objectLocalID"></param>
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/// <param name="AttachmentPt"></param>
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/// <param name="rot"></param>
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protected internal void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, LLQuaternion rot)
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{
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// Calls attach with a Zero position
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AttachObject(remoteClient, objectLocalID, AttachmentPt, rot, LLVector3.Zero);
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}
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protected internal void RezSingleAttachment(
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IClientAPI remoteClient, LLUUID itemID, uint AttachmentPt,uint ItemFlags, uint NextOwnerMask)
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{
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SceneObjectGroup objatt = m_parentScene.RezObject(remoteClient, itemID, LLVector3.Zero, LLVector3.Zero, LLUUID.Zero, (byte)1, true,
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(uint)(PermissionMask.Copy | PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer),
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(uint)(PermissionMask.Copy | PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer),
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(uint)(PermissionMask.Copy | PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer),
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ItemFlags, false, false, remoteClient.AgentId, true);
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if (objatt != null)
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{
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AttachObject(remoteClient,objatt.LocalId,AttachmentPt,new LLQuaternion(0,0,0,1),objatt.AbsolutePosition);
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objatt.ScheduleGroupForFullUpdate();
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}
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}
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// What makes this method odd and unique is it tries to detach using an LLUUID.... Yay for standards.
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// To LocalId or LLUUID, *THAT* is the question. How now Brown LLUUID??
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protected internal void DetachSingleAttachmentToInv(LLUUID itemID, IClientAPI remoteClient)
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{
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if (itemID == LLUUID.Zero) // If this happened, someone made a mistake....
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return;
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List<EntityBase> EntityList = GetEntities();
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foreach (EntityBase obj in EntityList)
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{
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if (obj is SceneObjectGroup)
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{
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if (((SceneObjectGroup)obj).GetFromAssetID() == itemID)
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{
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SceneObjectGroup group = (SceneObjectGroup)obj;
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group.DetachToInventoryPrep();
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m_log.Debug("[DETACH]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());
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m_parentScene.updateKnownAsset(remoteClient, group, group.GetFromAssetID(),group.OwnerID);
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m_parentScene.DeleteSceneObject(group);
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}
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}
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}
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}
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protected internal void AttachObject(
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IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, LLQuaternion rot, LLVector3 attachPos)
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{
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List<EntityBase> EntityList = GetEntities();
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foreach (EntityBase obj in EntityList)
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{
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if (obj is SceneObjectGroup)
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{
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if (((SceneObjectGroup)obj).LocalId == objectLocalID)
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{
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SceneObjectGroup group = (SceneObjectGroup)obj;
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if (m_parentScene.ExternalChecks.ExternalChecksCanTakeObject(obj.UUID, remoteClient.AgentId))
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{
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// If the attachment point isn't the same as the one previously used
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// set it's offset position = 0 so that it appears on the attachment point
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// and not in a weird location somewhere unknown.
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if (AttachmentPt != 0 && AttachmentPt != (uint)group.GetAttachmentPoint())
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{
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attachPos = LLVector3.Zero;
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}
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// AttachmentPt 0 means the client chose to 'wear' the attachment.
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if (AttachmentPt == 0)
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{
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// Check object for stored attachment point
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AttachmentPt = (uint)group.GetAttachmentPoint();
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}
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// if we still didn't find a suitable attachment point.......
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if (AttachmentPt == 0)
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{
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// Stick it on left hand with Zero Offset from the attachment point.
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AttachmentPt = (uint)AttachmentPoint.LeftHand;
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attachPos = LLVector3.Zero;
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}
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m_log.Debug("[ATTACH]: Using attachpoint: " + AttachmentPt.ToString());
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// Saves and gets assetID
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if (group.GetFromAssetID() == LLUUID.Zero)
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{
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LLUUID newAssetID = m_parentScene.attachObjectAssetStore(remoteClient, group, remoteClient.AgentId);
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// sets assetID so client can show asset as 'attached' in inventory
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group.SetFromAssetID(newAssetID);
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}
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group.AttachToAgent(remoteClient.AgentId, AttachmentPt, attachPos);
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}
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else
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{
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remoteClient.SendAgentAlertMessage("You don't have sufficient permissions to attach this object", false);
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}
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}
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}
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}
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}
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protected internal ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child, AvatarAppearance appearance)
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{
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ScenePresence newAvatar = null;
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newAvatar = new ScenePresence(client, m_parentScene, m_regInfo, appearance);
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newAvatar.IsChildAgent = child;
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AddScenePresence(newAvatar);
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return newAvatar;
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}
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/// <summary>
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/// Add a presence to the scene
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/// </summary>
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/// <param name="presence"></param>
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protected internal void AddScenePresence(ScenePresence presence)
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{
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bool child = presence.IsChildAgent;
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if (child)
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{
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m_numChildAgents++;
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m_log.Info("[SCENE]" + m_regInfo.RegionName + ": Creating new child agent.");
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}
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else
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{
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m_numRootAgents++;
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m_log.Info("[SCENE] " + m_regInfo.RegionName + ": Creating new root agent.");
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m_log.Info("[SCENE] " + m_regInfo.RegionName + ": Adding Physical agent.");
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presence.AddToPhysicalScene();
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}
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lock (Entities)
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{
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Entities[presence.UUID] = presence;
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}
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lock (ScenePresences)
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{
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ScenePresences[presence.UUID] = presence;
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}
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}
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/// <summary>
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/// Remove a presence from the scene
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/// </summary>
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protected internal void RemoveScenePresence(LLUUID agentID)
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{
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lock (Entities)
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{
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if (Entities.Remove(agentID))
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{
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//m_log.InfoFormat("[SCENE] Removed scene presence {0} from entities list", agentID);
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}
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else
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{
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m_log.WarnFormat("[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene Entities list", agentID);
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}
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}
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lock (ScenePresences)
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{
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if (ScenePresences.Remove(agentID))
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{
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//m_log.InfoFormat("[SCENE] Removed scene presence {0}", agentID);
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}
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else
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{
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m_log.WarnFormat("[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
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}
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}
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}
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|
|
protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
|
|
{
|
|
if (direction_RC_CR_T_F)
|
|
{
|
|
m_numRootAgents--;
|
|
m_numChildAgents++;
|
|
}
|
|
else
|
|
{
|
|
m_numChildAgents--;
|
|
m_numRootAgents++;
|
|
}
|
|
}
|
|
|
|
protected internal void removeUserCount(bool TypeRCTF)
|
|
{
|
|
if (TypeRCTF)
|
|
{
|
|
m_numRootAgents--;
|
|
}
|
|
else
|
|
{
|
|
m_numChildAgents--;
|
|
}
|
|
}
|
|
|
|
public int GetChildAgentCount()
|
|
{
|
|
// some network situations come in where child agents get closed twice.
|
|
if (m_numChildAgents < 0)
|
|
{
|
|
m_numChildAgents = 0;
|
|
}
|
|
|
|
return m_numChildAgents;
|
|
}
|
|
|
|
public int GetRootAgentCount()
|
|
{
|
|
return m_numRootAgents;
|
|
}
|
|
|
|
public int GetTotalObjectsCount()
|
|
{
|
|
return m_numPrim;
|
|
}
|
|
|
|
public int GetActiveObjectsCount()
|
|
{
|
|
return m_physicalPrim;
|
|
}
|
|
|
|
public int GetActiveScriptsCount()
|
|
{
|
|
return m_activeScripts;
|
|
}
|
|
|
|
public int GetScriptLPS()
|
|
{
|
|
int returnval = m_scriptLPS;
|
|
m_scriptLPS = 0;
|
|
return returnval;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Get Methods
|
|
|
|
/// <summary>
|
|
/// Request a List of all scene presences in this scene. This is a new list, so no
|
|
/// locking is required to iterate over it.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
protected internal List<ScenePresence> GetScenePresences()
|
|
{
|
|
return new List<ScenePresence>(ScenePresences.Values);
|
|
}
|
|
|
|
protected internal List<ScenePresence> GetAvatars()
|
|
{
|
|
List<ScenePresence> result =
|
|
GetScenePresences(delegate(ScenePresence scenePresence) { return !scenePresence.IsChildAgent; });
|
|
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the controlling client for the given avatar, if there is one.
|
|
///
|
|
/// FIXME: The only user of the method right now is Caps.cs, in order to resolve a client API since it can't
|
|
/// use the ScenePresence. This could be better solved in a number of ways - we could establish an
|
|
/// OpenSim.Framework.IScenePresence, or move the caps code into a region package (which might be the more
|
|
/// suitable solution).
|
|
/// </summary>
|
|
/// <param name="agentId"></param>
|
|
/// <returns>null if either the avatar wasn't in the scene, or they do not have a controlling client</returns>
|
|
protected internal IClientAPI GetControllingClient(LLUUID agentId)
|
|
{
|
|
ScenePresence presence = GetScenePresence(agentId);
|
|
|
|
if (presence != null)
|
|
{
|
|
return presence.ControllingClient;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Request a filtered list of m_scenePresences in this World
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
protected internal List<ScenePresence> GetScenePresences(FilterAvatarList filter)
|
|
{
|
|
// No locking of scene presences here since we're passing back a list...
|
|
|
|
List<ScenePresence> result = new List<ScenePresence>();
|
|
List<ScenePresence> ScenePresencesList = GetScenePresences();
|
|
|
|
foreach (ScenePresence avatar in ScenePresencesList)
|
|
{
|
|
if (filter(avatar))
|
|
{
|
|
result.Add(avatar);
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Request a scene presence by UUID
|
|
/// </summary>
|
|
/// <param name="avatarID"></param>
|
|
/// <returns>null if the agent was not found</returns>
|
|
protected internal ScenePresence GetScenePresence(LLUUID agentID)
|
|
{
|
|
ScenePresence sp;
|
|
ScenePresences.TryGetValue(agentID, out sp);
|
|
|
|
return sp;
|
|
}
|
|
|
|
private SceneObjectGroup GetGroupByPrim(uint localID)
|
|
{
|
|
List<EntityBase> EntityList = GetEntities();
|
|
|
|
foreach (EntityBase ent in EntityList)
|
|
{
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
if (((SceneObjectGroup)ent).HasChildPrim(localID))
|
|
return (SceneObjectGroup)ent;
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
private SceneObjectGroup GetGroupByPrim(LLUUID fullID)
|
|
{
|
|
List<EntityBase> EntityList = GetEntities();
|
|
|
|
foreach (EntityBase ent in EntityList)
|
|
{
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
if (((SceneObjectGroup)ent).HasChildPrim(fullID))
|
|
return (SceneObjectGroup)ent;
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
protected internal EntityIntersection GetClosestIntersectingPrim(Ray hray, bool frontFacesOnly, bool faceCenters)
|
|
{
|
|
// Primitive Ray Tracing
|
|
float closestDistance = 280f;
|
|
EntityIntersection returnResult = new EntityIntersection();
|
|
foreach (EntityBase ent in Entities.Values)
|
|
{
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
SceneObjectGroup reportingG = (SceneObjectGroup)ent;
|
|
EntityIntersection result = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters);
|
|
if (result.HitTF)
|
|
{
|
|
if (result.distance < closestDistance)
|
|
{
|
|
closestDistance = result.distance;
|
|
returnResult = result;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return returnResult;
|
|
}
|
|
|
|
protected internal SceneObjectPart GetSceneObjectPart(uint localID)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
return group.GetChildPart(localID);
|
|
else
|
|
return null;
|
|
}
|
|
|
|
protected internal SceneObjectPart GetSceneObjectPart(LLUUID fullID)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(fullID);
|
|
if (group != null)
|
|
return group.GetChildPart(fullID);
|
|
else
|
|
return null;
|
|
}
|
|
|
|
protected internal bool TryGetAvatar(LLUUID avatarId, out ScenePresence avatar)
|
|
{
|
|
ScenePresence presence;
|
|
if (ScenePresences.TryGetValue(avatarId, out presence))
|
|
{
|
|
if (!presence.IsChildAgent)
|
|
{
|
|
avatar = presence;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat(
|
|
"[INNER SCENE]: Requested avatar {0} could not be found in scene {1} since it is only registered as a child agent!",
|
|
avatarId, m_parentScene.RegionInfo.RegionName);
|
|
}
|
|
}
|
|
|
|
avatar = null;
|
|
return false;
|
|
}
|
|
|
|
protected internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
|
|
{
|
|
lock (ScenePresences)
|
|
{
|
|
foreach (ScenePresence presence in ScenePresences.Values)
|
|
{
|
|
if (!presence.IsChildAgent)
|
|
{
|
|
string name = presence.ControllingClient.Name;
|
|
|
|
if (String.Compare(avatarName, name, true) == 0)
|
|
{
|
|
avatar = presence;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
avatar = null;
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a list of the entities in the scene. This is a new list so no locking is required to iterate over
|
|
/// it
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
protected internal List<EntityBase> GetEntities()
|
|
{
|
|
return new List<EntityBase>(Entities.Values);
|
|
}
|
|
|
|
protected internal Dictionary<uint, float> GetTopScripts()
|
|
{
|
|
Dictionary<uint, float> topScripts = new Dictionary<uint, float>();
|
|
|
|
List<EntityBase> EntityList = GetEntities();
|
|
int limit = 0;
|
|
foreach (EntityBase ent in EntityList)
|
|
{
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
SceneObjectGroup grp = (SceneObjectGroup)ent;
|
|
if ((grp.RootPart.GetEffectiveObjectFlags() & (uint)LLObject.ObjectFlags.Scripted) != 0)
|
|
{
|
|
if (grp.scriptScore >= 0.01)
|
|
{
|
|
topScripts.Add(grp.LocalId, grp.scriptScore);
|
|
limit++;
|
|
if (limit >= 100)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
grp.scriptScore = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
return topScripts;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Other Methods
|
|
|
|
protected internal void physicsBasedCrash()
|
|
{
|
|
handlerPhysicsCrash = UnRecoverableError;
|
|
if (handlerPhysicsCrash != null)
|
|
{
|
|
handlerPhysicsCrash();
|
|
}
|
|
}
|
|
|
|
protected internal LLUUID ConvertLocalIDToFullID(uint localID)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
return group.GetPartsFullID(localID);
|
|
else
|
|
return LLUUID.Zero;
|
|
}
|
|
|
|
protected internal void SendAllSceneObjectsToClient(ScenePresence presence)
|
|
{
|
|
List<EntityBase> EntityList = GetEntities();
|
|
|
|
foreach (EntityBase ent in EntityList)
|
|
{
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
// Only send child agents stuff in their draw distance.
|
|
// This will need to be done for every agent once we figure out
|
|
// what we're going to use to store prim that agents already got
|
|
// the initial update for and what we'll use to limit the
|
|
// space we check for new objects on movement.
|
|
|
|
if (presence.IsChildAgent && m_parentScene.m_seeIntoRegionFromNeighbor)
|
|
{
|
|
LLVector3 oLoc = ((SceneObjectGroup)ent).AbsolutePosition;
|
|
float distResult = (float)Util.GetDistanceTo(presence.AbsolutePosition, oLoc);
|
|
|
|
//m_log.Info("[DISTANCE]: " + distResult.ToString());
|
|
|
|
if (distResult < presence.DrawDistance)
|
|
{
|
|
// Send Only if we don't already know about it.
|
|
// KnownPrim also makes the prim known when called.
|
|
if (!presence.KnownPrim(((SceneObjectGroup)ent).UUID))
|
|
((SceneObjectGroup)ent).ScheduleFullUpdateToAvatar(presence);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
((SceneObjectGroup)ent).ScheduleFullUpdateToAvatar(presence);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
protected internal void ForEachClient(Action<IClientAPI> action)
|
|
{
|
|
lock (ScenePresences)
|
|
{
|
|
foreach (ScenePresence presence in ScenePresences.Values)
|
|
{
|
|
action(presence.ControllingClient);
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Client Event handlers
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <param name="scale"></param>
|
|
/// <param name="remoteClient"></param>
|
|
protected internal void UpdatePrimScale(uint localID, LLVector3 scale, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
{
|
|
if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId))
|
|
{
|
|
group.Resize(scale, localID);
|
|
}
|
|
}
|
|
}
|
|
|
|
protected internal void UpdatePrimGroupScale(uint localID, LLVector3 scale, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
{
|
|
if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId))
|
|
{
|
|
group.GroupResize(scale, localID);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This handles the nifty little tool tip that you get when you drag your mouse over an object
|
|
/// Send to the Object Group to process. We don't know enough to service the request
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="AgentID"></param>
|
|
/// <param name="RequestFlags"></param>
|
|
/// <param name="ObjectID"></param>
|
|
protected internal void RequestObjectPropertiesFamily(
|
|
IClientAPI remoteClient, LLUUID AgentID, uint RequestFlags, LLUUID ObjectID)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(ObjectID);
|
|
if (group != null)
|
|
{
|
|
group.ServiceObjectPropertiesFamilyRequest(remoteClient, AgentID, RequestFlags);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <param name="rot"></param>
|
|
/// <param name="remoteClient"></param>
|
|
protected internal void UpdatePrimSingleRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
{
|
|
if (m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(group.UUID, remoteClient.AgentId))
|
|
{
|
|
group.UpdateSingleRotation(rot, localID);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <param name="rot"></param>
|
|
/// <param name="remoteClient"></param>
|
|
protected internal void UpdatePrimRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
{
|
|
if (m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(group.UUID, remoteClient.AgentId))
|
|
{
|
|
group.UpdateGroupRotation(rot);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <param name="pos"></param>
|
|
/// <param name="rot"></param>
|
|
/// <param name="remoteClient"></param>
|
|
protected internal void UpdatePrimRotation(uint localID, LLVector3 pos, LLQuaternion rot, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
{
|
|
if (m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(group.UUID, remoteClient.AgentId))
|
|
{
|
|
group.UpdateGroupRotation(pos, rot);
|
|
}
|
|
}
|
|
}
|
|
|
|
protected internal void UpdatePrimSinglePosition(uint localID, LLVector3 pos, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
{
|
|
LLVector3 oldPos = group.AbsolutePosition;
|
|
if (!m_parentScene.ExternalChecks.ExternalChecksCanObjectEntry(group.UUID,pos) && !group.RootPart.m_IsAttachment)
|
|
{
|
|
group.SendGroupTerseUpdate();
|
|
return;
|
|
}
|
|
if (m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(group.UUID, remoteClient.AgentId) || group.RootPart.m_IsAttachment)
|
|
{
|
|
group.UpdateSinglePosition(pos, localID);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <param name="pos"></param>
|
|
/// <param name="remoteClient"></param>
|
|
protected internal void UpdatePrimPosition(uint localID, LLVector3 pos, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
{
|
|
|
|
LLVector3 oldPos = group.AbsolutePosition;
|
|
if (group.RootPart.m_IsAttachment)
|
|
{
|
|
group.UpdateGroupPosition(pos);
|
|
}
|
|
else
|
|
{
|
|
if (!m_parentScene.ExternalChecks.ExternalChecksCanObjectEntry(group.UUID,pos) && !group.RootPart.m_IsAttachment)
|
|
{
|
|
group.SendGroupTerseUpdate();
|
|
return;
|
|
}
|
|
if (m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(group.UUID, remoteClient.AgentId) || group.RootPart.m_IsAttachment)
|
|
{
|
|
group.UpdateGroupPosition(pos);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <param name="texture"></param>
|
|
/// <param name="remoteClient"></param>
|
|
protected internal void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
{
|
|
if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID,remoteClient.AgentId))
|
|
{
|
|
group.UpdateTextureEntry(localID, texture);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <param name="packet"></param>
|
|
/// <param name="remoteClient"></param>
|
|
protected internal void UpdatePrimFlags(uint localID, Packet packet, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
{
|
|
if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId))
|
|
{
|
|
group.UpdatePrimFlags(localID, (ushort)packet.Type, true, packet.ToBytes());
|
|
}
|
|
}
|
|
}
|
|
|
|
protected internal void MoveObject(LLUUID objectID, LLVector3 offset, LLVector3 pos, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(objectID);
|
|
if (group != null)
|
|
{
|
|
if (m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.)
|
|
{
|
|
group.GrabMovement(offset, pos, remoteClient);
|
|
}
|
|
// This is outside the above permissions condition
|
|
// so that if the object is locked the client moving the object
|
|
// get's it's position on the simulator even if it was the same as before
|
|
// This keeps the moving user's client in sync with the rest of the world.
|
|
group.SendGroupTerseUpdate();
|
|
}
|
|
}
|
|
|
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/// <summary>
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///
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/// </summary>
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/// <param name="primLocalID"></param>
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/// <param name="description"></param>
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protected internal void PrimName(IClientAPI remoteClient, uint primLocalID, string name)
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{
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SceneObjectGroup group = GetGroupByPrim(primLocalID);
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if (group != null)
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{
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if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId))
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{
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group.SetPartName(Util.CleanString(name), primLocalID);
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}
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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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/// <param name="primLocalID"></param>
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/// <param name="description"></param>
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protected internal void PrimDescription(IClientAPI remoteClient, uint primLocalID, string description)
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{
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SceneObjectGroup group = GetGroupByPrim(primLocalID);
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if (group != null)
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{
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if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId))
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{
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group.SetPartDescription(Util.CleanString(description), primLocalID);
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}
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}
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}
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protected internal void UpdateExtraParam(LLUUID agentID, uint primLocalID, ushort type, bool inUse, byte[] data)
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{
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SceneObjectGroup group = GetGroupByPrim(primLocalID);
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if (group != null)
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{
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if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID,agentID))
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{
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group.UpdateExtraParam(primLocalID, type, inUse, data);
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}
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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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/// <param name="primLocalID"></param>
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/// <param name="shapeBlock"></param>
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protected internal void UpdatePrimShape(LLUUID agentID, uint primLocalID, UpdateShapeArgs shapeBlock)
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{
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SceneObjectGroup group = GetGroupByPrim(primLocalID);
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if (group != null)
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{
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if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.GetPartsFullID(primLocalID), agentID))
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{
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ObjectShapePacket.ObjectDataBlock shapeData = new ObjectShapePacket.ObjectDataBlock();
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shapeData.ObjectLocalID = shapeBlock.ObjectLocalID;
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shapeData.PathBegin = shapeBlock.PathBegin;
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shapeData.PathCurve = shapeBlock.PathCurve;
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shapeData.PathEnd = shapeBlock.PathEnd;
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shapeData.PathRadiusOffset = shapeBlock.PathRadiusOffset;
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shapeData.PathRevolutions = shapeBlock.PathRevolutions;
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shapeData.PathScaleX = shapeBlock.PathScaleX;
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shapeData.PathScaleY = shapeBlock.PathScaleY;
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shapeData.PathShearX = shapeBlock.PathShearX;
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shapeData.PathShearY = shapeBlock.PathShearY;
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shapeData.PathSkew = shapeBlock.PathSkew;
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shapeData.PathTaperX = shapeBlock.PathTaperX;
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shapeData.PathTaperY = shapeBlock.PathTaperY;
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shapeData.PathTwist = shapeBlock.PathTwist;
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shapeData.PathTwistBegin = shapeBlock.PathTwistBegin;
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shapeData.ProfileBegin = shapeBlock.ProfileBegin;
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shapeData.ProfileCurve = shapeBlock.ProfileCurve;
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shapeData.ProfileEnd = shapeBlock.ProfileEnd;
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shapeData.ProfileHollow = shapeBlock.ProfileHollow;
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group.UpdateShape(shapeData, primLocalID);
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}
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}
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}
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/// <summary>
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/// Initial method invoked when we receive a link objects request from the client.
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/// </summary>
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/// <param name="client"></param>
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/// <param name="parentPrim"></param>
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/// <param name="childPrims"></param>
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protected internal void LinkObjects(IClientAPI client, uint parentPrim, List<uint> childPrims)
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{
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List<EntityBase> EntityList = GetEntities();
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SceneObjectGroup parenPrim = null;
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foreach (EntityBase ent in EntityList)
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{
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if (ent is SceneObjectGroup)
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{
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if (((SceneObjectGroup)ent).LocalId == parentPrim)
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{
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parenPrim = (SceneObjectGroup)ent;
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break;
|
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}
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}
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}
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List<SceneObjectGroup> children = new List<SceneObjectGroup>();
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if (parenPrim != null)
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{
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for (int i = 0; i < childPrims.Count; i++)
|
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{
|
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foreach (EntityBase ent in EntityList)
|
|
{
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if (ent is SceneObjectGroup)
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{
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if (((SceneObjectGroup)ent).LocalId == childPrims[i])
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{
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children.Add((SceneObjectGroup)ent);
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}
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}
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}
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}
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}
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foreach (SceneObjectGroup sceneObj in children)
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{
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parenPrim.LinkToGroup(sceneObj);
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}
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// We need to explicitly resend the newly link prim's object properties since no other actions
|
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// occur on link to invoke this elsewhere (such as object selection)
|
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parenPrim.GetProperties(client);
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}
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/// <summary>
|
|
/// Delink a linkset
|
|
/// </summary>
|
|
/// <param name="prims"></param>
|
|
protected internal void DelinkObjects(List<uint> primIds)
|
|
{
|
|
SceneObjectGroup parenPrim = null;
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|
|
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// Need a list of the SceneObjectGroup local ids
|
|
// XXX I'm anticipating that building this dictionary once is more efficient than
|
|
// repeated scanning of the Entity.Values for a large number of primIds. However, it might
|
|
// be more efficient yet to keep this dictionary permanently on hand.
|
|
|
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Dictionary<uint, SceneObjectGroup> sceneObjects = new Dictionary<uint, SceneObjectGroup>();
|
|
|
|
List<EntityBase> EntityList = GetEntities();
|
|
foreach (EntityBase ent in EntityList)
|
|
{
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
SceneObjectGroup obj = (SceneObjectGroup)ent;
|
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sceneObjects.Add(obj.LocalId, obj);
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|
|
|
}
|
|
}
|
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|
|
// Find the root prim among the prim ids we've been given
|
|
for (int i = 0; i < primIds.Count; i++)
|
|
{
|
|
|
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if (sceneObjects.ContainsKey(primIds[i]))
|
|
{
|
|
|
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parenPrim = sceneObjects[primIds[i]];
|
|
primIds.RemoveAt(i);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (parenPrim != null)
|
|
{
|
|
foreach (uint childPrimId in primIds)
|
|
{
|
|
parenPrim.DelinkFromGroup(childPrimId);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If the first scan failed, we need to do a /deep/ scan of the linkages. This is /really/ slow
|
|
// We know that this is not the root prim now essentially, so we don't have to worry about remapping
|
|
// which one is the root prim
|
|
bool delinkedSomething = false;
|
|
for (int i = 0; i < primIds.Count; i++)
|
|
{
|
|
foreach (SceneObjectGroup grp in sceneObjects.Values)
|
|
{
|
|
SceneObjectPart gPart = grp.GetChildPart(primIds[i]);
|
|
if (gPart != null)
|
|
{
|
|
grp.DelinkFromGroup(primIds[i]);
|
|
delinkedSomething = true;
|
|
}
|
|
|
|
}
|
|
}
|
|
if (!delinkedSomething)
|
|
{
|
|
m_log.InfoFormat("[SCENE]: " +
|
|
"DelinkObjects(): Could not find a root prim out of {0} as given to a delink request!",
|
|
primIds);
|
|
}
|
|
}
|
|
}
|
|
|
|
protected internal void MakeObjectSearchable(IClientAPI remoteClient, bool IncludeInSearch, uint localID)
|
|
{
|
|
LLUUID user = remoteClient.AgentId;
|
|
LLUUID objid = null;
|
|
SceneObjectPart obj = null;
|
|
|
|
List<EntityBase> EntityList = GetEntities();
|
|
foreach (EntityBase ent in EntityList)
|
|
{
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
foreach (KeyValuePair<LLUUID, SceneObjectPart> subent in ((SceneObjectGroup)ent).Children)
|
|
{
|
|
if (subent.Value.LocalId == localID)
|
|
{
|
|
objid = subent.Key;
|
|
obj = subent.Value;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//Protip: In my day, we didn't call them searchable objects, we called them limited point-to-point joints
|
|
//aka ObjectFlags.JointWheel = IncludeInSearch
|
|
|
|
//Permissions model: Object can be REMOVED from search IFF:
|
|
// * User owns object
|
|
//use CanEditObject
|
|
|
|
//Object can be ADDED to search IFF:
|
|
// * User owns object
|
|
// * Asset/DRM permission bit "modify" is enabled
|
|
//use CanEditObjectPosition
|
|
|
|
if (IncludeInSearch && m_parentScene.ExternalChecks.ExternalChecksCanEditObject(objid, user))
|
|
{
|
|
obj.ParentGroup.RootPart.AddFlag(LLObject.ObjectFlags.JointWheel);
|
|
}
|
|
else if (!IncludeInSearch && m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(objid,user))
|
|
{
|
|
obj.ParentGroup.RootPart.RemFlag(LLObject.ObjectFlags.JointWheel);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Duplicate the given object.
|
|
/// </summary>
|
|
/// <param name="originalPrim"></param>
|
|
/// <param name="offset"></param>
|
|
/// <param name="flags"></param>
|
|
protected internal void DuplicateObject(uint originalPrim, LLVector3 offset, uint flags, LLUUID AgentID, LLUUID GroupID)
|
|
{
|
|
//m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);
|
|
|
|
List<EntityBase> EntityList = GetEntities();
|
|
|
|
SceneObjectGroup originPrim = null;
|
|
foreach (EntityBase ent in EntityList)
|
|
{
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
if (((SceneObjectGroup)ent).LocalId == originalPrim)
|
|
{
|
|
originPrim = (SceneObjectGroup)ent;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (originPrim != null)
|
|
{
|
|
if (m_parentScene.ExternalChecks.ExternalChecksCanDuplicateObject(originPrim.Children.Count, originPrim.UUID, AgentID, originPrim.AbsolutePosition))
|
|
{
|
|
SceneObjectGroup copy = originPrim.Copy(AgentID, GroupID, true);
|
|
copy.AbsolutePosition = copy.AbsolutePosition + offset;
|
|
copy.ResetIDs();
|
|
|
|
lock (Entities)
|
|
{
|
|
Entities.Add(copy.UUID, copy);
|
|
}
|
|
|
|
// Since we copy from a source group that is in selected
|
|
// state, but the copy is shown deselected in the viewer,
|
|
// We need to clear the selection flag here, else that
|
|
// prim never gets persisted at all. The client doesn't
|
|
// think it's selected, so it will never send a deselect...
|
|
copy.IsSelected = false;
|
|
|
|
m_numPrim += copy.Children.Count;
|
|
|
|
copy.StartScripts();
|
|
copy.ScheduleGroupForFullUpdate();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates the distance between two Vector3s
|
|
/// </summary>
|
|
/// <param name="v1"></param>
|
|
/// <param name="v2"></param>
|
|
/// <returns></returns>
|
|
protected internal float Vector3Distance(Vector3 v1, Vector3 v2)
|
|
{
|
|
// We don't really need the double floating point precision...
|
|
// so casting it to a single
|
|
|
|
return
|
|
(float)
|
|
Math.Sqrt((v1.x - v2.x) * (v1.x - v2.x) + (v1.y - v2.y) * (v1.y - v2.y) + (v1.z - v2.z) * (v1.z - v2.z));
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|