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

2636 lines
100 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.Threading;
using System.Timers;
using Axiom.Math;
using libsecondlife;
using libsecondlife.Packets;
using OpenJPEGNet;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Console;
using OpenSim.Framework.Servers;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.LandManagement;
using OpenSim.Region.Environment.Modules;
using OpenSim.Region.Environment.Scenes.Scripting;
using OpenSim.Region.Physics.Manager;
using OpenSim.Region.Terrain;
using Caps = OpenSim.Region.Capabilities.Caps;
using Image = System.Drawing.Image;
using Timer = System.Timers.Timer;
namespace OpenSim.Region.Environment.Scenes
{
public delegate bool FilterAvatarList(ScenePresence avatar);
public partial class Scene : SceneBase
{
#region Fields
protected Timer m_heartbeatTimer = new Timer();
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 Random Rand = new Random();
private uint _primCount = 720000;
private readonly Mutex _primAllocateMutex = new Mutex(false);
private int m_timePhase = 24;
private int m_timeUpdateCount;
private readonly Mutex updateLock;
public bool m_physicalPrim;
public bool m_seeIntoRegionFromNeighbor;
private int m_RestartTimerCounter;
private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
private int m_incrementsof15seconds = 0;
public string m_simulatorVersion = "OpenSimulator 0.5";
protected ModuleLoader m_moduleLoader;
protected StorageManager m_storageManager;
protected AgentCircuitManager m_authenticateHandler;
public CommunicationsManager CommsManager;
// protected XferManager xferManager;
protected SceneCommunicationService m_sceneGridService;
protected SceneXmlLoader m_sceneXmlLoader;
protected Dictionary<LLUUID, Caps> m_capsHandlers = new Dictionary<LLUUID, Caps>();
protected BaseHttpServer m_httpListener;
protected Dictionary<string, IRegionModule> Modules = new Dictionary<string, IRegionModule>();
public Dictionary<Type, object> ModuleInterfaces = new Dictionary<Type, object>();
protected Dictionary<string, object> ModuleAPIMethods = new Dictionary<string, object>();
//API module interfaces
public IXfer XferManager;
protected IHttpRequests m_httpRequestModule;
protected ISimChat m_simChatModule;
protected IXMLRPC m_xmlrpcModule;
protected IWorldComm m_worldCommModule;
protected IAvatarFactory m_AvatarFactory;
// 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;
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 m_update_avatars = 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_physics_collisions_enabled = true;
private bool m_scripts_enabled = true;
#endregion
#region Properties
public AgentCircuitManager AuthenticateHandler
{
get { return m_authenticateHandler; }
}
protected readonly LandManager m_LandManager;
// LandManager object instance that manages land related things. Parcel, primcounts etc..
public LandManager LandManager
{
get { return m_LandManager; }
}
protected readonly EstateManager m_estateManager;
// 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 EstateManager EstateManager
{
get { return m_estateManager; }
}
public float TimeDilation
{
get { return m_timedilation; }
}
protected readonly PermissionManager m_permissionManager;
// This is the instance to the permissions manager.
// This manages permissions to clients on in world objects
public PermissionManager PermissionsMngr
{
get { return m_permissionManager; }
}
public int TimePhase
{
get { return m_timePhase; }
}
// Local reference to the objects in the scene (which are held in innerScene)
// public Dictionary<LLUUID, SceneObjectGroup> Objects
// {
// get { return m_innerScene.SceneObjects; }
// }
// Reference to all of the agents in the scene (root and child)
protected Dictionary<LLUUID, ScenePresence> m_scenePresences
{
get { return m_innerScene.ScenePresences; }
set { m_innerScene.ScenePresences = value; }
}
// protected Dictionary<LLUUID, SceneObjectGroup> m_sceneObjects
// {
// get { return m_innerScene.SceneObjects; }
// set { m_innerScene.SceneObjects = value; }
// }
public Dictionary<LLUUID, EntityBase> Entities
{
get { return m_innerScene.Entities; }
set { m_innerScene.Entities = value; }
}
#endregion
#region Constructors
public Scene(RegionInfo regInfo, AgentCircuitManager authen, PermissionManager permissionManager,
CommunicationsManager commsMan, SceneCommunicationService sceneGridService,
AssetCache assetCach, StorageManager storeManager, BaseHttpServer httpServer,
ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim, bool SeeIntoRegionFromNeighbor)
{
updateLock = new Mutex(false);
m_moduleLoader = moduleLoader;
m_authenticateHandler = authen;
CommsManager = commsMan;
m_sceneGridService = sceneGridService;
m_sceneGridService.debugRegionName = regInfo.RegionName;
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_LandManager = new LandManager(this, m_regInfo);
//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_estateManager = new EstateManager(this, m_regInfo);
m_permissionManager = permissionManager;
m_permissionManager.Initialise(this);
m_innerScene = new InnerScene(this, m_regInfo, m_permissionManager);
// 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;
m_sceneXmlLoader = new SceneXmlLoader(this, m_innerScene, m_regInfo);
RegisterDefaultSceneEvents();
m_log.Info("[SCENE]: Creating new entitities instance");
Entities = new Dictionary<LLUUID, EntityBase>();
m_scenePresences = new Dictionary<LLUUID, ScenePresence>();
//m_sceneObjects = new Dictionary<LLUUID, SceneObjectGroup>();
m_log.Info("[SCENE]: Creating LandMap");
Terrain = new TerrainEngine((int)RegionInfo.RegionLocX, (int)RegionInfo.RegionLocY);
m_httpListener = httpServer;
m_dumpAssetsToFile = dumpAssetsToFile;
if ((RegionInfo.EstateSettings.regionFlags & Simulator.RegionFlags.SkipScripts) == Simulator.RegionFlags.SkipScripts)
{
m_scripts_enabled = false;
}
else
{
m_scripts_enabled = true;
}
if ((RegionInfo.EstateSettings.regionFlags & Simulator.RegionFlags.SkipPhysics) == Simulator.RegionFlags.SkipPhysics)
{
m_physics_enabled = false;
}
else
{
m_physics_enabled = true;
}
m_statsReporter = new SimStatsReporter(regInfo);
m_statsReporter.OnSendStatsResult += SendSimStatsPackets;
string OSString = "";
if (System.Environment.OSVersion.Platform != PlatformID.Unix)
{
OSString = System.Environment.OSVersion.ToString();
}
else
{
OSString = Util.ReadEtcIssue();
}
if (OSString.Length > 45)
{
OSString = OSString.Substring(0, 45);
}
m_simulatorVersion = "OpenSimulator v0.5-SVN on " + OSString + " ChilTasks:" + m_seeIntoRegionFromNeighbor.ToString() + " PhysPrim:" + m_physicalPrim.ToString();
}
#endregion
#region Startup / Close Methods
protected virtual void RegisterDefaultSceneEvents()
{
m_eventManager.OnParcelPrimCountAdd += m_LandManager.addPrimToLandPrimCounts;
m_eventManager.OnParcelPrimCountUpdate += addPrimsToParcelCounts;
m_eventManager.OnPermissionError += SendPermissionAlert;
}
public override string GetSimulatorVersion()
{
return m_simulatorVersion;
}
public override bool OtherRegionUp(RegionInfo otherRegion)
{
// Another region is up.
// Gets called from Grid Comms (SceneCommunicationService<---RegionListener<----LocalBackEnd<----OGS1)
// 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.
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 (!(m_neighbours.Contains(otherRegion)))
{
lock (m_neighbours)
{
m_neighbours.Add(otherRegion);
}
}
// 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;
}
// Given float seconds, this will restart the region.
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(LLUUID.Random(), LLUUID.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(LLUUID.Random(), LLUUID.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).StopScripts();
}
}
}
}
else
{
m_log.Info("Starting all Scripts in Scene");
lock (Entities)
{
foreach (EntityBase ent in Entities.Values)
{
if (ent is SceneObjectGroup)
{
((SceneObjectGroup)ent).StartScripts();
}
}
}
}
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;
}
}
// This is the method that shuts down the scene.
public override void Close()
{
m_log.Warn("[SCENE]: Closing down the single simulator: " + 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.OutPacket(PacketPool.Instance.GetPacket(libsecondlife.Packets.PacketType.DisableSimulator),
ThrottleOutPacketType.Task);
});
// 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();
// close the inner scene
m_innerScene.Close();
// De-register with region communications (events cleanup)
UnRegisterReginWithComms();
// 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>
///
/// </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);
}
public void SetModuleInterfaces()
{
m_simChatModule = RequestModuleInterface<ISimChat>();
m_httpRequestModule = RequestModuleInterface<IHttpRequests>();
m_xmlrpcModule = RequestModuleInterface<IXMLRPC>();
m_worldCommModule = RequestModuleInterface<IWorldComm>();
XferManager = RequestModuleInterface<IXfer>();
m_AvatarFactory = RequestModuleInterface<IAvatarFactory>();
}
#endregion
#region Update Methods
/// <summary>
/// Performs per-frame updates regularly
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void Heartbeat(object sender, EventArgs e)
{
Update();
}
/// <summary>
/// Performs per-frame updates on the scene, this should be the central scene loop
/// </summary>
public override void Update()
{
TimeSpan SinceLastFrame = DateTime.Now - m_lastupdate;
// Aquire a lock so only one update call happens at once
updateLock.WaitOne();
float physicsFPS = 0;
int agentsInScene = m_innerScene.GetRootAgentCount() + m_innerScene.GetChildAgentCount();
if (agentsInScene > 21)
{
if (m_update_entities == 1)
{
m_update_avatars = 5;
m_update_entities = 5;
m_statsReporter.SetUpdateMS(6000);
}
}
else
{
if (m_update_entities == 5)
{
m_update_avatars = 1;
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)
);
physicsMS = System.Environment.TickCount - physicsMS;
physicsMS += physicsMS2;
otherMS = System.Environment.TickCount;
if (m_frame % m_update_entities == 0)
m_innerScene.UpdateEntities();
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.GetTotalObjects());
m_statsReporter.SetActiveObjects(m_innerScene.GetActiveObjects());
frameMS = System.Environment.TickCount - frameMS;
m_statsReporter.addFrameMS(frameMS);
m_statsReporter.addPhysicsMS(physicsMS);
m_statsReporter.addOtherMS(otherMS);
m_statsReporter.SetActiveScripts(m_innerScene.GetActiveScripts());
m_statsReporter.addScriptLines(m_innerScene.GetScriptLPS());
}
catch (NotImplementedException)
{
throw;
}
catch (System.AccessViolationException e)
{
m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
}
catch (System.NullReferenceException e)
{
m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
}
catch (System.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;
}
}
//Updates the time in the viewer.
private void UpdateInWorldTime()
{
m_timeUpdateCount++;
if (m_timeUpdateCount > 600)
{
List<ScenePresence> avatars = GetAvatars();
foreach (ScenePresence avatar in avatars)
{
avatar.ControllingClient.SendViewerTime(m_timePhase);
}
m_timeUpdateCount = 0;
m_timePhase++;
if (m_timePhase > 94)
{
m_timePhase = 0;
}
}
}
private void SendSimStatsPackets(SimStatsPacket pack)
{
List<ScenePresence> StatSendAgents = GetScenePresences();
foreach (ScenePresence agent in StatSendAgents)
{
if (!agent.IsChildAgent)
{
pack.Header.Reliable = false;
agent.ControllingClient.OutPacket(pack, ThrottleOutPacketType.Task);
}
}
}
private void UpdateLand()
{
if (m_LandManager.landPrimCountTainted)
{
//Perform land update of prim count
performParcelPrimCountUpdate();
}
}
private void UpdateTerrain()
{
if (Terrain.IsTainted() && !Terrain.IsUserStillEditing())
{
CreateTerrainTexture(true);
lock (Terrain.heightmap)
{
lock (SyncRoot)
{
PhysicsScene.SetTerrain(Terrain.GetHeights1D());
}
m_storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD(), RegionInfo.RegionID);
SendTerrainUpdate(true);
Terrain.ResetTaint();
}
}
}
public void SendTerrainUpdate(bool checkForTainted)
{
float[] terData = Terrain.GetHeights1D();
Broadcast(delegate(IClientAPI client)
{
for (int x = 0; x < 16; x++)
{
for (int y = 0; y < 16; y++)
{
if ((!checkForTainted) || (Terrain.IsTainted(x * 16, y * 16)))
{
client.SendLayerData(x, y, terData);
}
}
}
});
}
private void UpdateStorageBackup()
{
Backup();
}
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>
///
/// </summary>
/// <returns></returns>
public bool Backup()
{
EventManager.TriggerOnBackup(m_storageManager.DataStore);
return true;
}
#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)
{
Image image = OpenJPEG.DecodeToImage(asset.Data);
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);
}
/// <summary>
/// Loads a world map from a specified R32 file
/// </summary>
/// <param name="filename">A working R32 file</param>
public void LoadWorldMap(string filename)
{
Terrain.LoadFromFileF32(filename);
Terrain.SaveRevertMap();
}
/// <summary>
/// Loads the World heightmap
/// </summary>
///
public override void LoadWorldMap()
{
try
{
double[,] map = m_storageManager.DataStore.LoadTerrain(RegionInfo.RegionID);
if (map == null)
{
if (string.IsNullOrEmpty(m_regInfo.EstateSettings.terrainFile))
{
m_log.Info("[TERRAIN]: No default terrain. Generating a new terrain.");
Terrain.SetDefaultTerrain();
m_storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD(), RegionInfo.RegionID);
}
else
{
try
{
Terrain.LoadFromFileF32(m_regInfo.EstateSettings.terrainFile);
Terrain *= m_regInfo.EstateSettings.terrainMultiplier;
}
catch
{
m_log.Info("[TERRAIN]: No terrain found in database or default. Generating a new terrain.");
Terrain.SetDefaultTerrain();
}
m_storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD(), RegionInfo.RegionID);
}
}
else
{
Terrain.SetHeights2D(map);
}
CreateTerrainTexture(true);
//CommsManager.GridService.RegisterRegion(RegionInfo); //hack to update the terrain texture in grid mode so it shows on world map
}
catch (Exception e)
{
m_log.Warn("[terrain]: Scene.cs: LoadWorldMap() - Failed with exception " + e.ToString());
}
}
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");
m_LandManager.allowedForcefulBans = false;
}
else
{
m_log.Info("[GRID]: Grid is allowing forceful parcel banlists");
m_LandManager.allowedForcefulBans = true;
}
}
}
/// <summary>
///
/// </summary>
public void CreateTerrainTexture(bool temporary)
{
//create a texture asset of the terrain
byte[] data = Terrain.WriteJpegImage("defaultstripe.png");
m_regInfo.EstateSettings.terrainImageID = LLUUID.Random();
AssetBase asset = new AssetBase();
asset.FullID = m_regInfo.EstateSettings.terrainImageID;
asset.Data = data;
asset.Name = "terrainImage";
asset.Description = RegionInfo.RegionName;
asset.Type = 0;
asset.Temporary = temporary;
AssetCache.AddAsset(asset);
}
#endregion
#region Load Land
public void loadAllLandObjectsFromStorage()
{
m_log.Info("[SCENE]: Loading land objects from storage");
List<LandData> landData = m_storageManager.DataStore.LoadLandObjects(RegionInfo.RegionID);
if (landData.Count == 0)
{
m_LandManager.NoLandDataFromStorage();
}
else
{
m_LandManager.IncomingLandObjectsFromStorage(landData);
}
}
#endregion
#region Primitives Methods
/// <summary>
/// Loads the World's objects
/// </summary>
public virtual void LoadPrimsFromStorage(bool m_permissions)
{
m_log.Info("[SCENE]: Loading objects from datastore");
List<SceneObjectGroup> PrimsFromDB = m_storageManager.DataStore.LoadObjects(m_regInfo.RegionID);
foreach (SceneObjectGroup group in PrimsFromDB)
{
AddEntityFromStorage(group);
SceneObjectPart rootPart = group.GetChildPart(group.UUID);
rootPart.ObjectFlags &= ~(uint)LLObject.ObjectFlags.Scripted;
rootPart.TrimPermissions();
group.ApplyPhysics(m_physicalPrim);
//rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
}
m_log.Info("[SCENE]: Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)");
}
/// <summary>
/// Returns a new unallocated primitive ID
/// </summary>
/// <returns>A brand new primitive ID</returns>
public uint PrimIDAllocate()
{
uint myID;
_primAllocateMutex.WaitOne();
++_primCount;
myID = _primCount;
_primAllocateMutex.ReleaseMutex();
return myID;
}
public LLVector3 GetNewRezLocation(LLVector3 RayStart, LLVector3 RayEnd, LLUUID RayTargetID, LLQuaternion rot, byte bypassRayCast, byte RayEndIsIntersection)
{
LLVector3 pos = LLVector3.Zero;
if (RayEndIsIntersection == (byte)1)
{
pos = RayEnd;
return pos;
}
if (RayTargetID != LLUUID.Zero)
{
SceneObjectPart target = GetSceneObjectPart(RayTargetID);
if (target != null)
{
pos = target.AbsolutePosition;
// TODO: Raytrace here
return pos;
}
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(LLUUID ownerID, LLVector3 RayEnd, LLQuaternion rot, PrimitiveBaseShape shape,
byte bypassRaycast, LLVector3 RayStart, LLUUID RayTargetID,
byte RayEndIsIntersection)
{
LLVector3 pos = GetNewRezLocation(RayStart, RayEnd, RayTargetID, rot, bypassRaycast, RayEndIsIntersection);
if (PermissionsMngr.CanRezObject(ownerID, pos))
{
// rez ON the ground, not IN the ground
pos.Z += 0.25F;
AddNewPrim(ownerID, pos, rot, shape);
}
}
public virtual SceneObjectGroup AddNewPrim(LLUUID ownerID, LLVector3 pos, LLQuaternion rot, PrimitiveBaseShape shape)
{
SceneObjectGroup sceneOb =
new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape);
AddEntity(sceneOb);
SceneObjectPart rootPart = sceneOb.GetChildPart(sceneOb.UUID);
// if grass or tree, make phantom
//rootPart.TrimPermissions();
if ((rootPart.Shape.PCode == 95) || (rootPart.Shape.PCode == 255) || (rootPart.Shape.PCode == 111))
{
rootPart.AddFlag(LLObject.ObjectFlags.Phantom);
//rootPart.ObjectFlags += (uint)LLObject.ObjectFlags.Phantom;
}
// if not phantom, add to physics
sceneOb.ApplyPhysics(m_physicalPrim);
return sceneOb;
}
public SceneObjectGroup AddTree(LLVector3 scale, LLQuaternion rotation, LLVector3 position,
Tree treeType, bool newTree)
{
LLUUID uuid = this.RegionInfo.MasterAvatarAssignedUUID;
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);
}
public void RemovePrim(uint localID, LLUUID avatar_deleter)
{
m_innerScene.RemovePrim(localID, avatar_deleter);
}
public void AddEntityFromStorage(SceneObjectGroup sceneObject)
{
m_innerScene.AddEntityFromStorage(sceneObject);
}
public void AddEntity(SceneObjectGroup sceneObject)
{
m_innerScene.AddEntity(sceneObject);
}
public void RemoveEntity(SceneObjectGroup sceneObject)
{
if (Entities.ContainsKey(sceneObject.UUID))
{
m_LandManager.removePrimFromLandPrimCounts(sceneObject);
Entities.Remove(sceneObject.UUID);
m_LandManager.setPrimsTainted();
m_innerScene.RemoveAPrimCount();
}
}
/// <summary>
/// Called by a prim when it has been created/cloned, so that its events can be subscribed to
/// </summary>
/// <param name="prim"></param>
public void AcknowledgeNewPrim(SceneObjectGroup prim)
{
prim.OnPrimCountTainted += m_LandManager.setPrimsTainted;
}
public void LoadPrimsFromXml(string fileName, bool newIdsFlag, LLVector3 loadOffset)
{
m_sceneXmlLoader.LoadPrimsFromXml(fileName, newIdsFlag, loadOffset);
}
public void SavePrimsToXml(string fileName)
{
m_sceneXmlLoader.SavePrimsToXml(fileName);
}
public void LoadPrimsFromXml2(string fileName)
{
m_sceneXmlLoader.LoadPrimsFromXml2(fileName);
}
public void SavePrimsToXml2(string fileName)
{
m_sceneXmlLoader.SavePrimsToXml2(fileName);
}
public void CrossPrimGroupIntoNewRegion(LLVector3 position, SceneObjectGroup grp)
{
m_log.Warn("Prim crossing: " + grp.UUID.ToString());
int thisx = (int)RegionInfo.RegionLocX;
int thisy = (int)RegionInfo.RegionLocY;
ulong newRegionHandle = 0;
LLVector3 pos = position;
if (position.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 (position.X < -0.1f)
{
pos.X = ((pos.X + Constants.RegionSize));
newRegionHandle = Util.UIntsToLong((uint)((thisx - 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize));
// x - 1
}
if (position.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 (position.Y < -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
grp.OffsetForNewRegion(pos);
if (newRegionHandle != 0)
{
bool successYN = false;
successYN = m_sceneGridService.PrimCrossToNeighboringRegion(newRegionHandle, grp.UUID, m_sceneXmlLoader.SavePrimGroupToXML2String(grp));
if (successYN)
{
// We remove the object here
try
{
DeleteSceneObjectGroup(grp);
}
catch (System.Exception)
{
m_log.Warn("[DATABASE]: exception when trying to remove the prim that crossed the border.");
}
}
else
{
m_log.Warn("[INTERREGION]: Prim Crossing Failed!");
if (grp.RootPart != null)
{
if (grp.RootPart.PhysActor != null)
{
grp.RootPart.PhysActor.CrossingFailure();
}
}
}
}
}
public void IncomingInterRegionPrimGroup(ulong regionHandle, LLUUID primID, string objXMLData)
{
m_log.Warn("{[INTERREGION]: A new prim arrived from a neighbor");
m_sceneXmlLoader.LoadGroupFromXml2String(objXMLData);
}
#endregion
#region Add/Remove Avatar Methods
/// <summary>
///
/// </summary>
/// <param name="client"></param
/// <param name="child"></param>
public override void AddNewClient(IClientAPI client, bool child)
{
m_log.Warn("[CONNECTION DEBUGGING]: Creating new client for " + client.AgentId.ToString());
SubscribeToClientEvents(client);
m_estateManager.sendRegionHandshake(client);
CreateAndAddScenePresence(client, child);
m_LandManager.sendParcelOverlay(client);
CommsManager.UserProfileCacheService.AddNewUser(client.AgentId);
}
protected virtual void SubscribeToClientEvents(IClientAPI client)
{
client.OnRegionHandShakeReply += SendLayerData;
//remoteClient.OnRequestWearables += new GenericCall(this.GetInitialPrims);
client.OnModifyTerrain += ModifyTerrain;
// client.OnRequestWearables += InformClientOfNeighbours;
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.OnUpdateExtraParams += m_innerScene.UpdateExtraParam;
client.OnUpdatePrimShape += m_innerScene.UpdatePrimShape;
client.OnRequestMapBlocks += RequestMapBlocks;
client.OnUpdatePrimTexture += m_innerScene.UpdatePrimTexture;
client.OnTeleportLocationRequest += RequestTeleportLocation;
client.OnObjectSelect += SelectPrim;
client.OnObjectDeselect += DeselectPrim;
client.OnGrabUpdate += m_innerScene.MoveObject;
client.OnDeRezObject += DeRezObject;
client.OnRezObject += RezObject;
client.OnRezSingleAttachmentFromInv += RezSingleAttachment;
client.OnObjectAttach += m_innerScene.AttachObject;
client.OnNameFromUUIDRequest += CommsManager.HandleUUIDNameRequest;
client.OnObjectDescription += m_innerScene.PrimDescription;
client.OnObjectName += m_innerScene.PrimName;
client.OnLinkObjects += m_innerScene.LinkObjects;
client.OnDelinkObjects += m_innerScene.DelinkObjects;
client.OnObjectDuplicate += m_innerScene.DuplicateObject;
client.OnUpdatePrimFlags += m_innerScene.UpdatePrimFlags;
client.OnRequestObjectPropertiesFamily += m_innerScene.RequestObjectPropertiesFamily;
client.OnParcelPropertiesRequest += new ParcelPropertiesRequest(m_LandManager.handleParcelPropertiesRequest);
client.OnParcelDivideRequest += new ParcelDivideRequest(m_LandManager.handleParcelDivideRequest);
client.OnParcelJoinRequest += new ParcelJoinRequest(m_LandManager.handleParcelJoinRequest);
client.OnParcelPropertiesUpdateRequest +=
new ParcelPropertiesUpdateRequest(m_LandManager.handleParcelPropertiesUpdateRequest);
client.OnParcelSelectObjects += new ParcelSelectObjects(m_LandManager.handleParcelSelectObjectsRequest);
client.OnParcelObjectOwnerRequest +=
new ParcelObjectOwnerRequest(m_LandManager.handleParcelObjectOwnersRequest);
client.OnParcelAccessListRequest += new ParcelAccessListRequest(m_LandManager.handleParcelAccessRequest);
client.OnParcelAccessListUpdateRequest +=
new ParcelAccessListUpdateRequest(m_LandManager.handleParcelAccessUpdateRequest);
client.OnEstateOwnerMessage += new EstateOwnerMessageRequest(m_estateManager.handleEstateOwnerMessage);
client.OnRegionInfoRequest += m_estateManager.HandleRegionInfoRequest;
client.OnEstateCovenantRequest += m_estateManager.HandleEstateCovenantRequest;
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.OnAssetUploadRequest += CommsManager.TransactionsManager.HandleUDPUploadRequest;
// client.OnXferReceive += CommsManager.TransactionsManager.HandleXfer;
client.OnRezScript += RezScript;
client.OnRequestTaskInventory += RequestTaskInventory;
client.OnRemoveTaskItem += RemoveTaskInventory;
client.OnUpdateTaskInventory += UpdateTaskInventory;
client.OnGrabObject += ProcessObjectGrab;
client.OnMoneyTransferRequest += ProcessMoneyTransferRequest;
client.OnAvatarPickerRequest += ProcessAvatarPickerRequest;
client.OnPacketStats += AddPacketStats;
EventManager.TriggerOnNewClient(client);
}
protected virtual ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child)
{
ScenePresence avatar = null;
AvatarAppearance appearance;
GetAvatarAppearance(client, out appearance);
avatar = m_innerScene.CreateAndAddScenePresence(client, child, appearance);
if (avatar.IsChildAgent)
{
avatar.OnSignificantClientMovement += m_LandManager.handleSignificantClientMovement;
}
return avatar;
}
protected void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance)
{
if (m_AvatarFactory == null ||
!m_AvatarFactory.TryGetAvatarAppearance(client.AgentId, out appearance))
{
//not found Appearance
m_log.Warn("[AVATAR DEBUGGING]: Couldn't fetch avatar appearance from factory, please report this to the opensim mantis");
byte[] visualParams;
AvatarWearable[] wearables;
AvatarFactoryModule.GetDefaultAvatarAppearance(out wearables, out visualParams);
appearance = new AvatarAppearance(client.AgentId, wearables, visualParams);
}
}
/// <summary>
///
/// </summary>
/// <param name="agentID"></param>
public override void RemoveClient(LLUUID agentID)
{
ScenePresence avatar = GetScenePresence(agentID);
try
{
if (avatar.IsChildAgent)
{
m_innerScene.removeUserCount(false);
}
else
{
m_innerScene.removeUserCount(true);
m_sceneGridService.LogOffUser(agentID, RegionInfo.RegionID, RegionInfo.RegionHandle,
avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y,
avatar.AbsolutePosition.Z);
m_sceneGridService.SendCloseChildAgentConnections(avatar);
}
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 (System.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);
}
lock (m_scenePresences)
{
if (m_scenePresences.Remove(agentID))
{
//m_log.InfoFormat("[SCENE] Removed scene presence {0}", agentID);
}
else
{
m_log.WarnFormat("[SCENE] Tried to remove non-existent scene prescence with agent ID {0} from scene ScenePresences list", agentID);
}
}
lock (Entities)
{
if (Entities.Remove(agentID))
{
//m_log.InfoFormat("[SCENE] Removed scene presence {0} from entities list", agentID);
}
else
{
m_log.WarnFormat("[SCENE] Tried to remove non-existent scene prescence with agent ID {0} from scene Entities list", 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
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 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
/// <summary>
///
/// </summary>
/// <param name="entID"></param>
/// <returns></returns>
public bool DeleteEntity(LLUUID entID)
{
if (Entities.ContainsKey(entID))
{
Entities.Remove(entID);
m_storageManager.DataStore.RemoveObject(entID, m_regInfo.RegionID);
m_innerScene.RemoveAPrimCount();
return true;
}
return false;
}
public void SendKillObject(uint localID)
{
Broadcast(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); });
}
#endregion
#region RegionComms
/// <summary>
///
/// </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.KillObject = SendKillObject;
}
/// <summary>
///
/// </summary>
public void UnRegisterReginWithComms()
{
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.Close();
}
/// <summary>
///
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="agent"></param>
public void NewUserConnection(ulong regionHandle, AgentCircuitData agent)
{
if (regionHandle == m_regInfo.RegionHandle)
{
if (agent.CapsPath != String.Empty)
{
m_log.Debug("[CONNECTION DEBUGGING]: Setting up CAPS handler for " + agent.AgentID.ToString() + " at " + agent.CapsPath.ToString());
Caps cap =
new Caps(AssetCache, m_httpListener, m_regInfo.ExternalHostName, m_httpListener.Port,
agent.CapsPath, agent.AgentID, m_dumpAssetsToFile);
Util.SetCapsURL(agent.AgentID,
"http://" + m_regInfo.ExternalHostName + ":" + m_httpListener.Port.ToString() +
"/CAPS/" + agent.CapsPath + "0000/");
cap.RegisterHandlers();
if (agent.child)
{
}
cap.AddNewInventoryItem = AddInventoryItem;
cap.ItemUpdatedCall = CapsUpdateInventoryItemAsset;
cap.TaskScriptUpdatedCall = CapsUpdateTaskInventoryScriptAsset;
if (m_capsHandlers.ContainsKey(agent.AgentID))
{
m_log.Debug("[CONNECTION DEBUGGING]: Caps path already in use for " + agent.AgentID.ToString());
try
{
m_capsHandlers[agent.AgentID] = cap;
}
catch (KeyNotFoundException)
{
m_log.Debug("[CONNECTION DEBUGGING]: Caught exception adding handler for " + agent.AgentID.ToString());
// Fix for a potential race condition.
m_capsHandlers.Add(agent.AgentID, cap);
}
}
else
{
m_capsHandlers.Add(agent.AgentID, cap);
}
}
else
{
m_log.Warn("[CONNECTION DEBUGGING]: Skipped setting up CAPS handler for " + agent.AgentID.ToString());
}
m_log.Debug("[CONNECTION DEBUGGING]: Creating new circuit code (" + agent.circuitcode.ToString() + ") for " + agent.AgentID.ToString());
m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
}
else
{
m_log.Warn("[CONNECTION DEBUGGING]: Skipping this region for welcoming " + agent.AgentID.ToString() + " [" + regionHandle.ToString() + "]");
}
}
/// <summary>
///
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="agentID"></param>
/// <param name="position"></param>
/// <param name="isFlying"></param>
public virtual void AgentCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position, bool isFlying)
{
if (regionHandle == m_regInfo.RegionHandle)
{
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 LLUUID(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, LLUUID agentID)
{
if (regionHandle == m_regionHandle)
{
ScenePresence presence = m_innerScene.GetScenePresence(agentID);
if (presence != null)
{
if (presence.IsChildAgent)
{
m_innerScene.removeUserCount(false);
}
else
{
m_innerScene.removeUserCount(true);
}
// Tell a single agent to disconnect from the region.
libsecondlife.Packets.DisableSimulatorPacket disable = (libsecondlife.Packets.DisableSimulatorPacket)PacketPool.Instance.GetPacket(libsecondlife.Packets.PacketType.DisableSimulator);
presence.ControllingClient.OutPacket(disable, ThrottleOutPacketType.Task);
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_sceneGridService.RequestMapBlocks(remoteClient, minX, minY, maxX, maxX);
}
/// <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="flags"></param>
public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, LLVector3 position,
LLVector3 lookAt, uint flags)
{
if (m_scenePresences.ContainsKey(remoteClient.AgentId))
{
m_sceneGridService.RequestTeleportToLocation(m_scenePresences[remoteClient.AgentId], regionHandle,
position, lookAt, flags);
}
}
/// <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, LLUUID agentID, LLVector3 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);
}
}
/// <summary>
///
/// </summary>
/// <param name="mod"></param>
public void RegisterModuleInterface<M>(M mod)
{
if (!ModuleInterfaces.ContainsKey(typeof(M)))
{
ModuleInterfaces.Add(typeof(M), mod);
}
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public T RequestModuleInterface<T>()
{
if (ModuleInterfaces.ContainsKey(typeof(T)))
{
return (T)ModuleInterfaces[typeof(T)];
}
else
{
return default(T);
}
}
#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(LLUUID avatarID, string objectName, LLUUID objectID, LLUUID ownerID, bool groupOwned,
string message, string url)
{
if (m_scenePresences.ContainsKey(avatarID))
{
m_scenePresences[avatarID].ControllingClient.SendLoadURL(objectName, objectID, ownerID, groupOwned,
message, url);
}
}
public void SendDialogToUser(LLUUID avatarID, string objectName, LLUUID objectID, LLUUID ownerID, string message, LLUUID TextureID, int ch, string[] buttonlabels)
{
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 LLUUID MakeHttpRequest(string url, string type, string body)
{
if (m_httpRequestModule != null)
{
return m_httpRequestModule.MakeHttpRequest(url, type, body);
}
return LLUUID.Zero;
}
/// <summary>
///
/// </summary>
public void performParcelPrimCountUpdate()
{
m_LandManager.resetAllLandPrimCounts();
m_eventManager.TriggerParcelPrimCountUpdate();
m_LandManager.finalizeLandPrimCountUpdate();
m_LandManager.landPrimCountTainted = false;
}
/// <summary>
///
/// </summary>
public void addPrimsToParcelCounts()
{
foreach (EntityBase obj in Entities.Values)
{
if (obj is SceneObjectGroup)
{
m_eventManager.TriggerParcelPrimCountAdd((SceneObjectGroup)obj);
}
}
}
/// <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(LLUUID ownerID, LLUUID friendID, uint perms)
{
// TODO: m_sceneGridService.DoStuff;
m_sceneGridService.AddNewUserFriend(ownerID, friendID, perms);
}
public virtual void StoreUpdateFriendship(LLUUID ownerID, LLUUID friendID, uint perms)
{
// TODO: m_sceneGridService.DoStuff;
m_sceneGridService.UpdateUserFriendPerms(ownerID, friendID, perms);
}
public virtual void StoreRemoveFriendship(LLUUID ownerID, LLUUID ExfriendID)
{
// TODO: m_sceneGridService.DoStuff;
m_sceneGridService.RemoveUserFriend(ownerID, ExfriendID);
}
public virtual List<FriendListItem> StoreGetFriendsForUser(LLUUID 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(LLUUID user, string reason)
{
SendAlertToUser(user, reason, false);
}
/// <summary>
///
/// </summary>
/// <param name="message"></param>
public void SendGeneralAlert(string message)
{
List<ScenePresence> presenceList = GetScenePresences();
foreach (ScenePresence presence in presenceList)
{
presence.ControllingClient.SendAlertMessage(message);
}
}
/// <summary>
///
/// </summary>
/// <param name="agentID"></param>
/// <param name="message"></param>
/// <param name="modal"></param>
public void SendAlertToUser(LLUUID agentID, string message, bool modal)
{
if (m_scenePresences.ContainsKey(agentID))
{
m_scenePresences[agentID].ControllingClient.SendAgentAlertMessage(message, modal);
}
}
/// <summary>
///
/// </summary>
/// <param name="agentID"></param>
/// <param name="sessionID"></param>
/// <param name="token"></param>
/// <param name="controllingClient"></param>
public void handleRequestGodlikePowers(LLUUID agentID, LLUUID sessionID, LLUUID token,
IClientAPI controllingClient)
{
// First check that this is the sim owner
if (m_permissionManager.GenericEstatePermission(agentID))
{
// User needs to be logged into this sim
if (m_scenePresences.ContainsKey(agentID))
{
// Next we check for spoofing.....
LLUUID testSessionID = m_scenePresences[agentID].ControllingClient.SessionId;
if (sessionID == testSessionID)
{
if (sessionID == controllingClient.SessionId)
{
m_scenePresences[agentID].GrantGodlikePowers(agentID, testSessionID, token);
}
}
}
}
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(LLUUID FromAvatarID, LLUUID fromSessionID, String FromAvatarName, String Message)
{
List<ScenePresence> presenceList = GetScenePresences();
foreach (ScenePresence presence in presenceList)
{
if (!presence.IsChildAgent)
presence.ControllingClient.SendBlueBoxMessage(FromAvatarID, fromSessionID, 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(LLUUID FromAvatarID, LLUUID fromSessionID, String FromAvatarName, String Message)
{
ClientManager.ForEachClient(delegate(IClientAPI controller)
{
controller.SendBlueBoxMessage(FromAvatarID, fromSessionID, 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(LLUUID godID, LLUUID sessionID, LLUUID agentID, uint kickflags, byte[] reason)
{
// For some reason the client sends this seemingly hard coded UUID for kicking everyone. Dun-know.
LLUUID kickUserID = new LLUUID("44e87126e7944ded05b37c42da3d5cdb");
if (m_scenePresences.ContainsKey(agentID) || agentID == kickUserID)
{
if (m_permissionManager.GenericEstatePermission(godID))
{
if (agentID == kickUserID)
{
ClientManager.ForEachClient(delegate(IClientAPI controller)
{
if (controller.AgentId != godID)
controller.Kick(Helpers.FieldToUTF8String(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.Equals(null) && p.IsChildAgent;
if (controller.AgentId != godID && !childagent)
// Do we really want to kick the initiator of this madness?
{
controller.Close(true);
}
}
);
}
else
{
if (m_scenePresences[agentID].IsChildAgent)
{
m_innerScene.removeUserCount(false);
}
else
{
m_innerScene.removeUserCount(true);
}
m_scenePresences[agentID].ControllingClient.Kick(Helpers.FieldToUTF8String(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, LLUUID agentID, LLUUID 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
SceneObjectGroup chObjectGroup = GetGroupByPrim(localId);
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>
///
/// </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> EntitieList = GetEntities();
foreach (EntityBase ent in EntitieList)
{
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> EntitieList = GetEntities();
foreach (EntityBase ent in EntitieList)
{
if (ent is SceneObjectGroup)
{
SceneObjectPart part = ((SceneObjectGroup)ent).GetChildPart(((SceneObjectGroup)ent).UUID);
if (part != null)
{
if (part.Name == cmdparams[0])
{
part.Resize(
new LLVector3(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="showWhat"></param>
public void Show(string showWhat)
{
switch (showWhat)
{
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 scenePrescence in GetAvatars())
{
m_log.ErrorFormat("{0,-16}{1,-16}{2,-25}{3,-25}{4,-16},{5,-16}{6,-16}",
scenePrescence.Firstname,
scenePrescence.Lastname,
scenePrescence.UUID,
scenePrescence.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 Terrain.GetHeight(x, y);
}
public LLUUID GetLandOwner(float x, float y)
{
Land land = LandManager.getLandObject(x, y);
if (land == null)
{
return LLUUID.Zero;
}
else
{
return land.landData.ownerID;
}
}
public LandData GetLandData(float x, float y)
{
return LandManager.getLandObject(x, y).landData;
}
public void SetLandMusicURL(float x, float y, string url)
{
Land land = LandManager.getLandObject(x, y);
if (land == null)
{
return;
}
else
{
land.landData.musicURL = url;
return;
}
}
#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);
}
#endregion
#region InnerScene wrapper methods
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <returns></returns>
public LLUUID 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);
}
/// <summary>
///
/// </summary>
/// <param name="presence"></param>
public void SendAllSceneObjectsToClient(ScenePresence presence)
{
m_innerScene.SendAllSceneObjectsToClient(presence);
}
//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>
///
/// </summary>
/// <returns></returns>
public List<ScenePresence> GetAvatars()
{
return m_innerScene.GetAvatars();
}
/// <summary>
/// Request a List of all m_scenePresences in this World
/// </summary>
/// <returns></returns>
public List<ScenePresence> GetScenePresences()
{
return m_innerScene.GetScenePresences();
}
/// <summary>
/// Request a filtered list of m_scenePresences in this World
/// </summary>
/// <param name="filter"></param>
/// <returns></returns>
public List<ScenePresence> GetScenePresences(FilterAvatarList filter)
{
return m_innerScene.GetScenePresences(filter);
}
/// <summary>
/// Request a Avatar by UUID
/// </summary>
/// <param name="avatarID"></param>
/// <returns></returns>
public ScenePresence GetScenePresence(LLUUID 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(LLUUID 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 avatar.
if (!(m_scenePresences.Equals(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>
///
/// </summary>
/// <param name="localID"></param>
/// <returns></returns>
public SceneObjectPart GetSceneObjectPart(uint localID)
{
return m_innerScene.GetSceneObjectPart(localID);
}
/// <summary>
///
/// </summary>
/// <param name="fullID"></param>
/// <returns></returns>
public SceneObjectPart GetSceneObjectPart(LLUUID fullID)
{
return m_innerScene.GetSceneObjectPart(fullID);
}
internal bool TryGetAvatar(LLUUID 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);
}
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 void RemoveStreamHandler(string httpMethod, string path)
{
m_httpListener.RemoveStreamHandler(httpMethod, path);
}
public void RemoveHTTPHandler(string httpMethod, string path)
{
m_httpListener.RemoveHTTPHandler(httpMethod, path);
}
#endregion
}
}