1890 lines
72 KiB
C#
1890 lines
72 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 OpenSimulator 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.Threading;
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using System.Collections.Generic;
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using System.Reflection;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes.Types;
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using OpenSim.Region.Physics.Manager;
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using OpenSim.Region.Framework.Interfaces;
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namespace OpenSim.Region.Framework.Scenes
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{
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public delegate void PhysicsCrash();
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public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone);
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public delegate void ObjectCreateDelegate(EntityBase obj);
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public delegate void ObjectDeleteDelegate(EntityBase obj);
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/// <summary>
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/// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
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/// should be migrated out over time.
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/// </summary>
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public class SceneGraph
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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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public event ObjectDuplicateDelegate OnObjectDuplicate;
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public event ObjectCreateDelegate OnObjectCreate;
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public event ObjectDeleteDelegate OnObjectRemove;
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#endregion
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#region Fields
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protected object m_presenceLock = new object();
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protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
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protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
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// SceneObjects is not currently populated or used.
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//public Dictionary<UUID, SceneObjectGroup> SceneObjects;
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protected internal EntityManager Entities = new EntityManager();
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// protected internal Dictionary<UUID, EntityBase> Entities = new Dictionary<UUID, EntityBase>();
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protected internal Dictionary<UUID, ScenePresence> RestorePresences = new Dictionary<UUID, ScenePresence>();
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protected RegionInfo m_regInfo;
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protected Scene m_parentScene;
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protected Dictionary<UUID, SceneObjectGroup> m_updateList = new Dictionary<UUID, SceneObjectGroup>();
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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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protected internal Dictionary<uint, SceneObjectGroup> SceneObjectGroupsByLocalID = new Dictionary<uint, SceneObjectGroup>();
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protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullID = new Dictionary<UUID, SceneObjectGroup>();
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private Object m_updateLock = new Object();
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#endregion
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protected internal SceneGraph(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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}
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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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if (_PhyScene != null)
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_PhyScene.OnPhysicsCrash -= physicsBasedCrash;
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_PhyScene = value;
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if (_PhyScene != null)
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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 (m_presenceLock)
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{
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Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
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List<ScenePresence> newlist = new List<ScenePresence>();
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m_scenePresenceMap = newmap;
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m_scenePresenceArray = newlist;
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}
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lock (SceneObjectGroupsByFullID)
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SceneObjectGroupsByFullID.Clear();
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lock (SceneObjectGroupsByLocalID)
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SceneObjectGroupsByLocalID.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 UpdatePresences()
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{
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ForEachScenePresence(delegate(ScenePresence presence)
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{
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presence.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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// Here is where the Scene calls the PhysicsScene. This is a one-way
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// interaction; the PhysicsScene cannot access the calling Scene directly.
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// But with joints, we want a PhysicsActor to be able to influence a
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// non-physics SceneObjectPart. In particular, a PhysicsActor that is connected
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// with a joint should be able to move the SceneObjectPart which is the visual
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// representation of that joint (for editing and serialization purposes).
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// However the PhysicsActor normally cannot directly influence anything outside
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// of the PhysicsScene, and the non-physical SceneObjectPart which represents
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// the joint in the Scene does not exist in the PhysicsScene.
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//
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// To solve this, we have an event in the PhysicsScene that is fired when a joint
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// has changed position (because one of its associated PhysicsActors has changed
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// position).
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//
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// Therefore, JointMoved and JointDeactivated events will be fired as a result of the following Simulate().
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return _PhyScene.Simulate((float)elapsed);
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}
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}
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protected internal void UpdateScenePresenceMovement()
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{
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ForEachScenePresence(delegate(ScenePresence presence)
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{
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presence.UpdateMovement();
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});
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}
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public void GetCoarseLocations(out List<Vector3> coarseLocations, out List<UUID> avatarUUIDs, uint maxLocations)
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{
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coarseLocations = new List<Vector3>();
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avatarUUIDs = new List<UUID>();
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List<ScenePresence> presences = GetScenePresences();
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for (int i = 0; i < Math.Min(presences.Count, maxLocations); ++i)
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{
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ScenePresence sp = presences[i];
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// If this presence is a child agent, we don't want its coarse locations
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if (sp.IsChildAgent)
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return;
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if (sp.ParentID != 0)
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{
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// sitting avatar
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SceneObjectPart sop = m_parentScene.GetSceneObjectPart(sp.ParentID);
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if (sop != null)
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{
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coarseLocations.Add(sop.AbsolutePosition + sp.AbsolutePosition);
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avatarUUIDs.Add(sp.UUID);
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}
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else
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{
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// we can't find the parent.. ! arg!
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coarseLocations.Add(sp.AbsolutePosition);
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avatarUUIDs.Add(sp.UUID);
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}
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}
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else
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{
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coarseLocations.Add(sp.AbsolutePosition);
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avatarUUIDs.Add(sp.UUID);
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}
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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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/// <param name="attachToBackup">
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/// If true, changes to the object will be reflected in its persisted data
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/// If false, the persisted data will not be changed even if the object in the scene is changed
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/// </param>
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/// <param name="alreadyPersisted">
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/// If true, we won't persist this object until it changes
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/// If false, we'll persist this object immediately
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/// </param>
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/// <param name="sendClientUpdates">
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/// If true, we send updates to the client to tell it about this object
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/// If false, we leave it up to the caller to do this
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/// </param>
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/// <returns>
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/// 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 AddRestoredSceneObject(
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SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
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{
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if (!alreadyPersisted)
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{
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sceneObject.ForceInventoryPersistence();
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sceneObject.HasGroupChanged = true;
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}
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return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
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}
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/// <summary>
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/// Add a newly created object to the scene. This will both update the scene, and send information about the
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/// new object to all clients interested in the scene.
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/// </summary>
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/// <param name="sceneObject"></param>
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/// <param name="attachToBackup">
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/// If true, the object is made persistent into the scene.
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/// If false, the object will not persist over server restarts
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/// </param>
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/// <returns>
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/// 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 AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
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{
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// Ensure that we persist this new scene object
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sceneObject.HasGroupChanged = true;
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return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
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}
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/// <summary>
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/// Add a newly created object to the scene.
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/// </summary>
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///
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/// This method does not send updates to the client - callers need to handle this themselves.
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/// <param name="sceneObject"></param>
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/// <param name="attachToBackup"></param>
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/// <param name="pos">Position of the object</param>
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/// <param name="rot">Rotation of the object</param>
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/// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param>
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/// <returns></returns>
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public bool AddNewSceneObject(
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SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel)
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{
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AddNewSceneObject(sceneObject, true, false);
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// we set it's position in world.
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sceneObject.AbsolutePosition = pos;
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if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
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{
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sceneObject.ClearPartAttachmentData();
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}
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sceneObject.UpdateGroupRotationR(rot);
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//group.ApplyPhysics(m_physicalPrim);
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if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
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{
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sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
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sceneObject.Velocity = vel;
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}
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return true;
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}
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/// <summary>
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/// Add an object to the scene. This will both update the scene, and send information about the
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/// new object to all clients interested in the scene.
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/// </summary>
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/// <param name="sceneObject"></param>
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/// <param name="attachToBackup">
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/// If true, the object is made persistent into the scene.
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/// If false, the object will not persist over server restarts
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/// </param>
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/// <param name="sendClientUpdates">
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/// If true, updates for the new scene object are sent to all viewers in range.
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/// If false, it is left to the caller to schedule the update
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/// </param>
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/// <returns>
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/// 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 bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
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{
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if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero)
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return false;
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lock (sceneObject)
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{
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if (Entities.ContainsKey(sceneObject.UUID))
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{
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// m_log.WarnFormat(
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// "[SCENE GRAPH]: Scene object {0} {1} was already in region {2} on add request",
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// sceneObject.Name, sceneObject.UUID, m_parentScene.RegionInfo.RegionName);
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return false;
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}
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// m_log.DebugFormat(
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// "[SCENE GRAPH]: Adding object {0} {1} to region {2}",
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// sceneObject.Name, sceneObject.UUID, m_parentScene.RegionInfo.RegionName);
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lock (sceneObject.Children)
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{
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if (m_parentScene.m_clampPrimSize)
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{
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foreach (SceneObjectPart part in sceneObject.Children.Values)
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{
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Vector3 scale = part.Shape.Scale;
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if (scale.X > m_parentScene.m_maxNonphys)
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scale.X = m_parentScene.m_maxNonphys;
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if (scale.Y > m_parentScene.m_maxNonphys)
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scale.Y = m_parentScene.m_maxNonphys;
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if (scale.Z > m_parentScene.m_maxNonphys)
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scale.Z = m_parentScene.m_maxNonphys;
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part.Shape.Scale = scale;
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}
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}
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sceneObject.AttachToScene(m_parentScene);
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if (sendClientUpdates)
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sceneObject.ScheduleGroupForFullUpdate();
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Entities.Add(sceneObject);
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m_numPrim += sceneObject.Children.Count;
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if (attachToBackup)
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sceneObject.AttachToBackup();
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if (OnObjectCreate != null)
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OnObjectCreate(sceneObject);
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lock (SceneObjectGroupsByFullID)
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{
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SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
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foreach (SceneObjectPart part in sceneObject.Children.Values)
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SceneObjectGroupsByFullID[part.UUID] = sceneObject;
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}
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lock (SceneObjectGroupsByLocalID)
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{
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SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject;
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foreach (SceneObjectPart part in sceneObject.Children.Values)
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SceneObjectGroupsByLocalID[part.LocalId] = sceneObject;
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}
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}
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}
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return true;
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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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/// <returns>true if the object was deleted, false if there was no object to delete</returns>
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public bool DeleteSceneObject(UUID uuid, bool resultOfObjectLinked)
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{
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if (Entities.ContainsKey(uuid))
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{
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SceneObjectGroup grp = (SceneObjectGroup)Entities[uuid];
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if (!resultOfObjectLinked)
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{
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m_numPrim -= grp.PrimCount;
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if ((grp.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics)
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RemovePhysicalPrim(grp.PrimCount);
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}
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if (OnObjectRemove != null)
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OnObjectRemove(Entities[uuid]);
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lock (SceneObjectGroupsByFullID)
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{
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foreach (SceneObjectPart part in grp.Children.Values)
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SceneObjectGroupsByFullID.Remove(part.UUID);
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SceneObjectGroupsByFullID.Remove(grp.RootPart.UUID);
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}
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lock (SceneObjectGroupsByLocalID)
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{
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foreach (SceneObjectPart part in grp.Children.Values)
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SceneObjectGroupsByLocalID.Remove(part.LocalId);
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SceneObjectGroupsByLocalID.Remove(grp.RootPart.LocalId);
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}
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Entities.Remove(uuid);
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//SceneObjectGroup part;
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//((part.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics)
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return true;
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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 object 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="SceneObjectGroup"/>
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/// </param>
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protected internal void AddToUpdateList(SceneObjectGroup obj)
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{
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lock (m_updateList)
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{
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m_updateList[obj.UUID] = obj;
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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 UpdateObjectGroups()
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{
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if (!Monitor.TryEnter(m_updateLock))
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return;
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List<SceneObjectGroup> updates;
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// Some updates add more updates to the updateList.
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// Get the current list of updates and clear the list before iterating
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lock (m_updateList)
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{
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updates = new List<SceneObjectGroup>(m_updateList.Values);
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m_updateList.Clear();
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}
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// Go through all updates
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for (int i = 0; i < updates.Count; i++)
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{
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SceneObjectGroup sog = updates[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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sog.Update();
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[INNER SCENE]: Failed to update {0}, {1} - {2}", sog.Name, sog.UUID, e);
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}
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}
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Monitor.Exit(m_updateLock);
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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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public void DropObject(uint objectLocalID, IClientAPI remoteClient)
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{
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SceneObjectGroup group = GetGroupByPrim(objectLocalID);
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if (group != null)
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m_parentScene.AttachmentsModule.DetachSingleAttachmentToGround(group.UUID, remoteClient);
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}
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|
|
protected internal void DetachObject(uint objectLocalID, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(objectLocalID);
|
|
if (group != null)
|
|
{
|
|
//group.DetachToGround();
|
|
m_parentScene.AttachmentsModule.ShowDetachInUserInventory(group.GetFromItemID(), remoteClient);
|
|
}
|
|
}
|
|
|
|
protected internal void HandleUndo(IClientAPI remoteClient, UUID primId)
|
|
{
|
|
if (primId != UUID.Zero)
|
|
{
|
|
SceneObjectPart part = m_parentScene.GetSceneObjectPart(primId);
|
|
if (part != null)
|
|
part.Undo();
|
|
}
|
|
}
|
|
protected internal void HandleRedo(IClientAPI remoteClient, UUID primId)
|
|
{
|
|
if (primId != UUID.Zero)
|
|
{
|
|
SceneObjectPart part = m_parentScene.GetSceneObjectPart(primId);
|
|
if (part != null)
|
|
part.Redo();
|
|
}
|
|
}
|
|
|
|
protected internal void HandleObjectGroupUpdate(
|
|
IClientAPI remoteClient, UUID GroupID, uint objectLocalID, UUID Garbage)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(objectLocalID);
|
|
if (group != null)
|
|
{
|
|
if (group.OwnerID == remoteClient.AgentId)
|
|
group.SetGroup(GroupID, remoteClient);
|
|
}
|
|
}
|
|
|
|
protected internal ScenePresence CreateAndAddChildScenePresence(IClientAPI client, AvatarAppearance appearance)
|
|
{
|
|
ScenePresence newAvatar = null;
|
|
|
|
newAvatar = new ScenePresence(client, m_parentScene, m_regInfo, appearance);
|
|
newAvatar.IsChildAgent = true;
|
|
|
|
AddScenePresence(newAvatar);
|
|
|
|
return newAvatar;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add a presence to the scene
|
|
/// </summary>
|
|
/// <param name="presence"></param>
|
|
protected internal void AddScenePresence(ScenePresence presence)
|
|
{
|
|
bool child = presence.IsChildAgent;
|
|
|
|
if (child)
|
|
{
|
|
m_numChildAgents++;
|
|
}
|
|
else
|
|
{
|
|
m_numRootAgents++;
|
|
presence.AddToPhysicalScene(false);
|
|
}
|
|
|
|
Entities[presence.UUID] = presence;
|
|
|
|
lock (m_presenceLock)
|
|
{
|
|
Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
|
|
List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
|
|
|
|
if (!newmap.ContainsKey(presence.UUID))
|
|
{
|
|
newmap.Add(presence.UUID, presence);
|
|
newlist.Add(presence);
|
|
}
|
|
else
|
|
{
|
|
// Remember the old presene reference from the dictionary
|
|
ScenePresence oldref = newmap[presence.UUID];
|
|
// Replace the presence reference in the dictionary with the new value
|
|
newmap[presence.UUID] = presence;
|
|
// Find the index in the list where the old ref was stored and update the reference
|
|
newlist[newlist.IndexOf(oldref)] = presence;
|
|
}
|
|
|
|
// Swap out the dictionary and list with new references
|
|
m_scenePresenceMap = newmap;
|
|
m_scenePresenceArray = newlist;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove a presence from the scene
|
|
/// </summary>
|
|
protected internal void RemoveScenePresence(UUID agentID)
|
|
{
|
|
if (!Entities.Remove(agentID))
|
|
{
|
|
m_log.WarnFormat(
|
|
"[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene Entities list",
|
|
agentID);
|
|
}
|
|
|
|
lock (m_presenceLock)
|
|
{
|
|
Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
|
|
List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
|
|
|
|
// Remove the presence reference from the dictionary
|
|
if (newmap.ContainsKey(agentID))
|
|
{
|
|
ScenePresence oldref = newmap[agentID];
|
|
newmap.Remove(agentID);
|
|
|
|
// Find the index in the list where the old ref was stored and remove the reference
|
|
newlist.RemoveAt(newlist.IndexOf(oldref));
|
|
// Swap out the dictionary and list with new references
|
|
m_scenePresenceMap = newmap;
|
|
m_scenePresenceArray = newlist;
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
|
|
}
|
|
}
|
|
}
|
|
|
|
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++;
|
|
}
|
|
}
|
|
|
|
public void removeUserCount(bool TypeRCTF)
|
|
{
|
|
if (TypeRCTF)
|
|
{
|
|
m_numRootAgents--;
|
|
}
|
|
else
|
|
{
|
|
m_numChildAgents--;
|
|
}
|
|
}
|
|
|
|
public void RecalculateStats()
|
|
{
|
|
int rootcount = 0;
|
|
int childcount = 0;
|
|
|
|
ForEachScenePresence(delegate(ScenePresence presence)
|
|
{
|
|
if (presence.IsChildAgent)
|
|
++childcount;
|
|
else
|
|
++rootcount;
|
|
});
|
|
|
|
m_numRootAgents = rootcount;
|
|
m_numChildAgents = childcount;
|
|
}
|
|
|
|
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>
|
|
/// 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>
|
|
/// <remarks>this used to be protected internal, but that
|
|
/// prevents CapabilitiesModule from accessing it</remarks>
|
|
public IClientAPI GetControllingClient(UUID agentId)
|
|
{
|
|
ScenePresence presence = GetScenePresence(agentId);
|
|
|
|
if (presence != null)
|
|
{
|
|
return presence.ControllingClient;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a reference to the scene presence list. Changes to the list will be done in a copy
|
|
/// There is no guarantee that presences will remain in the scene after the list is returned.
|
|
/// This list should remain private to SceneGraph. Callers wishing to iterate should instead
|
|
/// pass a delegate to ForEachScenePresence.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
private List<ScenePresence> GetScenePresences()
|
|
{
|
|
return m_scenePresenceArray;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Request a scene presence by UUID. Fast, indexed lookup.
|
|
/// </summary>
|
|
/// <param name="agentID"></param>
|
|
/// <returns>null if the presence was not found</returns>
|
|
protected internal ScenePresence GetScenePresence(UUID agentID)
|
|
{
|
|
Dictionary<UUID, ScenePresence> presences = m_scenePresenceMap;
|
|
ScenePresence presence;
|
|
presences.TryGetValue(agentID, out presence);
|
|
return presence;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Request the scene presence by name.
|
|
/// </summary>
|
|
/// <param name="firstName"></param>
|
|
/// <param name="lastName"></param>
|
|
/// <returns>null if the presence was not found</returns>
|
|
protected internal ScenePresence GetScenePresence(string firstName, string lastName)
|
|
{
|
|
List<ScenePresence> presences = GetScenePresences();
|
|
foreach (ScenePresence presence in presences)
|
|
{
|
|
if (presence.Firstname == firstName && presence.Lastname == lastName)
|
|
return presence;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Request the scene presence by localID.
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <returns>null if the presence was not found</returns>
|
|
protected internal ScenePresence GetScenePresence(uint localID)
|
|
{
|
|
List<ScenePresence> presences = GetScenePresences();
|
|
foreach (ScenePresence presence in presences)
|
|
if (presence.LocalId == localID)
|
|
return presence;
|
|
return null;
|
|
}
|
|
|
|
protected internal bool TryGetScenePresence(UUID agentID, out ScenePresence avatar)
|
|
{
|
|
Dictionary<UUID, ScenePresence> presences = m_scenePresenceMap;
|
|
presences.TryGetValue(agentID, out avatar);
|
|
return (avatar != null);
|
|
}
|
|
|
|
protected internal bool TryGetAvatarByName(string name, out ScenePresence avatar)
|
|
{
|
|
avatar = null;
|
|
foreach (ScenePresence presence in GetScenePresences())
|
|
{
|
|
if (String.Compare(name, presence.ControllingClient.Name, true) == 0)
|
|
{
|
|
avatar = presence;
|
|
break;
|
|
}
|
|
}
|
|
return (avatar != null);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a scene object group that contains the prim with the given local id
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <returns>null if no scene object group containing that prim is found</returns>
|
|
public SceneObjectGroup GetGroupByPrim(uint localID)
|
|
{
|
|
if (Entities.ContainsKey(localID))
|
|
return Entities[localID] as SceneObjectGroup;
|
|
|
|
//m_log.DebugFormat("Entered GetGroupByPrim with localID {0}", localID);
|
|
SceneObjectGroup sog;
|
|
lock (SceneObjectGroupsByLocalID)
|
|
{
|
|
if (SceneObjectGroupsByLocalID.TryGetValue(localID, out sog))
|
|
{
|
|
if (sog.HasChildPrim(localID))
|
|
return sog;
|
|
SceneObjectGroupsByLocalID.Remove(localID);
|
|
}
|
|
}
|
|
|
|
List<EntityBase> EntityList = GetEntities();
|
|
foreach (EntityBase ent in EntityList)
|
|
{
|
|
//m_log.DebugFormat("Looking at entity {0}", ent.UUID);
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
if (((SceneObjectGroup)ent).HasChildPrim(localID))
|
|
{
|
|
sog = (SceneObjectGroup)ent;
|
|
lock (SceneObjectGroupsByLocalID)
|
|
{
|
|
SceneObjectGroupsByLocalID[localID] = sog;
|
|
}
|
|
return sog;
|
|
}
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a scene object group that contains the prim with the given uuid
|
|
/// </summary>
|
|
/// <param name="fullID"></param>
|
|
/// <returns>null if no scene object group containing that prim is found</returns>
|
|
private SceneObjectGroup GetGroupByPrim(UUID fullID)
|
|
{
|
|
SceneObjectGroup sog;
|
|
lock (SceneObjectGroupsByFullID)
|
|
{
|
|
if (SceneObjectGroupsByFullID.TryGetValue(fullID, out sog))
|
|
{
|
|
lock (sog.Children)
|
|
{
|
|
if (sog.Children.ContainsKey(fullID))
|
|
return sog;
|
|
}
|
|
|
|
SceneObjectGroupsByFullID.Remove(fullID);
|
|
}
|
|
}
|
|
|
|
List<EntityBase> EntityList = GetEntities();
|
|
|
|
foreach (EntityBase ent in EntityList)
|
|
{
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
if (((SceneObjectGroup)ent).HasChildPrim(fullID))
|
|
{
|
|
sog = (SceneObjectGroup)ent;
|
|
lock (SceneObjectGroupsByFullID)
|
|
{
|
|
SceneObjectGroupsByFullID[fullID] = sog;
|
|
}
|
|
return sog;
|
|
}
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
protected internal EntityIntersection GetClosestIntersectingPrim(Ray hray, bool frontFacesOnly, bool faceCenters)
|
|
{
|
|
// Primitive Ray Tracing
|
|
float closestDistance = 280f;
|
|
EntityIntersection result = new EntityIntersection();
|
|
List<EntityBase> EntityList = GetEntities();
|
|
foreach (EntityBase ent in EntityList)
|
|
{
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
SceneObjectGroup reportingG = (SceneObjectGroup)ent;
|
|
EntityIntersection inter = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters);
|
|
if (inter.HitTF && inter.distance < closestDistance)
|
|
{
|
|
closestDistance = inter.distance;
|
|
result = inter;
|
|
}
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a part contained in this scene.
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <returns>null if the part was not found</returns>
|
|
protected internal SceneObjectPart GetSceneObjectPart(uint localID)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group == null)
|
|
return null;
|
|
return group.GetChildPart(localID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a named prim contained in this scene (will return the first
|
|
/// found, if there are more than one prim with the same name)
|
|
/// </summary>
|
|
/// <param name="name"></param>
|
|
/// <returns>null if the part was not found</returns>
|
|
protected internal SceneObjectPart GetSceneObjectPart(string name)
|
|
{
|
|
List<EntityBase> EntityList = GetEntities();
|
|
|
|
// FIXME: use a dictionary here
|
|
foreach (EntityBase ent in EntityList)
|
|
{
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
foreach (SceneObjectPart p in ((SceneObjectGroup) ent).GetParts())
|
|
{
|
|
if (p.Name == name)
|
|
{
|
|
return p;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a part contained in this scene.
|
|
/// </summary>
|
|
/// <param name="fullID"></param>
|
|
/// <returns>null if the part was not found</returns>
|
|
protected internal SceneObjectPart GetSceneObjectPart(UUID fullID)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(fullID);
|
|
if (group == null)
|
|
return null;
|
|
return group.GetChildPart(fullID);
|
|
}
|
|
|
|
/// <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 Entities.GetEntities();
|
|
}
|
|
|
|
public 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)PrimFlags.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 UUID ConvertLocalIDToFullID(uint localID)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
return group.GetPartsFullID(localID);
|
|
else
|
|
return UUID.Zero;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs action on all scene object groups.
|
|
/// </summary>
|
|
/// <param name="action"></param>
|
|
protected internal void ForEachSOG(Action<SceneObjectGroup> action)
|
|
{
|
|
List<SceneObjectGroup> objlist = new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values);
|
|
foreach (SceneObjectGroup obj in objlist)
|
|
{
|
|
try
|
|
{
|
|
action(obj);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
// Catch it and move on. This includes situations where splist has inconsistent info
|
|
m_log.WarnFormat("[SCENE]: Problem processing action in ForEachSOG: ", e.Message);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Performs action on all scene presences. This can ultimately run the actions in parallel but
|
|
/// any delegates passed in will need to implement their own locking on data they reference and
|
|
/// modify outside of the scope of the delegate.
|
|
/// </summary>
|
|
/// <param name="action"></param>
|
|
public void ForEachScenePresence(Action<ScenePresence> action)
|
|
{
|
|
// Once all callers have their delegates configured for parallelism, we can unleash this
|
|
/*
|
|
Action<ScenePresence> protectedAction = new Action<ScenePresence>(delegate(ScenePresence sp)
|
|
{
|
|
try
|
|
{
|
|
action(sp);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.Info("[BUG] in " + m_parentScene.RegionInfo.RegionName + ": " + e.ToString());
|
|
m_log.Info("[BUG] Stack Trace: " + e.StackTrace);
|
|
}
|
|
});
|
|
Parallel.ForEach<ScenePresence>(GetScenePresences(), protectedAction);
|
|
*/
|
|
// For now, perform actions serially
|
|
List<ScenePresence> presences = GetScenePresences();
|
|
foreach (ScenePresence sp in presences)
|
|
{
|
|
try
|
|
{
|
|
action(sp);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.Info("[BUG] in " + m_parentScene.RegionInfo.RegionName + ": " + e.ToString());
|
|
m_log.Info("[BUG] Stack Trace: " + e.StackTrace);
|
|
}
|
|
}
|
|
}
|
|
|
|
#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, Vector3 scale, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
{
|
|
if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
|
|
{
|
|
group.Resize(scale, localID);
|
|
}
|
|
}
|
|
}
|
|
|
|
protected internal void UpdatePrimGroupScale(uint localID, Vector3 scale, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
{
|
|
if (m_parentScene.Permissions.CanEditObject(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, UUID AgentID, uint RequestFlags, UUID 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, Quaternion rot, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
{
|
|
if (m_parentScene.Permissions.CanMoveObject(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 UpdatePrimSingleRotationPosition(uint localID, Quaternion rot, Vector3 pos, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
{
|
|
if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))
|
|
{
|
|
group.UpdateSingleRotation(rot,pos, localID);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <param name="rot"></param>
|
|
/// <param name="remoteClient"></param>
|
|
protected internal void UpdatePrimRotation(uint localID, Quaternion rot, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
{
|
|
if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))
|
|
{
|
|
group.UpdateGroupRotationR(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, Vector3 pos, Quaternion rot, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
{
|
|
if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))
|
|
{
|
|
group.UpdateGroupRotationPR(pos, rot);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the position of the given part
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <param name="pos"></param>
|
|
/// <param name="remoteClient"></param>
|
|
protected internal void UpdatePrimSinglePosition(uint localID, Vector3 pos, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
{
|
|
if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId) || group.IsAttachment)
|
|
{
|
|
group.UpdateSinglePosition(pos, localID);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the position of the given part
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <param name="pos"></param>
|
|
/// <param name="remoteClient"></param>
|
|
public void UpdatePrimPosition(uint localID, Vector3 pos, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
|
|
if (group != null)
|
|
{
|
|
if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
|
|
{
|
|
if (m_parentScene.AttachmentsModule != null)
|
|
m_parentScene.AttachmentsModule.UpdateAttachmentPosition(remoteClient, group, pos);
|
|
}
|
|
else
|
|
{
|
|
if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId)
|
|
&& m_parentScene.Permissions.CanObjectEntry(group.UUID, false, pos))
|
|
{
|
|
group.UpdateGroupPosition(pos);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the texture entry of the given prim.
|
|
/// </summary>
|
|
///
|
|
/// A texture entry is an object that contains details of all the textures of the prim's face. In this case,
|
|
/// the texture is given in its byte serialized form.
|
|
///
|
|
/// <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.Permissions.CanEditObject(group.UUID,remoteClient.AgentId))
|
|
{
|
|
group.UpdateTextureEntry(localID, texture);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <param name="packet"></param>
|
|
/// <param name="remoteClient"></param>
|
|
/// This routine seems to get called when a user changes object settings in the viewer.
|
|
/// If some one can confirm that, please change the comment according.
|
|
protected internal void UpdatePrimFlags(uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
{
|
|
if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
|
|
{
|
|
group.UpdatePrimFlags(localID, UsePhysics, IsTemporary, IsPhantom, false); // VolumeDetect can't be set via UI and will always be off when a change is made there
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Move the given object
|
|
/// </summary>
|
|
/// <param name="objectID"></param>
|
|
/// <param name="offset"></param>
|
|
/// <param name="pos"></param>
|
|
/// <param name="remoteClient"></param>
|
|
protected internal void MoveObject(UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(objectID);
|
|
if (group != null)
|
|
{
|
|
if (m_parentScene.Permissions.CanMoveObject(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();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Start spinning the given object
|
|
/// </summary>
|
|
/// <param name="objectID"></param>
|
|
/// <param name="rotation"></param>
|
|
/// <param name="remoteClient"></param>
|
|
protected internal void SpinStart(UUID objectID, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(objectID);
|
|
if (group != null)
|
|
{
|
|
if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.)
|
|
{
|
|
group.SpinStart(remoteClient);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Spin the given object
|
|
/// </summary>
|
|
/// <param name="objectID"></param>
|
|
/// <param name="rotation"></param>
|
|
/// <param name="remoteClient"></param>
|
|
protected internal void SpinObject(UUID objectID, Quaternion rotation, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(objectID);
|
|
if (group != null)
|
|
{
|
|
if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.)
|
|
{
|
|
group.SpinMovement(rotation, 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();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="primLocalID"></param>
|
|
/// <param name="description"></param>
|
|
protected internal void PrimName(IClientAPI remoteClient, uint primLocalID, string name)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(primLocalID);
|
|
if (group != null)
|
|
{
|
|
if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
|
|
{
|
|
group.SetPartName(Util.CleanString(name), primLocalID);
|
|
group.HasGroupChanged = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="primLocalID"></param>
|
|
/// <param name="description"></param>
|
|
protected internal void PrimDescription(IClientAPI remoteClient, uint primLocalID, string description)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(primLocalID);
|
|
if (group != null)
|
|
{
|
|
if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
|
|
{
|
|
group.SetPartDescription(Util.CleanString(description), primLocalID);
|
|
group.HasGroupChanged = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
protected internal void PrimClickAction(IClientAPI remoteClient, uint primLocalID, string clickAction)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(primLocalID);
|
|
if (group != null)
|
|
{
|
|
if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
|
|
{
|
|
SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID);
|
|
part.ClickAction = Convert.ToByte(clickAction);
|
|
group.HasGroupChanged = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
protected internal void PrimMaterial(IClientAPI remoteClient, uint primLocalID, string material)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(primLocalID);
|
|
if (group != null)
|
|
{
|
|
if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
|
|
{
|
|
SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID);
|
|
part.Material = Convert.ToByte(material);
|
|
group.HasGroupChanged = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
protected internal void UpdateExtraParam(UUID agentID, uint primLocalID, ushort type, bool inUse, byte[] data)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(primLocalID);
|
|
|
|
if (group != null)
|
|
{
|
|
if (m_parentScene.Permissions.CanEditObject(group.UUID,agentID))
|
|
{
|
|
group.UpdateExtraParam(primLocalID, type, inUse, data);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="primLocalID"></param>
|
|
/// <param name="shapeBlock"></param>
|
|
protected internal void UpdatePrimShape(UUID agentID, uint primLocalID, UpdateShapeArgs shapeBlock)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(primLocalID);
|
|
if (group != null)
|
|
{
|
|
if (m_parentScene.Permissions.CanEditObject(group.GetPartsFullID(primLocalID), agentID))
|
|
{
|
|
ObjectShapePacket.ObjectDataBlock shapeData = new ObjectShapePacket.ObjectDataBlock();
|
|
shapeData.ObjectLocalID = shapeBlock.ObjectLocalID;
|
|
shapeData.PathBegin = shapeBlock.PathBegin;
|
|
shapeData.PathCurve = shapeBlock.PathCurve;
|
|
shapeData.PathEnd = shapeBlock.PathEnd;
|
|
shapeData.PathRadiusOffset = shapeBlock.PathRadiusOffset;
|
|
shapeData.PathRevolutions = shapeBlock.PathRevolutions;
|
|
shapeData.PathScaleX = shapeBlock.PathScaleX;
|
|
shapeData.PathScaleY = shapeBlock.PathScaleY;
|
|
shapeData.PathShearX = shapeBlock.PathShearX;
|
|
shapeData.PathShearY = shapeBlock.PathShearY;
|
|
shapeData.PathSkew = shapeBlock.PathSkew;
|
|
shapeData.PathTaperX = shapeBlock.PathTaperX;
|
|
shapeData.PathTaperY = shapeBlock.PathTaperY;
|
|
shapeData.PathTwist = shapeBlock.PathTwist;
|
|
shapeData.PathTwistBegin = shapeBlock.PathTwistBegin;
|
|
shapeData.ProfileBegin = shapeBlock.ProfileBegin;
|
|
shapeData.ProfileCurve = shapeBlock.ProfileCurve;
|
|
shapeData.ProfileEnd = shapeBlock.ProfileEnd;
|
|
shapeData.ProfileHollow = shapeBlock.ProfileHollow;
|
|
|
|
group.UpdateShape(shapeData, primLocalID);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Initial method invoked when we receive a link objects request from the client.
|
|
/// </summary>
|
|
/// <param name="client"></param>
|
|
/// <param name="parentPrim"></param>
|
|
/// <param name="childPrims"></param>
|
|
protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
|
|
{
|
|
Monitor.Enter(m_updateLock);
|
|
try
|
|
{
|
|
SceneObjectGroup parentGroup = root.ParentGroup;
|
|
|
|
List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
|
|
if (parentGroup != null)
|
|
{
|
|
// We do this in reverse to get the link order of the prims correct
|
|
for (int i = children.Count - 1; i >= 0; i--)
|
|
{
|
|
SceneObjectGroup child = children[i].ParentGroup;
|
|
|
|
if (child != null)
|
|
{
|
|
// Make sure no child prim is set for sale
|
|
// So that, on delink, no prims are unwittingly
|
|
// left for sale and sold off
|
|
child.RootPart.ObjectSaleType = 0;
|
|
child.RootPart.SalePrice = 10;
|
|
childGroups.Add(child);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return; // parent is null so not in this region
|
|
}
|
|
|
|
foreach (SceneObjectGroup child in childGroups)
|
|
{
|
|
parentGroup.LinkToGroup(child);
|
|
|
|
// this is here so physics gets updated!
|
|
// Don't remove! Bad juju! Stay away! or fix physics!
|
|
child.AbsolutePosition = child.AbsolutePosition;
|
|
}
|
|
|
|
// We need to explicitly resend the newly link prim's object properties since no other actions
|
|
// occur on link to invoke this elsewhere (such as object selection)
|
|
parentGroup.RootPart.CreateSelected = true;
|
|
parentGroup.TriggerScriptChangedEvent(Changed.LINK);
|
|
parentGroup.HasGroupChanged = true;
|
|
parentGroup.ScheduleGroupForFullUpdate();
|
|
|
|
}
|
|
finally
|
|
{
|
|
Monitor.Exit(m_updateLock);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Delink a linkset
|
|
/// </summary>
|
|
/// <param name="prims"></param>
|
|
protected internal void DelinkObjects(List<SceneObjectPart> prims)
|
|
{
|
|
Monitor.Enter(m_updateLock);
|
|
try
|
|
{
|
|
List<SceneObjectPart> childParts = new List<SceneObjectPart>();
|
|
List<SceneObjectPart> rootParts = new List<SceneObjectPart>();
|
|
List<SceneObjectGroup> affectedGroups = new List<SceneObjectGroup>();
|
|
// Look them all up in one go, since that is comparatively expensive
|
|
//
|
|
foreach (SceneObjectPart part in prims)
|
|
{
|
|
if (part != null)
|
|
{
|
|
if (part.ParentGroup.PrimCount != 1) // Skip single
|
|
{
|
|
if (part.LinkNum < 2) // Root
|
|
rootParts.Add(part);
|
|
else
|
|
childParts.Add(part);
|
|
|
|
SceneObjectGroup group = part.ParentGroup;
|
|
if (!affectedGroups.Contains(group))
|
|
affectedGroups.Add(group);
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (SceneObjectPart child in childParts)
|
|
{
|
|
// Unlink all child parts from their groups
|
|
//
|
|
child.ParentGroup.DelinkFromGroup(child, true);
|
|
}
|
|
|
|
foreach (SceneObjectPart root in rootParts)
|
|
{
|
|
// In most cases, this will run only one time, and the prim
|
|
// will be a solo prim
|
|
// However, editing linked parts and unlinking may be different
|
|
//
|
|
SceneObjectGroup group = root.ParentGroup;
|
|
|
|
List<SceneObjectPart> newSet = null;
|
|
int numChildren = -1;
|
|
|
|
lock (group.Children)
|
|
{
|
|
newSet = new List<SceneObjectPart>(group.Children.Values);
|
|
numChildren = group.PrimCount;
|
|
}
|
|
|
|
// If there are prims left in a link set, but the root is
|
|
// slated for unlink, we need to do this
|
|
//
|
|
if (numChildren != 1)
|
|
{
|
|
// Unlink the remaining set
|
|
//
|
|
bool sendEventsToRemainder = true;
|
|
if (numChildren > 1)
|
|
sendEventsToRemainder = false;
|
|
|
|
foreach (SceneObjectPart p in newSet)
|
|
{
|
|
if (p != group.RootPart)
|
|
group.DelinkFromGroup(p, sendEventsToRemainder);
|
|
}
|
|
|
|
// If there is more than one prim remaining, we
|
|
// need to re-link
|
|
//
|
|
if (numChildren > 2)
|
|
{
|
|
// Remove old root
|
|
//
|
|
if (newSet.Contains(root))
|
|
newSet.Remove(root);
|
|
|
|
// Preserve link ordering
|
|
//
|
|
newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
|
|
{
|
|
return a.LinkNum.CompareTo(b.LinkNum);
|
|
});
|
|
|
|
// Determine new root
|
|
//
|
|
SceneObjectPart newRoot = newSet[0];
|
|
newSet.RemoveAt(0);
|
|
|
|
foreach (SceneObjectPart newChild in newSet)
|
|
newChild.UpdateFlag = 0;
|
|
|
|
LinkObjects(newRoot, newSet);
|
|
if (!affectedGroups.Contains(newRoot.ParentGroup))
|
|
affectedGroups.Add(newRoot.ParentGroup);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Finally, trigger events in the roots
|
|
//
|
|
foreach (SceneObjectGroup g in affectedGroups)
|
|
{
|
|
g.TriggerScriptChangedEvent(Changed.LINK);
|
|
g.HasGroupChanged = true; // Persist
|
|
g.ScheduleGroupForFullUpdate();
|
|
}
|
|
}
|
|
finally
|
|
{
|
|
Monitor.Exit(m_updateLock);
|
|
}
|
|
}
|
|
|
|
protected internal void MakeObjectSearchable(IClientAPI remoteClient, bool IncludeInSearch, uint localID)
|
|
{
|
|
UUID user = remoteClient.AgentId;
|
|
UUID objid = UUID.Zero;
|
|
SceneObjectPart obj = null;
|
|
|
|
List<EntityBase> EntityList = GetEntities();
|
|
foreach (EntityBase ent in EntityList)
|
|
{
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
SceneObjectGroup sog = ent as SceneObjectGroup;
|
|
|
|
lock (sog.Children)
|
|
{
|
|
foreach (KeyValuePair<UUID, SceneObjectPart> subent in sog.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
|
|
|
|
// libomv will complain about PrimFlags.JointWheel being
|
|
// deprecated, so we
|
|
#pragma warning disable 0612
|
|
if (IncludeInSearch && m_parentScene.Permissions.CanEditObject(objid, user))
|
|
{
|
|
obj.ParentGroup.RootPart.AddFlag(PrimFlags.JointWheel);
|
|
obj.ParentGroup.HasGroupChanged = true;
|
|
}
|
|
else if (!IncludeInSearch && m_parentScene.Permissions.CanMoveObject(objid,user))
|
|
{
|
|
obj.ParentGroup.RootPart.RemFlag(PrimFlags.JointWheel);
|
|
obj.ParentGroup.HasGroupChanged = true;
|
|
}
|
|
#pragma warning restore 0612
|
|
}
|
|
|
|
/// <summary>
|
|
/// Duplicate the given object, Fire and Forget, No rotation, no return wrapper
|
|
/// </summary>
|
|
/// <param name="originalPrim"></param>
|
|
/// <param name="offset"></param>
|
|
/// <param name="flags"></param>
|
|
/// <param name="AgentID"></param>
|
|
/// <param name="GroupID"></param>
|
|
protected internal void DuplicateObject(uint originalPrim, Vector3 offset, uint flags, UUID AgentID, UUID GroupID)
|
|
{
|
|
//m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);
|
|
|
|
// SceneObjectGroup dupe = DuplicateObject(originalPrim, offset, flags, AgentID, GroupID, Quaternion.Zero);
|
|
DuplicateObject(originalPrim, offset, flags, AgentID, GroupID, Quaternion.Identity);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Duplicate the given object.
|
|
/// </summary>
|
|
/// <param name="originalPrim"></param>
|
|
/// <param name="offset"></param>
|
|
/// <param name="flags"></param>
|
|
/// <param name="AgentID"></param>
|
|
/// <param name="GroupID"></param>
|
|
/// <param name="rot"></param>
|
|
public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
|
|
{
|
|
//m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);
|
|
SceneObjectGroup original = GetGroupByPrim(originalPrimID);
|
|
if (original != null)
|
|
{
|
|
if (m_parentScene.Permissions.CanDuplicateObject(
|
|
original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
|
|
{
|
|
SceneObjectGroup copy = original.Copy(true);
|
|
copy.AbsolutePosition = copy.AbsolutePosition + offset;
|
|
|
|
if (original.OwnerID != AgentID)
|
|
{
|
|
copy.SetOwnerId(AgentID);
|
|
copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
|
|
|
|
List<SceneObjectPart> partList =
|
|
new List<SceneObjectPart>(copy.Children.Values);
|
|
|
|
if (m_parentScene.Permissions.PropagatePermissions())
|
|
{
|
|
foreach (SceneObjectPart child in partList)
|
|
{
|
|
child.Inventory.ChangeInventoryOwner(AgentID);
|
|
child.TriggerScriptChangedEvent(Changed.OWNER);
|
|
child.ApplyNextOwnerPermissions();
|
|
}
|
|
}
|
|
|
|
copy.RootPart.ObjectSaleType = 0;
|
|
copy.RootPart.SalePrice = 10;
|
|
}
|
|
|
|
Entities.Add(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;
|
|
|
|
if (rot != Quaternion.Identity)
|
|
{
|
|
copy.UpdateGroupRotationR(rot);
|
|
}
|
|
|
|
copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 0);
|
|
copy.HasGroupChanged = true;
|
|
copy.ScheduleGroupForFullUpdate();
|
|
copy.ResumeScripts();
|
|
|
|
// required for physics to update it's position
|
|
copy.AbsolutePosition = copy.AbsolutePosition;
|
|
|
|
if (OnObjectDuplicate != null)
|
|
OnObjectDuplicate(original, copy);
|
|
|
|
return copy;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
/// <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
|
|
|
|
|
|
}
|
|
}
|