OpenSimMirror/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs

1796 lines
73 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Text;
using log4net;
using Nini.Config;
using OpenMetaverse;
using OpenMetaverse.StructuredData;
using OpenMetaverse.Messages.Linden;
using Mono.Addins;
using OpenSim.Framework;
using OpenSim.Framework.Capabilities;
using OpenSim.Framework.Console;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Region.CoreModules.Framework.InterfaceCommander;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Physics.Manager;
using OpenSim.Services.Interfaces;
using Caps = OpenSim.Framework.Capabilities.Caps;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
namespace OpenSim.Region.CoreModules.World.Land
{
// used for caching
internal class ExtendedLandData
{
public LandData LandData;
public ulong RegionHandle;
public uint X, Y;
public byte RegionAccess;
}
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "LandManagementModule")]
public class LandManagementModule : INonSharedRegionModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string remoteParcelRequestPath = "0009/";
private LandChannel landChannel;
private Scene m_scene;
protected Commander m_commander = new Commander("land");
protected IUserManagement m_userManager;
protected IPrimCountModule m_primCountModule;
// Minimum for parcels to work is 64m even if we don't actually use them.
#pragma warning disable 0429
private const int landArrayMax = ((int)((int)Constants.RegionSize / 4) >= 64) ? (int)((int)Constants.RegionSize / 4) : 64;
#pragma warning restore 0429
/// <value>
/// Local land ids at specified region co-ordinates (region size / 4)
/// </value>
private readonly int[,] m_landIDList = new int[landArrayMax, landArrayMax];
/// <value>
/// Land objects keyed by local id
/// </value>
private readonly Dictionary<int, ILandObject> m_landList = new Dictionary<int, ILandObject>();
private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
private bool m_allowedForcefulBans = true;
// caches ExtendedLandData
private Cache parcelInfoCache;
/// <summary>
/// Record positions that avatar's are currently being forced to move to due to parcel entry restrictions.
/// </summary>
private Dictionary<UUID, Vector3> forcedPosition = new Dictionary<UUID, Vector3>();
#region INonSharedRegionModule Members
public Type ReplaceableInterface
{
get { return null; }
}
public void Initialise(IConfigSource source)
{
}
public void AddRegion(Scene scene)
{
m_scene = scene;
m_landIDList.Initialize();
landChannel = new LandChannel(scene, this);
parcelInfoCache = new Cache();
parcelInfoCache.Size = 30; // the number of different parcel requests in this region to cache
parcelInfoCache.DefaultTTL = new TimeSpan(0, 5, 0);
m_scene.EventManager.OnParcelPrimCountAdd += EventManagerOnParcelPrimCountAdd;
m_scene.EventManager.OnParcelPrimCountUpdate += EventManagerOnParcelPrimCountUpdate;
m_scene.EventManager.OnObjectBeingRemovedFromScene += EventManagerOnObjectBeingRemovedFromScene;
m_scene.EventManager.OnRequestParcelPrimCountUpdate += EventManagerOnRequestParcelPrimCountUpdate;
m_scene.EventManager.OnAvatarEnteringNewParcel += EventManagerOnAvatarEnteringNewParcel;
m_scene.EventManager.OnClientMovement += EventManagerOnClientMovement;
m_scene.EventManager.OnValidateLandBuy += EventManagerOnValidateLandBuy;
m_scene.EventManager.OnLandBuy += EventManagerOnLandBuy;
m_scene.EventManager.OnNewClient += EventManagerOnNewClient;
m_scene.EventManager.OnMakeChildAgent += EventMakeChildAgent;
m_scene.EventManager.OnSignificantClientMovement += EventManagerOnSignificantClientMovement;
m_scene.EventManager.OnNoticeNoLandDataFromStorage += EventManagerOnNoLandDataFromStorage;
m_scene.EventManager.OnIncomingLandDataFromStorage += EventManagerOnIncomingLandDataFromStorage;
m_scene.EventManager.OnSetAllowForcefulBan += EventManagerOnSetAllowedForcefulBan;
m_scene.EventManager.OnRegisterCaps += EventManagerOnRegisterCaps;
m_scene.EventManager.OnPluginConsole += EventManagerOnPluginConsole;
lock (m_scene)
{
m_scene.LandChannel = (ILandChannel)landChannel;
}
InstallInterfaces();
}
public void RegionLoaded(Scene scene)
{
m_userManager = m_scene.RequestModuleInterface<IUserManagement>();
m_primCountModule = m_scene.RequestModuleInterface<IPrimCountModule>();
}
public void RemoveRegion(Scene scene)
{
// TODO: Also release other event manager listeners here
m_scene.EventManager.OnPluginConsole -= EventManagerOnPluginConsole;
m_scene.UnregisterModuleCommander(m_commander.Name);
}
// private bool OnVerifyUserConnection(ScenePresence scenePresence, out string reason)
// {
// ILandObject nearestParcel = m_scene.GetNearestAllowedParcel(scenePresence.UUID, scenePresence.AbsolutePosition.X, scenePresence.AbsolutePosition.Y);
// reason = "You are not allowed to enter this sim.";
// return nearestParcel != null;
// }
/// <summary>
/// Processes commandline input. Do not call directly.
/// </summary>
/// <param name="args">Commandline arguments</param>
protected void EventManagerOnPluginConsole(string[] args)
{
if (args[0] == "land")
{
if (args.Length == 1)
{
m_commander.ProcessConsoleCommand("help", new string[0]);
return;
}
string[] tmpArgs = new string[args.Length - 2];
int i;
for (i = 2; i < args.Length; i++)
tmpArgs[i - 2] = args[i];
m_commander.ProcessConsoleCommand(args[1], tmpArgs);
}
}
void EventManagerOnNewClient(IClientAPI client)
{
//Register some client events
client.OnParcelPropertiesRequest += ClientOnParcelPropertiesRequest;
client.OnParcelDivideRequest += ClientOnParcelDivideRequest;
client.OnParcelJoinRequest += ClientOnParcelJoinRequest;
client.OnParcelPropertiesUpdateRequest += ClientOnParcelPropertiesUpdateRequest;
client.OnParcelSelectObjects += ClientOnParcelSelectObjects;
client.OnParcelObjectOwnerRequest += ClientOnParcelObjectOwnerRequest;
client.OnParcelAccessListRequest += ClientOnParcelAccessListRequest;
client.OnParcelAccessListUpdateRequest += ClientOnParcelAccessListUpdateRequest;
client.OnParcelAbandonRequest += ClientOnParcelAbandonRequest;
client.OnParcelGodForceOwner += ClientOnParcelGodForceOwner;
client.OnParcelReclaim += ClientOnParcelReclaim;
client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
client.OnPreAgentUpdate += ClientOnPreAgentUpdate;
EntityBase presenceEntity;
if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence)
{
SendLandUpdate((ScenePresence)presenceEntity, true);
SendParcelOverlay(client);
}
}
public void EventMakeChildAgent(ScenePresence avatar)
{
avatar.currentParcelUUID = UUID.Zero;
}
void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
{
//If we are forcing a position for them to go
if (forcedPosition.ContainsKey(remoteClient.AgentId))
{
ScenePresence clientAvatar = m_scene.GetScenePresence(remoteClient.AgentId);
//Putting the user into flying, both keeps the avatar in fligth when it bumps into something and stopped from going another direction AND
//When the avatar walks into a ban line on the ground, it prevents getting stuck
agentData.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
//Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) < .2)
{
// m_log.DebugFormat(
// "[LAND MANAGEMENT MODULE]: Stopping force position of {0} because {1} is close enough to {2}",
// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
forcedPosition.Remove(remoteClient.AgentId);
}
//if we are far away, teleport
else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) > 3)
{
Vector3 forcePosition = forcedPosition[remoteClient.AgentId];
// m_log.DebugFormat(
// "[LAND MANAGEMENT MODULE]: Teleporting out {0} because {1} is too far from avatar position {2}",
// clientAvatar.Name, clientAvatar.AbsolutePosition, forcePosition);
m_scene.RequestTeleportLocation(remoteClient, m_scene.RegionInfo.RegionHandle,
forcePosition, clientAvatar.Lookat, (uint)Constants.TeleportFlags.ForceRedirect);
forcedPosition.Remove(remoteClient.AgentId);
}
else
{
// m_log.DebugFormat(
// "[LAND MANAGEMENT MODULE]: Forcing {0} from {1} to {2}",
// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
//Forces them toward the forced position we want if they aren't there yet
agentData.UseClientAgentPosition = true;
agentData.ClientAgentPosition = forcedPosition[remoteClient.AgentId];
}
}
}
public void Close()
{
}
public string Name
{
get { return "LandManagementModule"; }
}
#endregion
#region Parcel Add/Remove/Get/Create
public void EventManagerOnSetAllowedForcefulBan(bool forceful)
{
AllowedForcefulBans = forceful;
}
public void UpdateLandObject(int local_id, LandData data)
{
LandData newData = data.Copy();
newData.LocalID = local_id;
lock (m_landList)
{
if (m_landList.ContainsKey(local_id))
{
m_landList[local_id].LandData = newData;
m_scene.EventManager.TriggerLandObjectUpdated((uint)local_id, m_landList[local_id]);
}
}
}
public bool AllowedForcefulBans
{
get { return m_allowedForcefulBans; }
set { m_allowedForcefulBans = value; }
}
/// <summary>
/// Resets the sim to the default land object (full sim piece of land owned by the default user)
/// </summary>
public void ResetSimLandObjects()
{
//Remove all the land objects in the sim and add a blank, full sim land object set to public
lock (m_landList)
{
m_landList.Clear();
m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
m_landIDList.Initialize();
}
}
/// <summary>
/// Create a default parcel that spans the entire region and is owned by the estate owner.
/// </summary>
/// <returns>The parcel created.</returns>
protected ILandObject CreateDefaultParcel()
{
m_log.DebugFormat(
"[LAND MANAGEMENT MODULE]: Creating default parcel for region {0}", m_scene.RegionInfo.RegionName);
ILandObject fullSimParcel = new LandObject(UUID.Zero, false, m_scene);
fullSimParcel.SetLandBitmap(fullSimParcel.GetSquareLandBitmap(0, 0, (int)Constants.RegionSize, (int)Constants.RegionSize));
fullSimParcel.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
fullSimParcel.LandData.ClaimDate = Util.UnixTimeSinceEpoch();
return AddLandObject(fullSimParcel);
}
public List<ILandObject> AllParcels()
{
lock (m_landList)
{
return new List<ILandObject>(m_landList.Values);
}
}
public List<ILandObject> ParcelsNearPoint(Vector3 position)
{
List<ILandObject> parcelsNear = new List<ILandObject>();
for (int x = -4; x <= 4; x += 4)
{
for (int y = -4; y <= 4; y += 4)
{
ILandObject check = GetLandObject(position.X + x, position.Y + y);
if (check != null)
{
if (!parcelsNear.Contains(check))
{
parcelsNear.Add(check);
}
}
}
}
return parcelsNear;
}
public void SendYouAreBannedNotice(ScenePresence avatar)
{
if (AllowedForcefulBans)
{
avatar.ControllingClient.SendAlertMessage(
"You are not allowed on this parcel because you are banned. Please go away.");
}
else
{
avatar.ControllingClient.SendAlertMessage(
"You are not allowed on this parcel because you are banned; however, the grid administrator has disabled ban lines globally. Please obey the land owner's requests or you can be banned from the entire sim!");
}
}
private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position)
{
if (m_scene.Permissions.IsGod(avatar.UUID)) return;
if (position.HasValue)
{
forcedPosition[avatar.ControllingClient.AgentId] = (Vector3)position;
}
}
public void SendYouAreRestrictedNotice(ScenePresence avatar)
{
avatar.ControllingClient.SendAlertMessage(
"You are not allowed on this parcel because the land owner has restricted access.");
}
public void EventManagerOnAvatarEnteringNewParcel(ScenePresence avatar, int localLandID, UUID regionID)
{
if (m_scene.RegionInfo.RegionID == regionID)
{
ILandObject parcelAvatarIsEntering;
lock (m_landList)
{
parcelAvatarIsEntering = m_landList[localLandID];
}
if (parcelAvatarIsEntering != null)
{
if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
{
if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID))
{
SendYouAreBannedNotice(avatar);
ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
}
else if (parcelAvatarIsEntering.IsRestrictedFromLand(avatar.UUID))
{
SendYouAreRestrictedNotice(avatar);
ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
}
else
{
avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
}
}
else
{
avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
}
}
}
}
public void SendOutNearestBanLine(IClientAPI client)
{
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp == null || sp.IsChildAgent)
return;
List<ILandObject> checkLandParcels = ParcelsNearPoint(sp.AbsolutePosition);
foreach (ILandObject checkBan in checkLandParcels)
{
if (checkBan.IsBannedFromLand(client.AgentId))
{
checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionBanned, false, (int)ParcelResult.Single, client);
return; //Only send one
}
if (checkBan.IsRestrictedFromLand(client.AgentId))
{
checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionNotOnAccessList, false, (int)ParcelResult.Single, client);
return; //Only send one
}
}
return;
}
public void SendLandUpdate(ScenePresence avatar, bool force)
{
ILandObject over = GetLandObject((int)Math.Min(((int)Constants.RegionSize - 1), Math.Max(0, Math.Round(avatar.AbsolutePosition.X))),
(int)Math.Min(((int)Constants.RegionSize - 1), Math.Max(0, Math.Round(avatar.AbsolutePosition.Y))));
if (over != null)
{
if (force)
{
if (!avatar.IsChildAgent)
{
over.SendLandUpdateToClient(avatar.ControllingClient);
m_scene.EventManager.TriggerAvatarEnteringNewParcel(avatar, over.LandData.LocalID,
m_scene.RegionInfo.RegionID);
}
}
if (avatar.currentParcelUUID != over.LandData.GlobalID)
{
if (!avatar.IsChildAgent)
{
over.SendLandUpdateToClient(avatar.ControllingClient);
avatar.currentParcelUUID = over.LandData.GlobalID;
m_scene.EventManager.TriggerAvatarEnteringNewParcel(avatar, over.LandData.LocalID,
m_scene.RegionInfo.RegionID);
}
}
}
}
public void SendLandUpdate(ScenePresence avatar)
{
SendLandUpdate(avatar, false);
}
public void EventManagerOnSignificantClientMovement(ScenePresence clientAvatar)
{
SendLandUpdate(clientAvatar);
SendOutNearestBanLine(clientAvatar.ControllingClient);
ILandObject parcel = GetLandObject(clientAvatar.AbsolutePosition.X, clientAvatar.AbsolutePosition.Y);
if (parcel != null)
{
if (clientAvatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT &&
clientAvatar.sentMessageAboutRestrictedParcelFlyingDown)
{
EventManagerOnAvatarEnteringNewParcel(clientAvatar, parcel.LandData.LocalID,
m_scene.RegionInfo.RegionID);
//They are going under the safety line!
if (!parcel.IsBannedFromLand(clientAvatar.UUID))
{
clientAvatar.sentMessageAboutRestrictedParcelFlyingDown = false;
}
}
else if (clientAvatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT &&
parcel.IsBannedFromLand(clientAvatar.UUID))
{
//once we've sent the message once, keep going toward the target until we are done
if (forcedPosition.ContainsKey(clientAvatar.ControllingClient.AgentId))
{
SendYouAreBannedNotice(clientAvatar);
ForceAvatarToPosition(clientAvatar, m_scene.GetNearestAllowedPosition(clientAvatar));
}
}
else if (parcel.IsRestrictedFromLand(clientAvatar.UUID))
{
//once we've sent the message once, keep going toward the target until we are done
if (forcedPosition.ContainsKey(clientAvatar.ControllingClient.AgentId))
{
SendYouAreRestrictedNotice(clientAvatar);
ForceAvatarToPosition(clientAvatar, m_scene.GetNearestAllowedPosition(clientAvatar));
}
}
else
{
//when we are finally in a safe place, lets release the forced position lock
forcedPosition.Remove(clientAvatar.ControllingClient.AgentId);
}
}
}
/// <summary>
/// Like handleEventManagerOnSignificantClientMovement, but called with an AgentUpdate regardless of distance.
/// </summary>
/// <param name="avatar"></param>
public void EventManagerOnClientMovement(ScenePresence avatar)
//
{
ILandObject over = GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
if (over != null)
{
if (!over.IsRestrictedFromLand(avatar.UUID) && (!over.IsBannedFromLand(avatar.UUID) || avatar.AbsolutePosition.Z >= LandChannel.BAN_LINE_SAFETY_HIEGHT))
{
avatar.lastKnownAllowedPosition =
new Vector3(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z);
}
}
}
public void ClientOnParcelAccessListRequest(UUID agentID, UUID sessionID, uint flags, int sequenceID,
int landLocalID, IClientAPI remote_client)
{
ILandObject land;
lock (m_landList)
{
m_landList.TryGetValue(landLocalID, out land);
}
if (land != null)
{
land.SendAccessList(agentID, sessionID, flags, sequenceID, remote_client);
}
}
public void ClientOnParcelAccessListUpdateRequest(UUID agentID,
uint flags, int landLocalID, UUID transactionID, int sequenceID,
int sections, List<LandAccessEntry> entries,
IClientAPI remote_client)
{
// Flags is the list to update, it can mean either the ban or
// the access list (WTH is a pass list? Mentioned in ParcelFlags)
//
// There may be multiple packets, because these can get LONG.
// Use transactionID to determine a new chain of packets since
// packets may have come in out of sequence and that would be
// a big mess if using the sequenceID
ILandObject land;
lock (m_landList)
{
m_landList.TryGetValue(landLocalID, out land);
}
if (land != null)
{
GroupPowers requiredPowers = GroupPowers.LandManageAllowed;
if (flags == (uint)AccessList.Ban)
requiredPowers = GroupPowers.LandManageBanned;
if (m_scene.Permissions.CanEditParcelProperties(agentID,
land, requiredPowers))
{
land.UpdateAccessList(flags, transactionID, sequenceID,
sections, entries, remote_client);
}
}
else
{
m_log.WarnFormat("[LAND MANAGEMENT MODULE]: Invalid local land ID {0}", landLocalID);
}
}
/// <summary>
/// Adds a land object to the stored list and adds them to the landIDList to what they own
/// </summary>
/// <param name="new_land">The land object being added</param>
public ILandObject AddLandObject(ILandObject land)
{
ILandObject new_land = land.Copy();
// Only now can we add the prim counts to the land object - we rely on the global ID which is generated
// as a random UUID inside LandData initialization
if (m_primCountModule != null)
new_land.PrimCounts = m_primCountModule.GetPrimCounts(new_land.LandData.GlobalID);
lock (m_landList)
{
int newLandLocalID = ++m_lastLandLocalID;
new_land.LandData.LocalID = newLandLocalID;
bool[,] landBitmap = new_land.GetLandBitmap();
for (int x = 0; x < landArrayMax; x++)
{
for (int y = 0; y < landArrayMax; y++)
{
if (landBitmap[x, y])
{
// m_log.DebugFormat(
// "[LAND MANAGEMENT MODULE]: Registering parcel {0} for land co-ord ({1}, {2}) on {3}",
// new_land.LandData.Name, x, y, m_scene.RegionInfo.RegionName);
m_landIDList[x, y] = newLandLocalID;
}
}
}
m_landList.Add(newLandLocalID, new_land);
}
new_land.ForceUpdateLandInfo();
m_scene.EventManager.TriggerLandObjectAdded(new_land);
return new_land;
}
/// <summary>
/// Removes a land object from the list. Will not remove if local_id is still owning an area in landIDList
/// </summary>
/// <param name="local_id">Land.localID of the peice of land to remove.</param>
public void removeLandObject(int local_id)
{
lock (m_landList)
{
for (int x = 0; x < 64; x++)
{
for (int y = 0; y < 64; y++)
{
if (m_landIDList[x, y] == local_id)
{
m_log.WarnFormat("[LAND MANAGEMENT MODULE]: Not removing land object {0}; still being used at {1}, {2}",
local_id, x, y);
return;
//throw new Exception("Could not remove land object. Still being used at " + x + ", " + y);
}
}
}
m_scene.EventManager.TriggerLandObjectRemoved(m_landList[local_id].LandData.GlobalID);
m_landList.Remove(local_id);
}
}
/// <summary>
/// Clear the scene of all parcels
/// </summary>
public void Clear(bool setupDefaultParcel)
{
lock (m_landList)
{
foreach (ILandObject lo in m_landList.Values)
{
//m_scene.SimulationDataService.RemoveLandObject(lo.LandData.GlobalID);
m_scene.EventManager.TriggerLandObjectRemoved(lo.LandData.GlobalID);
}
m_landList.Clear();
ResetSimLandObjects();
if (setupDefaultParcel)
CreateDefaultParcel();
}
}
private void performFinalLandJoin(ILandObject master, ILandObject slave)
{
bool[,] landBitmapSlave = slave.GetLandBitmap();
lock (m_landList)
{
for (int x = 0; x < 64; x++)
{
for (int y = 0; y < 64; y++)
{
if (landBitmapSlave[x, y])
{
m_landIDList[x, y] = master.LandData.LocalID;
}
}
}
}
removeLandObject(slave.LandData.LocalID);
UpdateLandObject(master.LandData.LocalID, master.LandData);
}
public ILandObject GetLandObject(int parcelLocalID)
{
lock (m_landList)
{
if (m_landList.ContainsKey(parcelLocalID))
{
return m_landList[parcelLocalID];
}
}
return null;
}
/// <summary>
/// Get the land object at the specified point
/// </summary>
/// <param name="x_float">Value between 0 - 256 on the x axis of the point</param>
/// <param name="y_float">Value between 0 - 256 on the y axis of the point</param>
/// <returns>Land object at the point supplied</returns>
public ILandObject GetLandObject(float x_float, float y_float)
{
int x;
int y;
if (x_float >= Constants.RegionSize || x_float < 0 || y_float >= Constants.RegionSize || y_float < 0)
return null;
try
{
x = Convert.ToInt32(Math.Floor(Convert.ToDouble(x_float) / 4.0));
y = Convert.ToInt32(Math.Floor(Convert.ToDouble(y_float) / 4.0));
}
catch (OverflowException)
{
return null;
}
if (x >= 64 || y >= 64 || x < 0 || y < 0)
{
return null;
}
lock (m_landList)
{
// Corner case. If an autoreturn happens during sim startup
// we will come here with the list uninitialized
//
// int landId = m_landIDList[x, y];
// if (landId == 0)
// m_log.DebugFormat(
// "[LAND MANAGEMENT MODULE]: No land object found at ({0}, {1}) on {2}",
// x, y, m_scene.RegionInfo.RegionName);
if (m_landList.ContainsKey(m_landIDList[x, y]))
return m_landList[m_landIDList[x, y]];
return null;
}
}
public ILandObject GetLandObject(int x, int y)
{
if (x >= Convert.ToInt32(Constants.RegionSize) || y >= Convert.ToInt32(Constants.RegionSize) || x < 0 || y < 0)
{
// These exceptions here will cause a lot of complaints from the users specifically because
// they happen every time at border crossings
throw new Exception("Error: Parcel not found at point " + x + ", " + y);
}
lock (m_landIDList)
{
try
{
return m_landList[m_landIDList[x / 4, y / 4]];
}
catch (IndexOutOfRangeException)
{
// m_log.WarnFormat(
// "[LAND MANAGEMENT MODULE]: Tried to retrieve land object from out of bounds co-ordinate ({0},{1}) in {2}",
// x, y, m_scene.RegionInfo.RegionName);
return null;
}
}
}
#endregion
#region Parcel Modification
public void ResetOverMeRecords()
{
lock (m_landList)
{
foreach (LandObject p in m_landList.Values)
{
p.ResetOverMeRecord();
}
}
}
public void EventManagerOnParcelPrimCountAdd(SceneObjectGroup obj)
{
Vector3 position = obj.AbsolutePosition;
ILandObject landUnderPrim = GetLandObject(position.X, position.Y);
if (landUnderPrim != null)
{
((LandObject)landUnderPrim).AddPrimOverMe(obj);
}
}
public void EventManagerOnObjectBeingRemovedFromScene(SceneObjectGroup obj)
{
lock (m_landList)
{
foreach (LandObject p in m_landList.Values)
{
p.RemovePrimFromOverMe(obj);
}
}
}
public void FinalizeLandPrimCountUpdate()
{
//Get Simwide prim count for owner
Dictionary<UUID, List<LandObject>> landOwnersAndParcels = new Dictionary<UUID, List<LandObject>>();
lock (m_landList)
{
foreach (LandObject p in m_landList.Values)
{
if (!landOwnersAndParcels.ContainsKey(p.LandData.OwnerID))
{
List<LandObject> tempList = new List<LandObject>();
tempList.Add(p);
landOwnersAndParcels.Add(p.LandData.OwnerID, tempList);
}
else
{
landOwnersAndParcels[p.LandData.OwnerID].Add(p);
}
}
}
foreach (UUID owner in landOwnersAndParcels.Keys)
{
int simArea = 0;
int simPrims = 0;
foreach (LandObject p in landOwnersAndParcels[owner])
{
simArea += p.LandData.Area;
simPrims += p.PrimCounts.Total;
}
foreach (LandObject p in landOwnersAndParcels[owner])
{
p.LandData.SimwideArea = simArea;
p.LandData.SimwidePrims = simPrims;
}
}
}
public void EventManagerOnParcelPrimCountUpdate()
{
// m_log.DebugFormat(
// "[LAND MANAGEMENT MODULE]: Triggered EventManagerOnParcelPrimCountUpdate() for {0}",
// m_scene.RegionInfo.RegionName);
ResetOverMeRecords();
EntityBase[] entities = m_scene.Entities.GetEntities();
foreach (EntityBase obj in entities)
{
if (obj != null)
{
if ((obj is SceneObjectGroup) && !obj.IsDeleted && !((SceneObjectGroup) obj).IsAttachment)
{
m_scene.EventManager.TriggerParcelPrimCountAdd((SceneObjectGroup) obj);
}
}
}
FinalizeLandPrimCountUpdate();
}
public void EventManagerOnRequestParcelPrimCountUpdate()
{
ResetOverMeRecords();
m_scene.EventManager.TriggerParcelPrimCountUpdate();
FinalizeLandPrimCountUpdate();
}
/// <summary>
/// Subdivides a piece of land
/// </summary>
/// <param name="start_x">West Point</param>
/// <param name="start_y">South Point</param>
/// <param name="end_x">East Point</param>
/// <param name="end_y">North Point</param>
/// <param name="attempting_user_id">UUID of user who is trying to subdivide</param>
/// <returns>Returns true if successful</returns>
private void subdivide(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
{
//First, lets loop through the points and make sure they are all in the same peice of land
//Get the land object at start
ILandObject startLandObject = GetLandObject(start_x, start_y);
if (startLandObject == null) return;
//Loop through the points
try
{
int totalX = end_x - start_x;
int totalY = end_y - start_y;
for (int y = 0; y < totalY; y++)
{
for (int x = 0; x < totalX; x++)
{
ILandObject tempLandObject = GetLandObject(start_x + x, start_y + y);
if (tempLandObject == null) return;
if (tempLandObject != startLandObject) return;
}
}
}
catch (Exception)
{
return;
}
//If we are still here, then they are subdividing within one piece of land
//Check owner
if (!m_scene.Permissions.CanEditParcelProperties(attempting_user_id, startLandObject, GroupPowers.LandDivideJoin))
{
return;
}
//Lets create a new land object with bitmap activated at that point (keeping the old land objects info)
ILandObject newLand = startLandObject.Copy();
newLand.LandData.Name = newLand.LandData.Name;
newLand.LandData.GlobalID = UUID.Random();
newLand.LandData.Dwell = 0;
newLand.SetLandBitmap(newLand.GetSquareLandBitmap(start_x, start_y, end_x, end_y));
//Now, lets set the subdivision area of the original to false
int startLandObjectIndex = startLandObject.LandData.LocalID;
lock (m_landList)
{
m_landList[startLandObjectIndex].SetLandBitmap(
newLand.ModifyLandBitmapSquare(startLandObject.GetLandBitmap(), start_x, start_y, end_x, end_y, false));
m_landList[startLandObjectIndex].ForceUpdateLandInfo();
}
//Now add the new land object
ILandObject result = AddLandObject(newLand);
UpdateLandObject(startLandObject.LandData.LocalID, startLandObject.LandData);
result.SendLandUpdateToAvatarsOverMe();
}
/// <summary>
/// Join 2 land objects together
/// </summary>
/// <param name="start_x">x value in first piece of land</param>
/// <param name="start_y">y value in first piece of land</param>
/// <param name="end_x">x value in second peice of land</param>
/// <param name="end_y">y value in second peice of land</param>
/// <param name="attempting_user_id">UUID of the avatar trying to join the land objects</param>
/// <returns>Returns true if successful</returns>
private void join(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
{
end_x -= 4;
end_y -= 4;
List<ILandObject> selectedLandObjects = new List<ILandObject>();
int stepYSelected;
for (stepYSelected = start_y; stepYSelected <= end_y; stepYSelected += 4)
{
int stepXSelected;
for (stepXSelected = start_x; stepXSelected <= end_x; stepXSelected += 4)
{
ILandObject p = GetLandObject(stepXSelected, stepYSelected);
if (p != null)
{
if (!selectedLandObjects.Contains(p))
{
selectedLandObjects.Add(p);
}
}
}
}
ILandObject masterLandObject = selectedLandObjects[0];
selectedLandObjects.RemoveAt(0);
if (selectedLandObjects.Count < 1)
{
return;
}
if (!m_scene.Permissions.CanEditParcelProperties(attempting_user_id, masterLandObject, GroupPowers.LandDivideJoin))
{
return;
}
foreach (ILandObject p in selectedLandObjects)
{
if (p.LandData.OwnerID != masterLandObject.LandData.OwnerID)
{
return;
}
}
lock (m_landList)
{
foreach (ILandObject slaveLandObject in selectedLandObjects)
{
m_landList[masterLandObject.LandData.LocalID].SetLandBitmap(
slaveLandObject.MergeLandBitmaps(masterLandObject.GetLandBitmap(), slaveLandObject.GetLandBitmap()));
performFinalLandJoin(masterLandObject, slaveLandObject);
}
}
masterLandObject.SendLandUpdateToAvatarsOverMe();
}
public void Join(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
{
join(start_x, start_y, end_x, end_y, attempting_user_id);
}
public void Subdivide(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
{
subdivide(start_x, start_y, end_x, end_y, attempting_user_id);
}
#endregion
#region Parcel Updating
/// <summary>
/// Where we send the ParcelOverlay packet to the client
/// </summary>
/// <param name="remote_client">The object representing the client</param>
public void SendParcelOverlay(IClientAPI remote_client)
{
const int LAND_BLOCKS_PER_PACKET = 1024;
byte[] byteArray = new byte[LAND_BLOCKS_PER_PACKET];
int byteArrayCount = 0;
int sequenceID = 0;
int blockmeters = 4 * (int) Constants.RegionSize/(int)Constants.TerrainPatchSize;
for (int y = 0; y < blockmeters; y++)
{
for (int x = 0; x < blockmeters; x++)
{
byte tempByte = 0; //This represents the byte for the current 4x4
ILandObject currentParcelBlock = GetLandObject(x * 4, y * 4);
if (currentParcelBlock != null)
{
if (currentParcelBlock.LandData.OwnerID == remote_client.AgentId)
{
//Owner Flag
tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
}
else if (currentParcelBlock.LandData.SalePrice > 0 &&
(currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
{
//Sale Flag
tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_IS_FOR_SALE);
}
else if (currentParcelBlock.LandData.OwnerID == UUID.Zero)
{
//Public Flag
tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_PUBLIC);
}
else
{
//Other Flag
tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_OTHER);
}
//Now for border control
ILandObject westParcel = null;
ILandObject southParcel = null;
if (x > 0)
{
westParcel = GetLandObject((x - 1) * 4, y * 4);
}
if (y > 0)
{
southParcel = GetLandObject(x * 4, (y - 1) * 4);
}
if (x == 0)
{
tempByte = Convert.ToByte(tempByte | LandChannel.LAND_FLAG_PROPERTY_BORDER_WEST);
}
else if (westParcel != null && westParcel != currentParcelBlock)
{
tempByte = Convert.ToByte(tempByte | LandChannel.LAND_FLAG_PROPERTY_BORDER_WEST);
}
if (y == 0)
{
tempByte = Convert.ToByte(tempByte | LandChannel.LAND_FLAG_PROPERTY_BORDER_SOUTH);
}
else if (southParcel != null && southParcel != currentParcelBlock)
{
tempByte = Convert.ToByte(tempByte | LandChannel.LAND_FLAG_PROPERTY_BORDER_SOUTH);
}
byteArray[byteArrayCount] = tempByte;
byteArrayCount++;
if (byteArrayCount >= LAND_BLOCKS_PER_PACKET)
{
remote_client.SendLandParcelOverlay(byteArray, sequenceID);
byteArrayCount = 0;
sequenceID++;
byteArray = new byte[LAND_BLOCKS_PER_PACKET];
}
}
}
}
}
public void ClientOnParcelPropertiesRequest(int start_x, int start_y, int end_x, int end_y, int sequence_id,
bool snap_selection, IClientAPI remote_client)
{
//Get the land objects within the bounds
List<ILandObject> temp = new List<ILandObject>();
int inc_x = end_x - start_x;
int inc_y = end_y - start_y;
for (int x = 0; x < inc_x; x++)
{
for (int y = 0; y < inc_y; y++)
{
ILandObject currentParcel = GetLandObject(start_x + x, start_y + y);
if (currentParcel != null)
{
if (!temp.Contains(currentParcel))
{
currentParcel.ForceUpdateLandInfo();
temp.Add(currentParcel);
}
}
}
}
int requestResult = LandChannel.LAND_RESULT_SINGLE;
if (temp.Count > 1)
{
requestResult = LandChannel.LAND_RESULT_MULTIPLE;
}
for (int i = 0; i < temp.Count; i++)
{
temp[i].SendLandProperties(sequence_id, snap_selection, requestResult, remote_client);
}
SendParcelOverlay(remote_client);
}
public void ClientOnParcelPropertiesUpdateRequest(LandUpdateArgs args, int localID, IClientAPI remote_client)
{
ILandObject land;
lock (m_landList)
{
m_landList.TryGetValue(localID, out land);
}
if (land != null)
{
land.UpdateLandProperties(args, remote_client);
m_scene.EventManager.TriggerOnParcelPropertiesUpdateRequest(args, localID, remote_client);
}
}
public void ClientOnParcelDivideRequest(int west, int south, int east, int north, IClientAPI remote_client)
{
subdivide(west, south, east, north, remote_client.AgentId);
}
public void ClientOnParcelJoinRequest(int west, int south, int east, int north, IClientAPI remote_client)
{
join(west, south, east, north, remote_client.AgentId);
}
public void ClientOnParcelSelectObjects(int local_id, int request_type,
List<UUID> returnIDs, IClientAPI remote_client)
{
m_landList[local_id].SendForceObjectSelect(local_id, request_type, returnIDs, remote_client);
}
public void ClientOnParcelObjectOwnerRequest(int local_id, IClientAPI remote_client)
{
ILandObject land;
lock (m_landList)
{
m_landList.TryGetValue(local_id, out land);
}
if (land != null)
{
m_scene.EventManager.TriggerParcelPrimCountUpdate();
m_landList[local_id].SendLandObjectOwners(remote_client);
}
else
{
m_log.WarnFormat("[LAND MANAGEMENT MODULE]: Invalid land object {0} passed for parcel object owner request", local_id);
}
}
public void ClientOnParcelGodForceOwner(int local_id, UUID ownerID, IClientAPI remote_client)
{
ILandObject land;
lock (m_landList)
{
m_landList.TryGetValue(local_id, out land);
}
if (land != null)
{
if (m_scene.Permissions.IsGod(remote_client.AgentId))
{
land.LandData.OwnerID = ownerID;
land.LandData.GroupID = UUID.Zero;
land.LandData.IsGroupOwned = false;
land.LandData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory);
m_scene.ForEachClient(SendParcelOverlay);
land.SendLandUpdateToClient(true, remote_client);
}
}
}
public void ClientOnParcelAbandonRequest(int local_id, IClientAPI remote_client)
{
ILandObject land;
lock (m_landList)
{
m_landList.TryGetValue(local_id, out land);
}
if (land != null)
{
if (m_scene.Permissions.CanAbandonParcel(remote_client.AgentId, land))
{
land.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
land.LandData.GroupID = UUID.Zero;
land.LandData.IsGroupOwned = false;
land.LandData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory);
m_scene.ForEachClient(SendParcelOverlay);
land.SendLandUpdateToClient(true, remote_client);
}
}
}
public void ClientOnParcelReclaim(int local_id, IClientAPI remote_client)
{
ILandObject land;
lock (m_landList)
{
m_landList.TryGetValue(local_id, out land);
}
if (land != null)
{
if (m_scene.Permissions.CanReclaimParcel(remote_client.AgentId, land))
{
land.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
land.LandData.ClaimDate = Util.UnixTimeSinceEpoch();
land.LandData.GroupID = UUID.Zero;
land.LandData.IsGroupOwned = false;
land.LandData.SalePrice = 0;
land.LandData.AuthBuyerID = UUID.Zero;
land.LandData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory);
m_scene.ForEachClient(SendParcelOverlay);
land.SendLandUpdateToClient(true, remote_client);
}
}
}
#endregion
// If the economy has been validated by the economy module,
// and land has been validated as well, this method transfers
// the land ownership
public void EventManagerOnLandBuy(Object o, EventManager.LandBuyArgs e)
{
if (e.economyValidated && e.landValidated)
{
ILandObject land;
lock (m_landList)
{
m_landList.TryGetValue(e.parcelLocalID, out land);
}
if (land != null)
{
land.UpdateLandSold(e.agentId, e.groupId, e.groupOwned, (uint)e.transactionID, e.parcelPrice, e.parcelArea);
}
}
}
// After receiving a land buy packet, first the data needs to
// be validated. This method validates the right to buy the
// parcel
public void EventManagerOnValidateLandBuy(Object o, EventManager.LandBuyArgs e)
{
if (e.landValidated == false)
{
ILandObject lob = null;
lock (m_landList)
{
m_landList.TryGetValue(e.parcelLocalID, out lob);
}
if (lob != null)
{
UUID AuthorizedID = lob.LandData.AuthBuyerID;
int saleprice = lob.LandData.SalePrice;
UUID pOwnerID = lob.LandData.OwnerID;
bool landforsale = ((lob.LandData.Flags &
(uint)(ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects)) != 0);
if ((AuthorizedID == UUID.Zero || AuthorizedID == e.agentId) && e.parcelPrice >= saleprice && landforsale)
{
// TODO I don't think we have to lock it here, no?
//lock (e)
//{
e.parcelOwnerID = pOwnerID;
e.landValidated = true;
//}
}
}
}
}
void ClientOnParcelDeedToGroup(int parcelLocalID, UUID groupID, IClientAPI remote_client)
{
ILandObject land;
lock (m_landList)
{
m_landList.TryGetValue(parcelLocalID, out land);
}
if (!m_scene.Permissions.CanDeedParcel(remote_client.AgentId, land))
return;
if (land != null)
{
land.DeedToGroup(groupID);
}
}
#region Land Object From Storage Functions
public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
{
// m_log.DebugFormat(
// "[LAND MANAGMENT MODULE]: Processing {0} incoming parcels on {1}", data.Count, m_scene.Name);
for (int i = 0; i < data.Count; i++)
IncomingLandObjectFromStorage(data[i]);
}
public void IncomingLandObjectFromStorage(LandData data)
{
ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
new_land.LandData = data.Copy();
new_land.SetLandBitmapFromByteArray();
AddLandObject(new_land);
}
public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
{
if (localID != -1)
{
ILandObject selectedParcel = null;
lock (m_landList)
{
m_landList.TryGetValue(localID, out selectedParcel);
}
if (selectedParcel == null) return;
selectedParcel.ReturnLandObjects(returnType, agentIDs, taskIDs, remoteClient);
}
else
{
if (returnType != 1)
{
m_log.WarnFormat("[LAND MANAGEMENT MODULE] ReturnObjectsInParcel: unknown return type {0}", returnType);
return;
}
// We get here when the user returns objects from the list of Top Colliders or Top Scripts.
// In that case we receive specific object UUID's, but no parcel ID.
Dictionary<UUID, HashSet<SceneObjectGroup>> returns = new Dictionary<UUID, HashSet<SceneObjectGroup>>();
foreach (UUID groupID in taskIDs)
{
SceneObjectGroup obj = m_scene.GetSceneObjectGroup(groupID);
if (obj != null)
{
if (!returns.ContainsKey(obj.OwnerID))
returns[obj.OwnerID] = new HashSet<SceneObjectGroup>();
returns[obj.OwnerID].Add(obj);
}
else
{
m_log.WarnFormat("[LAND MANAGEMENT MODULE] ReturnObjectsInParcel: unknown object {0}", groupID);
}
}
int num = 0;
foreach (HashSet<SceneObjectGroup> objs in returns.Values)
num += objs.Count;
m_log.DebugFormat("[LAND MANAGEMENT MODULE] Returning {0} specific object(s)", num);
foreach (HashSet<SceneObjectGroup> objs in returns.Values)
{
List<SceneObjectGroup> objs2 = new List<SceneObjectGroup>(objs);
if (m_scene.Permissions.CanReturnObjects(null, remoteClient.AgentId, objs2))
{
m_scene.returnObjects(objs2.ToArray(), remoteClient.AgentId);
}
else
{
m_log.WarnFormat("[LAND MANAGEMENT MODULE] ReturnObjectsInParcel: not permitted to return {0} object(s) belonging to user {1}",
objs2.Count, objs2[0].OwnerID);
}
}
}
}
public void EventManagerOnNoLandDataFromStorage()
{
lock (m_landList)
{
ResetSimLandObjects();
CreateDefaultParcel();
}
}
#endregion
public void setParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel)
{
lock (m_landList)
{
foreach (LandObject obj in m_landList.Values)
{
obj.SetParcelObjectMaxOverride(overrideDel);
}
}
}
public void setSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel)
{
}
#region CAPS handler
private void EventManagerOnRegisterCaps(UUID agentID, Caps caps)
{
string capsBase = "/CAPS/" + caps.CapsObjectPath;
caps.RegisterHandler(
"RemoteParcelRequest",
new RestStreamHandler(
"POST",
capsBase + remoteParcelRequestPath,
(request, path, param, httpRequest, httpResponse)
=> RemoteParcelRequest(request, path, param, agentID, caps),
"RemoteParcelRequest",
agentID.ToString()));
UUID parcelCapID = UUID.Random();
caps.RegisterHandler(
"ParcelPropertiesUpdate",
new RestStreamHandler(
"POST",
"/CAPS/" + parcelCapID,
(request, path, param, httpRequest, httpResponse)
=> ProcessPropertiesUpdate(request, path, param, agentID, caps),
"ParcelPropertiesUpdate",
agentID.ToString()));
}
private string ProcessPropertiesUpdate(string request, string path, string param, UUID agentID, Caps caps)
{
IClientAPI client;
if (!m_scene.TryGetClient(agentID, out client))
{
m_log.WarnFormat("[LAND MANAGEMENT MODULE]: Unable to retrieve IClientAPI for {0}", agentID);
return LLSDHelpers.SerialiseLLSDReply(new LLSDEmpty());
}
ParcelPropertiesUpdateMessage properties = new ParcelPropertiesUpdateMessage();
OpenMetaverse.StructuredData.OSDMap args = (OpenMetaverse.StructuredData.OSDMap) OSDParser.DeserializeLLSDXml(request);
properties.Deserialize(args);
LandUpdateArgs land_update = new LandUpdateArgs();
int parcelID = properties.LocalID;
land_update.AuthBuyerID = properties.AuthBuyerID;
land_update.Category = properties.Category;
land_update.Desc = properties.Desc;
land_update.GroupID = properties.GroupID;
land_update.LandingType = (byte) properties.Landing;
land_update.MediaAutoScale = (byte) Convert.ToInt32(properties.MediaAutoScale);
land_update.MediaID = properties.MediaID;
land_update.MediaURL = properties.MediaURL;
land_update.MusicURL = properties.MusicURL;
land_update.Name = properties.Name;
land_update.ParcelFlags = (uint) properties.ParcelFlags;
land_update.PassHours = (int) properties.PassHours;
land_update.PassPrice = (int) properties.PassPrice;
land_update.SalePrice = (int) properties.SalePrice;
land_update.SnapshotID = properties.SnapshotID;
land_update.UserLocation = properties.UserLocation;
land_update.UserLookAt = properties.UserLookAt;
land_update.MediaDescription = properties.MediaDesc;
land_update.MediaType = properties.MediaType;
land_update.MediaWidth = properties.MediaWidth;
land_update.MediaHeight = properties.MediaHeight;
land_update.MediaLoop = properties.MediaLoop;
land_update.ObscureMusic = properties.ObscureMusic;
land_update.ObscureMedia = properties.ObscureMedia;
ILandObject land;
lock (m_landList)
{
m_landList.TryGetValue(parcelID, out land);
}
if (land != null)
{
land.UpdateLandProperties(land_update, client);
m_scene.EventManager.TriggerOnParcelPropertiesUpdateRequest(land_update, parcelID, client);
}
else
{
m_log.WarnFormat("[LAND MANAGEMENT MODULE]: Unable to find parcelID {0}", parcelID);
}
return LLSDHelpers.SerialiseLLSDReply(new LLSDEmpty());
}
// we cheat here: As we don't have (and want) a grid-global parcel-store, we can't return the
// "real" parcelID, because we wouldn't be able to map that to the region the parcel belongs to.
// So, we create a "fake" parcelID by using the regionHandle (64 bit), and the local (integer) x
// and y coordinate (each 8 bit), encoded in a UUID (128 bit).
//
// Request format:
// <llsd>
// <map>
// <key>location</key>
// <array>
// <real>1.23</real>
// <real>45..6</real>
// <real>78.9</real>
// </array>
// <key>region_id</key>
// <uuid>xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx</uuid>
// </map>
// </llsd>
private string RemoteParcelRequest(string request, string path, string param, UUID agentID, Caps caps)
{
UUID parcelID = UUID.Zero;
try
{
Hashtable hash = new Hashtable();
hash = (Hashtable)LLSD.LLSDDeserialize(Utils.StringToBytes(request));
if (hash.ContainsKey("region_id") && hash.ContainsKey("location"))
{
UUID regionID = (UUID)hash["region_id"];
ArrayList list = (ArrayList)hash["location"];
uint x = (uint)(double)list[0];
uint y = (uint)(double)list[1];
if (hash.ContainsKey("region_handle"))
{
// if you do a "About Landmark" on a landmark a second time, the viewer sends the
// region_handle it got earlier via RegionHandleRequest
ulong regionHandle = Util.BytesToUInt64Big((byte[])hash["region_handle"]);
parcelID = Util.BuildFakeParcelID(regionHandle, x, y);
}
else if (regionID == m_scene.RegionInfo.RegionID)
{
// a parcel request for a local parcel => no need to query the grid
parcelID = Util.BuildFakeParcelID(m_scene.RegionInfo.RegionHandle, x, y);
}
else
{
// a parcel request for a parcel in another region. Ask the grid about the region
GridRegion info = m_scene.GridService.GetRegionByUUID(UUID.Zero, regionID);
if (info != null)
parcelID = Util.BuildFakeParcelID(info.RegionHandle, x, y);
}
}
}
catch (LLSD.LLSDParseException e)
{
m_log.ErrorFormat("[LAND MANAGEMENT MODULE]: Fetch error: {0}", e.Message);
m_log.ErrorFormat("[LAND MANAGEMENT MODULE]: ... in request {0}", request);
}
catch (InvalidCastException)
{
m_log.ErrorFormat("[LAND MANAGEMENT MODULE]: Wrong type in request {0}", request);
}
LLSDRemoteParcelResponse response = new LLSDRemoteParcelResponse();
response.parcel_id = parcelID;
m_log.DebugFormat("[LAND MANAGEMENT MODULE]: Got parcelID {0}", parcelID);
return LLSDHelpers.SerialiseLLSDReply(response);
}
#endregion
private void ClientOnParcelInfoRequest(IClientAPI remoteClient, UUID parcelID)
{
if (parcelID == UUID.Zero)
return;
ExtendedLandData data = (ExtendedLandData)parcelInfoCache.Get(parcelID.ToString(),
delegate(string id)
{
UUID parcel = UUID.Zero;
UUID.TryParse(id, out parcel);
// assume we've got the parcelID we just computed in RemoteParcelRequest
ExtendedLandData extLandData = new ExtendedLandData();
Util.ParseFakeParcelID(parcel, out extLandData.RegionHandle,
out extLandData.X, out extLandData.Y);
m_log.DebugFormat("[LAND MANAGEMENT MODULE]: Got parcelinfo request for regionHandle {0}, x/y {1}/{2}",
extLandData.RegionHandle, extLandData.X, extLandData.Y);
// for this region or for somewhere else?
if (extLandData.RegionHandle == m_scene.RegionInfo.RegionHandle)
{
extLandData.LandData = this.GetLandObject(extLandData.X, extLandData.Y).LandData;
extLandData.RegionAccess = m_scene.RegionInfo.AccessLevel;
}
else
{
ILandService landService = m_scene.RequestModuleInterface<ILandService>();
extLandData.LandData = landService.GetLandData(m_scene.RegionInfo.ScopeID,
extLandData.RegionHandle,
extLandData.X,
extLandData.Y,
out extLandData.RegionAccess);
if (extLandData.LandData == null)
{
// we didn't find the region/land => don't cache
return null;
}
}
return extLandData;
});
if (data != null) // if we found some data, send it
{
GridRegion info;
if (data.RegionHandle == m_scene.RegionInfo.RegionHandle)
{
info = new GridRegion(m_scene.RegionInfo);
}
else
{
// most likely still cached from building the extLandData entry
uint x = 0, y = 0;
Utils.LongToUInts(data.RegionHandle, out x, out y);
info = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, (int)x, (int)y);
}
// we need to transfer the fake parcelID, not the one in landData, so the viewer can match it to the landmark.
m_log.DebugFormat("[LAND MANAGEMENT MODULE]: got parcelinfo for parcel {0} in region {1}; sending...",
data.LandData.Name, data.RegionHandle);
// HACK for now
RegionInfo r = new RegionInfo();
r.RegionName = info.RegionName;
r.RegionLocX = (uint)info.RegionLocX;
r.RegionLocY = (uint)info.RegionLocY;
r.RegionSettings.Maturity = (int)Util.ConvertAccessLevelToMaturity(data.RegionAccess);
remoteClient.SendParcelInfo(r, data.LandData, parcelID, data.X, data.Y);
}
else
m_log.Debug("[LAND MANAGEMENT MODULE]: got no parcelinfo; not sending");
}
public void setParcelOtherCleanTime(IClientAPI remoteClient, int localID, int otherCleanTime)
{
ILandObject land;
lock (m_landList)
{
m_landList.TryGetValue(localID, out land);
}
if (land == null) return;
if (!m_scene.Permissions.CanEditParcelProperties(remoteClient.AgentId, land, GroupPowers.LandOptions))
return;
land.LandData.OtherCleanTime = otherCleanTime;
UpdateLandObject(localID, land.LandData);
}
protected void InstallInterfaces()
{
Command clearCommand
= new Command("clear", CommandIntentions.COMMAND_HAZARDOUS, ClearCommand, "Clears all the parcels from the region.");
Command showCommand
= new Command("show", CommandIntentions.COMMAND_STATISTICAL, ShowParcelsCommand, "Shows all parcels on the region.");
m_commander.RegisterCommand("clear", clearCommand);
m_commander.RegisterCommand("show", showCommand);
// Add this to our scene so scripts can call these functions
m_scene.RegisterModuleCommander(m_commander);
}
protected void ClearCommand(Object[] args)
{
string response = MainConsole.Instance.CmdPrompt(
string.Format(
"Are you sure that you want to clear all land parcels from {0} (y or n)",
m_scene.RegionInfo.RegionName),
"n");
if (response.ToLower() == "y")
{
Clear(true);
MainConsole.Instance.OutputFormat("Cleared all parcels from {0}", m_scene.RegionInfo.RegionName);
}
else
{
MainConsole.Instance.OutputFormat("Aborting clear of all parcels from {0}", m_scene.RegionInfo.RegionName);
}
}
protected void ShowParcelsCommand(Object[] args)
{
StringBuilder report = new StringBuilder();
report.AppendFormat("Land information for {0}\n", m_scene.RegionInfo.RegionName);
report.AppendFormat(
"{0,-20} {1,-10} {2,-9} {3,-18} {4,-18} {5,-20}\n",
"Parcel Name",
"Local ID",
"Area",
"Starts",
"Ends",
"Owner");
lock (m_landList)
{
foreach (ILandObject lo in m_landList.Values)
{
LandData ld = lo.LandData;
report.AppendFormat(
"{0,-20} {1,-10} {2,-9} {3,-18} {4,-18} {5,-20}\n",
ld.Name, ld.LocalID, ld.Area, lo.StartPoint, lo.EndPoint, m_userManager.GetUserName(ld.OwnerID));
}
}
MainConsole.Instance.Output(report.ToString());
}
}
}