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

4373 lines
176 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Xml;
using System.Threading;
using System.Timers;
using OpenMetaverse;
using OpenMetaverse.Imaging;
using OpenMetaverse.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Servers;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Modules.World.Archiver;
using OpenSim.Region.Environment.Modules.World.Serialiser;
using OpenSim.Region.Environment.Modules.World.Terrain;
using OpenSim.Region.Environment.Scenes.Scripting;
using OpenSim.Region.Physics.Manager;
using Nini.Config;
using Caps = OpenSim.Framework.Communications.Capabilities.Caps;
using Image = System.Drawing.Image;
using TPFlags = OpenSim.Framework.Constants.TeleportFlags;
using Timer = System.Timers.Timer;
namespace OpenSim.Region.Environment.Scenes
{
public delegate bool FilterAvatarList(ScenePresence avatar);
public partial class Scene : SceneBase
{
public delegate void SynchronizeSceneHandler(Scene scene);
public SynchronizeSceneHandler SynchronizeScene = null;
public int splitID = 0;
#region Fields
protected Timer m_restartWaitTimer = new Timer();
protected SimStatsReporter m_statsReporter;
protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
public InnerScene m_innerScene;
private int m_timePhase = 24;
/// <summary>
/// Are we applying physics to any of the prims in this scene?
/// </summary>
public bool m_physicalPrim;
public float m_maxNonphys = 65536;
public float m_maxPhys = 10;
public bool m_seeIntoRegionFromNeighbor;
public int MaxUndoCount = 5;
private int m_RestartTimerCounter;
private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
private int m_incrementsof15seconds = 0;
private volatile bool m_backingup = false;
private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
protected string m_simulatorVersion = "OpenSimulator Server";
protected ModuleLoader m_moduleLoader;
protected StorageManager m_storageManager;
protected AgentCircuitManager m_authenticateHandler;
public CommunicationsManager CommsManager;
protected SceneCommunicationService m_sceneGridService;
public SceneCommunicationService SceneGridService
{
get { return m_sceneGridService; }
}
/// <summary>
/// Each agent has its own capabilities handler.
/// </summary>
protected Dictionary<UUID, Caps> m_capsHandlers = new Dictionary<UUID, Caps>();
protected BaseHttpServer m_httpListener;
protected Dictionary<string, IRegionModule> m_modules = new Dictionary<string, IRegionModule>();
public Dictionary<string, IRegionModule> Modules
{
get { return m_modules; }
}
protected Dictionary<Type, List<object> > ModuleInterfaces = new Dictionary<Type, List<object> >();
protected Dictionary<string, object> ModuleAPIMethods = new Dictionary<string, object>();
protected Dictionary<string, ICommander> m_moduleCommanders = new Dictionary<string, ICommander>();
//API module interfaces
public IXfer XferManager;
protected IHttpRequests m_httpRequestModule;
protected IXMLRPC m_xmlrpcModule;
protected IWorldComm m_worldCommModule;
protected IAvatarFactory m_AvatarFactory;
protected IConfigSource m_config;
protected IRegionArchiver m_archiver;
protected IRegionSerialiser m_serialiser;
// Central Update Loop
protected int m_fps = 10;
protected int m_frame = 0;
protected float m_timespan = 0.089f;
protected DateTime m_lastupdate = DateTime.Now;
protected float m_timedilation = 1.0f;
private int m_update_physics = 1;
private int m_update_entitymovement = 1;
private int m_update_entities = 1; // Run through all objects checking for updates
private int m_update_entitiesquick = 200; // Run through objects that have scheduled updates checking for updates
private int m_update_presences = 1; // Update scene presence movements
private int m_update_events = 1;
private int m_update_backup = 200;
private int m_update_terrain = 50;
private int m_update_land = 1;
private int frameMS = 0;
private int physicsMS2 = 0;
private int physicsMS = 0;
private int otherMS = 0;
private bool m_physics_enabled = true;
private bool m_scripts_enabled = true;
private string m_defaultScriptEngine;
private int m_LastLogin = 0;
private Thread HeartbeatThread;
private volatile bool shuttingdown = false;
private object m_deleting_scene_object = new object();
#endregion
#region Properties
public AgentCircuitManager AuthenticateHandler
{
get { return m_authenticateHandler; }
}
// an instance to the physics plugin's Scene object.
public PhysicsScene PhysicsScene
{
set { m_innerScene.PhysicsScene = value; }
get { return (m_innerScene.PhysicsScene); }
}
// This gets locked so things stay thread safe.
public object SyncRoot
{
get { return m_innerScene.m_syncRoot; }
}
public float TimeDilation
{
get { return m_timedilation; }
}
/// <summary>
/// This is for llGetRegionFPS
/// </summary>
public float SimulatorFPS
{
get { return m_statsReporter.getLastReportedSimFPS(); }
}
public int TimePhase
{
get { return m_timePhase; }
}
public string DefaultScriptEngine
{
get { return m_defaultScriptEngine; }
}
// Local reference to the objects in the scene (which are held in innerScene)
// public Dictionary<UUID, SceneObjectGroup> Objects
// {
// get { return m_innerScene.SceneObjects; }
// }
// Reference to all of the agents in the scene (root and child)
protected Dictionary<UUID, ScenePresence> m_scenePresences
{
get { return m_innerScene.ScenePresences; }
set { m_innerScene.ScenePresences = value; }
}
// protected Dictionary<UUID, SceneObjectGroup> m_sceneObjects
// {
// get { return m_innerScene.SceneObjects; }
// set { m_innerScene.SceneObjects = value; }
// }
/// <summary>
/// The dictionary of all entities in this scene. The contents of this dictionary may be changed at any time.
/// If you wish to add or remove entities, please use the appropriate method for that entity rather than
/// editing this dictionary directly.
///
/// If you want a list of entities where the list itself is guaranteed not to change, please use
/// GetEntities()
/// </summary>
public Dictionary<UUID, EntityBase> Entities
{
get { return m_innerScene.Entities; }
set { m_innerScene.Entities = value; }
}
public Dictionary<UUID, ScenePresence> m_restorePresences
{
get { return m_innerScene.RestorePresences; }
set { m_innerScene.RestorePresences = value; }
}
public int objectCapacity = 45000;
#endregion
#region Constructors
public Scene(RegionInfo regInfo, AgentCircuitManager authen,
CommunicationsManager commsMan, SceneCommunicationService sceneGridService,
AssetCache assetCach, StorageManager storeManager, BaseHttpServer httpServer,
ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim,
bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion)
{
m_config = config;
m_moduleLoader = moduleLoader;
m_authenticateHandler = authen;
CommsManager = commsMan;
m_sceneGridService = sceneGridService;
m_storageManager = storeManager;
AssetCache = assetCach;
m_regInfo = regInfo;
m_regionHandle = m_regInfo.RegionHandle;
m_regionName = m_regInfo.RegionName;
m_datastore = m_regInfo.DataStore;
m_physicalPrim = physicalPrim;
m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor;
m_eventManager = new EventManager();
m_externalChecks = new SceneExternalChecks(this);
m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
// Load region settings
m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
if (m_storageManager.EstateDataStore != null)
m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID);
//Bind Storage Manager functions to some land manager functions for this scene
EventManager.OnLandObjectAdded +=
new EventManager.LandObjectAdded(m_storageManager.DataStore.StoreLandObject);
EventManager.OnLandObjectRemoved +=
new EventManager.LandObjectRemoved(m_storageManager.DataStore.RemoveLandObject);
m_innerScene = new InnerScene(this, m_regInfo);
// If the Inner scene has an Unrecoverable error, restart this sim.
// Currently the only thing that causes it to happen is two kinds of specific
// Physics based crashes.
//
// Out of memory
// Operating system has killed the plugin
m_innerScene.UnRecoverableError += RestartNow;
RegisterDefaultSceneEvents();
m_httpListener = httpServer;
m_dumpAssetsToFile = dumpAssetsToFile;
m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts;
m_physics_enabled = !RegionInfo.RegionSettings.DisablePhysics;
m_statsReporter = new SimStatsReporter(this);
m_statsReporter.OnSendStatsResult += SendSimStatsPackets;
m_statsReporter.SetObjectCapacity(objectCapacity);
m_simulatorVersion = simulatorVersion
+ " ChilTasks:" + m_seeIntoRegionFromNeighbor.ToString()
+ " PhysPrim:" + m_physicalPrim.ToString();
try
{
IConfig startupConfig = m_config.Configs["Startup"];
m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", 65536.0f);
m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", 10.0f);
m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "DotNetEngine");
}
catch
{
m_log.Warn("[SCENE]: Failed to load StartupConfig");
}
}
#endregion
#region Startup / Close Methods
protected virtual void RegisterDefaultSceneEvents()
{
m_eventManager.OnPermissionError += SendPermissionAlert;
}
public override string GetSimulatorVersion()
{
return m_simulatorVersion;
}
/// <summary>
/// Another region is up. Gets called from Grid Comms:
/// (OGS1 -> LocalBackEnd -> RegionListened -> SceneCommunicationService)
/// We have to tell all our ScenePresences about it, and add it to the
/// neighbor list.
///
/// We only add it to the neighbor list if it's within 1 region from here.
/// Agents may have draw distance values that cross two regions though, so
/// we add it to the notify list regardless of distance. We'll check
/// the agent's draw distance before notifying them though.
/// </summary>
/// <param name="otherRegion">RegionInfo handle for the new region.</param>
/// <returns>True after all operations complete, throws exceptions otherwise.</returns>
public override bool OtherRegionUp(RegionInfo otherRegion)
{
if (RegionInfo.RegionHandle != otherRegion.RegionHandle)
{
for (int i = 0; i < m_neighbours.Count; i++)
{
// The purpose of this loop is to re-update the known neighbors
// when another region comes up on top of another one.
// The latest region in that location ends up in the
// 'known neighbors list'
// Additionally, the commFailTF property gets reset to false.
if (m_neighbours[i].RegionHandle == otherRegion.RegionHandle)
{
lock (m_neighbours)
{
m_neighbours[i] = otherRegion;
}
}
}
// If the value isn't in the neighbours, add it.
// If the RegionInfo isn't exact but is for the same XY World location,
// then the above loop will fix that.
if (!(CheckNeighborRegion(otherRegion)))
{
lock (m_neighbours)
{
m_neighbours.Add(otherRegion);
//m_log.Info("[UP]: " + otherRegion.RegionHandle.ToString());
}
}
// If these are cast to INT because long + negative values + abs returns invalid data
int resultX = Math.Abs((int)otherRegion.RegionLocX - (int)RegionInfo.RegionLocX);
int resultY = Math.Abs((int)otherRegion.RegionLocY - (int)RegionInfo.RegionLocY);
if (resultX <= 1 && resultY <= 1)
{
try
{
ForEachScenePresence(delegate(ScenePresence agent)
{
// If agent is a root agent.
if (!agent.IsChildAgent)
{
//agent.ControllingClient.new
//this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
InformClientOfNeighbor(agent, otherRegion);
}
}
);
}
catch (NullReferenceException)
{
// This means that we're not booted up completely yet.
// This shouldn't happen too often anymore.
m_log.Error("[SCENE]: Couldn't inform client of regionup because we got a null reference exception");
}
}
else
{
m_log.Info("[INTERGRID]: Got notice about far away Region: " + otherRegion.RegionName.ToString() +
" at (" + otherRegion.RegionLocX.ToString() + ", " +
otherRegion.RegionLocY.ToString() + ")");
}
}
return true;
}
public void AddNeighborRegion(RegionInfo region)
{
lock (m_neighbours)
{
if (!CheckNeighborRegion(region))
{
m_neighbours.Add(region);
}
}
}
public bool CheckNeighborRegion(RegionInfo region)
{
bool found = false;
lock (m_neighbours)
{
foreach (RegionInfo reg in m_neighbours)
{
if (reg.RegionHandle == region.RegionHandle)
{
found = true;
break;
}
}
}
return found;
}
/// <summary>
/// Given float seconds, this will restart the region.
/// </summary>
/// <param name="seconds">float indicating duration before restart.</param>
public virtual void Restart(float seconds)
{
// notifications are done in 15 second increments
// so .. if the number of seconds is less then 15 seconds, it's not really a restart request
// It's a 'Cancel restart' request.
// RestartNow() does immediate restarting.
if (seconds < 15)
{
m_restartTimer.Stop();
SendGeneralAlert("Restart Aborted");
}
else
{
// Now we figure out what to set the timer to that does the notifications and calls, RestartNow()
m_restartTimer.Interval = 15000;
m_incrementsof15seconds = (int)seconds / 15;
m_RestartTimerCounter = 0;
m_restartTimer.AutoReset = true;
m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
m_log.Error("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
m_restartTimer.Start();
SendRegionMessageFromEstateTools(UUID.Random(), UUID.Random(), String.Empty, RegionInfo.RegionName + ": Restarting in 2 Minutes");
//SendGeneralAlert(RegionInfo.RegionName + ": Restarting in 2 Minutes");
}
}
// The Restart timer has occured.
// We have to figure out if this is a notification or if the number of seconds specified in Restart
// have elapsed.
// If they have elapsed, call RestartNow()
public void RestartTimer_Elapsed(object sender, ElapsedEventArgs e)
{
m_RestartTimerCounter++;
if (m_RestartTimerCounter <= m_incrementsof15seconds)
{
if (m_RestartTimerCounter == 4 || m_RestartTimerCounter == 6 || m_RestartTimerCounter == 7)
SendRegionMessageFromEstateTools(UUID.Random(), UUID.Random(), String.Empty, RegionInfo.RegionName + ": Restarting in " +
((8 - m_RestartTimerCounter) * 15) + " seconds");
// SendGeneralAlert(RegionInfo.RegionName + ": Restarting in " + ((8 - m_RestartTimerCounter)*15) +
//" seconds");
}
else
{
m_restartTimer.Stop();
m_restartTimer.AutoReset = false;
RestartNow();
}
}
// This causes the region to restart immediatley.
public void RestartNow()
{
if (PhysicsScene != null)
{
PhysicsScene.Dispose();
}
m_log.Error("[REGION]: Closing");
Close();
m_log.Error("[REGION]: Firing Region Restart Message");
base.Restart(0);
}
// This is a helper function that notifies root agents in this region that a new sim near them has come up
// This is in the form of a timer because when an instance of OpenSim.exe is started,
// Even though the sims initialize, they don't listen until 'all of the sims are initialized'
// If we tell an agent about a sim that's not listening yet, the agent will not be able to connect to it.
// subsequently the agent will never see the region come back online.
public void RestartNotifyWaitElapsed(object sender, ElapsedEventArgs e)
{
m_restartWaitTimer.Stop();
lock (m_regionRestartNotifyList)
{
foreach (RegionInfo region in m_regionRestartNotifyList)
{
try
{
ForEachScenePresence(delegate(ScenePresence agent)
{
// If agent is a root agent.
if (!agent.IsChildAgent)
{
//agent.ControllingClient.new
//this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
InformClientOfNeighbor(agent, region);
}
}
);
}
catch (NullReferenceException)
{
// This means that we're not booted up completely yet.
// This shouldn't happen too often anymore.
}
}
// Reset list to nothing.
m_regionRestartNotifyList.Clear();
}
}
public void SetSceneCoreDebug(bool ScriptEngine, bool CollisionEvents, bool PhysicsEngine)
{
if (m_scripts_enabled != !ScriptEngine)
{
// Tedd! Here's the method to disable the scripting engine!
if (ScriptEngine)
{
m_log.Info("Stopping all Scripts in Scene");
lock (Entities)
{
foreach (EntityBase ent in Entities.Values)
{
if (ent is SceneObjectGroup)
{
((SceneObjectGroup)ent).RemoveScriptInstances();
}
}
}
}
else
{
m_log.Info("Starting all Scripts in Scene");
lock (Entities)
{
foreach (EntityBase ent in Entities.Values)
{
if (ent is SceneObjectGroup)
{
((SceneObjectGroup)ent).CreateScriptInstances(0, false, DefaultScriptEngine, 0);
}
}
}
}
m_scripts_enabled = !ScriptEngine;
m_log.Info("[TOTEDD]: Here is the method to trigger disabling of the scripting engine");
}
if (m_physics_enabled != !PhysicsEngine)
{
m_physics_enabled = !PhysicsEngine;
}
}
public int GetInaccurateNeighborCount()
{
lock (m_neighbours)
{
return m_neighbours.Count;
}
}
// This is the method that shuts down the scene.
public override void Close()
{
m_log.InfoFormat("[SCENE]: Closing down the single simulator: {0}", RegionInfo.RegionName);
// Kick all ROOT agents with the message, 'The simulator is going down'
ForEachScenePresence(delegate(ScenePresence avatar)
{
if (avatar.KnownChildRegions.Contains(RegionInfo.RegionHandle))
avatar.KnownChildRegions.Remove(RegionInfo.RegionHandle);
if (!avatar.IsChildAgent)
avatar.ControllingClient.Kick("The simulator is going down.");
avatar.ControllingClient.SendShutdownConnectionNotice();
});
// Wait here, or the kick messages won't actually get to the agents before the scene terminates.
Thread.Sleep(500);
// Stop all client threads.
ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(true); });
// Stop updating the scene objects and agents.
//m_heartbeatTimer.Close();
shuttingdown = true;
// close the inner scene
m_innerScene.Close();
// De-register with region communications (events cleanup)
UnRegisterRegionWithComms();
// Shut down all non shared modules.
foreach (IRegionModule module in Modules.Values)
{
if (!module.IsSharedModule)
{
module.Close();
}
}
Modules.Clear();
// call the base class Close method.
base.Close();
}
/// <summary>
/// Start the timer which triggers regular scene updates
/// </summary>
public void StartTimer()
{
//m_log.Debug("[SCENE]: Starting timer");
//m_heartbeatTimer.Enabled = true;
//m_heartbeatTimer.Interval = (int)(m_timespan * 1000);
//m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
HeartbeatThread = new Thread(new ParameterizedThreadStart(Heartbeat));
HeartbeatThread.SetApartmentState(ApartmentState.MTA);
HeartbeatThread.Name = "Heartbeat";
HeartbeatThread.Priority = ThreadPriority.AboveNormal;
ThreadTracker.Add(HeartbeatThread);
HeartbeatThread.Start();
}
/// <summary>
/// Sets up references to modules required by the scene
/// </summary>
public void SetModuleInterfaces()
{
m_httpRequestModule = RequestModuleInterface<IHttpRequests>();
m_xmlrpcModule = RequestModuleInterface<IXMLRPC>();
m_worldCommModule = RequestModuleInterface<IWorldComm>();
XferManager = RequestModuleInterface<IXfer>();
m_AvatarFactory = RequestModuleInterface<IAvatarFactory>();
m_archiver = RequestModuleInterface<IRegionArchiver>();
m_serialiser = RequestModuleInterface<IRegionSerialiser>();
}
#endregion
#region Update Methods
/// <summary>
/// Performs per-frame updates regularly
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void Heartbeat(object sender)
{
Update();
}
/// <summary>
/// Performs per-frame updates on the scene, this should be the central scene loop
/// </summary>
public override void Update()
{
int maintc = 0;
while (!shuttingdown)
{
maintc = System.Environment.TickCount;
TimeSpan SinceLastFrame = DateTime.Now - m_lastupdate;
// Aquire a lock so only one update call happens at once
//updateLock.WaitOne();
float physicsFPS = 0;
//m_log.Info("sadfadf" + m_neighbours.Count.ToString());
int agentsInScene = m_innerScene.GetRootAgentCount() + m_innerScene.GetChildAgentCount();
if (agentsInScene > 21)
{
if (m_update_entities == 1)
{
m_update_entities = 5;
m_statsReporter.SetUpdateMS(6000);
}
}
else
{
if (m_update_entities == 5)
{
m_update_entities = 1;
m_statsReporter.SetUpdateMS(3000);
}
}
frameMS = System.Environment.TickCount;
try
{
// Increment the frame counter
m_frame++;
// Loop it
if (m_frame == Int32.MaxValue)
m_frame = 0;
physicsMS2 = System.Environment.TickCount;
if ((m_frame % m_update_physics == 0) && m_physics_enabled)
m_innerScene.UpdatePreparePhysics();
physicsMS2 = System.Environment.TickCount - physicsMS2;
if (m_frame % m_update_entitymovement == 0)
m_innerScene.UpdateEntityMovement();
physicsMS = System.Environment.TickCount;
if ((m_frame % m_update_physics == 0) && m_physics_enabled)
physicsFPS = m_innerScene.UpdatePhysics(
Math.Max(SinceLastFrame.TotalSeconds, m_timespan)
);
if (m_frame % m_update_physics == 0 && SynchronizeScene != null)
SynchronizeScene(this);
physicsMS = System.Environment.TickCount - physicsMS;
physicsMS += physicsMS2;
otherMS = System.Environment.TickCount;
// run through all entities looking for updates (slow)
if (m_frame % m_update_entities == 0)
m_innerScene.UpdateEntities();
// run through entities that have scheduled themselves for
// updates looking for updates(faster)
if (m_frame % m_update_entitiesquick == 0)
m_innerScene.ProcessUpdates();
// Run through scenepresences looking for updates
if (m_frame % m_update_presences == 0)
m_innerScene.UpdatePresences();
// Delete temp-on-rez stuff
if (m_frame % m_update_backup == 0)
CleanTempObjects();
if (Region_Status != RegionStatus.SlaveScene)
{
if (m_frame % m_update_events == 0)
UpdateEvents();
if (m_frame % m_update_backup == 0)
{
UpdateStorageBackup();
}
if (m_frame % m_update_terrain == 0)
UpdateTerrain();
if (m_frame % m_update_land == 0)
UpdateLand();
otherMS = System.Environment.TickCount - otherMS;
// if (m_frame%m_update_avatars == 0)
// UpdateInWorldTime();
m_statsReporter.AddPhysicsFPS(physicsFPS);
m_statsReporter.AddTimeDilation(m_timedilation);
m_statsReporter.AddFPS(1);
m_statsReporter.AddInPackets(0);
m_statsReporter.SetRootAgents(m_innerScene.GetRootAgentCount());
m_statsReporter.SetChildAgents(m_innerScene.GetChildAgentCount());
m_statsReporter.SetObjects(m_innerScene.GetTotalObjectsCount());
m_statsReporter.SetActiveObjects(m_innerScene.GetActiveObjectsCount());
frameMS = System.Environment.TickCount - frameMS;
m_statsReporter.addFrameMS(frameMS);
m_statsReporter.addPhysicsMS(physicsMS);
m_statsReporter.addOtherMS(otherMS);
m_statsReporter.SetActiveScripts(m_innerScene.GetActiveScriptsCount());
m_statsReporter.addScriptLines(m_innerScene.GetScriptLPS());
}
}
catch (NotImplementedException)
{
throw;
}
catch (AccessViolationException e)
{
m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
}
catch (NullReferenceException e)
{
m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
}
catch (InvalidOperationException e)
{
m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
}
catch (Exception e)
{
m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
}
finally
{
//updateLock.ReleaseMutex();
// Get actual time dilation
float tmpval = (m_timespan / (float)SinceLastFrame.TotalSeconds);
// If actual time dilation is greater then one, we're catching up, so subtract
// the amount that's greater then 1 from the time dilation
if (tmpval > 1.0)
{
tmpval = tmpval - (tmpval - 1.0f);
}
m_timedilation = tmpval;
m_lastupdate = DateTime.Now;
}
maintc = System.Environment.TickCount - maintc;
maintc = (int)(m_timespan * 1000) - maintc;
if ((maintc < (m_timespan * 1000)) && maintc > 0)
Thread.Sleep(maintc);
}
}
private void SendSimStatsPackets(SimStats stats)
{
List<ScenePresence> StatSendAgents = GetScenePresences();
foreach (ScenePresence agent in StatSendAgents)
{
if (!agent.IsChildAgent)
{
agent.ControllingClient.SendSimStats(stats);
}
}
}
private void UpdateLand()
{
if (LandChannel != null)
{
if (LandChannel.IsLandPrimCountTainted())
{
EventManager.TriggerParcelPrimCountUpdate();
}
}
}
private void UpdateTerrain()
{
EventManager.TriggerTerrainTick();
}
private void UpdateStorageBackup()
{
if (!m_backingup)
{
m_backingup = true;
Thread backupthread = new Thread(Backup);
backupthread.Name = "BackupWriter";
backupthread.IsBackground = true;
backupthread.Start();
}
}
private void UpdateEvents()
{
m_eventManager.TriggerOnFrame();
}
/// <summary>
/// Perform delegate action on all clients subscribing to updates from this region.
/// </summary>
/// <returns></returns>
internal void Broadcast(Action<IClientAPI> whatToDo)
{
ForEachScenePresence(delegate(ScenePresence presence) { whatToDo(presence.ControllingClient); });
}
/// <summary>
/// Backup the scene. This acts as the main method of the backup thread.
/// </summary>
/// <returns></returns>
public void Backup()
{
m_returns.Clear();
EventManager.TriggerOnBackup(m_storageManager.DataStore);
m_backingup = false;
foreach (KeyValuePair<UUID, ReturnInfo> ret in m_returns)
{
UUID transaction = UUID.Random();
GridInstantMessage msg = new GridInstantMessage();
msg.fromAgentID = new Guid(UUID.Zero.ToString()); // From server
msg.fromAgentSession = new Guid(transaction.ToString());
msg.toAgentID = new Guid(ret.Key.ToString());
msg.imSessionID = new Guid(transaction.ToString());
msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
msg.fromAgentName = "Server";
msg.dialog = (byte)19; // Object msg
msg.fromGroup = false;
msg.offline = (byte)1;
msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
msg.Position = Vector3.Zero;
msg.RegionID = RegionInfo.RegionID.Guid;
msg.binaryBucket = new byte[0];
if (ret.Value.count > 1)
msg.message = string.Format("Your {0} objects were returned from {1} in region {2} due to parcel auto return", ret.Value.count, ret.Value.location.ToString(), RegionInfo.RegionName);
else
msg.message = string.Format("Your object {0} was returned from {1} in region {2} due to parcel auto return", ret.Value.objectName, ret.Value.location.ToString(), RegionInfo.RegionName);
TriggerGridInstantMessage(msg, InstantMessageReceiver.IMModule);
}
}
public void AddReturn(UUID agentID, string objectName, Vector3 location)
{
if (m_returns.ContainsKey(agentID))
{
ReturnInfo info = m_returns[agentID];
info.count++;
m_returns[agentID] = info;
}
else
{
ReturnInfo info = new ReturnInfo();
info.count = 1;
info.objectName = objectName;
info.location = location;
m_returns[agentID] = info;
}
}
#endregion
#region Load Terrain
public void ExportWorldMap(string fileName)
{
List<MapBlockData> mapBlocks =
m_sceneGridService.RequestNeighbourMapBlocks((int)(RegionInfo.RegionLocX - 9),
(int)(RegionInfo.RegionLocY - 9),
(int)(RegionInfo.RegionLocX + 9),
(int)(RegionInfo.RegionLocY + 9));
List<AssetBase> textures = new List<AssetBase>();
List<Image> bitImages = new List<Image>();
foreach (MapBlockData mapBlock in mapBlocks)
{
AssetBase texAsset = AssetCache.GetAsset(mapBlock.MapImageId, true);
if (texAsset != null)
{
textures.Add(texAsset);
}
else
{
texAsset = AssetCache.GetAsset(mapBlock.MapImageId, true);
if (texAsset != null)
{
textures.Add(texAsset);
}
}
}
foreach (AssetBase asset in textures)
{
ManagedImage managedImage;
Image image;
if (OpenJPEG.DecodeToImage(asset.Data, out managedImage, out image))
bitImages.Add(image);
}
Bitmap mapTexture = new Bitmap(2560, 2560);
Graphics g = Graphics.FromImage(mapTexture);
SolidBrush sea = new SolidBrush(Color.DarkBlue);
g.FillRectangle(sea, 0, 0, 2560, 2560);
for (int i = 0; i < mapBlocks.Count; i++)
{
ushort x = (ushort)((mapBlocks[i].X - RegionInfo.RegionLocX) + 10);
ushort y = (ushort)((mapBlocks[i].Y - RegionInfo.RegionLocY) + 10);
g.DrawImage(bitImages[i], (x * 128), (y * 128), 128, 128);
}
mapTexture.Save(fileName, ImageFormat.Jpeg);
}
public void SaveTerrain()
{
m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
}
/// <summary>
/// Loads the World heightmap
/// </summary>
///
public override void LoadWorldMap()
{
try
{
double[,] map = m_storageManager.DataStore.LoadTerrain(RegionInfo.RegionID);
if (map == null)
{
m_log.Info("[TERRAIN]: No default terrain. Generating a new terrain.");
Heightmap = new TerrainChannel();
m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
}
else
{
Heightmap = new TerrainChannel(map);
}
}
catch (Exception e)
{
m_log.Warn("[terrain]: Scene.cs: LoadWorldMap() - Failed with exception " + e.ToString());
}
}
/// <summary>
/// Register this region with a grid service
/// </summary>
/// <exception cref="System.Exception">Thrown if registration of the region itself fails.</exception>
public void RegisterRegionWithGrid()
{
RegisterCommsEvents();
// These two 'commands' *must be* next to each other or sim rebooting fails.
m_sceneGridService.RegisterRegion(RegionInfo);
m_sceneGridService.InformNeighborsThatRegionisUp(RegionInfo);
Dictionary<string, string> dGridSettings = m_sceneGridService.GetGridSettings();
if (dGridSettings.ContainsKey("allow_forceful_banlines"))
{
if (dGridSettings["allow_forceful_banlines"] != "TRUE")
{
m_log.Info("[GRID]: Grid is disabling forceful parcel banlists");
EventManager.TriggerSetAllowForcefulBan(false);
}
else
{
m_log.Info("[GRID]: Grid is allowing forceful parcel banlists");
EventManager.TriggerSetAllowForcefulBan(true);
}
}
}
/// <summary>
///
/// </summary>
public void CreateTerrainTexture(bool temporary)
{
//create a texture asset of the terrain
IMapImageGenerator terrain = RequestModuleInterface<IMapImageGenerator>();
// Cannot create a map for a nonexistant heightmap yet.
if (Heightmap == null)
return;
if (terrain == null)
{
#region Fallback default maptile generation
int tc = System.Environment.TickCount;
m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
Bitmap mapbmp = new Bitmap(256, 256);
double[,] hm = Heightmap.GetDoubles();
bool ShadowDebugContinue = true;
//Color prim = Color.FromArgb(120, 120, 120);
//Vector3 RayEnd = new Vector3(0, 0, 0);
//Vector3 RayStart = new Vector3(0, 0, 0);
//Vector3 direction = new Vector3(0, 0, -1);
//Vector3 AXOrigin = new Vector3();
//Vector3 AXdirection = new Vector3();
//Ray testRay = new Ray();
//EntityIntersection rt = new EntityIntersection();
bool terraincorruptedwarningsaid = false;
float low = 255;
float high = 0;
for (int x = 0; x < 256; x++)
{
for (int y = 0; y < 256; y++)
{
float hmval = (float)hm[x, y];
if (hmval < low)
low = hmval;
if (hmval > high)
high = hmval;
}
}
float mid = (high + low) * 0.5f;
// temporary initializer
float hfvalue = (float)m_regInfo.RegionSettings.WaterHeight;
float hfvaluecompare = hfvalue;
float hfdiff = hfvalue;
int hfdiffi = 0;
for (int x = 0; x < 256; x++)
{
//int tc = System.Environment.TickCount;
for (int y = 0; y < 256; y++)
{
//RayEnd = new Vector3(x, y, 0);
//RayStart = new Vector3(x, y, 255);
//direction = Vector3.Norm(RayEnd - RayStart);
//AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
//AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
//testRay = new Ray(AXOrigin, AXdirection);
//rt = m_innerScene.GetClosestIntersectingPrim(testRay);
//if (rt.HitTF)
//{
//mapbmp.SetPixel(x, y, prim);
//}
//else
//{
//float tmpval = (float)hm[x, y];
float heightvalue = (float)hm[x, y];
if (heightvalue > (float)m_regInfo.RegionSettings.WaterHeight)
{
// scale height value
heightvalue = low + mid * (heightvalue - low) / mid;
if (heightvalue > 255)
heightvalue = 255;
if (heightvalue < 0)
heightvalue = 0;
if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
heightvalue = 0;
try
{
Color green = Color.FromArgb((int)heightvalue, 100, (int)heightvalue);
// Y flip the cordinates
mapbmp.SetPixel(x, (256 - y) - 1, green);
//X
// .
//
// Shade the terrain for shadows
if ((x - 1 > 0) && (y - 1 > 0))
{
hfvalue = (float)hm[x, y];
hfvaluecompare = (float)hm[x - 1, y - 1];
if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue))
hfvalue = 0;
if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
hfvaluecompare = 0;
hfdiff = hfvaluecompare - hfvalue;
if (hfdiff > 0.3f)
{
}
else if (hfdiff < -0.3f)
{
// We have to desaturate and blacken the land at the same time
// we use floats, colors use bytes, so shrink are space down to
// 0-255
try
{
hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1;
if (hfdiff % 1 != 0)
{
hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
}
}
catch (System.OverflowException)
{
m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString());
ShadowDebugContinue = false;
}
if (ShadowDebugContinue)
{
if ((256 - y) - 1 > 0)
{
Color Shade = mapbmp.GetPixel(x - 1, (256 - y) - 1);
int r = Shade.R;
int g = Shade.G;
int b = Shade.B;
Shade = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0, (g - hfdiffi > 0) ? g - hfdiffi : 0, (b - hfdiffi > 0) ? b - hfdiffi : 0);
//Console.WriteLine("d:" + hfdiff.ToString() + ", i:" + hfdiffi + ", pos: " + x + "," + y + " - R:" + Shade.R.ToString() + ", G:" + Shade.G.ToString() + ", B:" + Shade.G.ToString());
mapbmp.SetPixel(x - 1, (256 - y) - 1, Shade);
}
}
}
}
}
catch (System.ArgumentException)
{
if (!terraincorruptedwarningsaid)
{
m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", RegionInfo.RegionName);
terraincorruptedwarningsaid = true;
}
Color black = Color.Black;
mapbmp.SetPixel(x, (256 - y) - 1, black);
}
}
else
{
// Y flip the cordinates
heightvalue = (float)m_regInfo.RegionSettings.WaterHeight - heightvalue;
if (heightvalue > 19)
heightvalue = 19;
if (heightvalue < 0)
heightvalue = 0;
heightvalue = 100 - (heightvalue * 100) / 19;
if (heightvalue > 255)
heightvalue = 255;
if (heightvalue < 0)
heightvalue = 0;
if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
heightvalue = 0;
try
{
Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255);
mapbmp.SetPixel(x, (256 - y) - 1, water);
}
catch (System.ArgumentException)
{
if (!terraincorruptedwarningsaid)
{
m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", RegionInfo.RegionName);
terraincorruptedwarningsaid = true;
}
Color black = Color.Black;
mapbmp.SetPixel(x, (256 - y) - 1, black);
}
}
}
//}
//tc = System.Environment.TickCount - tc;
//m_log.Info("[MAPTILE]: Completed One row in " + tc + " ms");
}
m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (System.Environment.TickCount - tc) + " ms");
bool drawPrimVolume = true;
try
{
IConfig startupConfig = m_config.Configs["Startup"];
drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", true);
}
catch
{
m_log.Warn("[MAPTILE]: Failed to load StartupConfig");
}
if (drawPrimVolume)
{
tc = System.Environment.TickCount;
m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
List<EntityBase> objs = GetEntities();
lock (objs)
{
foreach (EntityBase obj in objs)
{
// Only draw the contents of SceneObjectGroup
if (obj is SceneObjectGroup)
{
SceneObjectGroup mapdot = (SceneObjectGroup)obj;
Color mapdotspot = Color.Gray; // Default color when prim color is white
// Loop over prim in group
foreach (SceneObjectPart part in mapdot.Children.Values)
{
if (part == null)
continue;
// Draw if the object is at least 1 meter wide in any direction
if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
{
// Try to get the RGBA of the default texture entry..
//
try
{
if (part == null)
continue;
if (part.Shape == null)
continue;
if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree)
continue; // eliminates trees from this since we don't really have a good tree representation
// if you want tree blocks on the map comment the above line and uncomment the below line
//mapdotspot = Color.PaleGreen;
if (part.Shape.Textures == null)
continue;
if (part.Shape.Textures.DefaultTexture == null)
continue;
Color4 texcolor = part.Shape.Textures.DefaultTexture.RGBA;
// Not sure why some of these are null, oh well.
int colorr = 255 - (int)(texcolor.R * 255f);
int colorg = 255 - (int)(texcolor.G * 255f);
int colorb = 255 - (int)(texcolor.B * 255f);
if (!(colorr == 255 && colorg == 255 && colorb == 255))
{
//Try to set the map spot color
try
{
// If the color gets goofy somehow, skip it *shakes fist at Color4
mapdotspot = Color.FromArgb(colorr, colorg, colorb);
}
catch (ArgumentException)
{
}
}
}
catch (IndexOutOfRangeException)
{
// Windows Array
}
catch (ArgumentOutOfRangeException)
{
// Mono Array
}
Vector3 pos = part.GetWorldPosition();
// skip prim outside of retion
if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
continue;
// skip prim in non-finite position
if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) || Single.IsInfinity(pos.X)
|| Single.IsInfinity(pos.Y))
continue;
// Figure out if object is under 256m above the height of the terrain
bool isBelow256AboveTerrain = false;
try
{
isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
}
catch (Exception)
{
}
if (isBelow256AboveTerrain)
{
// Translate scale by rotation so scale is represented properly when object is rotated
Vector3 scale = part.Shape.Scale;
Quaternion rot = part.GetWorldRotation();
scale *= rot;
// negative scales don't work in this situation
scale.X = Math.Abs(scale.X);
scale.Y = Math.Abs(scale.Y);
scale.Z = Math.Abs(scale.Z);
// This scaling isn't very accurate and doesn't take into account the face rotation :P
int mapdrawstartX = (int)(pos.X - scale.X);
int mapdrawstartY = (int)(pos.Y - scale.Y);
int mapdrawendX = (int)(pos.X + scale.X);
int mapdrawendY = (int)(pos.Y + scale.Y);
// If object is beyond the edge of the map, don't draw it to avoid errors
if (mapdrawstartX < 0 || mapdrawstartX > 255 || mapdrawendX < 0 || mapdrawendX > 255
|| mapdrawstartY < 0 || mapdrawstartY > 255 || mapdrawendY < 0
|| mapdrawendY > 255)
continue;
int wy = 0;
bool breakYN = false; // If we run into an error drawing, break out of the
// loop so we don't lag to death on error handling
for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
{
for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
{
//m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
try
{
// Remember, flip the y!
mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
}
catch (ArgumentException)
{
breakYN = true;
}
if (breakYN)
break;
}
if (breakYN)
break;
}
} // Object is within 256m Z of terrain
} // object is at least a meter wide
} // loop over group children
} // entitybase is sceneobject group
} // foreach loop over entities
} // lock entities objs
m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (System.Environment.TickCount - tc) + " ms");
} // end if drawPrimOnMaptle
byte[] data;
try
{
data = OpenJPEG.EncodeFromImage(mapbmp, false);
}
catch (Exception)
{
return;
}
LazySaveGeneratedMaptile(data,temporary);
#endregion
}
else
{
// Use the module to generate the maptile.
byte[] data = terrain.WriteJpeg2000Image("defaultstripe.png");
if (data != null)
{
LazySaveGeneratedMaptile(data,temporary);
}
}
}
public void LazySaveGeneratedMaptile(byte[] data, bool temporary)
{
// Overwrites the local Asset cache with new maptile data
// Assets are single write, this causes the asset server to ignore this update,
// but the local asset cache does not
// this is on purpose! The net result of this is the region always has the most up to date
// map tile while protecting the (grid) asset database from bloat caused by a new asset each
// time a mapimage is generated!
UUID lastMapRegionUUID = m_regInfo.lastMapUUID;
int lastMapRefresh = 0;
int twoDays = 172800;
int RefreshSeconds = twoDays;
try
{
lastMapRefresh = Convert.ToInt32(m_regInfo.lastMapRefresh);
}
catch (ArgumentException)
{
}
catch (FormatException)
{
}
catch (OverflowException)
{
}
UUID TerrainImageUUID = UUID.Random();
if (lastMapRegionUUID == UUID.Zero || (lastMapRefresh + RefreshSeconds) < Util.UnixTimeSinceEpoch())
{
m_regInfo.SaveLastMapUUID(TerrainImageUUID);
m_log.Warn("[MAPTILE]: STORING MAPTILE IMAGE");
}
else
{
TerrainImageUUID = lastMapRegionUUID;
m_log.Warn("[MAPTILE]: REUSING OLD MAPTILE IMAGE ID");
}
m_regInfo.RegionSettings.TerrainImageID = TerrainImageUUID;
AssetBase asset = new AssetBase();
asset.FullID = m_regInfo.RegionSettings.TerrainImageID;
asset.Data = data;
asset.Name = "terrainImage_" + m_regInfo.RegionID.ToString() + "_" + lastMapRefresh.ToString();
asset.Description = RegionInfo.RegionName;
asset.Type = 0;
asset.Temporary = temporary;
AssetCache.AddAsset(asset);
}
#endregion
#region Load Land
public void loadAllLandObjectsFromStorage(UUID regionID)
{
m_log.Info("[SCENE]: Loading land objects from storage");
List<LandData> landData = m_storageManager.DataStore.LoadLandObjects(regionID);
if (LandChannel != null)
{
if (landData.Count == 0)
{
EventManager.TriggerNoticeNoLandDataFromStorage();
}
else
{
EventManager.TriggerIncomingLandDataFromStorage(landData);
}
}
else
{
m_log.Error("[SCENE]: Land Channel is not defined. Cannot load from storage!");
}
}
#endregion
#region Primitives Methods
/// <summary>
/// Loads the World's objects
/// </summary>
public virtual void LoadPrimsFromStorage(UUID regionID)
{
m_log.Info("[SCENE]: Loading objects from datastore");
List<SceneObjectGroup> PrimsFromDB = m_storageManager.DataStore.LoadObjects(regionID);
foreach (SceneObjectGroup group in PrimsFromDB)
{
if (group.RootPart == null)
{
m_log.ErrorFormat("[SCENE] Found a SceneObjectGroup with m_rootPart == null and {0} children",
group.Children == null ? 0 : group.Children.Count);
}
AddRestoredSceneObject(group, true, true);
SceneObjectPart rootPart = group.GetChildPart(group.UUID);
rootPart.ObjectFlags &= ~(uint)PrimFlags.Scripted;
rootPart.TrimPermissions();
group.CheckSculptAndLoad();
//rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
}
m_log.Info("[SCENE]: Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)");
}
public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
{
Vector3 pos = Vector3.Zero;
if (RayEndIsIntersection == (byte)1)
{
pos = RayEnd;
return pos;
}
if (RayTargetID != UUID.Zero)
{
SceneObjectPart target = GetSceneObjectPart(RayTargetID);
Vector3 direction = Vector3.Normalize(RayEnd - RayStart);
Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
if (target != null)
{
pos = target.AbsolutePosition;
//m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString());
// TODO: Raytrace better here
//EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
Ray NewRay = new Ray(AXOrigin, AXdirection);
// Ray Trace against target here
EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
// Un-comment out the following line to Get Raytrace results printed to the console.
// m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
float ScaleOffset = 0.5f;
// If we hit something
if (ei.HitTF)
{
Vector3 scaleComponent = new Vector3(ei.AAfaceNormal.X, ei.AAfaceNormal.Y, ei.AAfaceNormal.Z);
if (scaleComponent.X != 0) ScaleOffset = scale.X;
if (scaleComponent.Y != 0) ScaleOffset = scale.Y;
if (scaleComponent.Z != 0) ScaleOffset = scale.Z;
ScaleOffset = Math.Abs(ScaleOffset);
Vector3 intersectionpoint = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
Vector3 normal = new Vector3(ei.normal.X, ei.normal.Y, ei.normal.Z);
// Set the position to the intersection point
Vector3 offset = (normal * (ScaleOffset / 2f));
pos = (intersectionpoint + offset);
// Un-offset the prim (it gets offset later by the consumer method)
pos.Z -= 0.25F;
}
return pos;
}
else
{
// We don't have a target here, so we're going to raytrace all the objects in the scene.
EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
// Un-comment the following line to print the raytrace results to the console.
//m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
if (ei.HitTF)
{
pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
} else
{
// fall back to our stupid functionality
pos = RayEnd;
}
return pos;
}
}
else
{
// fall back to our stupid functionality
pos = RayEnd;
return pos;
}
}
public virtual void AddNewPrim(UUID ownerID, Vector3 RayEnd, Quaternion rot, PrimitiveBaseShape shape,
byte bypassRaycast, Vector3 RayStart, UUID RayTargetID,
byte RayEndIsIntersection)
{
Vector3 pos = GetNewRezLocation(RayStart, RayEnd, RayTargetID, rot, bypassRaycast, RayEndIsIntersection, true, new Vector3(0.5f, 0.5f, 0.5f), false);
if (ExternalChecks.ExternalChecksCanRezObject(1, ownerID, pos))
{
// rez ON the ground, not IN the ground
pos.Z += 0.25F;
AddNewPrim(ownerID, pos, rot, shape);
}
}
public virtual SceneObjectGroup AddNewPrim(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
{
//m_log.DebugFormat(
// "[SCENE]: Scene.AddNewPrim() called for agent {0} in {1}", ownerID, RegionInfo.RegionName);
SceneObjectGroup sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape);
SceneObjectPart rootPart = sceneObject.GetChildPart(sceneObject.UUID);
// if grass or tree, make phantom
//rootPart.TrimPermissions();
if ((rootPart.Shape.PCode == (byte)PCode.Grass)
|| (rootPart.Shape.PCode == (byte)PCode.Tree) || (rootPart.Shape.PCode == (byte)PCode.NewTree))
{
rootPart.AddFlag(PrimFlags.Phantom);
//rootPart.ObjectFlags += (uint)PrimFlags.Phantom;
if (rootPart.Shape.PCode != (byte)PCode.Grass)
AdaptTree(ref shape);
}
AddNewSceneObject(sceneObject, true);
return sceneObject;
}
void AdaptTree(ref PrimitiveBaseShape tree)
{
// Tree size has to be adapted depending on its type
switch ((Tree)tree.State)
{
case Tree.Cypress1:
case Tree.Cypress2:
tree.Scale = new Vector3(4, 4, 10);
break;
// case... other tree types
// tree.Scale = new Vector3(?, ?, ?);
// break;
default:
tree.Scale = new Vector3(4, 4, 4);
break;
}
}
public SceneObjectGroup AddTree(UUID uuid, Vector3 scale, Quaternion rotation, Vector3 position,
Tree treeType, bool newTree)
{
PrimitiveBaseShape treeShape = new PrimitiveBaseShape();
treeShape.PathCurve = 16;
treeShape.PathEnd = 49900;
treeShape.PCode = newTree ? (byte)PCode.NewTree : (byte)PCode.Tree;
treeShape.Scale = scale;
treeShape.State = (byte)treeType;
return AddNewPrim(uuid, position, rotation, treeShape);
}
/// <summary>
/// Add an object into the scene that has come from storage
/// </summary>
/// <param name="sceneObject"></param>
/// <param name="attachToBackup">
/// If true, changes to the object will be reflected in its persisted data
/// If false, the persisted data will not be changed even if the object in the scene is changed
/// </param>
/// <param name="alreadyPersisted">
/// If true, we won't persist this object until it changes
/// If false, we'll persist this object immediately
/// </param>
/// <returns>
/// true if the object was added, false if an object with the same uuid was already in the scene
/// </returns>
public bool AddRestoredSceneObject(
SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
{
return m_innerScene.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted);
}
/// <summary>
/// Add a newly created object to the scene
/// </summary>
/// <param name="sceneObject"></param>
/// <param name="attachToBackup">
/// If true, the object is made persistent into the scene.
/// If false, the object will not persist over server restarts
/// </param>
public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
{
return m_innerScene.AddNewSceneObject(sceneObject, attachToBackup);
}
/// <summary>
/// Delete every object from the scene
/// </summary>
public void DeleteAllSceneObjects()
{
lock (Entities)
{
ICollection<EntityBase> entities = new List<EntityBase>(Entities.Values);
foreach (EntityBase e in entities)
{
if (e is SceneObjectGroup)
DeleteSceneObject((SceneObjectGroup)e, false);
}
}
}
/// <summary>
/// Delete the given object from the scene.
/// </summary>
/// <param name="group"></param>
public void DeleteSceneObject(SceneObjectGroup group, bool silent)
{
//SceneObjectPart rootPart = group.GetChildPart(group.UUID);
// Serialise calls to RemoveScriptInstances to avoid
// deadlocking on m_parts inside SceneObjectGroup
lock (m_deleting_scene_object)
{
group.RemoveScriptInstances();
}
foreach (SceneObjectPart part in group.Children.Values)
{
if (part.PhysActor != null)
{
PhysicsScene.RemovePrim(part.PhysActor);
part.PhysActor = null;
}
}
// if (rootPart.PhysActor != null)
// {
// PhysicsScene.RemovePrim(rootPart.PhysActor);
// rootPart.PhysActor = null;
// }
if (UnlinkSceneObject(group.UUID, false))
{
EventManager.TriggerObjectBeingRemovedFromScene(group);
EventManager.TriggerParcelPrimCountTainted();
}
group.DeleteGroup(silent);
}
/// <summary>
/// Unlink the given object from the scene. Unlike delete, this just removes the record of the object - the
/// object itself is not destroyed.
/// </summary>
/// <param name="uuid"></param>
/// <returns>true if the object was in the scene, false if it was not</returns>
public bool UnlinkSceneObject(UUID uuid, bool resultOfLinkingObjects)
{
if (m_innerScene.DeleteSceneObject(uuid, resultOfLinkingObjects))
{
if (!resultOfLinkingObjects)
m_storageManager.DataStore.RemoveObject(uuid,
m_regInfo.RegionID);
return true;
}
return false;
}
public void LoadPrimsFromXml(string fileName, bool newIdsFlag, Vector3 loadOffset)
{
m_log.InfoFormat("[SCENE]: Loading prims in xml format to region {0} from {1}", RegionInfo.RegionName, fileName);
m_serialiser.LoadPrimsFromXml(this, fileName, newIdsFlag, loadOffset);
}
public void SavePrimsToXml(string fileName)
{
m_log.InfoFormat("[SCENE]: Saving prims in xml format for region {0} to {1}", RegionInfo.RegionName, fileName);
m_serialiser.SavePrimsToXml(this, fileName);
}
public void LoadPrimsFromXml2(string fileName)
{
m_log.InfoFormat("[SCENE]: Loading prims in xml2 format to region {0} from {1}", RegionInfo.RegionName, fileName);
m_serialiser.LoadPrimsFromXml2(this, fileName);
}
public void LoadPrimsFromXml2(TextReader reader, bool startScripts)
{
m_log.InfoFormat("[SCENE]: Loading prims in xml2 format to region {0} from stream", RegionInfo.RegionName);
m_serialiser.LoadPrimsFromXml2(this, reader, startScripts);
}
public void SavePrimsToXml2(string fileName)
{
m_log.InfoFormat("[SCENE]: Saving prims in xml2 format for region {0} to {1}", RegionInfo.RegionName, fileName);
m_serialiser.SavePrimsToXml2(this, fileName);
}
public void SavePrimsToXml2(TextWriter stream, Vector3 min, Vector3 max)
{
m_log.InfoFormat("[SCENE]: Saving prims in xml2 format for region {0} to stream", RegionInfo.RegionName);
m_serialiser.SavePrimsToXml2(this, stream, min, max);
}
public void SaveNamedPrimsToXml2(string primName, string fileName)
{
m_log.InfoFormat(
"[SCENE]: Saving prims with name {0} in xml2 format for region {1} to {2}", primName, RegionInfo.RegionName, fileName);
List<EntityBase> entityList = GetEntities();
List<EntityBase> primList = new List<EntityBase>();
foreach (EntityBase ent in entityList)
{
if (ent is SceneObjectGroup)
{
if (ent.Name == primName)
{
primList.Add(ent);
}
}
}
m_serialiser.SavePrimListToXml2(primList, fileName);
}
/// <summary>
/// Load a prim archive into the scene. This loads both prims and their assets.
/// </summary>
/// <param name="filePath"></param>
public void LoadPrimsFromArchive(string filePath)
{
m_log.InfoFormat("[SCENE]: Loading archive to region {0} from {1}", RegionInfo.RegionName, filePath);
m_archiver.DearchiveRegion(filePath);
}
/// <summary>
/// Save the prims in the scene to an archive. This saves both prims and their assets.
/// </summary>
/// <param name="filePath"></param>
public void SavePrimsToArchive(string filePath)
{
m_log.InfoFormat("[SCENE]: Writing archive for region {0} to {1}", RegionInfo.RegionName, filePath);
m_archiver.ArchiveRegion(filePath);
}
/// <summary>
/// Move the given scene object into a new region depending on which region its absolute position has moved
/// into.
///
/// This method locates the new region handle and offsets the prim position for the new region
/// </summary>
/// <param name="attemptedPosition">the attempted out of region position of the scene object</param>
/// <param name="grp">the scene object that we're crossing</param>
public void CrossPrimGroupIntoNewRegion(Vector3 attemptedPosition, SceneObjectGroup grp, bool silent)
{
if (grp == null)
return;
if (grp.RootPart == null)
return;
if (grp.RootPart.DIE_AT_EDGE)
{
// We remove the object here
try
{
DeleteSceneObject(grp, false);
}
catch (Exception)
{
m_log.Warn("[DATABASE]: exception when trying to remove the prim that crossed the border.");
}
return;
}
int thisx = (int)RegionInfo.RegionLocX;
int thisy = (int)RegionInfo.RegionLocY;
ulong newRegionHandle = 0;
Vector3 pos = attemptedPosition;
if (attemptedPosition.X > Constants.RegionSize + 0.1f)
{
pos.X = ((pos.X - Constants.RegionSize));
newRegionHandle
= Util.UIntsToLong((uint)((thisx + 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize));
// x + 1
}
else if (attemptedPosition.X < -0.1f)
{
pos.X = ((pos.X + Constants.RegionSize));
newRegionHandle
= Util.UIntsToLong((uint)((thisx - 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize));
// x - 1
}
if (attemptedPosition.Y > Constants.RegionSize + 0.1f)
{
pos.Y = ((pos.Y - Constants.RegionSize));
newRegionHandle
= Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy + 1) * Constants.RegionSize));
// y + 1
}
else if (attemptedPosition.Y < -0.1f)
{
pos.Y = ((pos.Y + Constants.RegionSize));
newRegionHandle
= Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy - 1) * Constants.RegionSize));
// y - 1
}
// Offset the positions for the new region across the border
Vector3 oldGroupPosition = grp.RootPart.GroupPosition;
grp.OffsetForNewRegion(pos);
// If we fail to cross the border, then reset the position of the scene object on that border.
if (!CrossPrimGroupIntoNewRegion(newRegionHandle, grp, silent))
{
grp.OffsetForNewRegion(oldGroupPosition);
}
}
/// <summary>
/// Move the given scene object into a new region
/// </summary>
/// <param name="newRegionHandle"></param>
/// <param name="grp">Scene Object Group that we're crossing</param>
/// <returns>
/// true if the crossing itself was successful, false on failure
/// FIMXE: we still return true if the crossing object was not successfully deleted from the originating region
/// </returns>
public bool CrossPrimGroupIntoNewRegion(ulong newRegionHandle, SceneObjectGroup grp, bool silent)
{
bool successYN = false;
grp.RootPart.UpdateFlag = 0;
int primcrossingXMLmethod = 0;
if (newRegionHandle != 0)
{
successYN
= m_sceneGridService.PrimCrossToNeighboringRegion(
newRegionHandle, grp.UUID, m_serialiser.SaveGroupToXml2(grp), primcrossingXMLmethod);
if (successYN)
{
// We remove the object here
try
{
DeleteSceneObject(grp, silent);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[INTERREGION]: Exception deleting the old object left behind on a border crossing for {0}, {1}",
grp, e);
}
}
else
{
if (grp.RootPart != null)
{
if (grp.RootPart.PhysActor != null)
{
grp.RootPart.PhysActor.CrossingFailure();
}
}
m_log.ErrorFormat("[INTERREGION]: Prim crossing failed for {0}", grp);
}
}
else
{
m_log.Error("[INTERREGION]: region handle was unexpectedly 0 in Scene.CrossPrimGroupIntoNewRegion()");
}
return successYN;
}
/// <summary>
/// Handle a scene object that is crossing into this region from another.
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="primID"></param>
/// <param name="objXMLData"></param>
/// <param name="XMLMethod"></param>
/// <returns></returns>
public bool IncomingInterRegionPrimGroup(ulong regionHandle, UUID primID, string objXMLData, int XMLMethod)
{
m_log.Warn("[INTERREGION]: A new prim arrived from a neighbor");
if (XMLMethod == 0)
{
SceneObjectGroup sceneObject = m_serialiser.DeserializeGroupFromXml2(objXMLData);
AddRestoredSceneObject(sceneObject, true, false);
SceneObjectPart RootPrim = GetSceneObjectPart(primID);
if (RootPrim != null)
{
if (m_regInfo.EstateSettings.IsBanned(RootPrim.OwnerID))
{
SceneObjectGroup grp = RootPrim.ParentGroup;
if (grp != null)
{
DeleteSceneObject(grp, false);
}
m_log.Info("[INTERREGION]: Denied prim crossing for banned avatar");
return false;
}
if (RootPrim.Shape.PCode == (byte)PCode.Prim)
{
SceneObjectGroup grp = RootPrim.ParentGroup;
if (grp != null)
{
if (RootPrim.Shape.State != 0)
{
// Never persist
m_log.DebugFormat("[ATTACHMENT]: Received attachment {0}, inworld asset id {1}", grp.RootPart.LastOwnerID.ToString(), grp.UUID.ToString());
grp.DetachFromBackup();
// Attachment
ScenePresence sp = GetScenePresence(grp.OwnerID);
if (sp != null)
{
// hack assetID until we get assetID into the XML format.
// LastOwnerID is used for group deeding, so when you do stuff
// with the deeded object, it goes back to them
grp.SetFromAssetID(grp.RootPart.LastOwnerID);
m_log.DebugFormat("[ATTACHMENT]: Attach to avatar {0}", sp.UUID.ToString());
AttachObject(sp.ControllingClient, grp.LocalId, (uint)0, grp.GroupRotation, grp.AbsolutePosition, false);
}
else
{
// Remove, then add, to ensure the expire
// time is refreshed. Wouldn't do to
// have it poof before the avatar gets
// there.
//
RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
}
}
}
}
}
return true;
}
else
{
return false;
}
}
#endregion
#region Add/Remove Avatar Methods
public override void AddNewClient(IClientAPI client, bool child)
{
SubscribeToClientEvents(client);
ScenePresence presence;
if (m_restorePresences.ContainsKey(client.AgentId))
{
m_log.DebugFormat("[SCENE]: Restoring agent {0} {1} in {2}", client.Name, client.AgentId, RegionInfo.RegionName);
presence = m_restorePresences[client.AgentId];
m_restorePresences.Remove(client.AgentId);
// This is one of two paths to create avatars that are
// used. This tends to get called more in standalone
// than grid, not really sure why, but as such needs
// an explicity appearance lookup here.
AvatarAppearance appearance = null;
GetAvatarAppearance(client, out appearance);
presence.Appearance = appearance;
presence.initializeScenePresence(client, RegionInfo, this);
m_innerScene.AddScenePresence(presence);
lock (m_restorePresences)
{
Monitor.PulseAll(m_restorePresences);
}
}
else
{
m_log.DebugFormat(
"[SCENE]: Adding new {0} agent {1} {2} in {3}",
(child ? "child" : "root"), client.Name, client.AgentId, RegionInfo.RegionName);
CommsManager.UserProfileCacheService.AddNewUser(client.AgentId);
CreateAndAddScenePresence(client, child);
}
m_LastLogin = System.Environment.TickCount;
EventManager.TriggerOnNewClient(client);
}
protected virtual void SubscribeToClientEvents(IClientAPI client)
{
client.OnRegionHandShakeReply += SendLayerData;
client.OnAddPrim += AddNewPrim;
client.OnUpdatePrimGroupPosition += m_innerScene.UpdatePrimPosition;
client.OnUpdatePrimSinglePosition += m_innerScene.UpdatePrimSinglePosition;
client.OnUpdatePrimGroupRotation += m_innerScene.UpdatePrimRotation;
client.OnUpdatePrimGroupMouseRotation += m_innerScene.UpdatePrimRotation;
client.OnUpdatePrimSingleRotation += m_innerScene.UpdatePrimSingleRotation;
client.OnUpdatePrimScale += m_innerScene.UpdatePrimScale;
client.OnUpdatePrimGroupScale += m_innerScene.UpdatePrimGroupScale;
client.OnUpdateExtraParams += m_innerScene.UpdateExtraParam;
client.OnUpdatePrimShape += m_innerScene.UpdatePrimShape;
//client.OnRequestMapBlocks += RequestMapBlocks; // handled in a module now.
client.OnUpdatePrimTexture += m_innerScene.UpdatePrimTexture;
client.OnTeleportLocationRequest += RequestTeleportLocation;
client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
client.OnObjectSelect += SelectPrim;
client.OnObjectDeselect += DeselectPrim;
client.OnGrabUpdate += m_innerScene.MoveObject;
client.OnDeRezObject += DeRezObject;
client.OnRezObject += RezObject;
client.OnRezSingleAttachmentFromInv += RezSingleAttachment;
client.OnDetachAttachmentIntoInv += DetachSingleAttachmentToInv;
client.OnObjectAttach += m_innerScene.AttachObject;
client.OnObjectDetach += m_innerScene.DetachObject;
client.OnObjectDrop += m_innerScene.DropObject;
client.OnNameFromUUIDRequest += CommsManager.HandleUUIDNameRequest;
client.OnObjectDescription += m_innerScene.PrimDescription;
client.OnObjectName += m_innerScene.PrimName;
client.OnObjectClickAction += m_innerScene.PrimClickAction;
client.OnObjectMaterial += m_innerScene.PrimMaterial;
client.OnLinkObjects += m_innerScene.LinkObjects;
client.OnDelinkObjects += m_innerScene.DelinkObjects;
client.OnObjectDuplicate += m_innerScene.DuplicateObject;
client.OnObjectDuplicateOnRay += doObjectDuplicateOnRay;
client.OnUpdatePrimFlags += m_innerScene.UpdatePrimFlags;
client.OnRequestObjectPropertiesFamily += m_innerScene.RequestObjectPropertiesFamily;
client.OnRequestGodlikePowers += handleRequestGodlikePowers;
client.OnGodKickUser += HandleGodlikeKickUser;
client.OnObjectPermissions += HandleObjectPermissionsUpdate;
client.OnCreateNewInventoryItem += CreateNewInventoryItem;
client.OnCreateNewInventoryFolder += CommsManager.UserProfileCacheService.HandleCreateInventoryFolder;
client.OnUpdateInventoryFolder += CommsManager.UserProfileCacheService.HandleUpdateInventoryFolder;
client.OnMoveInventoryFolder += CommsManager.UserProfileCacheService.HandleMoveInventoryFolder;
client.OnFetchInventoryDescendents += CommsManager.UserProfileCacheService.HandleFetchInventoryDescendents;
client.OnPurgeInventoryDescendents += CommsManager.UserProfileCacheService.HandlePurgeInventoryDescendents;
client.OnFetchInventory += CommsManager.UserProfileCacheService.HandleFetchInventory;
client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
client.OnCopyInventoryItem += CopyInventoryItem;
client.OnMoveInventoryItem += MoveInventoryItem;
client.OnRemoveInventoryItem += RemoveInventoryItem;
client.OnRemoveInventoryFolder += RemoveInventoryFolder;
client.OnRezScript += RezScript;
client.OnRequestTaskInventory += RequestTaskInventory;
client.OnRemoveTaskItem += RemoveTaskInventory;
client.OnUpdateTaskInventory += UpdateTaskInventory;
client.OnMoveTaskItem += ClientMoveTaskInventoryItem;
client.OnGrabObject += ProcessObjectGrab;
client.OnDeGrabObject += ProcessObjectDeGrab;
client.OnMoneyTransferRequest += ProcessMoneyTransferRequest;
client.OnParcelBuy += ProcessParcelBuy;
client.OnAvatarPickerRequest += ProcessAvatarPickerRequest;
client.OnObjectIncludeInSearch += m_innerScene.MakeObjectSearchable;
client.OnTeleportHomeRequest += TeleportClientHome;
client.OnSetStartLocationRequest += SetHomeRezPoint;
client.OnUndo += m_innerScene.HandleUndo;
client.OnObjectGroupRequest += m_innerScene.HandleObjectGroupUpdate;
client.OnParcelReturnObjectsRequest += LandChannel.ReturnObjectsInParcel;
client.OnParcelSetOtherCleanTime += LandChannel.SetParcelOtherCleanTime;
client.OnObjectSaleInfo += ObjectSaleInfo;
client.OnScriptReset += ProcessScriptReset;
client.OnGetScriptRunning += GetScriptRunning;
client.OnSetScriptRunning += SetScriptRunning;
client.OnRegionHandleRequest += RegionHandleRequest;
client.OnUnackedTerrain += TerrainUnAcked;
//Gesture
client.OnActivateGesture += ActivateGesture;
client.OnDeactivateGesture += DeactivateGesture;
client.OnObjectOwner += ObjectOwner;
// EventManager.TriggerOnNewClient(client);
}
// Gesture
public virtual void ActivateGesture(IClientAPI client, UUID assetId, UUID gestureId)
{
// UserProfileCacheService User = CommsManager.SecureInventoryService.UpdateItem(gestureid, agentID);
CachedUserInfo userInfo = CommsManager.UserProfileCacheService.GetUserDetails(client.AgentId);
if (userInfo != null)
{
InventoryItemBase item = userInfo.RootFolder.FindItem(gestureId);
if (item != null)
{
item.Flags = 1;
userInfo.UpdateItem(item);
}
else m_log.Error("Unable to find gesture");
}
else m_log.Error("Gesture : Unable to find user ");
m_log.DebugFormat("Asset : {0} gesture :{1}", gestureId.ToString(), assetId.ToString());
}
public virtual void DeactivateGesture(IClientAPI client, UUID gestureId)
{
// UserProfileCacheService User = CommsManager.SecureInventoryService.UpdateItem(gestureid, agentID);
CachedUserInfo userInfo = CommsManager.UserProfileCacheService.GetUserDetails(client.AgentId);
if (userInfo != null)
{
InventoryItemBase item = userInfo.RootFolder.FindItem(gestureId);
if (item != null)
{
item.Flags = 0;
userInfo.UpdateItem(item);
}
else m_log.Error("Unable to find gesture");
}
else m_log.Error("Gesture : Unable to find user ");
m_log.DebugFormat("gesture : {0} ", gestureId.ToString());
}
/// <summary>
/// Teleport an avatar to their home region
/// </summary>
/// <param name="agentId"></param>
/// <param name="client"></param>
public virtual void TeleportClientHome(UUID agentId, IClientAPI client)
{
UserProfileData UserProfile = CommsManager.UserService.GetUserProfile(agentId);
if (UserProfile != null)
{
RegionInfo regionInfo = CommsManager.GridService.RequestNeighbourInfo(UserProfile.HomeRegionID);
if (regionInfo == null)
{
regionInfo = CommsManager.GridService.RequestNeighbourInfo(UserProfile.HomeRegion);
UserProfile.HomeRegionID = regionInfo.RegionID;
CommsManager.UserService.UpdateUserProfile(UserProfile);
}
if (regionInfo == null)
{
// can't find the Home region: Tell viewer and abort
client.SendTeleportFailed("Your home-region could not be found.");
return;
}
RequestTeleportLocation(
client, regionInfo.RegionHandle, UserProfile.HomeLocation, UserProfile.HomeLookAt,
(uint)(TPFlags.SetLastToTarget | TPFlags.ViaHome));
}
}
public void doObjectDuplicateOnRay(uint localID, uint dupeFlags, UUID AgentID, UUID GroupID,
UUID RayTargetObj, Vector3 RayEnd, Vector3 RayStart,
bool BypassRaycast, bool RayEndIsIntersection, bool CopyCenters, bool CopyRotates)
{
Vector3 pos;
const bool frontFacesOnly = true;
//m_log.Info("HITTARGET: " + RayTargetObj.ToString() + ", COPYTARGET: " + localID.ToString());
SceneObjectPart target = GetSceneObjectPart(localID);
SceneObjectPart target2 = GetSceneObjectPart(RayTargetObj);
if (target != null && target2 != null)
{
Vector3 direction = Vector3.Normalize(RayEnd - RayStart);
Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
if (target2.ParentGroup != null)
{
pos = target2.AbsolutePosition;
//m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString());
// TODO: Raytrace better here
//EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
Ray NewRay = new Ray(AXOrigin, AXdirection);
// Ray Trace against target here
EntityIntersection ei = target2.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, CopyCenters);
// Un-comment out the following line to Get Raytrace results printed to the console.
//m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
float ScaleOffset = 0.5f;
// If we hit something
if (ei.HitTF)
{
Vector3 scale = target.Scale;
Vector3 scaleComponent = new Vector3(ei.AAfaceNormal.X, ei.AAfaceNormal.Y, ei.AAfaceNormal.Z);
if (scaleComponent.X != 0) ScaleOffset = scale.X;
if (scaleComponent.Y != 0) ScaleOffset = scale.Y;
if (scaleComponent.Z != 0) ScaleOffset = scale.Z;
ScaleOffset = Math.Abs(ScaleOffset);
Vector3 intersectionpoint = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
Vector3 normal = new Vector3(ei.normal.X, ei.normal.Y, ei.normal.Z);
Vector3 offset = normal * (ScaleOffset / 2f);
pos = intersectionpoint + offset;
// stick in offset format from the original prim
pos = pos - target.ParentGroup.AbsolutePosition;
if (CopyRotates)
{
Quaternion worldRot = target2.GetWorldRotation();
// SceneObjectGroup obj = m_innerScene.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
m_innerScene.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
//obj.Rotation = worldRot;
//obj.UpdateGroupRotation(worldRot);
}
else
{
m_innerScene.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID);
}
}
return;
}
return;
}
}
public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
{
UserProfileData UserProfile = CommsManager.UserService.GetUserProfile(remoteClient.AgentId);
if (UserProfile != null)
{
// I know I'm ignoring the regionHandle provided by the teleport location request.
// reusing the TeleportLocationRequest delegate, so regionHandle isn't valid
UserProfile.HomeRegionID = RegionInfo.RegionID;
// TODO: The next line can be removed, as soon as only homeRegionID based UserServers are around.
// TODO: The HomeRegion property can be removed then, too
UserProfile.HomeRegion = RegionInfo.RegionHandle;
UserProfile.HomeLocation = position;
UserProfile.HomeLookAt = lookAt;
CommsManager.UserService.UpdateUserProfile(UserProfile);
// FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
remoteClient.SendAgentAlertMessage("Home position set.",false);
}
else
{
remoteClient.SendAgentAlertMessage("Set Home request Failed",false);
}
}
/// <summary>
/// Create a scene presence and add it to this scene.
/// </summary>
/// <param name="client"></param>
/// <param name="child"></param>
/// <returns></returns>
protected virtual ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child)
{
AvatarAppearance appearance = null;
GetAvatarAppearance(client, out appearance);
ScenePresence avatar = m_innerScene.CreateAndAddScenePresence(client, child, appearance);
return avatar;
}
/// <summary>
/// Get the avatar apperance for the given client.
/// </summary>
/// <param name="client"></param>
/// <param name="appearance"></param>
public void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance)
{
appearance = new AvatarAppearance();
try
{
if (m_AvatarFactory != null)
{
if (m_AvatarFactory.TryGetAvatarAppearance(client.AgentId, out appearance))
return;
}
}
catch (Exception e)
{
m_log.ErrorFormat("[APPEARANCE]: Problem fetching appearance for avatar {0}, {1}",
client.Name, e);
}
m_log.Warn("[APPEARANCE]: Appearance not found, returning default");
}
/// <summary>
/// Remove the given client from the scene.
/// </summary>
/// <param name="agentID"></param>
public override void RemoveClient(UUID agentID)
{
bool childagentYN = false;
ScenePresence avatar = GetScenePresence(agentID);
if (avatar != null)
{
childagentYN = avatar.IsChildAgent;
}
try
{
m_log.DebugFormat(
"[SCENE]: Removing {0} agent {1} from region {2}",
(childagentYN ? "child" : "root"), agentID, RegionInfo.RegionName);
if (avatar.IsChildAgent)
{
m_innerScene.removeUserCount(false);
}
else
{
m_innerScene.removeUserCount(true);
m_sceneGridService.LogOffUser(agentID, RegionInfo.RegionID, RegionInfo.RegionHandle, avatar.AbsolutePosition, avatar.Lookat);
List<ulong> childknownRegions = new List<ulong>();
List<ulong> ckn = avatar.GetKnownRegionList();
for (int i = 0; i < ckn.Count; i++)
{
childknownRegions.Add(ckn[i]);
}
m_sceneGridService.SendCloseChildAgentConnections(agentID, childknownRegions);
RemoveCapsHandler(agentID);
CommsManager.UserProfileCacheService.RemoveUser(agentID);
}
m_eventManager.TriggerClientClosed(agentID);
}
catch (NullReferenceException)
{
// We don't know which count to remove it from
// Avatar is already disposed :/
}
m_eventManager.TriggerOnRemovePresence(agentID);
Broadcast(delegate(IClientAPI client)
{
try
{
client.SendKillObject(avatar.RegionHandle, avatar.LocalId);
}
catch (NullReferenceException)
{
//We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway.
}
});
ForEachScenePresence(
delegate(ScenePresence presence) { presence.CoarseLocationChange(); });
IAgentAssetTransactions agentTransactions = this.RequestModuleInterface<IAgentAssetTransactions>();
if (agentTransactions != null)
{
agentTransactions.RemoveAgentAssetTransactions(agentID);
}
m_innerScene.RemoveScenePresence(agentID);
try
{
avatar.Close();
}
catch (NullReferenceException)
{
//We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway.
}
catch (Exception e)
{
m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
}
// Remove client agent from profile, so new logins will work
if (!childagentYN)
{
m_sceneGridService.ClearUserAgent(agentID);
}
//m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
//m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
}
public void HandleRemoveKnownRegionsFromAvatar(UUID avatarID, List<ulong> regionslst)
{
ScenePresence av = GetScenePresence(avatarID);
if (av != null)
{
lock (av)
{
for (int i = 0; i < regionslst.Count; i++)
{
av.KnownChildRegions.Remove(regionslst[i]);
}
}
}
}
public override void CloseAllAgents(uint circuitcode)
{
// Called by ClientView to kill all circuit codes
ClientManager.CloseAllAgents(circuitcode);
}
public void NotifyMyCoarseLocationChange()
{
ForEachScenePresence(delegate(ScenePresence presence) { presence.CoarseLocationChange(); });
}
#endregion
#region Entities
public void SendKillObject(uint localID)
{
SceneObjectPart part = GetSceneObjectPart(localID);
if (part != null) // It is a prim
{
if (part.ParentGroup != null && part.ParentGroup.RootPart != null) // Valid
{
if (part.ParentGroup.RootPart != part) // Child part
return;
}
}
Broadcast(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); });
}
#endregion
#region RegionComms
/// <summary>
/// Register the methods that should be invoked when this scene receives various incoming events
/// </summary>
public void RegisterCommsEvents()
{
m_sceneGridService.OnExpectUser += NewUserConnection;
m_sceneGridService.OnAvatarCrossingIntoRegion += AgentCrossing;
m_sceneGridService.OnCloseAgentConnection += CloseConnection;
m_sceneGridService.OnRegionUp += OtherRegionUp;
m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
m_sceneGridService.OnExpectPrim += IncomingInterRegionPrimGroup;
m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar;
m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid;
m_sceneGridService.KiPrimitive += SendKillObject;
m_sceneGridService.OnGetLandData += GetLandData;
}
/// <summary>
///
/// </summary>
public void UnRegisterRegionWithComms()
{
m_sceneGridService.KiPrimitive -= SendKillObject;
m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid;
m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar;
m_sceneGridService.OnExpectPrim -= IncomingInterRegionPrimGroup;
m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
m_sceneGridService.OnRegionUp -= OtherRegionUp;
m_sceneGridService.OnExpectUser -= NewUserConnection;
m_sceneGridService.OnAvatarCrossingIntoRegion -= AgentCrossing;
m_sceneGridService.OnCloseAgentConnection -= CloseConnection;
m_sceneGridService.OnGetLandData -= GetLandData;
m_sceneGridService.Close();
}
/// <summary>
/// Do the work necessary to initiate a new user connection for a particular scene.
/// At the moment, this consists of setting up the caps infrastructure
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="agent"></param>
public void NewUserConnection(ulong regionHandle, AgentCircuitData agent)
{
if (regionHandle == m_regInfo.RegionHandle)
{
if (m_regInfo.EstateSettings.IsBanned(agent.AgentID))
{
m_log.WarnFormat(
"[CONNECTION DEBUGGING]: Denied access to: {0} [{1}] at {2} because the user is on the region banlist",
agent.AgentID, regionHandle, RegionInfo.RegionName);
}
capsPaths[agent.AgentID] = agent.CapsPath;
if (!agent.child)
{
AddCapsHandler(agent.AgentID);
// Honor parcel landing type and position.
ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
if (land != null)
{
if (land.landData.LandingType == (byte)1 && land.landData.UserLocation != Vector3.Zero)
{
agent.startpos = land.landData.UserLocation;
}
}
}
m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
// rewrite session_id
CachedUserInfo userinfo = CommsManager.UserProfileCacheService.GetUserDetails(agent.AgentID);
if (userinfo != null)
{
userinfo.SessionID = agent.SessionID;
}
else
{
m_log.WarnFormat("[USERINFO CACHE]: We couldn't find a User Info record for {0}. This is usually an indication that the UUID we're looking up is invalid", agent.AgentID);
}
}
else
{
m_log.WarnFormat(
"[CONNECTION DEBUGGING]: Skipping this region for welcoming avatar {0} [{1}] at {2}",
agent.AgentID, regionHandle, RegionInfo.RegionName);
}
}
public void UpdateCircuitData(AgentCircuitData data)
{
m_authenticateHandler.UpdateAgentData(data);
}
public bool ChangeCircuitCode(uint oldcc, uint newcc)
{
return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc);
}
protected void HandleLogOffUserFromGrid(ulong regionHandle, UUID AvatarID, UUID RegionSecret, string message)
{
if (RegionInfo.RegionHandle == regionHandle)
{
ScenePresence loggingOffUser = null;
loggingOffUser = GetScenePresence(AvatarID);
if (loggingOffUser != null)
{
if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId)
{
loggingOffUser.ControllingClient.Kick(message);
// Give them a second to receive the message!
System.Threading.Thread.Sleep(1000);
loggingOffUser.ControllingClient.Close(true);
}
else
{
m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate");
}
}
else
{
m_log.InfoFormat("[USERLOGOFF]: Got a logoff request for {0} but the user isn't here. The user might already have been logged out", AvatarID.ToString());
}
}
}
/// <summary>
/// Add a caps handler for the given agent. If the CAPS handler already exists for this agent,
/// then it is replaced by a new CAPS handler.
///
/// FIXME: On login this is called twice, once for the login and once when the connection is made.
/// This is somewhat innefficient and should be fixed. The initial login creation is necessary
/// since the client asks for capabilities immediately after being informed of the seed.
/// </summary>
/// <param name="agentId"></param>
/// <param name="capsObjectPath"></param>
public void AddCapsHandler(UUID agentId)
{
if (RegionInfo.EstateSettings.IsBanned(agentId))
return;
String capsObjectPath = GetCapsPath(agentId);
m_log.DebugFormat(
"[CAPS]: Setting up CAPS handler for root agent {0} in {1}",
agentId, RegionInfo.RegionName);
Caps cap =
new Caps(AssetCache, m_httpListener, m_regInfo.ExternalHostName, m_httpListener.Port,
capsObjectPath, agentId, m_dumpAssetsToFile, RegionInfo.RegionName);
cap.RegisterHandlers();
EventManager.TriggerOnRegisterCaps(agentId, cap);
cap.AddNewInventoryItem = AddUploadedInventoryItem;
cap.ItemUpdatedCall = CapsUpdateInventoryItemAsset;
cap.TaskScriptUpdatedCall = CapsUpdateTaskInventoryScriptAsset;
cap.CAPSFetchInventoryDescendents = CommsManager.UserProfileCacheService.HandleFetchInventoryDescendentsCAPS;
cap.GetClient = m_innerScene.GetControllingClient;
m_capsHandlers[agentId] = cap;
}
public Caps GetCapsHandlerForUser(UUID agentId)
{
lock (m_capsHandlers)
{
if (m_capsHandlers.ContainsKey(agentId))
{
return m_capsHandlers[agentId];
}
}
return null;
}
/// <summary>
/// Remove the caps handler for a given agent.
/// </summary>
/// <param name="agentId"></param>
public void RemoveCapsHandler(UUID agentId)
{
lock (m_capsHandlers)
{
if (m_capsHandlers.ContainsKey(agentId))
{
m_log.DebugFormat(
"[CAPS]: Removing CAPS handler for root agent {0} in {1}",
agentId, RegionInfo.RegionName);
m_capsHandlers[agentId].DeregisterHandlers();
EventManager.TriggerOnDeregisterCaps(agentId, m_capsHandlers[agentId]);
m_capsHandlers.Remove(agentId);
}
else
{
m_log.WarnFormat(
"[CAPS]: Received request to remove CAPS handler for root agent {0} in {1}, but no such CAPS handler found!",
agentId, RegionInfo.RegionName);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="agentID"></param>
/// <param name="position"></param>
/// <param name="isFlying"></param>
public virtual void AgentCrossing(ulong regionHandle, UUID agentID, Vector3 position, bool isFlying)
{
if (regionHandle == m_regInfo.RegionHandle)
{
lock (m_scenePresences)
{
if (m_scenePresences.ContainsKey(agentID))
{
try
{
m_scenePresences[agentID].MakeRootAgent(position, isFlying);
}
catch (Exception e)
{
m_log.Info("[SCENE]: Unable to do Agent Crossing.");
m_log.Debug("[SCENE]: " + e.ToString());
}
//m_innerScene.SwapRootChildAgent(false);
}
}
}
}
public virtual bool IncomingChildAgentDataUpdate(ulong regionHandle, ChildAgentDataUpdate cAgentData)
{
ScenePresence childAgentUpdate = GetScenePresence(new UUID(cAgentData.AgentID));
if (childAgentUpdate != null)
{
// I can't imagine *yet* why we would get an update if the agent is a root agent..
// however to avoid a race condition crossing borders..
if (childAgentUpdate.IsChildAgent)
{
uint rRegionX = (uint)(cAgentData.regionHandle >> 40);
uint rRegionY = (((uint)(cAgentData.regionHandle)) >> 8);
uint tRegionX = RegionInfo.RegionLocX;
uint tRegionY = RegionInfo.RegionLocY;
//Send Data to ScenePresence
childAgentUpdate.ChildAgentDataUpdate(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY);
// Not Implemented:
//TODO: Do we need to pass the message on to one of our neighbors?
}
return true;
}
return false;
}
/// <summary>
/// Tell a single agent to disconnect from the region.
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="agentID"></param>
public bool CloseConnection(ulong regionHandle, UUID agentID)
{
if (regionHandle == m_regionHandle)
{
ScenePresence presence = m_innerScene.GetScenePresence(agentID);
if (presence != null)
{
// Nothing is removed here, so down count it as such
// if (presence.IsChildAgent)
// {
// m_innerScene.removeUserCount(false);
// }
// else
// {
// m_innerScene.removeUserCount(true);
// }
// Tell a single agent to disconnect from the region.
presence.ControllingClient.SendShutdownConnectionNotice();
presence.ControllingClient.Close(true);
}
}
return true;
}
/// <summary>
/// Tell neighboring regions about this agent
/// When the regions respond with a true value,
/// tell the agents about the region.
///
/// We have to tell the regions about the agents first otherwise it'll deny them access
///
/// </summary>
/// <param name="presence"></param>
public void InformClientOfNeighbours(ScenePresence presence)
{
m_sceneGridService.EnableNeighbourChildAgents(presence, m_neighbours);
}
/// <summary>
/// Tell a neighboring region about this agent
/// </summary>
/// <param name="presence"></param>
/// <param name="region"></param>
public void InformClientOfNeighbor(ScenePresence presence, RegionInfo region)
{
m_sceneGridService.InformNeighborChildAgent(presence, region, m_neighbours);
}
/// <summary>
/// Requests information about this region from gridcomms
/// </summary>
/// <param name="regionHandle"></param>
/// <returns></returns>
public RegionInfo RequestNeighbouringRegionInfo(ulong regionHandle)
{
return m_sceneGridService.RequestNeighbouringRegionInfo(regionHandle);
}
/// <summary>
/// Requests textures for map from minimum region to maximum region in world cordinates
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="minX"></param>
/// <param name="minY"></param>
/// <param name="maxX"></param>
/// <param name="maxY"></param>
public void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY)
{
m_log.InfoFormat("[MAPBLOCK]: {0}-{1}, {2}-{3}", minX, minY, maxX, maxY);
m_sceneGridService.RequestMapBlocks(remoteClient, minX, minY, maxX, maxY);
}
/// <summary>
/// Tries to teleport agent to other region.
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="regionName"></param>
/// <param name="position"></param>
/// <param name="lookAt"></param>
/// <param name="teleportFlags"></param>
public void RequestTeleportLocation(IClientAPI remoteClient, string regionName, Vector3 position,
Vector3 lookat, uint teleportFlags)
{
RegionInfo regionInfo = m_sceneGridService.RequestClosestRegion(regionName);
if (regionInfo == null)
{
// can't find the region: Tell viewer and abort
remoteClient.SendTeleportFailed("The region '" + regionName + "' could not be found.");
return;
}
RequestTeleportLocation(remoteClient, regionInfo.RegionHandle, position, lookat, teleportFlags);
}
/// <summary>
/// Tries to teleport agent to other region.
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="regionHandle"></param>
/// <param name="position"></param>
/// <param name="lookAt"></param>
/// <param name="teleportFlags"></param>
public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, Vector3 position,
Vector3 lookAt, uint teleportFlags)
{
lock (m_scenePresences)
{
if (m_scenePresences.ContainsKey(remoteClient.AgentId))
{
m_sceneGridService.RequestTeleportToLocation(m_scenePresences[remoteClient.AgentId], regionHandle,
position, lookAt, teleportFlags);
}
}
}
/// <summary>
/// Tries to teleport agent to landmark.
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="regionHandle"></param>
/// <param name="position"></param>
public void RequestTeleportLandmark(IClientAPI remoteClient, UUID regionID, Vector3 position)
{
RegionInfo info = CommsManager.GridService.RequestNeighbourInfo(regionID);
if (info == null)
{
// can't find the region: Tell viewer and abort
remoteClient.SendTeleportFailed("The teleport destination could not be found.");
return;
}
lock (m_scenePresences)
{
if (m_scenePresences.ContainsKey(remoteClient.AgentId))
{
m_sceneGridService.RequestTeleportToLocation(m_scenePresences[remoteClient.AgentId], info.RegionHandle,
position, Vector3.Zero, (uint)(TPFlags.SetLastToTarget | TPFlags.ViaLandmark));
}
}
}
/// <summary>
/// Agent is crossing the border into a neighbouring region. Tell the neighbour about it!
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="agentID"></param>
/// <param name="position"></param>
/// <param name="isFlying"></param>
/// <returns></returns>
public bool InformNeighbourOfCrossing(ulong regionHandle, UUID agentID, Vector3 position, bool isFlying)
{
return m_sceneGridService.CrossToNeighbouringRegion(regionHandle, agentID, position, isFlying);
}
public void SendOutChildAgentUpdates(ChildAgentDataUpdate cadu, ScenePresence presence)
{
m_sceneGridService.SendChildAgentDataUpdate(cadu, presence);
}
#endregion
#region Module Methods
/// <summary>
///
/// </summary>
/// <param name="name"></param>
/// <param name="module"></param>
public void AddModule(string name, IRegionModule module)
{
if (!Modules.ContainsKey(name))
{
Modules.Add(name, module);
}
}
public void RegisterModuleCommander(string name, ICommander commander)
{
lock (m_moduleCommanders)
{
m_moduleCommanders.Add(name, commander);
}
}
public ICommander GetCommander(string name)
{
lock (m_moduleCommanders)
{
return m_moduleCommanders[name];
}
}
public Dictionary<string, ICommander> GetCommanders()
{
return m_moduleCommanders;
}
/// <summary>
/// Register an interface to a region module. This allows module methods to be called directly as
/// well as via events. If there is already a module registered for this interface, it is not replaced
/// (is this the best behaviour?)
/// </summary>
/// <param name="mod"></param>
public void RegisterModuleInterface<M>(M mod)
{
if (!ModuleInterfaces.ContainsKey(typeof(M)))
{
List<Object> l = new List<Object>();
l.Add(mod);
ModuleInterfaces.Add(typeof(M), l);
}
}
public void StackModuleInterface<M>(M mod)
{
List<Object> l;
if (ModuleInterfaces.ContainsKey(typeof(M)))
l = ModuleInterfaces[typeof(M)];
else
l = new List<Object>();
if (l.Contains(mod))
return;
l.Add(mod);
ModuleInterfaces[typeof(M)] = l;
}
/// <summary>
/// For the given interface, retrieve the region module which implements it.
/// </summary>
/// <returns>null if there is no module implementing that interface</returns>
public override T RequestModuleInterface<T>()
{
if (ModuleInterfaces.ContainsKey(typeof(T)))
{
return (T)ModuleInterfaces[typeof(T)][0];
}
else
{
return default(T);
}
}
public override T[] RequestModuleInterfaces<T>()
{
if (ModuleInterfaces.ContainsKey(typeof(T)))
{
List<T> ret = new List<T>();
foreach (Object o in ModuleInterfaces[typeof(T)])
ret.Add((T)o);
return ret.ToArray();
}
else
{
return new T[] { default(T) };
}
}
public void SetObjectCapacity(int objects)
{
if (m_statsReporter != null)
{
m_statsReporter.SetObjectCapacity(objects);
}
objectCapacity = objects;
}
public List<FriendListItem> GetFriendList(UUID avatarID)
{
return CommsManager.GetUserFriendList(avatarID);
}
public Dictionary<UUID, FriendRegionInfo> GetFriendRegionInfos(List<UUID> uuids)
{
return CommsManager.GetFriendRegionInfos(uuids);
}
public List<UUID> InformFriendsInOtherRegion(UUID agentId, ulong destRegionHandle, List<UUID> friends, bool online)
{
return CommsManager.InformFriendsInOtherRegion(agentId, destRegionHandle, friends, online);
}
public bool TriggerTerminateFriend(ulong regionHandle, UUID agentID, UUID exFriendID)
{
return CommsManager.TriggerTerminateFriend(regionHandle, agentID, exFriendID);
}
#endregion
#region Other Methods
/// <summary>
///
/// </summary>
/// <param name="phase"></param>
public void SetTimePhase(int phase)
{
m_timePhase = phase;
}
/// <summary>
///
/// </summary>
/// <param name="avatarID"></param>
/// <param name="objectName"></param>
/// <param name="objectID"></param>
/// <param name="ownerID"></param>
/// <param name="groupOwned"></param>
/// <param name="message"></param>
/// <param name="url"></param>
public void SendUrlToUser(UUID avatarID, string objectName, UUID objectID, UUID ownerID, bool groupOwned,
string message, string url)
{
lock (m_scenePresences)
{
if (m_scenePresences.ContainsKey(avatarID))
{
m_scenePresences[avatarID].ControllingClient.SendLoadURL(objectName, objectID, ownerID, groupOwned,
message, url);
}
}
}
public void SendDialogToUser(UUID avatarID, string objectName, UUID objectID, UUID ownerID, string message, UUID TextureID, int ch, string[] buttonlabels)
{
lock (m_scenePresences)
{
if (m_scenePresences.ContainsKey(avatarID))
{
m_scenePresences[avatarID].ControllingClient.SendDialog(
objectName, objectID, ownerID, message, TextureID, ch, buttonlabels);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="url"></param>
/// <param name="type"></param>
/// <param name="body"></param>
/// <returns></returns>
public UUID MakeHttpRequest(string url, string type, string body)
{
if (m_httpRequestModule != null)
{
return m_httpRequestModule.MakeHttpRequest(url, type, body);
}
return UUID.Zero;
}
/// <summary>
/// This method is a way for the Friends Module to create an instant
/// message to the avatar and for Instant Messages that travel across
/// gridcomms to make it to the Instant Message Module.
///
/// Friendship establishment and groups are unfortunately tied with instant messaging and
/// there's no way to separate them completely.
/// </summary>
/// <param name="message">object containing the instant message data</param>
/// <returns>void</returns>
public void TriggerGridInstantMessage(GridInstantMessage message, InstantMessageReceiver options)
{
m_eventManager.TriggerGridInstantMessage(message, options);
}
public virtual void StoreAddFriendship(UUID ownerID, UUID friendID, uint perms)
{
// TODO: m_sceneGridService.DoStuff;
m_sceneGridService.AddNewUserFriend(ownerID, friendID, perms);
}
public virtual void StoreUpdateFriendship(UUID ownerID, UUID friendID, uint perms)
{
// TODO: m_sceneGridService.DoStuff;
m_sceneGridService.UpdateUserFriendPerms(ownerID, friendID, perms);
}
public virtual void StoreRemoveFriendship(UUID ownerID, UUID ExfriendID)
{
// TODO: m_sceneGridService.DoStuff;
m_sceneGridService.RemoveUserFriend(ownerID, ExfriendID);
}
public virtual List<FriendListItem> StoreGetFriendsForUser(UUID ownerID)
{
// TODO: m_sceneGridService.DoStuff;
return m_sceneGridService.GetUserFriendList(ownerID);
}
public void AddPacketStats(int inPackets, int outPackets, int unAckedBytes)
{
m_statsReporter.AddInPackets(inPackets);
m_statsReporter.AddOutPackets(outPackets);
m_statsReporter.AddunAckedBytes(unAckedBytes);
}
public void AddAgentTime(int ms)
{
m_statsReporter.addFrameMS(ms);
m_statsReporter.addAgentMS(ms);
}
public void AddAgentUpdates(int count)
{
m_statsReporter.AddAgentUpdates(count);
}
public void AddPendingDownloads(int count)
{
m_statsReporter.addPendingDownload(count);
}
#endregion
#region Console Commands
#region Alert Methods
private void SendPermissionAlert(UUID user, string reason)
{
SendAlertToUser(user, reason, false);
}
/// <summary>
/// Send an alert messages to all avatars in this scene.
/// </summary>
/// <param name="message"></param>
public void SendGeneralAlert(string message)
{
List<ScenePresence> presenceList = GetScenePresences();
foreach (ScenePresence presence in presenceList)
{
if (!presence.IsChildAgent)
presence.ControllingClient.SendAlertMessage(message);
}
}
/// <summary>
/// Send an alert message to a particular agent.
/// </summary>
/// <param name="agentID"></param>
/// <param name="message"></param>
/// <param name="modal"></param>
public void SendAlertToUser(UUID agentID, string message, bool modal)
{
lock (m_scenePresences)
{
if (m_scenePresences.ContainsKey(agentID))
{
m_scenePresences[agentID].ControllingClient.SendAgentAlertMessage(message, modal);
}
}
}
/// <summary>
/// Handle a request for admin rights
/// </summary>
/// <param name="agentID"></param>
/// <param name="sessionID"></param>
/// <param name="token"></param>
/// <param name="controllingClient"></param>
public void handleRequestGodlikePowers(UUID agentID, UUID sessionID, UUID token, bool godLike,
IClientAPI controllingClient)
{
lock (m_scenePresences)
{
// User needs to be logged into this sim
if (m_scenePresences.ContainsKey(agentID))
{
if (godLike == false)
{
m_scenePresences[agentID].GrantGodlikePowers(agentID, sessionID, token, godLike);
return;
}
// First check that this is the sim owner
if (ExternalChecks.ExternalChecksCanBeGodLike(agentID))
{
// Next we check for spoofing.....
UUID testSessionID = m_scenePresences[agentID].ControllingClient.SessionId;
if (sessionID == testSessionID)
{
if (sessionID == controllingClient.SessionId)
{
//m_log.Info("godlike: " + godLike.ToString());
m_scenePresences[agentID].GrantGodlikePowers(agentID, testSessionID, token, godLike);
}
}
}
else
{
m_scenePresences[agentID].ControllingClient.SendAgentAlertMessage("Request for god powers denied", false);
}
}
}
}
/// <summary>
/// Sends a Big Blue Box message on the upper right of the screen to the client
/// for all agents in the region
/// </summary>
/// <param name="FromAvatarID">The person sending the message</param>
/// <param name="fromSessionID">The session of the person sending the message</param>
/// <param name="FromAvatarName">The name of the person doing the sending</param>
/// <param name="Message">The Message being sent to the user</param>
public void SendRegionMessageFromEstateTools(UUID FromAvatarID, UUID fromSessionID, String FromAvatarName, String Message)
{
List<ScenePresence> presenceList = GetScenePresences();
foreach (ScenePresence presence in presenceList)
{
if (!presence.IsChildAgent)
presence.ControllingClient.SendBlueBoxMessage(FromAvatarID, FromAvatarName, Message);
}
}
/// <summary>
/// Sends a Big Blue Box message on the upper right of the screen to the client
/// for all agents in the estate
/// </summary>
/// <param name="FromAvatarID">The person sending the message</param>
/// <param name="fromSessionID">The session of the person sending the message</param>
/// <param name="FromAvatarName">The name of the person doing the sending</param>
/// <param name="Message">The Message being sent to the user</param>
public void SendEstateMessageFromEstateTools(UUID FromAvatarID, UUID fromSessionID, String FromAvatarName, String Message)
{
ClientManager.ForEachClient(delegate(IClientAPI controller)
{
controller.SendBlueBoxMessage(FromAvatarID, FromAvatarName, Message);
}
);
}
/// <summary>
/// Kicks User specified from the simulator. This logs them off of the grid
/// If the client gets the UUID: 44e87126e7944ded05b37c42da3d5cdb it assumes
/// that you're kicking it even if the avatar's UUID isn't the UUID that the
/// agent is assigned
/// </summary>
/// <param name="godID">The person doing the kicking</param>
/// <param name="sessionID">The session of the person doing the kicking</param>
/// <param name="agentID">the person that is being kicked</param>
/// <param name="kickflags">This isn't used apparently</param>
/// <param name="reason">The message to send to the user after it's been turned into a field</param>
public void HandleGodlikeKickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason)
{
// For some reason the client sends this seemingly hard coded UUID for kicking everyone. Dun-know.
UUID kickUserID = new UUID("44e87126e7944ded05b37c42da3d5cdb");
lock (m_scenePresences)
{
if (m_scenePresences.ContainsKey(agentID) || agentID == kickUserID)
{
if (ExternalChecks.ExternalChecksCanBeGodLike(godID))
{
if (agentID == kickUserID)
{
ClientManager.ForEachClient(delegate(IClientAPI controller)
{
if (controller.AgentId != godID)
controller.Kick(Utils.BytesToString(reason));
}
);
// This is a bit crude. It seems the client will be null before it actually stops the thread
// The thread will kill itself eventually :/
// Is there another way to make sure *all* clients get this 'inter region' message?
ClientManager.ForEachClient(delegate(IClientAPI controller)
{
ScenePresence p = GetScenePresence(controller.AgentId);
bool childagent = p != null && p.IsChildAgent;
if (controller.AgentId != godID && !childagent)
// Do we really want to kick the initiator of this madness?
{
controller.Close(true);
}
}
);
}
else
{
m_innerScene.removeUserCount(!m_scenePresences[agentID].IsChildAgent);
m_scenePresences[agentID].ControllingClient.Kick(Utils.BytesToString(reason));
m_scenePresences[agentID].ControllingClient.Close(true);
}
}
else
{
if (m_scenePresences.ContainsKey(godID))
m_scenePresences[godID].ControllingClient.SendAgentAlertMessage("Kick request denied", false);
}
}
}
}
public void HandleObjectPermissionsUpdate(IClientAPI controller, UUID agentID, UUID sessionID, byte field, uint localId, uint mask, byte set)
{
// Check for spoofing.. since this is permissions we're talking about here!
if ((controller.SessionId == sessionID) && (controller.AgentId == agentID))
{
// Tell the object to do permission update
if (localId != 0)
{
SceneObjectGroup chObjectGroup = GetGroupByPrim(localId);
if (chObjectGroup != null)
{
chObjectGroup.UpdatePermissions(agentID, field, localId, mask, set);
}
}
}
}
/// <summary>
///
/// </summary>
/// <param name="firstName"></param>
/// <param name="lastName"></param>
/// <param name="message"></param>
/// <param name="modal"></param>
public void SendAlertToUser(string firstName, string lastName, string message, bool modal)
{
List<ScenePresence> presenceList = GetScenePresences();
foreach (ScenePresence presence in presenceList)
{
if (presence.Firstname == firstName && presence.Lastname == lastName)
{
presence.ControllingClient.SendAgentAlertMessage(message, modal);
break;
}
}
}
/// <summary>
/// Handle an alert command from the console.
/// FIXME: Command parsing code really shouldn't be in this core Scene class.
/// </summary>
/// <param name="commandParams"></param>
public void HandleAlertCommand(string[] commandParams)
{
if (commandParams[0] == "general")
{
string message = CombineParams(commandParams, 1);
SendGeneralAlert(message);
}
else
{
string message = CombineParams(commandParams, 2);
SendAlertToUser(commandParams[0], commandParams[1], message, false);
}
}
private string CombineParams(string[] commandParams, int pos)
{
string result = String.Empty;
for (int i = pos; i < commandParams.Length; i++)
{
result += commandParams[i] + " ";
}
return result;
}
#endregion
/// <summary>
/// Causes all clients to get a full object update on all of the objects in the scene.
/// </summary>
public void ForceClientUpdate()
{
List<EntityBase> EntityList = GetEntities();
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
((SceneObjectGroup)ent).ScheduleGroupForFullUpdate();
}
}
}
/// <summary>
/// This is currently only used for scale (to scale to MegaPrim size)
/// There is a console command that calls this in OpenSimMain
/// </summary>
/// <param name="cmdparams"></param>
public void HandleEditCommand(string[] cmdparams)
{
Console.WriteLine("Searching for Primitive: '" + cmdparams[0] + "'");
List<EntityBase> EntityList = GetEntities();
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
SceneObjectPart part = ((SceneObjectGroup)ent).GetChildPart(((SceneObjectGroup)ent).UUID);
if (part != null)
{
if (part.Name == cmdparams[0])
{
part.Resize(
new Vector3(Convert.ToSingle(cmdparams[1]), Convert.ToSingle(cmdparams[2]),
Convert.ToSingle(cmdparams[3])));
Console.WriteLine("Edited scale of Primitive: " + part.Name);
}
}
}
}
}
/// <summary>
/// Shows various details about the sim based on the parameters supplied by the console command in openSimMain.
/// </summary>
/// <param name="showParams">What to show</param>
public void Show(string[] showParams)
{
switch (showParams[0])
{
case "users":
m_log.Error("Current Region: " + RegionInfo.RegionName);
m_log.ErrorFormat("{0,-16}{1,-16}{2,-25}{3,-25}{4,-16}{5,-16}{6,-16}", "Firstname", "Lastname",
"Agent ID", "Session ID", "Circuit", "IP", "World");
foreach (ScenePresence scenePresence in GetAvatars())
{
m_log.ErrorFormat("{0,-16}{1,-16}{2,-25}{3,-25}{4,-16},{5,-16}{6,-16}",
scenePresence.Firstname,
scenePresence.Lastname,
scenePresence.UUID,
scenePresence.ControllingClient.AgentId,
"Unknown",
"Unknown",
RegionInfo.RegionName);
}
break;
case "modules":
m_log.Error("The currently loaded modules in " + RegionInfo.RegionName + " are:");
foreach (IRegionModule module in Modules.Values)
{
if (!module.IsSharedModule)
{
m_log.Error("Region Module: " + module.Name);
}
}
break;
}
}
#endregion
#region Script Handling Methods
/// <summary>
/// Console command handler to send script command to script engine.
/// </summary>
/// <param name="args"></param>
public void SendCommandToPlugins(string[] args)
{
m_eventManager.TriggerOnPluginConsole(args);
}
public double GetLandHeight(int x, int y)
{
return Heightmap[x, y];
}
public UUID GetLandOwner(float x, float y)
{
ILandObject land = LandChannel.GetLandObject(x, y);
if (land == null)
{
return UUID.Zero;
}
else
{
return land.landData.OwnerID;
}
}
public LandData GetLandData(float x, float y)
{
return LandChannel.GetLandObject(x, y).landData;
}
public LandData GetLandData(uint x, uint y)
{
m_log.DebugFormat("[SCENE] returning land for {0},{1}", x, y);
return LandChannel.GetLandObject((int)x, (int)y).landData;
}
public void SetLandMusicURL(float x, float y, string url)
{
ILandObject land = LandChannel.GetLandObject(x, y);
if (land == null)
{
return;
}
else
{
land.landData.MusicURL = url;
land.sendLandUpdateToAvatarsOverMe();
return;
}
}
public void SetLandMediaURL(float x, float y, string url)
{
ILandObject land = LandChannel.GetLandObject(x, y);
if (land == null)
{
return;
}
else
{
land.landData.MediaURL = url;
land.sendLandUpdateToAvatarsOverMe();
return;
}
}
public RegionInfo RequestClosestRegion(string name)
{
return m_sceneGridService.RequestClosestRegion(name);
}
#endregion
#region Script Engine
private List<ScriptEngineInterface> ScriptEngines = new List<ScriptEngineInterface>();
private bool m_dumpAssetsToFile;
/// <summary>
///
/// </summary>
/// <param name="scriptEngine"></param>
public void AddScriptEngine(ScriptEngineInterface scriptEngine)
{
ScriptEngines.Add(scriptEngine);
scriptEngine.InitializeEngine(this);
}
public void TriggerObjectChanged(uint localID, uint change)
{
m_eventManager.TriggerOnScriptChangedEvent(localID, change);
}
public void TriggerAtTargetEvent(uint localID, uint handle, Vector3 targetpos, Vector3 currentpos)
{
m_eventManager.TriggerAtTargetEvent(localID, handle, targetpos, currentpos);
}
public void TriggerNotAtTargetEvent(uint localID)
{
m_eventManager.TriggerNotAtTargetEvent(localID);
}
private bool ScriptDanger(SceneObjectPart part,Vector3 pos)
{
ILandObject parcel = LandChannel.GetLandObject(pos.X, pos.Y);
if (part != null)
{
if (parcel != null)
{
if ((parcel.landData.Flags & (uint)Parcel.ParcelFlags.AllowOtherScripts) != 0)
{
return true;
}
else if ((parcel.landData.Flags & (uint)Parcel.ParcelFlags.AllowGroupScripts) != 0)
{
if (part.OwnerID == parcel.landData.OwnerID || (parcel.landData.IsGroupOwned && part.GroupID == parcel.landData.GroupID) || ExternalChecks.ExternalChecksCanBeGodLike(part.OwnerID))
{
return true;
}
else
{
return false;
}
}
else
{
if (part.OwnerID == parcel.landData.OwnerID)
{
return true;
}
else
{
return false;
}
}
}
else
{
if (pos.X > 0f && pos.X < Constants.RegionSize && pos.Y > 0f && pos.Y < Constants.RegionSize)
{
// The only time parcel != null when an object is inside a region is when
// there is nothing behind the landchannel. IE, no land plugin loaded.
return true;
}
else
{
// The object is outside of this region. Stop piping events to it.
return false;
}
}
}
else
{
return false;
}
}
public bool ScriptDanger(uint localID, Vector3 pos)
{
SceneObjectPart part = GetSceneObjectPart(localID);
if (part != null)
{
return ScriptDanger(part, pos);
}
else
{
return false;
}
}
public bool PipeEventsForScript(uint localID)
{
SceneObjectPart part = GetSceneObjectPart(localID);
if (part != null)
{
// Changed so that child prims of attachments return ScriptDanger for their parent, so that
// their scripts will actually run.
// -- Leaf, Tue Aug 12 14:17:05 EDT 2008
SceneObjectPart parent = part.ParentGroup.RootPart;
if (parent != null && parent.IsAttachment)
return ScriptDanger(parent, parent.GetWorldPosition());
else
return ScriptDanger(part, part.GetWorldPosition());
}
else
{
return false;
}
}
#endregion
#region InnerScene wrapper methods
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <returns></returns>
public UUID ConvertLocalIDToFullID(uint localID)
{
return m_innerScene.ConvertLocalIDToFullID(localID);
}
public void SwapRootAgentCount(bool rootChildChildRootTF)
{
m_innerScene.SwapRootChildAgent(rootChildChildRootTF);
}
public void AddPhysicalPrim(int num)
{
m_innerScene.AddPhysicalPrim(num);
}
public void RemovePhysicalPrim(int num)
{
m_innerScene.RemovePhysicalPrim(num);
}
//The idea is to have a group of method that return a list of avatars meeting some requirement
// ie it could be all m_scenePresences within a certain range of the calling prim/avatar.
/// <summary>
/// Return a list of all avatars in this region.
/// This list is a new object, so it can be iterated over without locking.
/// </summary>
/// <returns></returns>
public List<ScenePresence> GetAvatars()
{
return m_innerScene.GetAvatars();
}
/// <summary>
/// Return a list of all ScenePresences in this region. This returns child agents as well as root agents.
/// This list is a new object, so it can be iterated over without locking.
/// </summary>
/// <returns></returns>
public List<ScenePresence> GetScenePresences()
{
return m_innerScene.GetScenePresences();
}
/// <summary>
/// Request a filtered list of ScenePresences in this region.
/// This list is a new object, so it can be iterated over without locking.
/// </summary>
/// <param name="filter"></param>
/// <returns></returns>
public List<ScenePresence> GetScenePresences(FilterAvatarList filter)
{
return m_innerScene.GetScenePresences(filter);
}
/// <summary>
/// Request a scene presence by UUID
/// </summary>
/// <param name="avatarID"></param>
/// <returns></returns>
public ScenePresence GetScenePresence(UUID avatarID)
{
return m_innerScene.GetScenePresence(avatarID);
}
/// <summary>
/// Request an Avatar's Child Status - used by ClientView when a 'kick everyone' or 'estate message' occurs
/// </summary>
/// <param name="avatarID">AvatarID to lookup</param>
/// <returns></returns>
public override bool PresenceChildStatus(UUID avatarID)
{
ScenePresence cp = GetScenePresence(avatarID);
return cp.IsChildAgent;
}
/// <summary>
///
/// </summary>
/// <param name="action"></param>
public void ForEachScenePresence(Action<ScenePresence> action)
{
// We don't want to try to send messages if there are no avatars.
if (m_scenePresences != null)
{
try
{
List<ScenePresence> presenceList = GetScenePresences();
foreach (ScenePresence presence in presenceList)
{
action(presence);
}
}
catch (Exception e)
{
m_log.Info("[BUG]: " + e.ToString());
}
}
}
/// <summary>
///
/// </summary>
/// <param name="action"></param>
// public void ForEachObject(Action<SceneObjectGroup> action)
// {
// List<SceneObjectGroup> presenceList;
//
// lock (m_sceneObjects)
// {
// presenceList = new List<SceneObjectGroup>(m_sceneObjects.Values);
// }
//
// foreach (SceneObjectGroup presence in presenceList)
// {
// action(presence);
// }
// }
/// <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></returns>
public SceneObjectPart GetSceneObjectPart(string name)
{
return m_innerScene.GetSceneObjectPart(name);
}
/// <summary>
/// Get a prim via its local id
/// </summary>
/// <param name="localID"></param>
/// <returns></returns>
public SceneObjectPart GetSceneObjectPart(uint localID)
{
return m_innerScene.GetSceneObjectPart(localID);
}
/// <summary>
/// Get a prim via its UUID
/// </summary>
/// <param name="fullID"></param>
/// <returns></returns>
public SceneObjectPart GetSceneObjectPart(UUID fullID)
{
return m_innerScene.GetSceneObjectPart(fullID);
}
internal bool TryGetAvatar(UUID avatarId, out ScenePresence avatar)
{
return m_innerScene.TryGetAvatar(avatarId, out avatar);
}
internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
{
return m_innerScene.TryGetAvatarByName(avatarName, out avatar);
}
internal void ForEachClient(Action<IClientAPI> action)
{
m_innerScene.ForEachClient(action);
}
/// <summary>
/// Returns a list of the entities in the scene. This is a new list so operations perform on the list itself
/// will not affect the original list of objects in the scene.
/// </summary>
/// <returns></returns>
public List<EntityBase> GetEntities()
{
return m_innerScene.GetEntities();
}
#endregion
#region BaseHTTPServer wrapper methods
public bool AddHTTPHandler(string method, GenericHTTPMethod handler)
{
return m_httpListener.AddHTTPHandler(method, handler);
}
public bool AddXmlRPCHandler(string method, XmlRpcMethod handler)
{
return m_httpListener.AddXmlRPCHandler(method, handler);
}
public void AddStreamHandler(IRequestHandler handler)
{
m_httpListener.AddStreamHandler(handler);
}
public bool AddLLSDHandler(string path, LLSDMethod handler)
{
return m_httpListener.AddLLSDHandler(path, handler);
}
public void RemoveStreamHandler(string httpMethod, string path)
{
m_httpListener.RemoveStreamHandler(httpMethod, path);
}
public void RemoveHTTPHandler(string httpMethod, string path)
{
m_httpListener.RemoveHTTPHandler(httpMethod, path);
}
public bool RemoveLLSDHandler(string path, LLSDMethod handler)
{
return m_httpListener.RemoveLLSDHandler(path, handler);
}
#endregion
#region Avatar Appearance Default
public static void GetDefaultAvatarAppearance(out AvatarWearable[] wearables, out byte[] visualParams)
{
visualParams = GetDefaultVisualParams();
wearables = AvatarWearable.DefaultWearables;
}
private static byte[] GetDefaultVisualParams()
{
byte[] visualParams;
visualParams = new byte[218];
for (int i = 0; i < 218; i++)
{
visualParams[i] = 100;
}
return visualParams;
}
#endregion
public void ParcelMediaSetTime(float time)
{
//should be doing this by parcel, but as its only for testing
// The use of Thread.Sleep here causes the following compiler error under mono 1.2.4
// OpenSim/Region/Environment/Scenes/Scene.cs(3675,17): error CS0103: The name `Thread' does not exist
// in the context of `<>c__CompilerGenerated17'
// MW said it was okay to comment the body of this method out for now since the code is experimental
// and will be replaced anyway
// ForEachClient(delegate(IClientAPI client)
// {
// client.SendParcelMediaCommand((uint)(2), ParcelMediaCommandEnum.Pause, 0);
// Thread.Sleep(10);
// client.SendParcelMediaCommand((uint)(64), ParcelMediaCommandEnum.Time, time);
// Thread.Sleep(200);
// client.SendParcelMediaCommand((uint)(4), ParcelMediaCommandEnum.Play, 0);
// });
}
public void RegionHandleRequest(IClientAPI client, UUID regionID)
{
RegionInfo info;
if (regionID == RegionInfo.RegionID)
info = RegionInfo;
else
info = CommsManager.GridService.RequestNeighbourInfo(regionID);
if (info != null)
client.SendRegionHandle(regionID, info.RegionHandle);
}
public void TerrainUnAcked(IClientAPI client, int patchX, int patchY)
{
//Console.WriteLine("Terrain packet unacked, resending patch: " + patchX + " , " + patchY);
client.SendLayerData(patchX, patchY, Heightmap.GetFloatsSerialised());
}
public void SetRootAgentScene(UUID agentID)
{
IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>();
if (inv == null)
return;
inv.SetRootAgentScene(agentID, this);
}
public bool NeedSceneCacheClear(UUID agentID)
{
IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>();
if (inv == null)
return true;
return inv.NeedSceneCacheClear(agentID, this);
}
public void ObjectSaleInfo(IClientAPI client, UUID agentID, UUID sessionID, uint localID, byte saleType, int salePrice)
{
SceneObjectPart part = GetSceneObjectPart(localID);
if (part == null || part.ParentGroup == null)
return;
if (part.ParentGroup.RootPart == null)
return;
part = part.ParentGroup.RootPart;
part.ObjectSaleType = saleType;
part.SalePrice = salePrice;
part.ParentGroup.HasGroupChanged = true;
part.GetProperties(client);
}
public bool PerformObjectBuy(IClientAPI remoteClient, UUID categoryID,
uint localID, byte saleType)
{
SceneObjectPart part = GetSceneObjectPart(localID);
if (part == null)
return false;
if (part.ParentGroup == null)
return false;
SceneObjectGroup group = part.ParentGroup;
switch (saleType)
{
case 1: // Sell as original (in-place sale)
uint effectivePerms=group.GetEffectivePermissions();
if ((effectivePerms & (uint)PermissionMask.Transfer) == 0)
{
remoteClient.SendAgentAlertMessage("This item doesn't appear to be for sale", false);
return false;
}
group.SetOwnerId(remoteClient.AgentId);
group.SetRootPartOwner(part, remoteClient.AgentId,
remoteClient.ActiveGroupId);
List<SceneObjectPart> partList =
new List<SceneObjectPart>(group.Children.Values);
if (ExternalChecks.ExternalChecksPropagatePermissions())
{
foreach (SceneObjectPart child in partList)
{
child.ChangeInventoryOwner(remoteClient.AgentId);
child.ApplyNextOwnerPermissions();
}
}
part.ObjectSaleType = 0;
part.SalePrice = 10;
group.HasGroupChanged = true;
part.GetProperties(remoteClient);
part.ScheduleFullUpdate();
break;
case 2: // Sell a copy
string sceneObjectXml = group.ToXmlString();
CachedUserInfo userInfo =
CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
if (userInfo != null)
{
uint perms=group.GetEffectivePermissions();
if ((perms & (uint)PermissionMask.Transfer) == 0)
{
remoteClient.SendAgentAlertMessage("This item doesn't appear to be for sale", false);
return false;
}
AssetBase asset = CreateAsset(
group.GetPartName(localID),
group.GetPartDescription(localID),
(sbyte)AssetType.Object,
Utils.StringToBytes(sceneObjectXml));
AssetCache.AddAsset(asset);
InventoryItemBase item = new InventoryItemBase();
item.Creator = part.CreatorID;
item.ID = UUID.Random();
item.Owner = remoteClient.AgentId;
item.AssetID = asset.FullID;
item.Description = asset.Description;
item.Name = asset.Name;
item.AssetType = asset.Type;
item.InvType = (int)InventoryType.Object;
item.Folder = categoryID;
uint nextPerms=(perms & 7) << 13;
if ((nextPerms & (uint)PermissionMask.Copy) == 0)
perms &= ~(uint)PermissionMask.Copy;
if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
perms &= ~(uint)PermissionMask.Transfer;
if ((nextPerms & (uint)PermissionMask.Modify) == 0)
perms &= ~(uint)PermissionMask.Modify;
item.BasePermissions = perms & part.NextOwnerMask;
item.CurrentPermissions = perms & part.NextOwnerMask;
item.NextPermissions = part.NextOwnerMask;
item.EveryOnePermissions = part.EveryoneMask &
part.NextOwnerMask;
item.CurrentPermissions |= 8; // Slam!
item.CreationDate = Util.UnixTimeSinceEpoch();
userInfo.AddItem(item);
remoteClient.SendInventoryItemCreateUpdate(item);
}
else
{
remoteClient.SendAgentAlertMessage("Cannot buy now. Your inventory is unavailable", false);
return false;
}
break;
case 3: // Sell contents
List<UUID> invList = part.GetInventoryList();
bool okToSell = true;
foreach (UUID invID in invList)
{
TaskInventoryItem item = part.GetInventoryItem(invID);
if ((item.CurrentPermissions &
(uint)PermissionMask.Transfer) == 0)
{
okToSell = false;
break;
}
}
if (!okToSell)
{
remoteClient.SendAgentAlertMessage("This item's inventory doesn't appear to be for sale", false);
return false;
}
if (invList.Count > 0)
MoveTaskInventoryItems(remoteClient.AgentId, part.Name,
part, invList);
break;
}
return true;
}
public void CleanTempObjects()
{
List<EntityBase> objs = GetEntities();
foreach (EntityBase obj in objs)
{
if (obj is SceneObjectGroup)
{
SceneObjectGroup grp = (SceneObjectGroup)obj;
if (grp.RootPart != null)
{
if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
{
if (grp.RootPart.Expires <= DateTime.Now)
DeleteSceneObject(grp, false);
}
}
}
}
}
public void DeleteFromStorage(UUID uuid)
{
m_storageManager.DataStore.RemoveObject(uuid, m_regInfo.RegionID);
}
public int GetHealth()
{
int health=1; // Start at 1, means we're up
// A login in the last 4 mins? We can't be doing too badly
//
if ((System.Environment.TickCount - m_LastLogin) < 240000)
health++;
return 0;
}
}
}