5785 lines
238 KiB
C#
5785 lines
238 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyrightD
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.IO;
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using System.Text;
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using System.Threading;
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using System.Timers;
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using System.Xml;
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using Nini.Config;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using OpenMetaverse.Imaging;
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using OpenSim.Framework;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Services.Interfaces;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes.Scripting;
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using OpenSim.Region.Framework.Scenes.Serialization;
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using OpenSim.Region.Physics.Manager;
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using Timer=System.Timers.Timer;
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using TPFlags = OpenSim.Framework.Constants.TeleportFlags;
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using GridRegion = OpenSim.Services.Interfaces.GridRegion;
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using PermissionMask = OpenSim.Framework.PermissionMask;
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namespace OpenSim.Region.Framework.Scenes
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{
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public delegate bool FilterAvatarList(ScenePresence avatar);
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public partial class Scene : SceneBase
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{
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private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L;
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private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L;
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public delegate void SynchronizeSceneHandler(Scene scene);
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#region Fields
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public bool EmergencyMonitoring = false;
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/// <summary>
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/// Show debug information about animations.
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/// </summary>
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public bool DebugAnimations { get; set; }
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/// <summary>
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/// Show debug information about teleports.
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/// </summary>
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public bool DebugTeleporting { get; set; }
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/// <summary>
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/// Show debug information about the scene loop.
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/// </summary>
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public bool DebugUpdates { get; set; }
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/// <summary>
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/// If true then the scene is saved to persistent storage periodically, every m_update_backup frames and
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/// if objects meet required conditions (m_dontPersistBefore and m_dontPersistAfter).
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/// </summary>
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/// <remarks>
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/// Even if false, the scene will still be saved on clean shutdown.
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/// FIXME: Currently, setting this to false will mean that objects are not periodically returned from parcels.
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/// This needs to be fixed.
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/// </remarks>
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public bool PeriodicBackup { get; set; }
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/// <summary>
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/// If false then the scene is never saved to persistence storage even if PeriodicBackup == true and even
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/// if the scene is being shut down for the final time.
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/// </summary>
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public bool UseBackup { get; set; }
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/// <summary>
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/// If false then physical objects are disabled, though collisions will continue as normal.
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/// </summary>
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public bool PhysicsEnabled { get; set; }
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/// <summary>
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/// If false then scripts are not enabled on the smiulator
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/// </summary>
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public bool ScriptsEnabled
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{
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get { return m_scripts_enabled; }
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set
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{
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if (m_scripts_enabled != value)
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{
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if (!value)
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{
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m_log.Info("Stopping all Scripts in Scene");
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EntityBase[] entities = Entities.GetEntities();
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foreach (EntityBase ent in entities)
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{
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if (ent is SceneObjectGroup)
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((SceneObjectGroup)ent).RemoveScriptInstances(false);
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}
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}
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else
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{
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m_log.Info("Starting all Scripts in Scene");
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EntityBase[] entities = Entities.GetEntities();
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foreach (EntityBase ent in entities)
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{
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if (ent is SceneObjectGroup)
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{
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SceneObjectGroup sog = (SceneObjectGroup)ent;
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sog.CreateScriptInstances(0, false, DefaultScriptEngine, 0);
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sog.ResumeScripts();
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}
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}
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}
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m_scripts_enabled = value;
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}
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}
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}
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private bool m_scripts_enabled;
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public SynchronizeSceneHandler SynchronizeScene;
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/// <summary>
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/// Used to prevent simultaneous calls to code that adds and removes agents.
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/// </summary>
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private object m_removeClientLock = new object();
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/// <summary>
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/// Statistical information for this scene.
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/// </summary>
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public SimStatsReporter StatsReporter { get; private set; }
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/// <summary>
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/// Controls whether physics can be applied to prims. Even if false, prims still have entries in a
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/// PhysicsScene in order to perform collision detection
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/// </summary>
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public bool PhysicalPrims { get; private set; }
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/// <summary>
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/// Controls whether prims can be collided with.
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/// </summary>
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/// <remarks>
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/// If this is set to false then prims cannot be subject to physics either.
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/// </summary>
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public bool CollidablePrims { get; private set; }
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/// <summary>
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/// Minimum value of the size of a non-physical prim in each axis
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/// </summary>
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public float m_minNonphys = 0.001f;
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/// <summary>
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/// Maximum value of the size of a non-physical prim in each axis
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/// </summary>
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public float m_maxNonphys = 256;
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/// <summary>
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/// Minimum value of the size of a physical prim in each axis
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/// </summary>
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public float m_minPhys = 0.01f;
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/// <summary>
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/// Maximum value of the size of a physical prim in each axis
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/// </summary>
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public float m_maxPhys = 10;
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/// <summary>
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/// Max prims an object will hold
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/// </summary>
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public int m_linksetCapacity = 0;
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public bool m_clampPrimSize;
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public bool m_trustBinaries;
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public bool m_allowScriptCrossings;
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public bool m_useFlySlow;
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public bool m_useTrashOnDelete = true;
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/// <summary>
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/// Temporarily setting to trigger appearance resends at 60 second intervals.
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/// </summary>
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public bool SendPeriodicAppearanceUpdates { get; set; }
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protected float m_defaultDrawDistance = 255.0f;
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public float DefaultDrawDistance
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{
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// get { return m_defaultDrawDistance; }
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get {
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if (RegionInfo != null)
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{
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float largestDimension = Math.Max(RegionInfo.RegionSizeX, RegionInfo.RegionSizeY);
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m_defaultDrawDistance = Math.Max(m_defaultDrawDistance, largestDimension);
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}
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return m_defaultDrawDistance;
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}
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}
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private List<string> m_AllowedViewers = new List<string>();
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private List<string> m_BannedViewers = new List<string>();
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// TODO: need to figure out how allow client agents but deny
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// root agents when ACL denies access to root agent
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public bool m_strictAccessControl = true;
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public int MaxUndoCount { get; set; }
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public bool SeeIntoRegion { get; set; }
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// Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
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public bool LoginLock = false;
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public bool StartDisabled = false;
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public bool LoadingPrims;
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public IXfer XferManager;
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// the minimum time that must elapse before a changed object will be considered for persisted
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public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L;
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// the maximum time that must elapse before a changed object will be considered for persisted
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public long m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L;
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protected int m_splitRegionID;
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protected Timer m_restartWaitTimer = new Timer();
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protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
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protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
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protected string m_simulatorVersion = "OpenSimulator Server";
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protected AgentCircuitManager m_authenticateHandler;
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protected SceneCommunicationService m_sceneGridService;
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protected ISimulationDataService m_SimulationDataService;
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protected IEstateDataService m_EstateDataService;
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protected IAssetService m_AssetService;
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protected IAuthorizationService m_AuthorizationService;
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protected IInventoryService m_InventoryService;
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protected IGridService m_GridService;
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protected ILibraryService m_LibraryService;
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protected ISimulationService m_simulationService;
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protected IAuthenticationService m_AuthenticationService;
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protected IPresenceService m_PresenceService;
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protected IUserAccountService m_UserAccountService;
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protected IAvatarService m_AvatarService;
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protected IGridUserService m_GridUserService;
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protected IXMLRPC m_xmlrpcModule;
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protected IWorldComm m_worldCommModule;
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protected IAvatarFactoryModule m_AvatarFactory;
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protected IConfigSource m_config;
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protected IRegionSerialiserModule m_serialiser;
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protected IDialogModule m_dialogModule;
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protected ICapabilitiesModule m_capsModule;
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protected IGroupsModule m_groupsModule;
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private Dictionary<string, string> m_extraSettings;
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/// <summary>
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/// Current scene frame number
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/// </summary>
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public uint Frame
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{
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get;
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protected set;
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}
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/// <summary>
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/// Current maintenance run number
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/// </summary>
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public uint MaintenanceRun { get; private set; }
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/// <summary>
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/// The minimum length of time in seconds that will be taken for a scene frame. If the frame takes less time then we
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/// will sleep for the remaining period.
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/// </summary>
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/// <remarks>
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/// One can tweak this number to experiment. One current effect of reducing it is to make avatar animations
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/// occur too quickly (viewer 1) or with even more slide (viewer 2).
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/// </remarks>
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public float MinFrameTime { get; private set; }
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/// <summary>
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/// The minimum length of time in seconds that will be taken for a maintenance run.
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/// </summary>
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public float MinMaintenanceTime { get; private set; }
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private int m_update_physics = 1;
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private int m_update_entitymovement = 1;
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private int m_update_objects = 1;
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private int m_update_temp_cleaning = 1000;
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private int m_update_presences = 1; // Update scene presence movements
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private int m_update_events = 1;
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private int m_update_backup = 200;
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private int m_update_terrain = 50;
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// private int m_update_land = 1;
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private int m_update_coarse_locations = 50;
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private int agentMS;
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private int frameMS;
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private int physicsMS2;
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private int physicsMS;
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private int otherMS;
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private int tempOnRezMS;
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private int eventMS;
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private int backupMS;
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private int terrainMS;
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private int landMS;
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private int spareMS;
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/// <summary>
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/// Tick at which the last frame was processed.
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/// </summary>
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private int m_lastFrameTick;
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/// <summary>
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/// Tick at which the last maintenance run occurred.
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/// </summary>
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private int m_lastMaintenanceTick;
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/// <summary>
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/// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
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/// asynchronously from the update loop.
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/// </summary>
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private bool m_cleaningTemps = false;
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// private Object m_heartbeatLock = new Object();
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// TODO: Possibly stop other classes being able to manipulate this directly.
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private SceneGraph m_sceneGraph;
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private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
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private volatile bool m_backingup;
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private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
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private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
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private string m_defaultScriptEngine;
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/// <summary>
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/// Tick at which the last login occurred.
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/// </summary>
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private int m_LastLogin;
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/// <summary>
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/// Thread that runs the scene loop.
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/// </summary>
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private Thread m_heartbeatThread;
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/// <summary>
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/// True if these scene is in the process of shutting down or is shutdown.
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/// </summary>
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public bool ShuttingDown
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{
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get { return m_shuttingDown; }
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}
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private volatile bool m_shuttingDown;
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/// <summary>
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/// Is the scene active?
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/// </summary>
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/// <remarks>
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/// If false, maintenance and update loops are not being run. Updates can still be triggered manually if
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/// the scene is not active.
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/// </remarks>
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public bool Active
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{
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get { return m_active; }
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set
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{
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if (value)
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{
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if (!m_active)
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Start(false);
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}
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else
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{
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// This appears assymetric with Start() above but is not - setting m_active = false stops the loops
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// XXX: Possibly this should be in an explicit Stop() method for symmetry.
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m_active = false;
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}
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}
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}
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private volatile bool m_active;
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// private int m_lastUpdate;
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// private bool m_firstHeartbeat = true;
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private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
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private bool m_reprioritizationEnabled = true;
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private double m_reprioritizationInterval = 5000.0;
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private double m_rootReprioritizationDistance = 10.0;
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private double m_childReprioritizationDistance = 20.0;
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private Timer m_mapGenerationTimer = new Timer();
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private bool m_generateMaptiles;
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#endregion Fields
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#region Properties
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/* Used by the loadbalancer plugin on GForge */
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public int SplitRegionID
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{
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get { return m_splitRegionID; }
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set { m_splitRegionID = value; }
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}
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public new float TimeDilation
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{
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get { return m_sceneGraph.PhysicsScene.TimeDilation; }
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}
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public SceneCommunicationService SceneGridService
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{
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get { return m_sceneGridService; }
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}
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public ISimulationDataService SimulationDataService
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{
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get
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{
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if (m_SimulationDataService == null)
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{
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m_SimulationDataService = RequestModuleInterface<ISimulationDataService>();
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if (m_SimulationDataService == null)
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{
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throw new Exception("No ISimulationDataService available.");
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}
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}
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return m_SimulationDataService;
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}
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}
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public IEstateDataService EstateDataService
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{
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get
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{
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if (m_EstateDataService == null)
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{
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m_EstateDataService = RequestModuleInterface<IEstateDataService>();
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if (m_EstateDataService == null)
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{
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throw new Exception("No IEstateDataService available.");
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}
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}
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return m_EstateDataService;
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}
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}
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public IAssetService AssetService
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{
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get
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{
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if (m_AssetService == null)
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{
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m_AssetService = RequestModuleInterface<IAssetService>();
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if (m_AssetService == null)
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{
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throw new Exception("No IAssetService available.");
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}
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}
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return m_AssetService;
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}
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}
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public IAuthorizationService AuthorizationService
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{
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get
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{
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if (m_AuthorizationService == null)
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{
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m_AuthorizationService = RequestModuleInterface<IAuthorizationService>();
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//if (m_AuthorizationService == null)
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//{
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// // don't throw an exception if no authorization service is set for the time being
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// m_log.InfoFormat("[SCENE]: No Authorization service is configured");
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//}
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}
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return m_AuthorizationService;
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}
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}
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public IInventoryService InventoryService
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{
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get
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{
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if (m_InventoryService == null)
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{
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m_InventoryService = RequestModuleInterface<IInventoryService>();
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if (m_InventoryService == null)
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{
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throw new Exception("No IInventoryService available. This could happen if the config_include folder doesn't exist or if the OpenSim.ini [Architecture] section isn't set. Please also check that you have the correct version of your inventory service dll. Sometimes old versions of this dll will still exist. Do a clean checkout and re-create the opensim.ini from the opensim.ini.example.");
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}
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}
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return m_InventoryService;
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}
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}
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public IGridService GridService
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{
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get
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{
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if (m_GridService == null)
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{
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m_GridService = RequestModuleInterface<IGridService>();
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if (m_GridService == null)
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{
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throw new Exception("No IGridService available. This could happen if the config_include folder doesn't exist or if the OpenSim.ini [Architecture] section isn't set. Please also check that you have the correct version of your inventory service dll. Sometimes old versions of this dll will still exist. Do a clean checkout and re-create the opensim.ini from the opensim.ini.example.");
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}
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}
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return m_GridService;
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}
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}
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public ILibraryService LibraryService
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{
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get
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{
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if (m_LibraryService == null)
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m_LibraryService = RequestModuleInterface<ILibraryService>();
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|
|
return m_LibraryService;
|
|
}
|
|
}
|
|
|
|
public ISimulationService SimulationService
|
|
{
|
|
get
|
|
{
|
|
if (m_simulationService == null)
|
|
m_simulationService = RequestModuleInterface<ISimulationService>();
|
|
|
|
return m_simulationService;
|
|
}
|
|
}
|
|
|
|
public IAuthenticationService AuthenticationService
|
|
{
|
|
get
|
|
{
|
|
if (m_AuthenticationService == null)
|
|
m_AuthenticationService = RequestModuleInterface<IAuthenticationService>();
|
|
return m_AuthenticationService;
|
|
}
|
|
}
|
|
|
|
public IPresenceService PresenceService
|
|
{
|
|
get
|
|
{
|
|
if (m_PresenceService == null)
|
|
m_PresenceService = RequestModuleInterface<IPresenceService>();
|
|
return m_PresenceService;
|
|
}
|
|
}
|
|
|
|
public IUserAccountService UserAccountService
|
|
{
|
|
get
|
|
{
|
|
if (m_UserAccountService == null)
|
|
m_UserAccountService = RequestModuleInterface<IUserAccountService>();
|
|
return m_UserAccountService;
|
|
}
|
|
}
|
|
|
|
public IAvatarService AvatarService
|
|
{
|
|
get
|
|
{
|
|
if (m_AvatarService == null)
|
|
m_AvatarService = RequestModuleInterface<IAvatarService>();
|
|
return m_AvatarService;
|
|
}
|
|
}
|
|
|
|
public IGridUserService GridUserService
|
|
{
|
|
get
|
|
{
|
|
if (m_GridUserService == null)
|
|
m_GridUserService = RequestModuleInterface<IGridUserService>();
|
|
return m_GridUserService;
|
|
}
|
|
}
|
|
|
|
public IAttachmentsModule AttachmentsModule { get; set; }
|
|
public IEntityTransferModule EntityTransferModule { get; private set; }
|
|
public IAgentAssetTransactions AgentTransactionsModule { get; private set; }
|
|
public IUserManagement UserManagementModule { get; private set; }
|
|
|
|
public IAvatarFactoryModule AvatarFactory
|
|
{
|
|
get { return m_AvatarFactory; }
|
|
}
|
|
|
|
public ICapabilitiesModule CapsModule
|
|
{
|
|
get { return m_capsModule; }
|
|
}
|
|
|
|
public int MonitorFrameTime { get { return frameMS; } }
|
|
public int MonitorPhysicsUpdateTime { get { return physicsMS; } }
|
|
public int MonitorPhysicsSyncTime { get { return physicsMS2; } }
|
|
public int MonitorOtherTime { get { return otherMS; } }
|
|
public int MonitorTempOnRezTime { get { return tempOnRezMS; } }
|
|
public int MonitorEventTime { get { return eventMS; } } // This may need to be divided into each event?
|
|
public int MonitorBackupTime { get { return backupMS; } }
|
|
public int MonitorTerrainTime { get { return terrainMS; } }
|
|
public int MonitorLandTime { get { return landMS; } }
|
|
public int MonitorLastFrameTick { get { return m_lastFrameTick; } }
|
|
|
|
public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get { return m_priorityScheme; } }
|
|
public bool IsReprioritizationEnabled { get { return m_reprioritizationEnabled; } }
|
|
public double ReprioritizationInterval { get { return m_reprioritizationInterval; } }
|
|
public double RootReprioritizationDistance { get { return m_rootReprioritizationDistance; } }
|
|
public double ChildReprioritizationDistance { get { return m_childReprioritizationDistance; } }
|
|
|
|
public AgentCircuitManager AuthenticateHandler
|
|
{
|
|
get { return m_authenticateHandler; }
|
|
}
|
|
|
|
// an instance to the physics plugin's Scene object.
|
|
public PhysicsScene PhysicsScene
|
|
{
|
|
get { return m_sceneGraph.PhysicsScene; }
|
|
set
|
|
{
|
|
// If we're not doing the initial set
|
|
// Then we've got to remove the previous
|
|
// event handler
|
|
if (PhysicsScene != null && PhysicsScene.SupportsNINJAJoints)
|
|
{
|
|
PhysicsScene.OnJointMoved -= jointMoved;
|
|
PhysicsScene.OnJointDeactivated -= jointDeactivated;
|
|
PhysicsScene.OnJointErrorMessage -= jointErrorMessage;
|
|
}
|
|
|
|
m_sceneGraph.PhysicsScene = value;
|
|
|
|
if (PhysicsScene != null && m_sceneGraph.PhysicsScene.SupportsNINJAJoints)
|
|
{
|
|
// register event handlers to respond to joint movement/deactivation
|
|
PhysicsScene.OnJointMoved += jointMoved;
|
|
PhysicsScene.OnJointDeactivated += jointDeactivated;
|
|
PhysicsScene.OnJointErrorMessage += jointErrorMessage;
|
|
}
|
|
}
|
|
}
|
|
|
|
public string DefaultScriptEngine
|
|
{
|
|
get { return m_defaultScriptEngine; }
|
|
}
|
|
|
|
public EntityManager Entities
|
|
{
|
|
get { return m_sceneGraph.Entities; }
|
|
}
|
|
|
|
|
|
// used in sequence see: SpawnPoint()
|
|
private int m_SpawnPoint;
|
|
// can be closest/random/sequence
|
|
public string SpawnPointRouting
|
|
{
|
|
get; private set;
|
|
}
|
|
// allow landmarks to pass
|
|
public bool TelehubAllowLandmarks
|
|
{
|
|
get; private set;
|
|
}
|
|
|
|
#endregion Properties
|
|
|
|
#region Constructors
|
|
|
|
public Scene(RegionInfo regInfo, AgentCircuitManager authen,
|
|
SceneCommunicationService sceneGridService,
|
|
ISimulationDataService simDataService, IEstateDataService estateDataService,
|
|
IConfigSource config, string simulatorVersion)
|
|
: this(regInfo)
|
|
{
|
|
m_config = config;
|
|
MinFrameTime = 0.089f;
|
|
MinMaintenanceTime = 1;
|
|
SeeIntoRegion = true;
|
|
|
|
Random random = new Random();
|
|
|
|
m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue / 2)) + (uint)(uint.MaxValue / 4);
|
|
m_authenticateHandler = authen;
|
|
m_sceneGridService = sceneGridService;
|
|
m_SimulationDataService = simDataService;
|
|
m_EstateDataService = estateDataService;
|
|
m_regionHandle = RegionInfo.RegionHandle;
|
|
|
|
m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
|
|
m_asyncSceneObjectDeleter.Enabled = true;
|
|
|
|
m_asyncInventorySender = new AsyncInventorySender(this);
|
|
|
|
#region Region Settings
|
|
|
|
// Load region settings
|
|
// LoadRegionSettings creates new region settings in persistence if they don't already exist for this region.
|
|
// However, in this case, the default textures are not set in memory properly, so we need to do it here and
|
|
// resave.
|
|
// FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new
|
|
// region is set up and avoid these gyrations.
|
|
RegionSettings rs = simDataService.LoadRegionSettings(RegionInfo.RegionID);
|
|
m_extraSettings = simDataService.GetExtra(RegionInfo.RegionID);
|
|
|
|
bool updatedTerrainTextures = false;
|
|
if (rs.TerrainTexture1 == UUID.Zero)
|
|
{
|
|
rs.TerrainTexture1 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_1;
|
|
updatedTerrainTextures = true;
|
|
}
|
|
|
|
if (rs.TerrainTexture2 == UUID.Zero)
|
|
{
|
|
rs.TerrainTexture2 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_2;
|
|
updatedTerrainTextures = true;
|
|
}
|
|
|
|
if (rs.TerrainTexture3 == UUID.Zero)
|
|
{
|
|
rs.TerrainTexture3 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_3;
|
|
updatedTerrainTextures = true;
|
|
}
|
|
|
|
if (rs.TerrainTexture4 == UUID.Zero)
|
|
{
|
|
rs.TerrainTexture4 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_4;
|
|
updatedTerrainTextures = true;
|
|
}
|
|
|
|
if (updatedTerrainTextures)
|
|
rs.Save();
|
|
|
|
RegionInfo.RegionSettings = rs;
|
|
|
|
if (estateDataService != null)
|
|
RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false);
|
|
|
|
#endregion Region Settings
|
|
|
|
//Bind Storage Manager functions to some land manager functions for this scene
|
|
EventManager.OnLandObjectAdded +=
|
|
new EventManager.LandObjectAdded(simDataService.StoreLandObject);
|
|
EventManager.OnLandObjectRemoved +=
|
|
new EventManager.LandObjectRemoved(simDataService.RemoveLandObject);
|
|
|
|
m_sceneGraph = new SceneGraph(this);
|
|
|
|
// If the scene graph 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_sceneGraph.UnRecoverableError
|
|
+= () =>
|
|
{
|
|
m_log.ErrorFormat("[SCENE]: Restarting region {0} due to unrecoverable physics crash", Name);
|
|
RestartNow();
|
|
};
|
|
|
|
RegisterDefaultSceneEvents();
|
|
|
|
// XXX: Don't set the public property since we don't want to activate here. This needs to be handled
|
|
// better in the future.
|
|
m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts;
|
|
|
|
PhysicsEnabled = !RegionInfo.RegionSettings.DisablePhysics;
|
|
|
|
m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")";
|
|
|
|
#region Region Config
|
|
|
|
// Region config overrides global config
|
|
//
|
|
if (m_config.Configs["Startup"] != null)
|
|
{
|
|
IConfig startupConfig = m_config.Configs["Startup"];
|
|
|
|
StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
|
|
|
|
m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance);
|
|
UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup);
|
|
if (!UseBackup)
|
|
m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
|
|
|
|
//Animation states
|
|
m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
|
|
|
|
SeeIntoRegion = startupConfig.GetBoolean("see_into_region", SeeIntoRegion);
|
|
|
|
MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20);
|
|
|
|
PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
|
|
CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
|
|
|
|
m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
|
|
if (RegionInfo.NonphysPrimMin > 0)
|
|
{
|
|
m_minNonphys = RegionInfo.NonphysPrimMin;
|
|
}
|
|
|
|
m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
|
|
if (RegionInfo.NonphysPrimMax > 0)
|
|
{
|
|
m_maxNonphys = RegionInfo.NonphysPrimMax;
|
|
}
|
|
|
|
m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys);
|
|
if (RegionInfo.PhysPrimMin > 0)
|
|
{
|
|
m_minPhys = RegionInfo.PhysPrimMin;
|
|
}
|
|
|
|
m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
|
|
if (RegionInfo.PhysPrimMax > 0)
|
|
{
|
|
m_maxPhys = RegionInfo.PhysPrimMax;
|
|
}
|
|
|
|
// Here, if clamping is requested in either global or
|
|
// local config, it will be used
|
|
//
|
|
m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
|
|
if (RegionInfo.ClampPrimSize)
|
|
{
|
|
m_clampPrimSize = true;
|
|
}
|
|
|
|
m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
|
|
if (RegionInfo.LinksetCapacity > 0)
|
|
{
|
|
m_linksetCapacity = RegionInfo.LinksetCapacity;
|
|
}
|
|
|
|
m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete);
|
|
m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
|
|
m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
|
|
m_dontPersistBefore =
|
|
startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
|
|
m_dontPersistBefore *= 10000000;
|
|
m_persistAfter =
|
|
startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
|
|
m_persistAfter *= 10000000;
|
|
|
|
m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
|
|
|
|
SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
|
|
TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
|
|
|
|
m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
|
|
|
|
string[] possibleMapConfigSections = new string[] { "Map", "Startup" };
|
|
|
|
m_generateMaptiles
|
|
= Util.GetConfigVarFromSections<bool>(config, "GenerateMaptiles", possibleMapConfigSections, true);
|
|
|
|
if (m_generateMaptiles)
|
|
{
|
|
int maptileRefresh = Util.GetConfigVarFromSections<int>(config, "MaptileRefresh", possibleMapConfigSections, 0);
|
|
m_log.InfoFormat("[SCENE]: Region {0}, WORLD MAP refresh time set to {1} seconds", RegionInfo.RegionName, maptileRefresh);
|
|
if (maptileRefresh != 0)
|
|
{
|
|
m_mapGenerationTimer.Interval = maptileRefresh * 1000;
|
|
m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
|
|
m_mapGenerationTimer.AutoReset = true;
|
|
m_mapGenerationTimer.Start();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
string tile
|
|
= Util.GetConfigVarFromSections<string>(
|
|
config, "MaptileStaticUUID", possibleMapConfigSections, UUID.Zero.ToString());
|
|
|
|
UUID tileID;
|
|
|
|
if (tile != UUID.Zero.ToString() && UUID.TryParse(tile, out tileID))
|
|
{
|
|
RegionInfo.RegionSettings.TerrainImageID = tileID;
|
|
}
|
|
else
|
|
{
|
|
RegionInfo.RegionSettings.TerrainImageID = RegionInfo.MaptileStaticUUID;
|
|
m_log.InfoFormat("[SCENE]: Region {0}, maptile set to {1}", RegionInfo.RegionName, RegionInfo.MaptileStaticUUID.ToString());
|
|
}
|
|
}
|
|
|
|
string[] possibleAccessControlConfigSections = new string[] { "AccessControl", "Startup" };
|
|
|
|
string grant
|
|
= Util.GetConfigVarFromSections<string>(
|
|
config, "AllowedClients", possibleAccessControlConfigSections, "");
|
|
|
|
if (grant.Length > 0)
|
|
{
|
|
foreach (string viewer in grant.Split('|'))
|
|
{
|
|
m_AllowedViewers.Add(viewer.Trim().ToLower());
|
|
}
|
|
}
|
|
|
|
grant
|
|
= Util.GetConfigVarFromSections<string>(
|
|
config, "BannedClients", possibleAccessControlConfigSections, "");
|
|
|
|
if (grant.Length > 0)
|
|
{
|
|
foreach (string viewer in grant.Split('|'))
|
|
{
|
|
m_BannedViewers.Add(viewer.Trim().ToLower());
|
|
}
|
|
}
|
|
|
|
MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
|
|
m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
|
|
m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
|
|
m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
|
|
m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
|
|
m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
|
|
m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
|
|
m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
|
|
m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
|
|
m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
|
|
}
|
|
|
|
// FIXME: Ultimately this should be in a module.
|
|
SendPeriodicAppearanceUpdates = true;
|
|
|
|
IConfig appearanceConfig = m_config.Configs["Appearance"];
|
|
if (appearanceConfig != null)
|
|
{
|
|
SendPeriodicAppearanceUpdates
|
|
= appearanceConfig.GetBoolean("ResendAppearanceUpdates", SendPeriodicAppearanceUpdates);
|
|
}
|
|
|
|
#endregion Region Config
|
|
|
|
#region Interest Management
|
|
|
|
IConfig interestConfig = m_config.Configs["InterestManagement"];
|
|
if (interestConfig != null)
|
|
{
|
|
string update_prioritization_scheme = interestConfig.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower();
|
|
|
|
try
|
|
{
|
|
m_priorityScheme = (UpdatePrioritizationSchemes)Enum.Parse(typeof(UpdatePrioritizationSchemes), update_prioritization_scheme, true);
|
|
}
|
|
catch (Exception)
|
|
{
|
|
m_log.Warn("[PRIORITIZER]: UpdatePrioritizationScheme was not recognized, setting to default prioritizer Time");
|
|
m_priorityScheme = UpdatePrioritizationSchemes.Time;
|
|
}
|
|
|
|
m_reprioritizationEnabled = interestConfig.GetBoolean("ReprioritizationEnabled", true);
|
|
m_reprioritizationInterval = interestConfig.GetDouble("ReprioritizationInterval", 5000.0);
|
|
m_rootReprioritizationDistance = interestConfig.GetDouble("RootReprioritizationDistance", 10.0);
|
|
m_childReprioritizationDistance = interestConfig.GetDouble("ChildReprioritizationDistance", 20.0);
|
|
}
|
|
|
|
m_log.DebugFormat("[SCENE]: Using the {0} prioritization scheme", m_priorityScheme);
|
|
|
|
#endregion Interest Management
|
|
|
|
StatsReporter = new SimStatsReporter(this);
|
|
StatsReporter.OnSendStatsResult += SendSimStatsPackets;
|
|
StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
|
|
}
|
|
|
|
public Scene(RegionInfo regInfo) : base(regInfo)
|
|
{
|
|
PhysicalPrims = true;
|
|
CollidablePrims = true;
|
|
PhysicsEnabled = true;
|
|
|
|
PeriodicBackup = true;
|
|
UseBackup = true;
|
|
|
|
m_eventManager = new EventManager();
|
|
|
|
m_permissions = new ScenePermissions(this);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Startup / Close Methods
|
|
|
|
/// <value>
|
|
/// The scene graph for this scene
|
|
/// </value>
|
|
/// TODO: Possibly stop other classes being able to manipulate this directly.
|
|
public SceneGraph SceneGraph
|
|
{
|
|
get { return m_sceneGraph; }
|
|
}
|
|
|
|
protected virtual void RegisterDefaultSceneEvents()
|
|
{
|
|
IDialogModule dm = RequestModuleInterface<IDialogModule>();
|
|
|
|
if (dm != null)
|
|
m_eventManager.OnPermissionError += dm.SendAlertToUser;
|
|
|
|
m_eventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement;
|
|
}
|
|
|
|
public override string GetSimulatorVersion()
|
|
{
|
|
return m_simulatorVersion;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Process the fact that a neighbouring region has come up.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// 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.
|
|
/// </remarks>
|
|
/// <param name="otherRegion">RegionInfo handle for the new region.</param>
|
|
/// <returns>True after all operations complete, throws exceptions otherwise.</returns>
|
|
public override void OtherRegionUp(GridRegion otherRegion)
|
|
{
|
|
uint xcell = Util.WorldToRegionLoc((uint)otherRegion.RegionLocX);
|
|
uint ycell = Util.WorldToRegionLoc((uint)otherRegion.RegionLocY);
|
|
|
|
//m_log.InfoFormat("[SCENE]: (on region {0}): Region {1} up in coords {2}-{3}",
|
|
// RegionInfo.RegionName, otherRegion.RegionName, xcell, ycell);
|
|
|
|
if (RegionInfo.RegionHandle != otherRegion.RegionHandle)
|
|
{
|
|
// If these are cast to INT because long + negative values + abs returns invalid data
|
|
int resultX = Math.Abs((int)xcell - (int)RegionInfo.RegionLocX);
|
|
int resultY = Math.Abs((int)ycell - (int)RegionInfo.RegionLocY);
|
|
if (resultX <= 1 && resultY <= 1)
|
|
{
|
|
// Let the grid service module know, so this can be cached
|
|
m_eventManager.TriggerOnRegionUp(otherRegion);
|
|
|
|
try
|
|
{
|
|
ForEachRootScenePresence(delegate(ScenePresence agent)
|
|
{
|
|
//agent.ControllingClient.new
|
|
//this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
|
|
|
|
List<ulong> old = new List<ulong>();
|
|
old.Add(otherRegion.RegionHandle);
|
|
agent.DropOldNeighbours(old);
|
|
if (EntityTransferModule != null && agent.PresenceType != PresenceType.Npc)
|
|
EntityTransferModule.EnableChildAgent(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.InfoFormat(
|
|
"[SCENE]: Got notice about far away Region: {0} at ({1}, {2})",
|
|
otherRegion.RegionName, otherRegion.RegionLocX, otherRegion.RegionLocY);
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
// Alias IncomingHelloNeighbour OtherRegionUp, for now
|
|
public GridRegion IncomingHelloNeighbour(RegionInfo neighbour)
|
|
{
|
|
OtherRegionUp(new GridRegion(neighbour));
|
|
return new GridRegion(RegionInfo);
|
|
}
|
|
|
|
// This causes the region to restart immediatley.
|
|
public void RestartNow()
|
|
{
|
|
IConfig startupConfig = m_config.Configs["Startup"];
|
|
if (startupConfig != null)
|
|
{
|
|
if (startupConfig.GetBoolean("InworldRestartShutsDown", false))
|
|
{
|
|
MainConsole.Instance.RunCommand("shutdown");
|
|
return;
|
|
}
|
|
}
|
|
|
|
m_log.InfoFormat("[REGION]: Restarting region {0}", Name);
|
|
|
|
Close();
|
|
|
|
base.Restart();
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
GridRegion r = new GridRegion(region);
|
|
try
|
|
{
|
|
ForEachRootScenePresence(delegate(ScenePresence agent)
|
|
{
|
|
if (EntityTransferModule != null && agent.PresenceType != PresenceType.Npc)
|
|
EntityTransferModule.EnableChildAgent(agent, r);
|
|
});
|
|
}
|
|
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 int GetInaccurateNeighborCount()
|
|
{
|
|
return m_neighbours.Count;
|
|
}
|
|
|
|
// This is the method that shuts down the scene.
|
|
public override void Close()
|
|
{
|
|
if (m_shuttingDown)
|
|
{
|
|
m_log.WarnFormat("[SCENE]: Ignoring close request because already closing {0}", Name);
|
|
return;
|
|
}
|
|
|
|
m_log.InfoFormat("[SCENE]: Closing down the single simulator: {0}", RegionInfo.RegionName);
|
|
|
|
StatsReporter.Close();
|
|
|
|
m_restartTimer.Stop();
|
|
m_restartTimer.Close();
|
|
|
|
// Kick all ROOT agents with the message, 'The simulator is going down'
|
|
ForEachScenePresence(delegate(ScenePresence avatar)
|
|
{
|
|
avatar.RemoveNeighbourRegion(RegionInfo.RegionHandle);
|
|
|
|
if (!avatar.IsChildAgent)
|
|
avatar.ControllingClient.Kick("The simulator is going down.");
|
|
|
|
avatar.ControllingClient.SendShutdownConnectionNotice();
|
|
});
|
|
|
|
// Stop updating the scene objects and agents.
|
|
m_shuttingDown = true;
|
|
|
|
// Wait here, or the kick messages won't actually get to the agents before the scene terminates.
|
|
// We also need to wait to avoid a race condition with the scene update loop which might not yet
|
|
// have checked ShuttingDown.
|
|
Thread.Sleep(500);
|
|
|
|
// Stop all client threads.
|
|
ForEachScenePresence(delegate(ScenePresence avatar) { CloseAgent(avatar.UUID, false); });
|
|
|
|
m_log.Debug("[SCENE]: Persisting changed objects");
|
|
EventManager.TriggerSceneShuttingDown(this);
|
|
Backup(false);
|
|
m_sceneGraph.Close();
|
|
|
|
if (!GridService.DeregisterRegion(RegionInfo.RegionID))
|
|
m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", Name);
|
|
|
|
base.Close();
|
|
|
|
// XEngine currently listens to the EventManager.OnShutdown event to trigger script stop and persistence.
|
|
// Therefore. we must dispose of the PhysicsScene after this to prevent a window where script code can
|
|
// attempt to reference a null or disposed physics scene.
|
|
if (PhysicsScene != null)
|
|
{
|
|
PhysicsScene phys = PhysicsScene;
|
|
// remove the physics engine from both Scene and SceneGraph
|
|
PhysicsScene = null;
|
|
phys.Dispose();
|
|
phys = null;
|
|
}
|
|
}
|
|
|
|
public override void Start()
|
|
{
|
|
Start(true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Start the scene
|
|
/// </summary>
|
|
/// <param name='startScripts'>
|
|
/// Start the scripts within the scene.
|
|
/// </param>
|
|
public void Start(bool startScripts)
|
|
{
|
|
m_active = true;
|
|
|
|
// m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName);
|
|
|
|
//m_heartbeatTimer.Enabled = true;
|
|
//m_heartbeatTimer.Interval = (int)(m_timespan * 1000);
|
|
//m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
|
|
if (m_heartbeatThread != null)
|
|
{
|
|
m_heartbeatThread.Abort();
|
|
m_heartbeatThread = null;
|
|
}
|
|
// m_lastUpdate = Util.EnvironmentTickCount();
|
|
|
|
m_heartbeatThread
|
|
= Watchdog.StartThread(
|
|
Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
|
|
|
|
StartScripts();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets up references to modules required by the scene
|
|
/// </summary>
|
|
public void SetModuleInterfaces()
|
|
{
|
|
m_xmlrpcModule = RequestModuleInterface<IXMLRPC>();
|
|
m_worldCommModule = RequestModuleInterface<IWorldComm>();
|
|
XferManager = RequestModuleInterface<IXfer>();
|
|
m_AvatarFactory = RequestModuleInterface<IAvatarFactoryModule>();
|
|
AttachmentsModule = RequestModuleInterface<IAttachmentsModule>();
|
|
m_serialiser = RequestModuleInterface<IRegionSerialiserModule>();
|
|
m_dialogModule = RequestModuleInterface<IDialogModule>();
|
|
m_capsModule = RequestModuleInterface<ICapabilitiesModule>();
|
|
EntityTransferModule = RequestModuleInterface<IEntityTransferModule>();
|
|
m_groupsModule = RequestModuleInterface<IGroupsModule>();
|
|
AgentTransactionsModule = RequestModuleInterface<IAgentAssetTransactions>();
|
|
UserManagementModule = RequestModuleInterface<IUserManagement>();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Update Methods
|
|
|
|
/// <summary>
|
|
/// Activate the various loops necessary to continually update the scene.
|
|
/// </summary>
|
|
private void Heartbeat()
|
|
{
|
|
// if (!Monitor.TryEnter(m_heartbeatLock))
|
|
// {
|
|
// Watchdog.RemoveThread();
|
|
// return;
|
|
// }
|
|
|
|
// try
|
|
// {
|
|
|
|
m_eventManager.TriggerOnRegionStarted(this);
|
|
|
|
// The first frame can take a very long time due to physics actors being added on startup. Therefore,
|
|
// don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false
|
|
// alarms for scenes with many objects.
|
|
Update(1);
|
|
|
|
Watchdog.StartThread(
|
|
Maintenance, string.Format("Maintenance ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, true);
|
|
|
|
Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
|
|
Update(-1);
|
|
|
|
// m_lastUpdate = Util.EnvironmentTickCount();
|
|
// m_firstHeartbeat = false;
|
|
// }
|
|
// finally
|
|
// {
|
|
// Monitor.Pulse(m_heartbeatLock);
|
|
// Monitor.Exit(m_heartbeatLock);
|
|
// }
|
|
|
|
Watchdog.RemoveThread();
|
|
}
|
|
|
|
private void Maintenance()
|
|
{
|
|
DoMaintenance(-1);
|
|
|
|
Watchdog.RemoveThread();
|
|
}
|
|
|
|
public void DoMaintenance(int runs)
|
|
{
|
|
long? endRun = null;
|
|
int runtc;
|
|
int previousMaintenanceTick;
|
|
|
|
if (runs >= 0)
|
|
endRun = MaintenanceRun + runs;
|
|
|
|
List<Vector3> coarseLocations;
|
|
List<UUID> avatarUUIDs;
|
|
|
|
while (!m_shuttingDown && ((endRun == null && Active) || MaintenanceRun < endRun))
|
|
{
|
|
runtc = Util.EnvironmentTickCount();
|
|
++MaintenanceRun;
|
|
|
|
// Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
|
|
if (MaintenanceRun % (m_update_coarse_locations / 10) == 0)
|
|
{
|
|
SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
|
|
// Send coarse locations to clients
|
|
ForEachScenePresence(delegate(ScenePresence presence)
|
|
{
|
|
presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
|
|
});
|
|
}
|
|
|
|
if (SendPeriodicAppearanceUpdates && MaintenanceRun % 60 == 0)
|
|
{
|
|
// m_log.DebugFormat("[SCENE]: Sending periodic appearance updates");
|
|
|
|
if (AvatarFactory != null)
|
|
{
|
|
ForEachRootScenePresence(sp => AvatarFactory.SendAppearance(sp.UUID));
|
|
}
|
|
}
|
|
|
|
Watchdog.UpdateThread();
|
|
|
|
previousMaintenanceTick = m_lastMaintenanceTick;
|
|
m_lastMaintenanceTick = Util.EnvironmentTickCount();
|
|
runtc = Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, runtc);
|
|
runtc = (int)(MinMaintenanceTime * 1000) - runtc;
|
|
|
|
if (runtc > 0)
|
|
Thread.Sleep(runtc);
|
|
|
|
// Optionally warn if a frame takes double the amount of time that it should.
|
|
if (DebugUpdates
|
|
&& Util.EnvironmentTickCountSubtract(
|
|
m_lastMaintenanceTick, previousMaintenanceTick) > (int)(MinMaintenanceTime * 1000 * 2))
|
|
m_log.WarnFormat(
|
|
"[SCENE]: Maintenance took {0} ms (desired max {1} ms) in {2}",
|
|
Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, previousMaintenanceTick),
|
|
MinMaintenanceTime * 1000,
|
|
RegionInfo.RegionName);
|
|
}
|
|
}
|
|
|
|
public override void Update(int frames)
|
|
{
|
|
long? endFrame = null;
|
|
|
|
if (frames >= 0)
|
|
endFrame = Frame + frames;
|
|
|
|
float physicsFPS = 0f;
|
|
int previousFrameTick, tmpMS;
|
|
int maintc = Util.EnvironmentTickCount();
|
|
|
|
while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
|
|
{
|
|
++Frame;
|
|
|
|
// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
|
|
|
|
agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0;
|
|
|
|
try
|
|
{
|
|
EventManager.TriggerRegionHeartbeatStart(this);
|
|
|
|
// Apply taints in terrain module to terrain in physics scene
|
|
if (Frame % m_update_terrain == 0)
|
|
{
|
|
tmpMS = Util.EnvironmentTickCount();
|
|
UpdateTerrain();
|
|
terrainMS = Util.EnvironmentTickCountSubtract(tmpMS);
|
|
}
|
|
|
|
tmpMS = Util.EnvironmentTickCount();
|
|
if (PhysicsEnabled && Frame % m_update_physics == 0)
|
|
m_sceneGraph.UpdatePreparePhysics();
|
|
physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS);
|
|
|
|
// Apply any pending avatar force input to the avatar's velocity
|
|
tmpMS = Util.EnvironmentTickCount();
|
|
if (Frame % m_update_entitymovement == 0)
|
|
m_sceneGraph.UpdateScenePresenceMovement();
|
|
agentMS = Util.EnvironmentTickCountSubtract(tmpMS);
|
|
|
|
// Perform the main physics update. This will do the actual work of moving objects and avatars according to their
|
|
// velocity
|
|
tmpMS = Util.EnvironmentTickCount();
|
|
if (Frame % m_update_physics == 0)
|
|
{
|
|
if (PhysicsEnabled)
|
|
physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime);
|
|
|
|
if (SynchronizeScene != null)
|
|
SynchronizeScene(this);
|
|
}
|
|
physicsMS = Util.EnvironmentTickCountSubtract(tmpMS);
|
|
|
|
tmpMS = Util.EnvironmentTickCount();
|
|
|
|
// Check if any objects have reached their targets
|
|
CheckAtTargets();
|
|
|
|
// Update SceneObjectGroups that have scheduled themselves for updates
|
|
// Objects queue their updates onto all scene presences
|
|
if (Frame % m_update_objects == 0)
|
|
m_sceneGraph.UpdateObjectGroups();
|
|
|
|
// Run through all ScenePresences looking for updates
|
|
// Presence updates and queued object updates for each presence are sent to clients
|
|
if (Frame % m_update_presences == 0)
|
|
m_sceneGraph.UpdatePresences();
|
|
|
|
agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
|
|
|
|
// Delete temp-on-rez stuff
|
|
if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
|
|
{
|
|
tmpMS = Util.EnvironmentTickCount();
|
|
m_cleaningTemps = true;
|
|
Util.RunThreadNoTimeout(delegate { CleanTempObjects(); m_cleaningTemps = false; }, "CleanTempObjects", null);
|
|
tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS);
|
|
}
|
|
|
|
if (Frame % m_update_events == 0)
|
|
{
|
|
tmpMS = Util.EnvironmentTickCount();
|
|
UpdateEvents();
|
|
eventMS = Util.EnvironmentTickCountSubtract(tmpMS);
|
|
}
|
|
|
|
if (PeriodicBackup && Frame % m_update_backup == 0)
|
|
{
|
|
tmpMS = Util.EnvironmentTickCount();
|
|
UpdateStorageBackup();
|
|
backupMS = Util.EnvironmentTickCountSubtract(tmpMS);
|
|
}
|
|
|
|
//if (Frame % m_update_land == 0)
|
|
//{
|
|
// int ldMS = Util.EnvironmentTickCount();
|
|
// UpdateLand();
|
|
// landMS = Util.EnvironmentTickCountSubtract(ldMS);
|
|
//}
|
|
|
|
if (!LoginsEnabled && Frame == 20)
|
|
{
|
|
// m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock);
|
|
|
|
// In 99.9% of cases it is a bad idea to manually force garbage collection. However,
|
|
// this is a rare case where we know we have just went through a long cycle of heap
|
|
// allocations, and there is no more work to be done until someone logs in
|
|
GC.Collect();
|
|
|
|
if (!LoginLock)
|
|
{
|
|
if (!StartDisabled)
|
|
{
|
|
m_log.InfoFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
|
|
LoginsEnabled = true;
|
|
}
|
|
|
|
m_sceneGridService.InformNeighborsThatRegionisUp(
|
|
RequestModuleInterface<INeighbourService>(), RegionInfo);
|
|
|
|
// Region ready should always be set
|
|
Ready = true;
|
|
}
|
|
else
|
|
{
|
|
// This handles a case of a region having no scripts for the RegionReady module
|
|
if (m_sceneGraph.GetActiveScriptsCount() == 0)
|
|
{
|
|
// In this case, we leave it to the IRegionReadyModule to enable logins
|
|
|
|
// LoginLock can currently only be set by a region module implementation.
|
|
// If somehow this hasn't been done then the quickest way to bugfix is to see the
|
|
// NullReferenceException
|
|
IRegionReadyModule rrm = RequestModuleInterface<IRegionReadyModule>();
|
|
rrm.TriggerRegionReady(this);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[SCENE]: Failed on region {0} with exception {1}{2}",
|
|
RegionInfo.RegionName, e.Message, e.StackTrace);
|
|
}
|
|
|
|
EventManager.TriggerRegionHeartbeatEnd(this);
|
|
|
|
Watchdog.UpdateThread();
|
|
|
|
previousFrameTick = m_lastFrameTick;
|
|
m_lastFrameTick = Util.EnvironmentTickCount();
|
|
tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
|
|
tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
|
|
|
|
if (tmpMS > 0)
|
|
{
|
|
Thread.Sleep(tmpMS);
|
|
spareMS += tmpMS;
|
|
}
|
|
|
|
frameMS = Util.EnvironmentTickCountSubtract(maintc);
|
|
maintc = Util.EnvironmentTickCount();
|
|
|
|
otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
|
|
|
|
// if (Frame%m_update_avatars == 0)
|
|
// UpdateInWorldTime();
|
|
StatsReporter.AddPhysicsFPS(physicsFPS);
|
|
StatsReporter.AddTimeDilation(TimeDilation);
|
|
StatsReporter.AddFPS(1);
|
|
|
|
StatsReporter.addFrameMS(frameMS);
|
|
StatsReporter.addAgentMS(agentMS);
|
|
StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
|
|
StatsReporter.addOtherMS(otherMS);
|
|
StatsReporter.AddSpareMS(spareMS);
|
|
StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
|
|
|
|
// Optionally warn if a frame takes double the amount of time that it should.
|
|
if (DebugUpdates
|
|
&& Util.EnvironmentTickCountSubtract(
|
|
m_lastFrameTick, previousFrameTick) > (int)(MinFrameTime * 1000 * 2))
|
|
m_log.WarnFormat(
|
|
"[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}",
|
|
Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick),
|
|
MinFrameTime * 1000,
|
|
RegionInfo.RegionName);
|
|
}
|
|
}
|
|
|
|
public void AddGroupTarget(SceneObjectGroup grp)
|
|
{
|
|
lock (m_groupsWithTargets)
|
|
m_groupsWithTargets[grp.UUID] = grp;
|
|
}
|
|
|
|
public void RemoveGroupTarget(SceneObjectGroup grp)
|
|
{
|
|
lock (m_groupsWithTargets)
|
|
m_groupsWithTargets.Remove(grp.UUID);
|
|
}
|
|
|
|
private void CheckAtTargets()
|
|
{
|
|
List<SceneObjectGroup> objs = null;
|
|
|
|
lock (m_groupsWithTargets)
|
|
{
|
|
if (m_groupsWithTargets.Count != 0)
|
|
objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
|
|
}
|
|
|
|
if (objs != null)
|
|
{
|
|
foreach (SceneObjectGroup entry in objs)
|
|
entry.checkAtTargets();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Send out simstats data to all clients
|
|
/// </summary>
|
|
/// <param name="stats">Stats on the Simulator's performance</param>
|
|
private void SendSimStatsPackets(SimStats stats)
|
|
{
|
|
ForEachRootClient(delegate(IClientAPI client)
|
|
{
|
|
client.SendSimStats(stats);
|
|
});
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the terrain if it needs to be updated.
|
|
/// </summary>
|
|
private void UpdateTerrain()
|
|
{
|
|
EventManager.TriggerTerrainTick();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Back up queued up changes
|
|
/// </summary>
|
|
private void UpdateStorageBackup()
|
|
{
|
|
if (!m_backingup)
|
|
{
|
|
m_backingup = true;
|
|
Util.RunThreadNoTimeout(BackupWaitCallback, "BackupWaitCallback", null);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends out the OnFrame event to the modules
|
|
/// </summary>
|
|
private void UpdateEvents()
|
|
{
|
|
m_eventManager.TriggerOnFrame();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Wrapper for Backup() that can be called with Util.RunThreadNoTimeout()
|
|
/// </summary>
|
|
private void BackupWaitCallback(object o)
|
|
{
|
|
Backup(false);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Backup the scene.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This acts as the main method of the backup thread. In a regression test whether the backup thread is not
|
|
/// running independently this can be invoked directly.
|
|
/// </remarks>
|
|
/// <param name="forced">
|
|
/// If true, then any changes that have not yet been persisted are persisted. If false,
|
|
/// then the persistence decision is left to the backup code (in some situations, such as object persistence,
|
|
/// it's much more efficient to backup multiple changes at once rather than every single one).
|
|
/// <returns></returns>
|
|
public void Backup(bool forced)
|
|
{
|
|
lock (m_returns)
|
|
{
|
|
EventManager.TriggerOnBackup(SimulationDataService, forced);
|
|
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.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)0;
|
|
msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
|
|
msg.Position = Vector3.Zero;
|
|
msg.RegionID = RegionInfo.RegionID.Guid;
|
|
|
|
// We must fill in a null-terminated 'empty' string here since bytes[0] will crash viewer 3.
|
|
msg.binaryBucket = Util.StringToBytes256("\0");
|
|
if (ret.Value.count > 1)
|
|
msg.message = string.Format("Your {0} objects were returned from {1} in region {2} due to {3}", ret.Value.count, ret.Value.location.ToString(), RegionInfo.RegionName, ret.Value.reason);
|
|
else
|
|
msg.message = string.Format("Your object {0} was returned from {1} in region {2} due to {3}", ret.Value.objectName, ret.Value.location.ToString(), RegionInfo.RegionName, ret.Value.reason);
|
|
|
|
IMessageTransferModule tr = RequestModuleInterface<IMessageTransferModule>();
|
|
if (tr != null)
|
|
tr.SendInstantMessage(msg, delegate(bool success) {});
|
|
}
|
|
m_returns.Clear();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Synchronous force backup. For deletes and links/unlinks
|
|
/// </summary>
|
|
/// <param name="group">Object to be backed up</param>
|
|
public void ForceSceneObjectBackup(SceneObjectGroup group)
|
|
{
|
|
if (group != null)
|
|
{
|
|
group.HasGroupChanged = true;
|
|
group.ProcessBackup(SimulationDataService, true);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tell an agent that their object has been returned.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The actual return is handled by the caller.
|
|
/// </remarks>
|
|
/// <param name="agentID">Avatar Unique Id</param>
|
|
/// <param name="objectName">Name of object returned</param>
|
|
/// <param name="location">Location of object returned</param>
|
|
/// <param name="reason">Reasion for object return</param>
|
|
public void AddReturn(UUID agentID, string objectName, Vector3 location, string reason)
|
|
{
|
|
lock (m_returns)
|
|
{
|
|
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;
|
|
info.reason = reason;
|
|
m_returns[agentID] = info;
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Load Terrain
|
|
|
|
/// <summary>
|
|
/// Store the terrain in the persistant data store
|
|
/// </summary>
|
|
public void SaveTerrain()
|
|
{
|
|
SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
|
|
}
|
|
|
|
public void StoreWindlightProfile(RegionLightShareData wl)
|
|
{
|
|
RegionInfo.WindlightSettings = wl;
|
|
SimulationDataService.StoreRegionWindlightSettings(wl);
|
|
m_eventManager.TriggerOnSaveNewWindlightProfile();
|
|
}
|
|
|
|
public void LoadWindlightProfile()
|
|
{
|
|
RegionInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(RegionInfo.RegionID);
|
|
m_eventManager.TriggerOnSaveNewWindlightProfile();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Loads the World heightmap
|
|
/// </summary>
|
|
public override void LoadWorldMap()
|
|
{
|
|
try
|
|
{
|
|
TerrainData map = SimulationDataService.LoadTerrain(RegionInfo.RegionID, (int)RegionInfo.RegionSizeX, (int)RegionInfo.RegionSizeY, (int)RegionInfo.RegionSizeZ);
|
|
if (map == null)
|
|
{
|
|
// This should be in the Terrain module, but it isn't because
|
|
// the heightmap is needed _way_ before the modules are initialized...
|
|
IConfig terrainConfig = m_config.Configs["Terrain"];
|
|
String m_InitialTerrain = "pinhead-island";
|
|
if (terrainConfig != null)
|
|
m_InitialTerrain = terrainConfig.GetString("InitialTerrain", m_InitialTerrain);
|
|
|
|
m_log.InfoFormat("[TERRAIN]: No default terrain. Generating a new terrain {0}.", m_InitialTerrain);
|
|
Heightmap = new TerrainChannel(m_InitialTerrain, (int)RegionInfo.RegionSizeX, (int)RegionInfo.RegionSizeY, (int)RegionInfo.RegionSizeZ);
|
|
|
|
SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
|
|
}
|
|
else
|
|
{
|
|
Heightmap = new TerrainChannel(map);
|
|
}
|
|
}
|
|
catch (IOException e)
|
|
{
|
|
m_log.WarnFormat(
|
|
"[TERRAIN]: Scene.cs: LoadWorldMap() - Regenerating as failed with exception {0}{1}",
|
|
e.Message, e.StackTrace);
|
|
|
|
// Non standard region size. If there's an old terrain in the database, it might read past the buffer
|
|
#pragma warning disable 0162
|
|
if ((int)Constants.RegionSize != 256)
|
|
{
|
|
Heightmap = new TerrainChannel();
|
|
|
|
SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.WarnFormat(
|
|
"[TERRAIN]: Scene.cs: LoadWorldMap() - Failed with exception {0}{1}", e.Message, e.StackTrace);
|
|
}
|
|
}
|
|
|
|
/// <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()
|
|
{
|
|
m_sceneGridService.SetScene(this);
|
|
|
|
//// Unfortunately this needs to be here and it can't be async.
|
|
//// The map tile image is stored in RegionSettings, but it also needs to be
|
|
//// stored in the GridService, because that's what the world map module uses
|
|
//// to send the map image UUIDs (of other regions) to the viewer...
|
|
if (m_generateMaptiles)
|
|
RegenerateMaptile();
|
|
|
|
GridRegion region = new GridRegion(RegionInfo);
|
|
string error = GridService.RegisterRegion(RegionInfo.ScopeID, region);
|
|
m_log.DebugFormat("{0} RegisterRegionWithGrid. name={1},id={2},loc=<{3},{4}>,size=<{5},{6}>",
|
|
LogHeader, m_regionName,
|
|
RegionInfo.RegionID,
|
|
RegionInfo.RegionLocX, RegionInfo.RegionLocY,
|
|
RegionInfo.RegionSizeX, RegionInfo.RegionSizeY);
|
|
if (error != String.Empty)
|
|
throw new Exception(error);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Load Land
|
|
|
|
/// <summary>
|
|
/// Loads all Parcel data from the datastore for region identified by regionID
|
|
/// </summary>
|
|
/// <param name="regionID">Unique Identifier of the Region to load parcel data for</param>
|
|
public void loadAllLandObjectsFromStorage(UUID regionID)
|
|
{
|
|
m_log.Info("[SCENE]: Loading land objects from storage");
|
|
List<LandData> landData = SimulationDataService.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>
|
|
/// <param name="regionID"></param>
|
|
public virtual void LoadPrimsFromStorage(UUID regionID)
|
|
{
|
|
LoadingPrims = true;
|
|
m_log.Info("[SCENE]: Loading objects from datastore");
|
|
|
|
List<SceneObjectGroup> PrimsFromDB = SimulationDataService.LoadObjects(regionID);
|
|
|
|
m_log.InfoFormat("[SCENE]: Loaded {0} objects from the datastore", PrimsFromDB.Count);
|
|
|
|
foreach (SceneObjectGroup group in PrimsFromDB)
|
|
{
|
|
AddRestoredSceneObject(group, true, true);
|
|
EventManager.TriggerOnSceneObjectLoaded(group);
|
|
SceneObjectPart rootPart = group.GetPart(group.UUID);
|
|
rootPart.Flags &= ~PrimFlags.Scripted;
|
|
rootPart.TrimPermissions();
|
|
|
|
// Don't do this here - it will get done later on when sculpt data is loaded.
|
|
// group.CheckSculptAndLoad();
|
|
}
|
|
|
|
LoadingPrims = false;
|
|
EventManager.TriggerPrimsLoaded(this);
|
|
}
|
|
|
|
public bool SupportsRayCastFiltered()
|
|
{
|
|
if (PhysicsScene == null)
|
|
return false;
|
|
return PhysicsScene.SupportsRaycastWorldFiltered();
|
|
}
|
|
|
|
public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
|
|
{
|
|
if (PhysicsScene == null)
|
|
return null;
|
|
return PhysicsScene.RaycastWorld(position, direction, length, Count,filter);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a new rez location based on the raycast and the size of the object that is being rezzed.
|
|
/// </summary>
|
|
/// <param name="RayStart"></param>
|
|
/// <param name="RayEnd"></param>
|
|
/// <param name="RayTargetID"></param>
|
|
/// <param name="rot"></param>
|
|
/// <param name="bypassRayCast"></param>
|
|
/// <param name="RayEndIsIntersection"></param>
|
|
/// <param name="frontFacesOnly"></param>
|
|
/// <param name="scale"></param>
|
|
/// <param name="FaceCenter"></param>
|
|
/// <returns></returns>
|
|
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_sceneGraph.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);
|
|
|
|
//Seems to make no sense to do this as this call is used for rezzing from inventory as well, and with inventory items their size is not always 0.5f
|
|
//And in cases when we weren't rezzing from inventory we were re-adding the 0.25 straight after calling this method
|
|
// 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_sceneGraph.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;
|
|
|
|
//increase height so its above the ground.
|
|
//should be getting the normal of the ground at the rez point and using that?
|
|
pos.Z += scale.Z / 2f;
|
|
return pos;
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Create a New SceneObjectGroup/Part by raycasting
|
|
/// </summary>
|
|
/// <param name="ownerID"></param>
|
|
/// <param name="groupID"></param>
|
|
/// <param name="RayEnd"></param>
|
|
/// <param name="rot"></param>
|
|
/// <param name="shape"></param>
|
|
/// <param name="bypassRaycast"></param>
|
|
/// <param name="RayStart"></param>
|
|
/// <param name="RayTargetID"></param>
|
|
/// <param name="RayEndIsIntersection"></param>
|
|
public virtual void AddNewPrim(UUID ownerID, UUID groupID, 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 (Permissions.CanRezObject(1, ownerID, pos))
|
|
{
|
|
// rez ON the ground, not IN the ground
|
|
// pos.Z += 0.25F; The rez point should now be correct so that its not in the ground
|
|
|
|
AddNewPrim(ownerID, groupID, pos, rot, shape);
|
|
}
|
|
else
|
|
{
|
|
IClientAPI client = null;
|
|
if (TryGetClient(ownerID, out client))
|
|
client.SendAlertMessage("You cannot create objects here.");
|
|
}
|
|
}
|
|
|
|
public virtual SceneObjectGroup AddNewPrim(
|
|
UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
|
|
{
|
|
//m_log.DebugFormat(
|
|
// "[SCENE]: Scene.AddNewPrim() pcode {0} called for {1} in {2}", shape.PCode, ownerID, RegionInfo.RegionName);
|
|
|
|
SceneObjectGroup sceneObject = null;
|
|
|
|
// If an entity creator has been registered for this prim type then use that
|
|
if (m_entityCreators.ContainsKey((PCode)shape.PCode))
|
|
{
|
|
sceneObject = m_entityCreators[(PCode)shape.PCode].CreateEntity(ownerID, groupID, pos, rot, shape);
|
|
}
|
|
else
|
|
{
|
|
// Otherwise, use this default creation code;
|
|
sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape);
|
|
AddNewSceneObject(sceneObject, true);
|
|
sceneObject.SetGroup(groupID, null);
|
|
}
|
|
|
|
if (UserManagementModule != null)
|
|
sceneObject.RootPart.CreatorIdentification = UserManagementModule.GetUserUUI(ownerID);
|
|
|
|
sceneObject.ScheduleGroupForFullUpdate();
|
|
|
|
return sceneObject;
|
|
}
|
|
|
|
/// <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>
|
|
/// <param name="sendClientUpdates">
|
|
/// If true, we send updates to the client to tell it about this object
|
|
/// If false, we leave it up to the caller to do this
|
|
/// </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, bool sendClientUpdates)
|
|
{
|
|
if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates))
|
|
{
|
|
EventManager.TriggerObjectAddedToScene(sceneObject);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
/// <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 AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add a newly created object to the scene. Updates are also sent to viewers.
|
|
/// </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>
|
|
/// <returns>true if the object was added. false if not</returns>
|
|
public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
|
|
{
|
|
return AddNewSceneObject(sceneObject, attachToBackup, true);
|
|
}
|
|
|
|
/// <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>
|
|
/// <param name="sendClientUpdates">
|
|
/// If true, updates for the new scene object are sent to all viewers in range.
|
|
/// If false, it is left to the caller to schedule the update
|
|
/// </param>
|
|
/// <returns>true if the object was added. false if not</returns>
|
|
public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
|
|
{
|
|
if (m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates))
|
|
{
|
|
EventManager.TriggerObjectAddedToScene(sceneObject);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add a newly created object to the scene.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This method does not send updates to the client - callers need to handle this themselves.
|
|
/// </remarks>
|
|
/// <param name="sceneObject"></param>
|
|
/// <param name="attachToBackup"></param>
|
|
/// <param name="pos">Position of the object. If null then the position stored in the object is used.</param>
|
|
/// <param name="rot">Rotation of the object. If null then the rotation stored in the object is used.</param>
|
|
/// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param>
|
|
/// <returns></returns>
|
|
public bool AddNewSceneObject(
|
|
SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel)
|
|
{
|
|
if (m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, pos, rot, vel))
|
|
{
|
|
EventManager.TriggerObjectAddedToScene(sceneObject);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Delete every object from the scene. This does not include attachments worn by avatars.
|
|
/// </summary>
|
|
public void DeleteAllSceneObjects()
|
|
{
|
|
lock (Entities)
|
|
{
|
|
EntityBase[] entities = Entities.GetEntities();
|
|
foreach (EntityBase e in entities)
|
|
{
|
|
if (e is SceneObjectGroup)
|
|
{
|
|
SceneObjectGroup sog = (SceneObjectGroup)e;
|
|
if (!sog.IsAttachment)
|
|
DeleteSceneObject((SceneObjectGroup)e, false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Synchronously delete the given object from the scene.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Scripts are also removed.
|
|
/// </remarks>
|
|
/// <param name="group">Object Id</param>
|
|
/// <param name="silent">Suppress broadcasting changes to other clients.</param>
|
|
public void DeleteSceneObject(SceneObjectGroup group, bool silent)
|
|
{
|
|
DeleteSceneObject(group, silent, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Synchronously delete the given object from the scene.
|
|
/// </summary>
|
|
/// <param name="group">Object Id</param>
|
|
/// <param name="silent">Suppress broadcasting changes to other clients.</param>
|
|
/// <param name="removeScripts">If true, then scripts are removed. If false, then they are only stopped.</para>
|
|
public void DeleteSceneObject(SceneObjectGroup group, bool silent, bool removeScripts)
|
|
{
|
|
// m_log.DebugFormat("[SCENE]: Deleting scene object {0} {1}", group.Name, group.UUID);
|
|
|
|
if (removeScripts)
|
|
group.RemoveScriptInstances(true);
|
|
else
|
|
group.StopScriptInstances();
|
|
|
|
SceneObjectPart[] partList = group.Parts;
|
|
|
|
foreach (SceneObjectPart part in partList)
|
|
{
|
|
if (part.KeyframeMotion != null)
|
|
{
|
|
part.KeyframeMotion.Delete();
|
|
part.KeyframeMotion = null;
|
|
}
|
|
|
|
if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
|
|
{
|
|
PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
|
|
}
|
|
else if (part.PhysActor != null)
|
|
{
|
|
part.RemoveFromPhysics();
|
|
}
|
|
}
|
|
|
|
if (UnlinkSceneObject(group, false))
|
|
{
|
|
EventManager.TriggerObjectBeingRemovedFromScene(group);
|
|
EventManager.TriggerParcelPrimCountTainted();
|
|
}
|
|
|
|
group.DeleteGroupFromScene(silent);
|
|
|
|
// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
|
|
}
|
|
|
|
/// <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="so">The scene object.</param>
|
|
/// <param name="softDelete">If true, only deletes from scene, but keeps the object in the database.</param>
|
|
/// <returns>true if the object was in the scene, false if it was not</returns>
|
|
public bool UnlinkSceneObject(SceneObjectGroup so, bool softDelete)
|
|
{
|
|
if (m_sceneGraph.DeleteSceneObject(so.UUID, softDelete))
|
|
{
|
|
if (!softDelete)
|
|
{
|
|
// If the group contains prims whose SceneGroupID is incorrect then force a
|
|
// database update, because RemoveObject() works by searching on the SceneGroupID.
|
|
// This is an expensive thing to do so only do it if absolutely necessary.
|
|
if (so.GroupContainsForeignPrims)
|
|
ForceSceneObjectBackup(so);
|
|
|
|
so.DetachFromBackup();
|
|
SimulationDataService.RemoveObject(so.UUID, RegionInfo.RegionID);
|
|
}
|
|
|
|
// We need to keep track of this state in case this group is still queued for further backup.
|
|
so.IsDeleted = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Move the given scene object into a new region depending on which region its absolute position has moved
|
|
/// into.
|
|
///
|
|
/// </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.IsDeleted)
|
|
return;
|
|
|
|
if (grp.RootPart.DIE_AT_EDGE)
|
|
{
|
|
// We remove the object here
|
|
try
|
|
{
|
|
DeleteSceneObject(grp, false);
|
|
}
|
|
catch (Exception)
|
|
{
|
|
m_log.Warn("[SCENE]: exception when trying to remove the prim that crossed the border.");
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (grp.RootPart.RETURN_AT_EDGE)
|
|
{
|
|
// We remove the object here
|
|
try
|
|
{
|
|
List<SceneObjectGroup> objects = new List<SceneObjectGroup>();
|
|
objects.Add(grp);
|
|
SceneObjectGroup[] objectsArray = objects.ToArray();
|
|
returnObjects(objectsArray, UUID.Zero);
|
|
}
|
|
catch (Exception)
|
|
{
|
|
m_log.Warn("[SCENE]: exception when trying to return the prim that crossed the border.");
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (EntityTransferModule != null)
|
|
EntityTransferModule.Cross(grp, attemptedPosition, silent);
|
|
}
|
|
|
|
// Simple test to see if a position is in the current region.
|
|
// This test is mostly used to see if a region crossing is necessary.
|
|
// Assuming the position is relative to the region so anything outside its bounds.
|
|
// Return 'true' if position inside region.
|
|
public bool PositionIsInCurrentRegion(Vector3 pos)
|
|
{
|
|
bool ret = false;
|
|
int xx = (int)Math.Floor(pos.X);
|
|
int yy = (int)Math.Floor(pos.Y);
|
|
if (xx < 0 || yy < 0)
|
|
return false;
|
|
|
|
IRegionCombinerModule regionCombinerModule = RequestModuleInterface<IRegionCombinerModule>();
|
|
if (regionCombinerModule == null)
|
|
{
|
|
// Regular region. Just check for region size
|
|
if (xx < RegionInfo.RegionSizeX && yy < RegionInfo.RegionSizeY )
|
|
ret = true;
|
|
}
|
|
else
|
|
{
|
|
// We're in a mega-region so see if we are still in that larger region
|
|
ret = regionCombinerModule.PositionIsInMegaregion(this.RegionInfo.RegionID, xx, yy);
|
|
}
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called when objects or attachments cross the border, or teleport, between regions.
|
|
/// </summary>
|
|
/// <param name="sog"></param>
|
|
/// <returns></returns>
|
|
public bool IncomingCreateObject(Vector3 newPosition, ISceneObject sog)
|
|
{
|
|
//m_log.DebugFormat(" >>> IncomingCreateObject(sog) <<< {0} deleted? {1} isAttach? {2}", ((SceneObjectGroup)sog).AbsolutePosition,
|
|
// ((SceneObjectGroup)sog).IsDeleted, ((SceneObjectGroup)sog).RootPart.IsAttachment);
|
|
|
|
SceneObjectGroup newObject;
|
|
try
|
|
{
|
|
newObject = (SceneObjectGroup)sog;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.WarnFormat("[INTERREGION]: Problem casting object, exception {0}{1}", e.Message, e.StackTrace);
|
|
return false;
|
|
}
|
|
|
|
// If the user is banned, we won't let any of their objects
|
|
// enter. Period.
|
|
//
|
|
if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID))
|
|
{
|
|
m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
|
|
return false;
|
|
}
|
|
|
|
if (newPosition != Vector3.Zero)
|
|
newObject.RootPart.GroupPosition = newPosition;
|
|
|
|
if (!AddSceneObject(newObject))
|
|
{
|
|
m_log.DebugFormat(
|
|
"[INTERREGION]: Problem adding scene object {0} in {1} ", newObject.UUID, RegionInfo.RegionName);
|
|
return false;
|
|
}
|
|
|
|
if (!newObject.IsAttachment)
|
|
{
|
|
// FIXME: It would be better to never add the scene object at all rather than add it and then delete
|
|
// it
|
|
if (!Permissions.CanObjectEntry(newObject.UUID, true, newObject.AbsolutePosition))
|
|
{
|
|
// Deny non attachments based on parcel settings
|
|
//
|
|
m_log.Info("[INTERREGION]: Denied prim crossing because of parcel settings");
|
|
|
|
DeleteSceneObject(newObject, false);
|
|
|
|
return false;
|
|
}
|
|
|
|
// For attachments, we need to wait until the agent is root
|
|
// before we restart the scripts, or else some functions won't work.
|
|
newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject));
|
|
newObject.ResumeScripts();
|
|
|
|
if (newObject.RootPart.KeyframeMotion != null)
|
|
newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
|
|
}
|
|
|
|
// Do this as late as possible so that listeners have full access to the incoming object
|
|
EventManager.TriggerOnIncomingSceneObject(newObject);
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a Scene Object group to the Scene.
|
|
/// Verifies that the creator of the object is not banned from the simulator.
|
|
/// Checks if the item is an Attachment
|
|
/// </summary>
|
|
/// <param name="sceneObject"></param>
|
|
/// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
|
|
public bool AddSceneObject(SceneObjectGroup sceneObject)
|
|
{
|
|
// Force allocation of new LocalId
|
|
//
|
|
SceneObjectPart[] parts = sceneObject.Parts;
|
|
for (int i = 0; i < parts.Length; i++)
|
|
parts[i].LocalId = 0;
|
|
|
|
if (sceneObject.IsAttachmentCheckFull()) // Attachment
|
|
{
|
|
sceneObject.RootPart.AddFlag(PrimFlags.TemporaryOnRez);
|
|
sceneObject.RootPart.AddFlag(PrimFlags.Phantom);
|
|
|
|
// Don't sent a full update here because this will cause full updates to be sent twice for
|
|
// attachments on region crossings, resulting in viewer glitches.
|
|
AddRestoredSceneObject(sceneObject, false, false, false);
|
|
|
|
// Handle attachment special case
|
|
SceneObjectPart RootPrim = sceneObject.RootPart;
|
|
|
|
// Fix up attachment Parent Local ID
|
|
ScenePresence sp = GetScenePresence(sceneObject.OwnerID);
|
|
|
|
if (sp != null)
|
|
{
|
|
SceneObjectGroup grp = sceneObject;
|
|
|
|
// m_log.DebugFormat(
|
|
// "[ATTACHMENT]: Received attachment {0}, inworld asset id {1}", grp.FromItemID, grp.UUID);
|
|
// m_log.DebugFormat(
|
|
// "[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition);
|
|
|
|
RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
|
|
|
|
// We must currently not resume scripts at this stage since AttachmentsModule does not have the
|
|
// information that this is due to a teleport/border cross rather than an ordinary attachment.
|
|
// We currently do this in Scene.MakeRootAgent() instead.
|
|
if (AttachmentsModule != null)
|
|
AttachmentsModule.AttachObject(sp, grp, 0, false, false, true);
|
|
}
|
|
else
|
|
{
|
|
RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
|
|
RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AddRestoredSceneObject(sceneObject, true, false);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private int GetStateSource(SceneObjectGroup sog)
|
|
{
|
|
ScenePresence sp = GetScenePresence(sog.OwnerID);
|
|
|
|
if (sp != null)
|
|
return sp.GetStateSource();
|
|
|
|
return 2; // StateSource.PrimCrossing
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Add/Remove Avatar Methods
|
|
|
|
public override ISceneAgent AddNewAgent(IClientAPI client, PresenceType type)
|
|
{
|
|
ScenePresence sp;
|
|
bool vialogin;
|
|
bool reallyNew = true;
|
|
|
|
// Validation occurs in LLUDPServer
|
|
//
|
|
// XXX: A race condition exists here where two simultaneous calls to AddNewAgent can interfere with
|
|
// each other. In practice, this does not currently occur in the code.
|
|
AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode);
|
|
|
|
// We lock here on AgentCircuitData to prevent a race condition between the thread adding a new connection
|
|
// and a simultaneous one that removes it (as can happen if the client is closed at a particular point
|
|
// whilst connecting).
|
|
//
|
|
// It would be easier to lock across all NewUserConnection(), AddNewAgent() and
|
|
// RemoveClient() calls for all agents, but this would allow a slow call (e.g. because of slow service
|
|
// response in some module listening to AddNewAgent()) from holding up unrelated agent calls.
|
|
//
|
|
// In practice, the lock (this) in LLUDPServer.AddNewClient() currently lock across all
|
|
// AddNewClient() operations (though not other ops).
|
|
// In the future this can be relieved once locking per agent (not necessarily on AgentCircuitData) is improved.
|
|
lock (aCircuit)
|
|
{
|
|
vialogin
|
|
= (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
|
|
|| (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
|
|
|
|
// CheckHeartbeat();
|
|
|
|
sp = GetScenePresence(client.AgentId);
|
|
|
|
// XXX: Not sure how good it is to add a new client if a scene presence already exists. Possibly this
|
|
// could occur if a viewer crashes and relogs before the old client is kicked out. But this could cause
|
|
// other problems, and possibly the code calling AddNewAgent() should ensure that no client is already
|
|
// connected.
|
|
if (sp == null)
|
|
{
|
|
m_log.DebugFormat(
|
|
"[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}",
|
|
client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos);
|
|
|
|
m_clientManager.Add(client);
|
|
SubscribeToClientEvents(client);
|
|
|
|
sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
|
|
m_eventManager.TriggerOnNewPresence(sp);
|
|
|
|
sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags;
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat(
|
|
"[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence",
|
|
sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName);
|
|
reallyNew = false;
|
|
}
|
|
|
|
// We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the
|
|
// client is for a root or child agent.
|
|
// XXX: This may be better set for a new client before that client is added to the client manager.
|
|
// But need to know what happens in the case where a ScenePresence is already present (and if this
|
|
// actually occurs).
|
|
client.SceneAgent = sp;
|
|
|
|
// This is currently also being done earlier in NewUserConnection for real users to see if this
|
|
// resolves problems where HG agents are occasionally seen by others as "Unknown user" in chat and other
|
|
// places. However, we still need to do it here for NPCs.
|
|
CacheUserName(sp, aCircuit);
|
|
|
|
if (reallyNew)
|
|
EventManager.TriggerOnNewClient(client);
|
|
|
|
if (vialogin)
|
|
EventManager.TriggerOnClientLogin(client);
|
|
}
|
|
|
|
m_LastLogin = Util.EnvironmentTickCount();
|
|
|
|
return sp;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the Home URI of the agent, or null if unknown.
|
|
/// </summary>
|
|
public string GetAgentHomeURI(UUID agentID)
|
|
{
|
|
AgentCircuitData circuit = AuthenticateHandler.GetAgentCircuitData(agentID);
|
|
if (circuit != null && circuit.ServiceURLs != null && circuit.ServiceURLs.ContainsKey("HomeURI"))
|
|
return circuit.ServiceURLs["HomeURI"].ToString();
|
|
else
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Cache the user name for later use.
|
|
/// </summary>
|
|
/// <param name="sp"></param>
|
|
/// <param name="aCircuit"></param>
|
|
private void CacheUserName(ScenePresence sp, AgentCircuitData aCircuit)
|
|
{
|
|
if (UserManagementModule != null)
|
|
{
|
|
string first = aCircuit.firstname, last = aCircuit.lastname;
|
|
|
|
if (sp != null && sp.PresenceType == PresenceType.Npc)
|
|
{
|
|
UserManagementModule.AddUser(aCircuit.AgentID, first, last);
|
|
}
|
|
else
|
|
{
|
|
string homeURL = string.Empty;
|
|
|
|
if (aCircuit.ServiceURLs.ContainsKey("HomeURI"))
|
|
homeURL = aCircuit.ServiceURLs["HomeURI"].ToString();
|
|
|
|
if (aCircuit.lastname.StartsWith("@"))
|
|
{
|
|
string[] parts = aCircuit.firstname.Split('.');
|
|
if (parts.Length >= 2)
|
|
{
|
|
first = parts[0];
|
|
last = parts[1];
|
|
}
|
|
}
|
|
|
|
UserManagementModule.AddUser(aCircuit.AgentID, first, last, homeURL);
|
|
}
|
|
}
|
|
}
|
|
|
|
private bool VerifyClient(AgentCircuitData aCircuit, System.Net.IPEndPoint ep, out bool vialogin)
|
|
{
|
|
vialogin = false;
|
|
|
|
// Do the verification here
|
|
if ((aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0)
|
|
{
|
|
m_log.DebugFormat("[SCENE]: Incoming client {0} {1} in region {2} via HG login", aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName);
|
|
vialogin = true;
|
|
IUserAgentVerificationModule userVerification = RequestModuleInterface<IUserAgentVerificationModule>();
|
|
if (userVerification != null && ep != null)
|
|
{
|
|
if (!userVerification.VerifyClient(aCircuit, ep.Address.ToString()))
|
|
{
|
|
// uh-oh, this is fishy
|
|
m_log.DebugFormat("[SCENE]: User Client Verification for {0} {1} in {2} returned false", aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName);
|
|
return false;
|
|
}
|
|
else
|
|
m_log.DebugFormat("[SCENE]: User Client Verification for {0} {1} in {2} returned true", aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName);
|
|
|
|
}
|
|
}
|
|
|
|
else if ((aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0)
|
|
{
|
|
m_log.DebugFormat("[SCENE]: Incoming client {0} {1} in region {2} via regular login. Client IP verification not performed.",
|
|
aCircuit.firstname, aCircuit.lastname, RegionInfo.RegionName);
|
|
vialogin = true;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// Called by Caps, on the first HTTP contact from the client
|
|
public override bool CheckClient(UUID agentID, System.Net.IPEndPoint ep)
|
|
{
|
|
AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(agentID);
|
|
if (aCircuit != null)
|
|
{
|
|
bool vialogin = false;
|
|
if (!VerifyClient(aCircuit, ep, out vialogin))
|
|
{
|
|
// if it doesn't pass, we remove the agentcircuitdata altogether
|
|
// and the scene presence and the client, if they exist
|
|
try
|
|
{
|
|
// We need to wait for the client to make UDP contact first.
|
|
// It's the UDP contact that creates the scene presence
|
|
ScenePresence sp = WaitGetScenePresence(agentID);
|
|
if (sp != null)
|
|
{
|
|
PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
|
|
|
|
CloseAgent(sp.UUID, false);
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
|
|
}
|
|
// BANG! SLASH!
|
|
m_authenticateHandler.RemoveCircuit(agentID);
|
|
|
|
return false;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.DebugFormat("[SCENE]: Exception while closing aborted client: {0}", e.StackTrace);
|
|
}
|
|
}
|
|
else
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Register for events from the client
|
|
/// </summary>
|
|
/// <param name="client">The IClientAPI of the connected client</param>
|
|
public virtual void SubscribeToClientEvents(IClientAPI client)
|
|
{
|
|
SubscribeToClientTerrainEvents(client);
|
|
SubscribeToClientPrimEvents(client);
|
|
SubscribeToClientPrimRezEvents(client);
|
|
SubscribeToClientInventoryEvents(client);
|
|
SubscribeToClientTeleportEvents(client);
|
|
SubscribeToClientScriptEvents(client);
|
|
SubscribeToClientParcelEvents(client);
|
|
SubscribeToClientGridEvents(client);
|
|
SubscribeToClientNetworkEvents(client);
|
|
}
|
|
|
|
public virtual void SubscribeToClientTerrainEvents(IClientAPI client)
|
|
{
|
|
client.OnRegionHandShakeReply += SendLayerData;
|
|
}
|
|
|
|
public virtual void SubscribeToClientPrimEvents(IClientAPI client)
|
|
{
|
|
client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
|
|
client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
|
|
|
|
client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
|
|
client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
|
|
client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
|
|
client.OnUpdatePrimSingleRotationPosition += m_sceneGraph.UpdatePrimSingleRotationPosition;
|
|
|
|
client.OnUpdatePrimScale += m_sceneGraph.UpdatePrimScale;
|
|
client.OnUpdatePrimGroupScale += m_sceneGraph.UpdatePrimGroupScale;
|
|
client.OnUpdateExtraParams += m_sceneGraph.UpdateExtraParam;
|
|
client.OnUpdatePrimShape += m_sceneGraph.UpdatePrimShape;
|
|
client.OnUpdatePrimTexture += m_sceneGraph.UpdatePrimTexture;
|
|
client.OnObjectRequest += RequestPrim;
|
|
client.OnObjectSelect += SelectPrim;
|
|
client.OnObjectDeselect += DeselectPrim;
|
|
client.OnGrabUpdate += m_sceneGraph.MoveObject;
|
|
client.OnSpinStart += m_sceneGraph.SpinStart;
|
|
client.OnSpinUpdate += m_sceneGraph.SpinObject;
|
|
client.OnDeRezObject += DeRezObjects;
|
|
|
|
client.OnObjectName += m_sceneGraph.PrimName;
|
|
client.OnObjectClickAction += m_sceneGraph.PrimClickAction;
|
|
client.OnObjectMaterial += m_sceneGraph.PrimMaterial;
|
|
client.OnLinkObjects += LinkObjects;
|
|
client.OnDelinkObjects += DelinkObjects;
|
|
client.OnObjectDuplicate += DuplicateObject;
|
|
client.OnObjectDuplicateOnRay += doObjectDuplicateOnRay;
|
|
client.OnUpdatePrimFlags += m_sceneGraph.UpdatePrimFlags;
|
|
client.OnRequestObjectPropertiesFamily += m_sceneGraph.RequestObjectPropertiesFamily;
|
|
client.OnObjectPermissions += HandleObjectPermissionsUpdate;
|
|
client.OnGrabObject += ProcessObjectGrab;
|
|
client.OnGrabUpdate += ProcessObjectGrabUpdate;
|
|
client.OnDeGrabObject += ProcessObjectDeGrab;
|
|
client.OnUndo += m_sceneGraph.HandleUndo;
|
|
client.OnRedo += m_sceneGraph.HandleRedo;
|
|
client.OnObjectDescription += m_sceneGraph.PrimDescription;
|
|
client.OnObjectIncludeInSearch += m_sceneGraph.MakeObjectSearchable;
|
|
client.OnObjectOwner += ObjectOwner;
|
|
client.OnObjectGroupRequest += HandleObjectGroupUpdate;
|
|
}
|
|
|
|
public virtual void SubscribeToClientPrimRezEvents(IClientAPI client)
|
|
{
|
|
client.OnAddPrim += AddNewPrim;
|
|
client.OnRezObject += RezObject;
|
|
}
|
|
|
|
public virtual void SubscribeToClientInventoryEvents(IClientAPI client)
|
|
{
|
|
client.OnLinkInventoryItem += HandleLinkInventoryItem;
|
|
client.OnCreateNewInventoryFolder += HandleCreateInventoryFolder;
|
|
client.OnUpdateInventoryFolder += HandleUpdateInventoryFolder;
|
|
client.OnMoveInventoryFolder += HandleMoveInventoryFolder; // 2; //!!
|
|
client.OnFetchInventoryDescendents += HandleFetchInventoryDescendents;
|
|
client.OnPurgeInventoryDescendents += HandlePurgeInventoryDescendents; // 2; //!!
|
|
client.OnFetchInventory += m_asyncInventorySender.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;
|
|
}
|
|
|
|
public virtual void SubscribeToClientTeleportEvents(IClientAPI client)
|
|
{
|
|
client.OnTeleportLocationRequest += RequestTeleportLocation;
|
|
}
|
|
|
|
public virtual void SubscribeToClientScriptEvents(IClientAPI client)
|
|
{
|
|
client.OnScriptReset += ProcessScriptReset;
|
|
client.OnGetScriptRunning += GetScriptRunning;
|
|
client.OnSetScriptRunning += SetScriptRunning;
|
|
}
|
|
|
|
public virtual void SubscribeToClientParcelEvents(IClientAPI client)
|
|
{
|
|
client.OnParcelReturnObjectsRequest += LandChannel.ReturnObjectsInParcel;
|
|
client.OnParcelSetOtherCleanTime += LandChannel.SetParcelOtherCleanTime;
|
|
client.OnParcelBuy += ProcessParcelBuy;
|
|
}
|
|
|
|
public virtual void SubscribeToClientGridEvents(IClientAPI client)
|
|
{
|
|
//client.OnNameFromUUIDRequest += HandleUUIDNameRequest;
|
|
client.OnMoneyTransferRequest += ProcessMoneyTransferRequest;
|
|
}
|
|
|
|
public virtual void SubscribeToClientNetworkEvents(IClientAPI client)
|
|
{
|
|
client.OnNetworkStatsUpdate += StatsReporter.AddPacketsStats;
|
|
client.OnViewerEffect += ProcessViewerEffect;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Unsubscribe the client from events.
|
|
/// </summary>
|
|
/// FIXME: Not called anywhere!
|
|
/// <param name="client">The IClientAPI of the client</param>
|
|
public virtual void UnSubscribeToClientEvents(IClientAPI client)
|
|
{
|
|
UnSubscribeToClientTerrainEvents(client);
|
|
UnSubscribeToClientPrimEvents(client);
|
|
UnSubscribeToClientPrimRezEvents(client);
|
|
UnSubscribeToClientInventoryEvents(client);
|
|
UnSubscribeToClientTeleportEvents(client);
|
|
UnSubscribeToClientScriptEvents(client);
|
|
UnSubscribeToClientParcelEvents(client);
|
|
UnSubscribeToClientGridEvents(client);
|
|
UnSubscribeToClientNetworkEvents(client);
|
|
}
|
|
|
|
public virtual void UnSubscribeToClientTerrainEvents(IClientAPI client)
|
|
{
|
|
client.OnRegionHandShakeReply -= SendLayerData;
|
|
}
|
|
|
|
public virtual void UnSubscribeToClientPrimEvents(IClientAPI client)
|
|
{
|
|
client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
|
|
client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
|
|
|
|
client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
|
|
client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
|
|
client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
|
|
client.OnUpdatePrimSingleRotationPosition -= m_sceneGraph.UpdatePrimSingleRotationPosition;
|
|
|
|
client.OnUpdatePrimScale -= m_sceneGraph.UpdatePrimScale;
|
|
client.OnUpdatePrimGroupScale -= m_sceneGraph.UpdatePrimGroupScale;
|
|
client.OnUpdateExtraParams -= m_sceneGraph.UpdateExtraParam;
|
|
client.OnUpdatePrimShape -= m_sceneGraph.UpdatePrimShape;
|
|
client.OnUpdatePrimTexture -= m_sceneGraph.UpdatePrimTexture;
|
|
client.OnObjectRequest -= RequestPrim;
|
|
client.OnObjectSelect -= SelectPrim;
|
|
client.OnObjectDeselect -= DeselectPrim;
|
|
client.OnGrabUpdate -= m_sceneGraph.MoveObject;
|
|
client.OnSpinStart -= m_sceneGraph.SpinStart;
|
|
client.OnSpinUpdate -= m_sceneGraph.SpinObject;
|
|
client.OnDeRezObject -= DeRezObjects;
|
|
client.OnObjectName -= m_sceneGraph.PrimName;
|
|
client.OnObjectClickAction -= m_sceneGraph.PrimClickAction;
|
|
client.OnObjectMaterial -= m_sceneGraph.PrimMaterial;
|
|
client.OnLinkObjects -= LinkObjects;
|
|
client.OnDelinkObjects -= DelinkObjects;
|
|
client.OnObjectDuplicate -= DuplicateObject;
|
|
client.OnObjectDuplicateOnRay -= doObjectDuplicateOnRay;
|
|
client.OnUpdatePrimFlags -= m_sceneGraph.UpdatePrimFlags;
|
|
client.OnRequestObjectPropertiesFamily -= m_sceneGraph.RequestObjectPropertiesFamily;
|
|
client.OnObjectPermissions -= HandleObjectPermissionsUpdate;
|
|
client.OnGrabObject -= ProcessObjectGrab;
|
|
client.OnDeGrabObject -= ProcessObjectDeGrab;
|
|
client.OnUndo -= m_sceneGraph.HandleUndo;
|
|
client.OnRedo -= m_sceneGraph.HandleRedo;
|
|
client.OnObjectDescription -= m_sceneGraph.PrimDescription;
|
|
client.OnObjectIncludeInSearch -= m_sceneGraph.MakeObjectSearchable;
|
|
client.OnObjectOwner -= ObjectOwner;
|
|
}
|
|
|
|
public virtual void UnSubscribeToClientPrimRezEvents(IClientAPI client)
|
|
{
|
|
client.OnAddPrim -= AddNewPrim;
|
|
client.OnRezObject -= RezObject;
|
|
}
|
|
|
|
public virtual void UnSubscribeToClientInventoryEvents(IClientAPI client)
|
|
{
|
|
client.OnCreateNewInventoryFolder -= HandleCreateInventoryFolder;
|
|
client.OnUpdateInventoryFolder -= HandleUpdateInventoryFolder;
|
|
client.OnMoveInventoryFolder -= HandleMoveInventoryFolder; // 2; //!!
|
|
client.OnFetchInventoryDescendents -= HandleFetchInventoryDescendents;
|
|
client.OnPurgeInventoryDescendents -= HandlePurgeInventoryDescendents; // 2; //!!
|
|
client.OnFetchInventory -= m_asyncInventorySender.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;
|
|
}
|
|
|
|
public virtual void UnSubscribeToClientTeleportEvents(IClientAPI client)
|
|
{
|
|
client.OnTeleportLocationRequest -= RequestTeleportLocation;
|
|
//client.OnTeleportLandmarkRequest -= RequestTeleportLandmark;
|
|
//client.OnTeleportHomeRequest -= TeleportClientHome;
|
|
}
|
|
|
|
public virtual void UnSubscribeToClientScriptEvents(IClientAPI client)
|
|
{
|
|
client.OnScriptReset -= ProcessScriptReset;
|
|
client.OnGetScriptRunning -= GetScriptRunning;
|
|
client.OnSetScriptRunning -= SetScriptRunning;
|
|
}
|
|
|
|
public virtual void UnSubscribeToClientParcelEvents(IClientAPI client)
|
|
{
|
|
client.OnParcelReturnObjectsRequest -= LandChannel.ReturnObjectsInParcel;
|
|
client.OnParcelSetOtherCleanTime -= LandChannel.SetParcelOtherCleanTime;
|
|
client.OnParcelBuy -= ProcessParcelBuy;
|
|
}
|
|
|
|
public virtual void UnSubscribeToClientGridEvents(IClientAPI client)
|
|
{
|
|
//client.OnNameFromUUIDRequest -= HandleUUIDNameRequest;
|
|
client.OnMoneyTransferRequest -= ProcessMoneyTransferRequest;
|
|
}
|
|
|
|
public virtual void UnSubscribeToClientNetworkEvents(IClientAPI client)
|
|
{
|
|
client.OnNetworkStatsUpdate -= StatsReporter.AddPacketsStats;
|
|
client.OnViewerEffect -= ProcessViewerEffect;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Teleport an avatar to their home region
|
|
/// </summary>
|
|
/// <param name="agentId">The avatar's Unique ID</param>
|
|
/// <param name="client">The IClientAPI for the client</param>
|
|
public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
|
|
{
|
|
if (EntityTransferModule != null)
|
|
{
|
|
return EntityTransferModule.TeleportHome(agentId, client);
|
|
}
|
|
else
|
|
{
|
|
m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
|
|
client.SendTeleportFailed("Unable to perform teleports on this simulator.");
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Duplicates object specified by localID. This is the event handler for IClientAPI.
|
|
/// </summary>
|
|
/// <param name="originalPrim">ID of object to duplicate</param>
|
|
/// <param name="offset"></param>
|
|
/// <param name="flags"></param>
|
|
/// <param name="AgentID">Agent doing the duplication</param>
|
|
/// <param name="GroupID">Group of new object</param>
|
|
public void DuplicateObject(uint originalPrim, Vector3 offset, uint flags, UUID AgentID, UUID GroupID)
|
|
{
|
|
SceneObjectGroup copy = SceneGraph.DuplicateObject(originalPrim, offset, flags, AgentID, GroupID, Quaternion.Identity);
|
|
if (copy != null)
|
|
EventManager.TriggerObjectAddedToScene(copy);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Duplicates object specified by localID at position raycasted against RayTargetObject using
|
|
/// RayEnd and RayStart to determine what the angle of the ray is
|
|
/// </summary>
|
|
/// <param name="localID">ID of object to duplicate</param>
|
|
/// <param name="dupeFlags"></param>
|
|
/// <param name="AgentID">Agent doing the duplication</param>
|
|
/// <param name="GroupID">Group of new object</param>
|
|
/// <param name="RayTargetObj">The target of the Ray</param>
|
|
/// <param name="RayEnd">The ending of the ray (farthest away point)</param>
|
|
/// <param name="RayStart">The Beginning of the ray (closest point)</param>
|
|
/// <param name="BypassRaycast">Bool to bypass raycasting</param>
|
|
/// <param name="RayEndIsIntersection">The End specified is the place to add the object</param>
|
|
/// <param name="CopyCenters">Position the object at the center of the face that it's colliding with</param>
|
|
/// <param name="CopyRotates">Rotate the object the same as the localID object</param>
|
|
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);
|
|
|
|
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_sceneGraph.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;
|
|
SceneObjectGroup copy;
|
|
if (CopyRotates)
|
|
{
|
|
Quaternion worldRot = target2.GetWorldRotation();
|
|
|
|
// SceneObjectGroup obj = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
|
|
copy = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
|
|
//obj.Rotation = worldRot;
|
|
//obj.UpdateGroupRotationR(worldRot);
|
|
}
|
|
else
|
|
{
|
|
copy = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, Quaternion.Identity);
|
|
}
|
|
if (copy != null)
|
|
EventManager.TriggerObjectAddedToScene(copy);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <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)
|
|
{
|
|
AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode);
|
|
|
|
if (aCircuit == null)
|
|
{
|
|
m_log.DebugFormat("[APPEARANCE] Client did not supply a circuit. Non-Linden? Creating default appearance.");
|
|
appearance = new AvatarAppearance();
|
|
return;
|
|
}
|
|
|
|
appearance = aCircuit.Appearance;
|
|
if (appearance == null)
|
|
{
|
|
m_log.DebugFormat("[APPEARANCE]: Appearance not found in {0}, returning default", RegionInfo.RegionName);
|
|
appearance = new AvatarAppearance();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove the given client from the scene.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Only clientstack code should call this directly. All other code should call IncomingCloseAgent() instead
|
|
/// to properly operate the state machine and avoid race conditions with other close requests (such as directly
|
|
/// from viewers).
|
|
/// </remarks>
|
|
/// <param name='agentID'>ID of agent to close</param>
|
|
/// <param name='closeChildAgents'>
|
|
/// Close the neighbour child agents associated with this client.
|
|
/// </param>
|
|
public void RemoveClient(UUID agentID, bool closeChildAgents)
|
|
{
|
|
AgentCircuitData acd = m_authenticateHandler.GetAgentCircuitData(agentID);
|
|
|
|
// Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which
|
|
// in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not
|
|
// However, will keep for now just in case.
|
|
if (acd == null)
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[SCENE]: No agent circuit found for {0} in {1}, aborting Scene.RemoveClient", agentID, Name);
|
|
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
m_authenticateHandler.RemoveCircuit(agentID);
|
|
}
|
|
|
|
// TODO: Can we now remove this lock?
|
|
lock (acd)
|
|
{
|
|
bool isChildAgent = false;
|
|
|
|
ScenePresence avatar = GetScenePresence(agentID);
|
|
|
|
// Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which
|
|
// in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not
|
|
// However, will keep for now just in case.
|
|
if (avatar == null)
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in the scene.", agentID);
|
|
|
|
return;
|
|
}
|
|
|
|
try
|
|
{
|
|
isChildAgent = avatar.IsChildAgent;
|
|
|
|
m_log.DebugFormat(
|
|
"[SCENE]: Removing {0} agent {1} {2} from {3}",
|
|
isChildAgent ? "child" : "root", avatar.Name, agentID, Name);
|
|
|
|
// Don't do this to root agents, it's not nice for the viewer
|
|
if (closeChildAgents && isChildAgent)
|
|
{
|
|
// Tell a single agent to disconnect from the region.
|
|
// Let's do this via UDP
|
|
avatar.ControllingClient.SendShutdownConnectionNotice();
|
|
}
|
|
|
|
// Only applies to root agents.
|
|
if (avatar.ParentID != 0)
|
|
{
|
|
avatar.StandUp();
|
|
}
|
|
|
|
m_sceneGraph.removeUserCount(!isChildAgent);
|
|
|
|
// TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop
|
|
// unnecessary operations. This should go away once NPCs have no accompanying IClientAPI
|
|
if (closeChildAgents && CapsModule != null)
|
|
CapsModule.RemoveCaps(agentID);
|
|
|
|
if (closeChildAgents && !isChildAgent)
|
|
{
|
|
List<ulong> regions = avatar.KnownRegionHandles;
|
|
regions.Remove(RegionInfo.RegionHandle);
|
|
|
|
// This ends up being done asynchronously so that a logout isn't held up where there are many present but unresponsive neighbours.
|
|
m_sceneGridService.SendCloseChildAgentConnections(agentID, acd.SessionID.ToString(), regions);
|
|
}
|
|
|
|
m_eventManager.TriggerClientClosed(agentID, this);
|
|
m_eventManager.TriggerOnRemovePresence(agentID);
|
|
|
|
if (!isChildAgent)
|
|
{
|
|
if (AttachmentsModule != null)
|
|
{
|
|
AttachmentsModule.DeRezAttachments(avatar);
|
|
}
|
|
|
|
ForEachClient(
|
|
delegate(IClientAPI client)
|
|
{
|
|
//We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
|
|
try { client.SendKillObject(new List<uint> { avatar.LocalId }); }
|
|
catch (NullReferenceException) { }
|
|
});
|
|
}
|
|
|
|
// It's possible for child agents to have transactions if changes are being made cross-border.
|
|
if (AgentTransactionsModule != null)
|
|
AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.Error(
|
|
string.Format("[SCENE]: Exception removing {0} from {1}. Cleaning up. Exception ", avatar.Name, Name), e);
|
|
}
|
|
finally
|
|
{
|
|
try
|
|
{
|
|
// Always clean these structures up so that any failure above doesn't cause them to remain in the
|
|
// scene with possibly bad effects (e.g. continually timing out on unacked packets and triggering
|
|
// the same cleanup exception continually.
|
|
m_sceneGraph.RemoveScenePresence(agentID);
|
|
m_clientManager.Remove(agentID);
|
|
|
|
avatar.Close();
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.Error(
|
|
string.Format("[SCENE]: Exception in final clean up of {0} in {1}. Exception ", avatar.Name, Name), e);
|
|
}
|
|
}
|
|
}
|
|
|
|
//m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
|
|
//m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes region from an avatar's known region list. This coincides with child agents. For each child agent, there will be a known region entry.
|
|
///
|
|
/// </summary>
|
|
/// <param name="avatarID"></param>
|
|
/// <param name="regionslst"></param>
|
|
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.RemoveNeighbourRegion(regionslst[i]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Entities
|
|
|
|
public void SendKillObject(List<uint> localIDs)
|
|
{
|
|
List<uint> deleteIDs = new List<uint>();
|
|
|
|
foreach (uint localID in localIDs)
|
|
{
|
|
SceneObjectPart part = GetSceneObjectPart(localID);
|
|
if (part != null) // It is a prim
|
|
{
|
|
if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid
|
|
{
|
|
if (part.ParentGroup.RootPart != part) // Child part
|
|
continue;
|
|
}
|
|
}
|
|
deleteIDs.Add(localID);
|
|
}
|
|
|
|
ForEachClient(c => c.SendKillObject(deleteIDs));
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region RegionComms
|
|
|
|
/// <summary>
|
|
/// Do the work necessary to initiate a new user connection for a particular scene.
|
|
/// </summary>
|
|
/// <param name="agent">CircuitData of the agent who is connecting</param>
|
|
/// <param name="teleportFlags"></param>
|
|
/// <param name="source">Source region (may be null)</param>
|
|
/// <param name="reason">Outputs the reason for the false response on this string</param>
|
|
/// <returns>True if the region accepts this agent. False if it does not. False will
|
|
/// also return a reason.</returns>
|
|
public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, GridRegion source, out string reason)
|
|
{
|
|
return NewUserConnection(agent, teleportFlags, source, out reason, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Do the work necessary to initiate a new user connection for a particular scene.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The return bool should allow for connections to be refused, but as not all calling paths
|
|
/// take proper notice of it yet, we still allowed banned users in.
|
|
///
|
|
/// At the moment this method consists of setting up the caps infrastructure
|
|
/// The return bool should allow for connections to be refused, but as not all calling paths
|
|
/// take proper notice of it let, we allowed banned users in still.
|
|
///
|
|
/// This method is called by the login service (in the case of login) or another simulator (in the case of region
|
|
/// cross or teleport) to initiate the connection. It is not triggered by the viewer itself - the connection
|
|
/// is activated later when the viewer sends the initial UseCircuitCodePacket UDP packet (in the case of
|
|
/// the LLUDP stack).
|
|
/// </remarks>
|
|
/// <param name="acd">CircuitData of the agent who is connecting</param>
|
|
/// <param name="source">Source region (may be null)</param>
|
|
/// <param name="reason">Outputs the reason for the false response on this string</param>
|
|
/// <param name="requirePresenceLookup">True for normal presence. False for NPC
|
|
/// or other applications where a full grid/Hypergrid presence may not be required.</param>
|
|
/// <returns>True if the region accepts this agent. False if it does not. False will
|
|
/// also return a reason.</returns>
|
|
public bool NewUserConnection(AgentCircuitData acd, uint teleportFlags, GridRegion source, out string reason, bool requirePresenceLookup)
|
|
{
|
|
bool vialogin = ((teleportFlags & (uint)TPFlags.ViaLogin) != 0 ||
|
|
(teleportFlags & (uint)TPFlags.ViaHGLogin) != 0);
|
|
bool viahome = ((teleportFlags & (uint)TPFlags.ViaHome) != 0);
|
|
bool godlike = ((teleportFlags & (uint)TPFlags.Godlike) != 0);
|
|
|
|
reason = String.Empty;
|
|
|
|
//Teleport flags:
|
|
//
|
|
// TeleportFlags.ViaGodlikeLure - Border Crossing
|
|
// TeleportFlags.ViaLogin - Login
|
|
// TeleportFlags.TeleportFlags.ViaLure - Teleport request sent by another user
|
|
// TeleportFlags.ViaLandmark | TeleportFlags.ViaLocation | TeleportFlags.ViaLandmark | TeleportFlags.Default - Regular Teleport
|
|
|
|
// Don't disable this log message - it's too helpful
|
|
string curViewer = Util.GetViewerName(acd);
|
|
m_log.DebugFormat(
|
|
"[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, IP {6}, viewer {7}, teleportflags ({8}), position {9}. {10}",
|
|
RegionInfo.RegionName,
|
|
(acd.child ? "child" : "root"),
|
|
acd.firstname,
|
|
acd.lastname,
|
|
acd.AgentID,
|
|
acd.circuitcode,
|
|
acd.IPAddress,
|
|
curViewer,
|
|
((TPFlags)teleportFlags).ToString(),
|
|
acd.startpos,
|
|
(source == null) ? "" : string.Format("From region {0} ({1}){2}", source.RegionName, source.RegionID, (source.RawServerURI == null) ? "" : " @ " + source.ServerURI)
|
|
);
|
|
|
|
if (!LoginsEnabled)
|
|
{
|
|
reason = "Logins Disabled";
|
|
return false;
|
|
}
|
|
|
|
//Check if the viewer is banned or in the viewer access list
|
|
//We check if the substring is listed for higher flexebility
|
|
bool ViewerDenied = true;
|
|
|
|
//Check if the specific viewer is listed in the allowed viewer list
|
|
if (m_AllowedViewers.Count > 0)
|
|
{
|
|
foreach (string viewer in m_AllowedViewers)
|
|
{
|
|
if (viewer == curViewer.Substring(0, viewer.Length).Trim().ToLower())
|
|
{
|
|
ViewerDenied = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ViewerDenied = false;
|
|
}
|
|
|
|
//Check if the viewer is in the banned list
|
|
if (m_BannedViewers.Count > 0)
|
|
{
|
|
foreach (string viewer in m_BannedViewers)
|
|
{
|
|
if (viewer == curViewer.Substring(0, viewer.Length).Trim().ToLower())
|
|
{
|
|
ViewerDenied = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (ViewerDenied)
|
|
{
|
|
m_log.DebugFormat(
|
|
"[SCENE]: Access denied for {0} {1} using {2}",
|
|
acd.firstname, acd.lastname, curViewer);
|
|
reason = "Access denied, your viewer is banned by the region owner";
|
|
return false;
|
|
}
|
|
|
|
ILandObject land;
|
|
ScenePresence sp;
|
|
|
|
lock (m_removeClientLock)
|
|
{
|
|
sp = GetScenePresence(acd.AgentID);
|
|
|
|
// We need to ensure that we are not already removing the scene presence before we ask it not to be
|
|
// closed.
|
|
if (sp != null && sp.IsChildAgent
|
|
&& (sp.LifecycleState == ScenePresenceState.Running
|
|
|| sp.LifecycleState == ScenePresenceState.PreRemove))
|
|
{
|
|
m_log.DebugFormat(
|
|
"[SCENE]: Reusing existing child scene presence for {0}, state {1} in {2}",
|
|
sp.Name, sp.LifecycleState, Name);
|
|
|
|
// In the case where, for example, an A B C D region layout, an avatar may
|
|
// teleport from A -> D, but then -> C before A has asked B to close its old child agent. When C
|
|
// renews the lease on the child agent at B, we must make sure that the close from A does not succeed.
|
|
//
|
|
// XXX: In the end, this should not be necessary if child agents are closed without delay on
|
|
// teleport, since realistically, the close request should always be processed before any other
|
|
// region tried to re-establish a child agent. This is much simpler since the logic below is
|
|
// vulnerable to an issue when a viewer quits a region without sending a proper logout but then
|
|
// re-establishes the connection on a relogin. This could wrongly set the DoNotCloseAfterTeleport
|
|
// flag when no teleport had taken place (and hence no close was going to come).
|
|
// if (!acd.ChildrenCapSeeds.ContainsKey(RegionInfo.RegionHandle))
|
|
// {
|
|
// m_log.DebugFormat(
|
|
// "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because source will attempt close.",
|
|
// sp.Name, Name);
|
|
//
|
|
// sp.DoNotCloseAfterTeleport = true;
|
|
// }
|
|
// else if (EntityTransferModule.IsInTransit(sp.UUID))
|
|
|
|
sp.LifecycleState = ScenePresenceState.Running;
|
|
|
|
if (EntityTransferModule.IsInTransit(sp.UUID))
|
|
{
|
|
sp.DoNotCloseAfterTeleport = true;
|
|
|
|
m_log.DebugFormat(
|
|
"[SCENE]: Set DoNotCloseAfterTeleport for child scene presence {0} in {1} because this region will attempt end-of-teleport close from a previous close.",
|
|
sp.Name, Name);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Need to poll here in case we are currently deleting an sp. Letting threads run over each other will
|
|
// allow unpredictable things to happen.
|
|
if (sp != null)
|
|
{
|
|
const int polls = 10;
|
|
const int pollInterval = 1000;
|
|
int pollsLeft = polls;
|
|
|
|
while (sp.LifecycleState == ScenePresenceState.Removing && pollsLeft-- > 0)
|
|
Thread.Sleep(pollInterval);
|
|
|
|
if (sp.LifecycleState == ScenePresenceState.Removing)
|
|
{
|
|
m_log.WarnFormat(
|
|
"[SCENE]: Agent {0} in {1} was still being removed after {2}s. Aborting NewUserConnection.",
|
|
sp.Name, Name, polls * pollInterval / 1000);
|
|
|
|
return false;
|
|
}
|
|
else if (polls != pollsLeft)
|
|
{
|
|
m_log.DebugFormat(
|
|
"[SCENE]: NewUserConnection for agent {0} in {1} had to wait {2}s for in-progress removal to complete on an old presence.",
|
|
sp.Name, Name, polls * pollInterval / 1000);
|
|
}
|
|
}
|
|
|
|
// TODO: can we remove this lock?
|
|
lock (acd)
|
|
{
|
|
if (sp != null && !sp.IsChildAgent)
|
|
{
|
|
// We have a root agent. Is it in transit?
|
|
if (!EntityTransferModule.IsInTransit(sp.UUID))
|
|
{
|
|
// We have a zombie from a crashed session.
|
|
// Or the same user is trying to be root twice here, won't work.
|
|
// Kill it.
|
|
m_log.WarnFormat(
|
|
"[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
|
|
sp.Name, sp.UUID, RegionInfo.RegionName);
|
|
|
|
if (sp.ControllingClient != null)
|
|
CloseAgent(sp.UUID, true);
|
|
|
|
sp = null;
|
|
}
|
|
//else
|
|
// m_log.WarnFormat("[SCENE]: Existing root scene presence for {0} {1} in {2}, but agent is in trasit", sp.Name, sp.UUID, RegionInfo.RegionName);
|
|
}
|
|
|
|
// Optimistic: add or update the circuit data with the new agent circuit data and teleport flags.
|
|
// We need the circuit data here for some of the subsequent checks. (groups, for example)
|
|
// If the checks fail, we remove the circuit.
|
|
acd.teleportFlags = teleportFlags;
|
|
m_authenticateHandler.AddNewCircuit(acd.circuitcode, acd);
|
|
|
|
land = LandChannel.GetLandObject(acd.startpos.X, acd.startpos.Y);
|
|
|
|
// On login test land permisions
|
|
if (vialogin)
|
|
{
|
|
if (land != null && !TestLandRestrictions(acd.AgentID, out reason, ref acd.startpos.X, ref acd.startpos.Y))
|
|
{
|
|
m_authenticateHandler.RemoveCircuit(acd.circuitcode);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (sp == null) // We don't have an [child] agent here already
|
|
{
|
|
if (requirePresenceLookup)
|
|
{
|
|
try
|
|
{
|
|
if (!VerifyUserPresence(acd, out reason))
|
|
{
|
|
m_authenticateHandler.RemoveCircuit(acd.circuitcode);
|
|
return false;
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace);
|
|
|
|
m_authenticateHandler.RemoveCircuit(acd.circuitcode);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
try
|
|
{
|
|
if (!AuthorizeUser(acd, (vialogin ? false : SeeIntoRegion), out reason))
|
|
{
|
|
m_authenticateHandler.RemoveCircuit(acd.circuitcode);
|
|
return false;
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
|
|
|
|
m_authenticateHandler.RemoveCircuit(acd.circuitcode);
|
|
return false;
|
|
}
|
|
|
|
m_log.InfoFormat(
|
|
"[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
|
|
Name, (acd.child ? "child" : "root"), acd.firstname, acd.lastname,
|
|
acd.AgentID, acd.circuitcode);
|
|
|
|
if (CapsModule != null)
|
|
{
|
|
CapsModule.SetAgentCapsSeeds(acd);
|
|
CapsModule.CreateCaps(acd.AgentID);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Let the SP know how we got here. This has a lot of interesting
|
|
// uses down the line.
|
|
sp.TeleportFlags = (TPFlags)teleportFlags;
|
|
|
|
if (sp.IsChildAgent)
|
|
{
|
|
m_log.DebugFormat(
|
|
"[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
|
|
acd.AgentID, RegionInfo.RegionName);
|
|
|
|
sp.AdjustKnownSeeds();
|
|
|
|
if (CapsModule != null)
|
|
{
|
|
CapsModule.SetAgentCapsSeeds(acd);
|
|
CapsModule.CreateCaps(acd.AgentID);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Try caching an incoming user name much earlier on to see if this helps with an issue
|
|
// where HG users are occasionally seen by others as "Unknown User" because their UUIDName
|
|
// request for the HG avatar appears to trigger before the user name is cached.
|
|
CacheUserName(null, acd);
|
|
}
|
|
|
|
if (vialogin)
|
|
{
|
|
// CleanDroppedAttachments();
|
|
|
|
// Make sure avatar position is in the region (why it wouldn't be is a mystery but do sanity checking)
|
|
if (acd.startpos.X < 0) acd.startpos.X = 1f;
|
|
if (acd.startpos.X >= RegionInfo.RegionSizeX) acd.startpos.X = RegionInfo.RegionSizeX - 1f;
|
|
if (acd.startpos.Y < 0) acd.startpos.Y = 1f;
|
|
if (acd.startpos.Y >= RegionInfo.RegionSizeY) acd.startpos.Y = RegionInfo.RegionSizeY - 1f;
|
|
|
|
// m_log.DebugFormat(
|
|
// "[SCENE]: Found telehub object {0} for new user connection {1} to {2}",
|
|
// RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
|
|
|
|
// Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags
|
|
if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero &&
|
|
RegionInfo.EstateSettings.AllowDirectTeleport == false &&
|
|
!viahome && !godlike)
|
|
{
|
|
SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject);
|
|
|
|
if (telehub != null)
|
|
{
|
|
// Can have multiple SpawnPoints
|
|
List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
|
|
if (spawnpoints.Count > 1)
|
|
{
|
|
// We have multiple SpawnPoints, Route the agent to a random or sequential one
|
|
if (SpawnPointRouting == "random")
|
|
acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
|
|
telehub.AbsolutePosition,
|
|
telehub.GroupRotation
|
|
);
|
|
else
|
|
acd.startpos = spawnpoints[SpawnPoint()].GetLocation(
|
|
telehub.AbsolutePosition,
|
|
telehub.GroupRotation
|
|
);
|
|
}
|
|
else if (spawnpoints.Count == 1)
|
|
{
|
|
// We have a single SpawnPoint and will route the agent to it
|
|
acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
|
|
}
|
|
else
|
|
{
|
|
m_log.DebugFormat(
|
|
"[SCENE]: No spawnpoints defined for telehub {0} for {1} in {2}. Continuing.",
|
|
RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_log.DebugFormat(
|
|
"[SCENE]: No telehub {0} found to direct {1} in {2}. Continuing.",
|
|
RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
|
|
}
|
|
|
|
// Final permissions check; this time we don't allow changing the position
|
|
if (!IsPositionAllowed(acd.AgentID, acd.startpos, ref reason))
|
|
{
|
|
m_authenticateHandler.RemoveCircuit(acd.circuitcode);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// Honor parcel landing type and position.
|
|
if (land != null)
|
|
{
|
|
if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
|
|
{
|
|
acd.startpos = land.LandData.UserLocation;
|
|
|
|
// Final permissions check; this time we don't allow changing the position
|
|
if (!IsPositionAllowed(acd.AgentID, acd.startpos, ref reason))
|
|
{
|
|
m_authenticateHandler.RemoveCircuit(acd.circuitcode);
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private bool IsPositionAllowed(UUID agentID, Vector3 pos, ref string reason)
|
|
{
|
|
ILandObject land = LandChannel.GetLandObject(pos);
|
|
if (land == null)
|
|
return true;
|
|
|
|
if (land.IsBannedFromLand(agentID) || land.IsRestrictedFromLand(agentID))
|
|
{
|
|
reason = "You are banned from the region.";
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
|
|
{
|
|
if (posX < 0)
|
|
posX = 0;
|
|
else if (posX >= (float)RegionInfo.RegionSizeX)
|
|
posX = (float)RegionInfo.RegionSizeX - 0.001f;
|
|
if (posY < 0)
|
|
posY = 0;
|
|
else if (posY >= (float)RegionInfo.RegionSizeY)
|
|
posY = (float)RegionInfo.RegionSizeY - 0.001f;
|
|
|
|
reason = String.Empty;
|
|
if (Permissions.IsGod(agentID))
|
|
return true;
|
|
|
|
ILandObject land = LandChannel.GetLandObject(posX, posY);
|
|
if (land == null)
|
|
return false;
|
|
|
|
bool banned = land.IsBannedFromLand(agentID);
|
|
bool restricted = land.IsRestrictedFromLand(agentID);
|
|
|
|
if (banned || restricted)
|
|
{
|
|
ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
|
|
if (nearestParcel != null)
|
|
{
|
|
//Move agent to nearest allowed
|
|
Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
|
|
posX = newPosition.X;
|
|
posY = newPosition.Y;
|
|
}
|
|
else
|
|
{
|
|
if (banned)
|
|
{
|
|
reason = "Cannot regioncross into banned parcel.";
|
|
}
|
|
else
|
|
{
|
|
reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
|
|
RegionInfo.RegionName);
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
reason = "";
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Verifies that the user has a presence on the Grid
|
|
/// </summary>
|
|
/// <param name="agent">Circuit Data of the Agent we're verifying</param>
|
|
/// <param name="reason">Outputs the reason for the false response on this string</param>
|
|
/// <returns>True if the user has a session on the grid. False if it does not. False will
|
|
/// also return a reason.</returns>
|
|
public virtual bool VerifyUserPresence(AgentCircuitData agent, out string reason)
|
|
{
|
|
reason = String.Empty;
|
|
|
|
IPresenceService presence = RequestModuleInterface<IPresenceService>();
|
|
if (presence == null)
|
|
{
|
|
reason = String.Format("Failed to verify user presence in the grid for {0} {1} in region {2}. Presence service does not exist.", agent.firstname, agent.lastname, RegionInfo.RegionName);
|
|
return false;
|
|
}
|
|
|
|
OpenSim.Services.Interfaces.PresenceInfo pinfo = presence.GetAgent(agent.SessionID);
|
|
|
|
if (pinfo == null)
|
|
{
|
|
reason = String.Format("Failed to verify user presence in the grid for {0} {1}, access denied to region {2}.", agent.firstname, agent.lastname, RegionInfo.RegionName);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Verify if the user can connect to this region. Checks the banlist and ensures that the region is set for public access
|
|
/// </summary>
|
|
/// <param name="agent">The circuit data for the agent</param>
|
|
/// <param name="reason">outputs the reason to this string</param>
|
|
/// <returns>True if the region accepts this agent. False if it does not. False will
|
|
/// also return a reason.</returns>
|
|
protected virtual bool AuthorizeUser(AgentCircuitData agent, bool bypassAccessControl, out string reason)
|
|
{
|
|
reason = String.Empty;
|
|
|
|
if (!m_strictAccessControl) return true;
|
|
if (Permissions.IsGod(agent.AgentID)) return true;
|
|
|
|
if (AuthorizationService != null)
|
|
{
|
|
if (!AuthorizationService.IsAuthorizedForRegion(
|
|
agent.AgentID.ToString(), agent.firstname, agent.lastname, RegionInfo.RegionID.ToString(), out reason))
|
|
{
|
|
m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because: {4}",
|
|
agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName, reason);
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// We only test the things below when we want to cut off
|
|
// child agents from being present in the scene for which their root
|
|
// agent isn't allowed. Otherwise, we allow child agents. The test for
|
|
// the root is done elsewhere (QueryAccess)
|
|
if (!bypassAccessControl)
|
|
{
|
|
if (RegionInfo.EstateSettings != null)
|
|
{
|
|
if (RegionInfo.EstateSettings.IsBanned(agent.AgentID))
|
|
{
|
|
m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
|
|
agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
|
|
reason = String.Format("Denied access to region {0}: You have been banned from that region.",
|
|
RegionInfo.RegionName);
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_log.ErrorFormat("[CONNECTION BEGIN]: Estate Settings is null!");
|
|
}
|
|
|
|
List<UUID> agentGroups = new List<UUID>();
|
|
|
|
if (m_groupsModule != null)
|
|
{
|
|
GroupMembershipData[] GroupMembership = m_groupsModule.GetMembershipData(agent.AgentID);
|
|
|
|
if (GroupMembership != null)
|
|
{
|
|
for (int i = 0; i < GroupMembership.Length; i++)
|
|
agentGroups.Add(GroupMembership[i].GroupID);
|
|
}
|
|
else
|
|
{
|
|
m_log.ErrorFormat("[CONNECTION BEGIN]: GroupMembership is null!");
|
|
}
|
|
}
|
|
|
|
bool groupAccess = false;
|
|
UUID[] estateGroups = RegionInfo.EstateSettings.EstateGroups;
|
|
|
|
if (estateGroups != null)
|
|
{
|
|
foreach (UUID group in estateGroups)
|
|
{
|
|
if (agentGroups.Contains(group))
|
|
{
|
|
groupAccess = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!");
|
|
}
|
|
|
|
if (!RegionInfo.EstateSettings.PublicAccess &&
|
|
!RegionInfo.EstateSettings.HasAccess(agent.AgentID) &&
|
|
!groupAccess)
|
|
{
|
|
m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate",
|
|
agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
|
|
reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
|
|
RegionInfo.RegionName);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// TODO: estate/region settings are not properly hooked up
|
|
// to ILandObject.isRestrictedFromLand()
|
|
// if (null != LandChannel)
|
|
// {
|
|
// // region seems to have local Id of 1
|
|
// ILandObject land = LandChannel.GetLandObject(1);
|
|
// if (null != land)
|
|
// {
|
|
// if (land.isBannedFromLand(agent.AgentID))
|
|
// {
|
|
// m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user has been banned from land",
|
|
// agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
|
|
// reason = String.Format("Denied access to private region {0}: You are banned from that region.",
|
|
// RegionInfo.RegionName);
|
|
// return false;
|
|
// }
|
|
|
|
// if (land.isRestrictedFromLand(agent.AgentID))
|
|
// {
|
|
// m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
|
|
// agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
|
|
// reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
|
|
// RegionInfo.RegionName);
|
|
// return false;
|
|
// }
|
|
// }
|
|
// }
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update an AgentCircuitData object with new information
|
|
/// </summary>
|
|
/// <param name="data">Information to update the AgentCircuitData with</param>
|
|
public void UpdateCircuitData(AgentCircuitData data)
|
|
{
|
|
m_authenticateHandler.UpdateAgentData(data);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Change the Circuit Code for the user's Circuit Data
|
|
/// </summary>
|
|
/// <param name="oldcc">The old Circuit Code. Must match a previous circuit code</param>
|
|
/// <param name="newcc">The new Circuit Code. Must not be an already existing circuit code</param>
|
|
/// <returns>True if we successfully changed it. False if we did not</returns>
|
|
public bool ChangeCircuitCode(uint oldcc, uint newcc)
|
|
{
|
|
return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc);
|
|
}
|
|
|
|
// /// <summary>
|
|
// /// The Grid has requested that we log-off a user. Log them off.
|
|
// /// </summary>
|
|
// /// <param name="AvatarID">Unique ID of the avatar to log-off</param>
|
|
// /// <param name="RegionSecret">SecureSessionID of the user, or the RegionSecret text when logging on to the grid</param>
|
|
// /// <param name="message">message to display to the user. Reason for being logged off</param>
|
|
// public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message)
|
|
// {
|
|
// ScenePresence loggingOffUser = GetScenePresence(AvatarID);
|
|
// if (loggingOffUser != null)
|
|
// {
|
|
// UUID localRegionSecret = UUID.Zero;
|
|
// bool parsedsecret = UUID.TryParse(RegionInfo.regionSecret, out localRegionSecret);
|
|
//
|
|
// // Region Secret is used here in case a new sessionid overwrites an old one on the user server.
|
|
// // Will update the user server in a few revisions to use it.
|
|
//
|
|
// if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret))
|
|
// {
|
|
// m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, loggingOffUser.KnownRegionHandles);
|
|
// loggingOffUser.ControllingClient.Kick(message);
|
|
// // Give them a second to receive the message!
|
|
// Thread.Sleep(1000);
|
|
// loggingOffUser.ControllingClient.Close();
|
|
// }
|
|
// 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>
|
|
// /// Triggered when an agent crosses into this sim. Also happens on initial login.
|
|
// /// </summary>
|
|
// /// <param name="agentID"></param>
|
|
// /// <param name="position"></param>
|
|
// /// <param name="isFlying"></param>
|
|
// public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying)
|
|
// {
|
|
// ScenePresence presence = GetScenePresence(agentID);
|
|
// if (presence != null)
|
|
// {
|
|
// try
|
|
// {
|
|
// presence.MakeRootAgent(position, isFlying);
|
|
// }
|
|
// catch (Exception e)
|
|
// {
|
|
// m_log.ErrorFormat("[SCENE]: Unable to do agent crossing, exception {0}{1}", e.Message, e.StackTrace);
|
|
// }
|
|
// }
|
|
// else
|
|
// {
|
|
// m_log.ErrorFormat(
|
|
// "[SCENE]: Could not find presence for agent {0} crossing into scene {1}",
|
|
// agentID, RegionInfo.RegionName);
|
|
// }
|
|
// }
|
|
|
|
/// <summary>
|
|
/// We've got an update about an agent that sees into this region,
|
|
/// send it to ScenePresence for processing It's the full data.
|
|
/// </summary>
|
|
/// <param name="cAgentData">Agent that contains all of the relevant things about an agent.
|
|
/// Appearance, animations, position, etc.</param>
|
|
/// <returns>true if we handled it.</returns>
|
|
public virtual bool IncomingUpdateChildAgent(AgentData cAgentData)
|
|
{
|
|
m_log.DebugFormat(
|
|
"[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);
|
|
|
|
// TODO: This check should probably be in QueryAccess().
|
|
ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, RegionInfo.RegionSizeX / 2, RegionInfo.RegionSizeY / 2);
|
|
if (nearestParcel == null)
|
|
{
|
|
m_log.InfoFormat(
|
|
"[SCENE]: Denying root agent entry to {0} in {1}: no allowed parcel",
|
|
cAgentData.AgentID, RegionInfo.RegionName);
|
|
|
|
return false;
|
|
}
|
|
|
|
// We have to wait until the viewer contacts this region
|
|
// after receiving the EnableSimulator HTTP Event Queue message (for the v1 teleport protocol)
|
|
// or TeleportFinish (for the v2 teleport protocol). This triggers the viewer to send
|
|
// a UseCircuitCode packet which in turn calls AddNewAgent which finally creates the ScenePresence.
|
|
ScenePresence sp = WaitGetScenePresence(cAgentData.AgentID);
|
|
|
|
if (sp != null)
|
|
{
|
|
if (cAgentData.SessionID != sp.ControllingClient.SessionId)
|
|
{
|
|
m_log.WarnFormat(
|
|
"[SCENE]: Attempt to update agent {0} with invalid session id {1} (possibly from simulator in older version; tell them to update).",
|
|
sp.UUID, cAgentData.SessionID);
|
|
|
|
Console.WriteLine(String.Format("[SCENE]: Attempt to update agent {0} ({1}) with invalid session id {2}",
|
|
sp.UUID, sp.ControllingClient.SessionId, cAgentData.SessionID));
|
|
}
|
|
|
|
sp.UpdateChildAgent(cAgentData);
|
|
|
|
int ntimes = 20;
|
|
if (cAgentData.SenderWantsToWaitForRoot)
|
|
{
|
|
while (sp.IsChildAgent && ntimes-- > 0)
|
|
Thread.Sleep(1000);
|
|
|
|
if (sp.IsChildAgent)
|
|
m_log.WarnFormat(
|
|
"[SCENE]: Found presence {0} {1} unexpectedly still child in {2}",
|
|
sp.Name, sp.UUID, Name);
|
|
else
|
|
m_log.InfoFormat(
|
|
"[SCENE]: Found presence {0} {1} as root in {2} after {3} waits",
|
|
sp.Name, sp.UUID, Name, 20 - ntimes);
|
|
|
|
if (sp.IsChildAgent)
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// We've got an update about an agent that sees into this region,
|
|
/// send it to ScenePresence for processing It's only positional data
|
|
/// </summary>
|
|
/// <param name="cAgentData">AgentPosition that contains agent positional data so we can know what to send</param>
|
|
/// <returns>true if we handled it.</returns>
|
|
public virtual bool IncomingUpdateChildAgent(AgentPosition cAgentData)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[SCENE PRESENCE]: IncomingChildAgentDataUpdate POSITION for {0} in {1}, position {2}",
|
|
// cAgentData.AgentID, Name, cAgentData.Position);
|
|
|
|
ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID);
|
|
if (childAgentUpdate != null)
|
|
{
|
|
// if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID)
|
|
// // Only warn for now
|
|
// m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?",
|
|
// childAgentUpdate.UUID, cAgentData.SessionID);
|
|
|
|
// 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.UpdateChildAgent(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>
|
|
/// Poll until the requested ScenePresence appears or we timeout.
|
|
/// </summary>
|
|
/// <returns>The scene presence is found, else null.</returns>
|
|
/// <param name='agentID'></param>
|
|
protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
|
|
{
|
|
int ntimes = 20;
|
|
ScenePresence sp = null;
|
|
while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
|
|
Thread.Sleep(1000);
|
|
|
|
if (sp == null)
|
|
m_log.WarnFormat(
|
|
"[SCENE PRESENCE]: Did not find presence with id {0} in {1} before timeout",
|
|
agentID, RegionInfo.RegionName);
|
|
|
|
return sp;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Authenticated close (via network)
|
|
/// </summary>
|
|
/// <param name="agentID"></param>
|
|
/// <param name="force"></param>
|
|
/// <param name="auth_token"></param>
|
|
/// <returns></returns>
|
|
public bool CloseAgent(UUID agentID, bool force, string auth_token)
|
|
{
|
|
//m_log.DebugFormat("[SCENE]: Processing incoming close agent {0} in region {1} with auth_token {2}", agentID, RegionInfo.RegionName, auth_token);
|
|
|
|
// Check that the auth_token is valid
|
|
AgentCircuitData acd = AuthenticateHandler.GetAgentCircuitData(agentID);
|
|
|
|
if (acd == null)
|
|
{
|
|
m_log.DebugFormat(
|
|
"[SCENE]: Request to close agent {0} but no such agent in scene {1}. May have been closed previously.",
|
|
agentID, Name);
|
|
|
|
return false;
|
|
}
|
|
|
|
if (acd.SessionID.ToString() == auth_token)
|
|
{
|
|
return CloseAgent(agentID, force);
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat(
|
|
"[SCENE]: Request to close agent {0} with invalid authorization token {1} in {2}",
|
|
agentID, auth_token, Name);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tell a single client to prepare to close.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This should only be called if we may close the client but there will be some delay in so doing. Meant for
|
|
/// internal use - other callers should almost certainly called CloseClient().
|
|
/// </remarks>
|
|
/// <param name="sp"></param>
|
|
/// <returns>true if pre-close state notification was successful. false if the agent
|
|
/// was not in a state where it could transition to pre-close.</returns>
|
|
public bool IncomingPreCloseClient(ScenePresence sp)
|
|
{
|
|
lock (m_removeClientLock)
|
|
{
|
|
// We need to avoid a race condition where in, for example, an A B C D region layout, an avatar may
|
|
// teleport from A -> D, but then -> C before A has asked B to close its old child agent. We do not
|
|
// want to obey this close since C may have renewed the child agent lease on B.
|
|
if (sp.DoNotCloseAfterTeleport)
|
|
{
|
|
m_log.DebugFormat(
|
|
"[SCENE]: Not pre-closing {0} agent {1} in {2} since another simulator has re-established the child connection",
|
|
sp.IsChildAgent ? "child" : "root", sp.Name, Name);
|
|
|
|
// Need to reset the flag so that a subsequent close after another teleport can succeed.
|
|
sp.DoNotCloseAfterTeleport = false;
|
|
|
|
return false;
|
|
}
|
|
|
|
if (sp.LifecycleState != ScenePresenceState.Running)
|
|
{
|
|
m_log.DebugFormat(
|
|
"[SCENE]: Called IncomingPreCloseAgent() for {0} in {1} but presence is already in state {2}",
|
|
sp.Name, Name, sp.LifecycleState);
|
|
|
|
return false;
|
|
}
|
|
|
|
sp.LifecycleState = ScenePresenceState.PreRemove;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tell a single agent to disconnect from the region.
|
|
/// </summary>
|
|
/// <param name="agentID"></param>
|
|
/// <param name="force">
|
|
/// Force the agent to close even if it might be in the middle of some other operation. You do not want to
|
|
/// force unless you are absolutely sure that the agent is dead and a normal close is not working.
|
|
/// </param>
|
|
public override bool CloseAgent(UUID agentID, bool force)
|
|
{
|
|
ScenePresence sp;
|
|
|
|
lock (m_removeClientLock)
|
|
{
|
|
sp = GetScenePresence(agentID);
|
|
|
|
if (sp == null)
|
|
{
|
|
m_log.DebugFormat(
|
|
"[SCENE]: Called CloseClient() with agent ID {0} but no such presence is in {1}",
|
|
agentID, Name);
|
|
|
|
return false;
|
|
}
|
|
|
|
if (sp.LifecycleState != ScenePresenceState.Running && sp.LifecycleState != ScenePresenceState.PreRemove)
|
|
{
|
|
m_log.DebugFormat(
|
|
"[SCENE]: Called CloseClient() for {0} in {1} but presence is already in state {2}",
|
|
sp.Name, Name, sp.LifecycleState);
|
|
|
|
return false;
|
|
}
|
|
|
|
// We need to avoid a race condition where in, for example, an A B C D region layout, an avatar may
|
|
// teleport from A -> D, but then -> C before A has asked B to close its old child agent. We do not
|
|
// want to obey this close since C may have renewed the child agent lease on B.
|
|
if (sp.DoNotCloseAfterTeleport)
|
|
{
|
|
m_log.DebugFormat(
|
|
"[SCENE]: Not closing {0} agent {1} in {2} since another simulator has re-established the child connection",
|
|
sp.IsChildAgent ? "child" : "root", sp.Name, Name);
|
|
|
|
// Need to reset the flag so that a subsequent close after another teleport can succeed.
|
|
sp.DoNotCloseAfterTeleport = false;
|
|
|
|
return false;
|
|
}
|
|
|
|
sp.LifecycleState = ScenePresenceState.Removing;
|
|
}
|
|
|
|
if (sp != null)
|
|
{
|
|
sp.ControllingClient.Close(force);
|
|
return true;
|
|
}
|
|
|
|
// Agent not here
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to teleport agent to another region.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The region name must exactly match that given.
|
|
/// </remarks>
|
|
/// <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)
|
|
{
|
|
GridRegion region = GridService.GetRegionByName(RegionInfo.ScopeID, regionName);
|
|
|
|
if (region == null)
|
|
{
|
|
// can't find the region: Tell viewer and abort
|
|
remoteClient.SendTeleportFailed("The region '" + regionName + "' could not be found.");
|
|
return;
|
|
}
|
|
|
|
RequestTeleportLocation(remoteClient, region.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)
|
|
{
|
|
ScenePresence sp = GetScenePresence(remoteClient.AgentId);
|
|
if (sp != null)
|
|
{
|
|
if (EntityTransferModule != null)
|
|
{
|
|
EntityTransferModule.Teleport(sp, regionHandle, position, lookAt, teleportFlags);
|
|
}
|
|
else
|
|
{
|
|
m_log.DebugFormat("[SCENE]: Unable to perform teleports: no AgentTransferModule is active");
|
|
sp.ControllingClient.SendTeleportFailed("Unable to perform teleports on this simulator.");
|
|
}
|
|
}
|
|
}
|
|
|
|
public bool CrossAgentToNewRegion(ScenePresence agent, bool isFlying)
|
|
{
|
|
if (EntityTransferModule != null)
|
|
{
|
|
return EntityTransferModule.Cross(agent, isFlying);
|
|
}
|
|
else
|
|
{
|
|
m_log.DebugFormat("[SCENE]: Unable to cross agent to neighbouring region, because there is no AgentTransferModule");
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void SendOutChildAgentUpdates(AgentPosition cadu, ScenePresence presence)
|
|
{
|
|
m_sceneGridService.SendChildAgentDataUpdate(cadu, presence);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Other Methods
|
|
|
|
protected override IConfigSource GetConfig()
|
|
{
|
|
return m_config;
|
|
}
|
|
|
|
#endregion
|
|
|
|
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>
|
|
/// Causes all clients to get a full object update on all of the objects in the scene.
|
|
/// </summary>
|
|
public void ForceClientUpdate()
|
|
{
|
|
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)
|
|
{
|
|
m_log.DebugFormat("Searching for Primitive: '{0}'", cmdparams[2]);
|
|
|
|
EntityBase[] entityList = GetEntities();
|
|
foreach (EntityBase ent in entityList)
|
|
{
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
SceneObjectPart part = ((SceneObjectGroup)ent).GetPart(((SceneObjectGroup)ent).UUID);
|
|
if (part != null)
|
|
{
|
|
if (part.Name == cmdparams[2])
|
|
{
|
|
part.Resize(
|
|
new Vector3(Convert.ToSingle(cmdparams[3]), Convert.ToSingle(cmdparams[4]),
|
|
Convert.ToSingle(cmdparams[5])));
|
|
|
|
m_log.DebugFormat("Edited scale of Primitive: {0}", part.Name);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#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 LandData GetLandData(float x, float y)
|
|
{
|
|
return LandChannel.GetLandObject(x, y).LandData;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get LandData by position.
|
|
/// </summary>
|
|
/// <param name="pos"></param>
|
|
/// <returns></returns>
|
|
public LandData GetLandData(Vector3 pos)
|
|
{
|
|
return GetLandData(pos.X, pos.Y);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Script Engine
|
|
|
|
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)ParcelFlags.AllowOtherScripts) != 0)
|
|
{
|
|
return true;
|
|
}
|
|
else if ((part.OwnerID == parcel.LandData.OwnerID) || Permissions.IsGod(part.OwnerID))
|
|
{
|
|
return true;
|
|
}
|
|
else if (((parcel.LandData.Flags & (uint)ParcelFlags.AllowGroupScripts) != 0)
|
|
&& (parcel.LandData.GroupID != UUID.Zero) && (parcel.LandData.GroupID == part.GroupID))
|
|
{
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
|
|
if (pos.X > 0f && pos.X < RegionInfo.RegionSizeX && pos.Y > 0f && pos.Y < RegionInfo.RegionSizeY)
|
|
{
|
|
// 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)
|
|
{
|
|
SceneObjectPart parent = part.ParentGroup.RootPart;
|
|
return ScriptDanger(parent, parent.GetWorldPosition());
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region SceneGraph wrapper methods
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <returns></returns>
|
|
public UUID ConvertLocalIDToFullID(uint localID)
|
|
{
|
|
return m_sceneGraph.ConvertLocalIDToFullID(localID);
|
|
}
|
|
|
|
public void SwapRootAgentCount(bool rootChildChildRootTF)
|
|
{
|
|
m_sceneGraph.SwapRootChildAgent(rootChildChildRootTF);
|
|
}
|
|
|
|
public void AddPhysicalPrim(int num)
|
|
{
|
|
m_sceneGraph.AddPhysicalPrim(num);
|
|
}
|
|
|
|
public void RemovePhysicalPrim(int num)
|
|
{
|
|
m_sceneGraph.RemovePhysicalPrim(num);
|
|
}
|
|
|
|
public int GetRootAgentCount()
|
|
{
|
|
return m_sceneGraph.GetRootAgentCount();
|
|
}
|
|
|
|
public int GetChildAgentCount()
|
|
{
|
|
return m_sceneGraph.GetChildAgentCount();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Request a scene presence by UUID. Fast, indexed lookup.
|
|
/// </summary>
|
|
/// <param name="agentID"></param>
|
|
/// <returns>null if the presence was not found</returns>
|
|
public ScenePresence GetScenePresence(UUID agentID)
|
|
{
|
|
return m_sceneGraph.GetScenePresence(agentID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Request the scene presence by name.
|
|
/// </summary>
|
|
/// <param name="firstName"></param>
|
|
/// <param name="lastName"></param>
|
|
/// <returns>null if the presence was not found</returns>
|
|
public ScenePresence GetScenePresence(string firstName, string lastName)
|
|
{
|
|
return m_sceneGraph.GetScenePresence(firstName, lastName);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Request the scene presence by localID.
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <returns>null if the presence was not found</returns>
|
|
public ScenePresence GetScenePresence(uint localID)
|
|
{
|
|
return m_sceneGraph.GetScenePresence(localID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets all the scene presences in this scene.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This method will return both root and child scene presences.
|
|
///
|
|
/// Consider using ForEachScenePresence() or ForEachRootScenePresence() if possible since these will not
|
|
/// involving creating a new List object.
|
|
/// </remarks>
|
|
/// <returns>
|
|
/// A list of the scene presences. Adding or removing from the list will not affect the presences in the scene.
|
|
/// </returns>
|
|
public List<ScenePresence> GetScenePresences()
|
|
{
|
|
return new List<ScenePresence>(m_sceneGraph.GetScenePresences());
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs action on all avatars in the scene (root scene presences)
|
|
/// Avatars may be an NPC or a 'real' client.
|
|
/// </summary>
|
|
/// <param name="action"></param>
|
|
public void ForEachRootScenePresence(Action<ScenePresence> action)
|
|
{
|
|
m_sceneGraph.ForEachAvatar(action);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs action on all scene presences (root and child)
|
|
/// </summary>
|
|
/// <param name="action"></param>
|
|
public void ForEachScenePresence(Action<ScenePresence> action)
|
|
{
|
|
m_sceneGraph.ForEachScenePresence(action);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get all the scene object groups.
|
|
/// </summary>
|
|
/// <returns>
|
|
/// The scene object groups. If the scene is empty then an empty list is returned.
|
|
/// </returns>
|
|
public List<SceneObjectGroup> GetSceneObjectGroups()
|
|
{
|
|
return m_sceneGraph.GetSceneObjectGroups();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a group via its UUID
|
|
/// </summary>
|
|
/// <param name="fullID"></param>
|
|
/// <returns>null if no group with that id exists</returns>
|
|
public SceneObjectGroup GetSceneObjectGroup(UUID fullID)
|
|
{
|
|
return m_sceneGraph.GetSceneObjectGroup(fullID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a group via its local ID
|
|
/// </summary>
|
|
/// <remarks>This will only return a group if the local ID matches a root part</remarks>
|
|
/// <param name="localID"></param>
|
|
/// <returns>null if no group with that id exists</returns>
|
|
public SceneObjectGroup GetSceneObjectGroup(uint localID)
|
|
{
|
|
return m_sceneGraph.GetSceneObjectGroup(localID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a group by name from the scene (will return the first
|
|
/// found, if there are more than one prim with the same name)
|
|
/// </summary>
|
|
/// <param name="name"></param>
|
|
/// <returns>null if no group with that name exists</returns>
|
|
public SceneObjectGroup GetSceneObjectGroup(string name)
|
|
{
|
|
return m_sceneGraph.GetSceneObjectGroup(name);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempt to get the SOG via its UUID
|
|
/// </summary>
|
|
/// <param name="fullID"></param>
|
|
/// <param name="sog"></param>
|
|
/// <returns></returns>
|
|
public bool TryGetSceneObjectGroup(UUID fullID, out SceneObjectGroup sog)
|
|
{
|
|
sog = GetSceneObjectGroup(fullID);
|
|
return sog != null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a prim by name from the 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_sceneGraph.GetSceneObjectPart(name);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a prim via its local id
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <returns></returns>
|
|
public SceneObjectPart GetSceneObjectPart(uint localID)
|
|
{
|
|
return m_sceneGraph.GetSceneObjectPart(localID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a prim via its UUID
|
|
/// </summary>
|
|
/// <param name="fullID"></param>
|
|
/// <returns></returns>
|
|
public SceneObjectPart GetSceneObjectPart(UUID fullID)
|
|
{
|
|
return m_sceneGraph.GetSceneObjectPart(fullID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempt to get a prim via its UUID
|
|
/// </summary>
|
|
/// <param name="fullID"></param>
|
|
/// <param name="sop"></param>
|
|
/// <returns></returns>
|
|
public bool TryGetSceneObjectPart(UUID fullID, out SceneObjectPart sop)
|
|
{
|
|
sop = GetSceneObjectPart(fullID);
|
|
return sop != null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a scene object group that contains the prim with the given local id
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <returns>null if no scene object group containing that prim is found</returns>
|
|
public SceneObjectGroup GetGroupByPrim(uint localID)
|
|
{
|
|
return m_sceneGraph.GetGroupByPrim(localID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a scene object group that contains the prim with the given uuid
|
|
/// </summary>
|
|
/// <param name="fullID"></param>
|
|
/// <returns>null if no scene object group containing that prim is found</returns>
|
|
public SceneObjectGroup GetGroupByPrim(UUID fullID)
|
|
{
|
|
return m_sceneGraph.GetGroupByPrim(fullID);
|
|
}
|
|
|
|
public override bool TryGetScenePresence(UUID agentID, out ScenePresence sp)
|
|
{
|
|
return m_sceneGraph.TryGetScenePresence(agentID, out sp);
|
|
}
|
|
|
|
public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
|
|
{
|
|
return m_sceneGraph.TryGetAvatarByName(avatarName, out avatar);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Perform an action on all clients with an avatar in this scene (root only)
|
|
/// </summary>
|
|
/// <param name="action"></param>
|
|
public void ForEachRootClient(Action<IClientAPI> action)
|
|
{
|
|
ForEachRootScenePresence(delegate(ScenePresence presence)
|
|
{
|
|
action(presence.ControllingClient);
|
|
});
|
|
}
|
|
|
|
/// <summary>
|
|
/// Perform an action on all clients connected to the region (root and child)
|
|
/// </summary>
|
|
/// <param name="action"></param>
|
|
public void ForEachClient(Action<IClientAPI> action)
|
|
{
|
|
m_clientManager.ForEachSync(action);
|
|
}
|
|
|
|
public bool TryGetClient(UUID avatarID, out IClientAPI client)
|
|
{
|
|
return m_clientManager.TryGetValue(avatarID, out client);
|
|
}
|
|
|
|
public bool TryGetClient(System.Net.IPEndPoint remoteEndPoint, out IClientAPI client)
|
|
{
|
|
return m_clientManager.TryGetValue(remoteEndPoint, out client);
|
|
}
|
|
|
|
public void ForEachSOG(Action<SceneObjectGroup> action)
|
|
{
|
|
m_sceneGraph.ForEachSOG(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 EntityBase[] GetEntities()
|
|
{
|
|
return m_sceneGraph.GetEntities();
|
|
}
|
|
|
|
#endregion
|
|
|
|
|
|
// Commented pending deletion since this method no longer appears to do anything at all
|
|
// public bool NeedSceneCacheClear(UUID agentID)
|
|
// {
|
|
// IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>();
|
|
// if (inv == null)
|
|
// return true;
|
|
//
|
|
// return inv.NeedSceneCacheClear(agentID, this);
|
|
// }
|
|
|
|
public void CleanTempObjects()
|
|
{
|
|
EntityBase[] entities = GetEntities();
|
|
foreach (EntityBase obj in entities)
|
|
{
|
|
if (obj is SceneObjectGroup)
|
|
{
|
|
SceneObjectGroup grp = (SceneObjectGroup)obj;
|
|
|
|
if (!grp.IsDeleted)
|
|
{
|
|
if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
|
|
{
|
|
if (grp.RootPart.Expires <= DateTime.Now)
|
|
DeleteSceneObject(grp, false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
public void DeleteFromStorage(UUID uuid)
|
|
{
|
|
SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
|
|
}
|
|
|
|
public int GetHealth()
|
|
{
|
|
// Returns:
|
|
// 1 = sim is up and accepting http requests. The heartbeat has
|
|
// stopped and the sim is probably locked up, but a remote
|
|
// admin restart may succeed
|
|
//
|
|
// 2 = Sim is up and the heartbeat is running. The sim is likely
|
|
// usable for people within and logins _may_ work
|
|
//
|
|
// 3 = We have seen a new user enter within the past 4 minutes
|
|
// which can be seen as positive confirmation of sim health
|
|
//
|
|
int health=1; // Start at 1, means we're up
|
|
|
|
if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
|
|
health += 1;
|
|
else
|
|
return health;
|
|
|
|
// A login in the last 4 mins? We can't be doing too badly
|
|
//
|
|
if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000)
|
|
health++;
|
|
else
|
|
return health;
|
|
|
|
// CheckHeartbeat();
|
|
|
|
return health;
|
|
}
|
|
|
|
// This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and
|
|
// update non-physical objects like the joint proxy objects that represent the position
|
|
// of the joints in the scene.
|
|
|
|
// This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene
|
|
// WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called
|
|
// from within the OdePhysicsScene.
|
|
|
|
protected internal void jointMoved(PhysicsJoint joint)
|
|
{
|
|
// m_parentScene.PhysicsScene.DumpJointInfo(); // non-thread-locked version; we should already be in a lock (OdeLock) when this callback is invoked
|
|
SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene);
|
|
if (jointProxyObject == null)
|
|
{
|
|
jointErrorMessage(joint, "WARNING, joint proxy not found, name " + joint.ObjectNameInScene);
|
|
return;
|
|
}
|
|
|
|
// now update the joint proxy object in the scene to have the position of the joint as returned by the physics engine
|
|
SceneObjectPart trackedBody = GetSceneObjectPart(joint.TrackedBodyName); // FIXME: causes a sequential lookup
|
|
if (trackedBody == null) return; // the actor may have been deleted but the joint still lingers around a few frames waiting for deletion. during this time, trackedBody is NULL to prevent further motion of the joint proxy.
|
|
jointProxyObject.Velocity = trackedBody.Velocity;
|
|
jointProxyObject.AngularVelocity = trackedBody.AngularVelocity;
|
|
switch (joint.Type)
|
|
{
|
|
case PhysicsJointType.Ball:
|
|
{
|
|
Vector3 jointAnchor = PhysicsScene.GetJointAnchor(joint);
|
|
Vector3 proxyPos = new Vector3(jointAnchor.X, jointAnchor.Y, jointAnchor.Z);
|
|
jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update
|
|
}
|
|
break;
|
|
|
|
case PhysicsJointType.Hinge:
|
|
{
|
|
Vector3 jointAnchor = PhysicsScene.GetJointAnchor(joint);
|
|
|
|
// Normally, we would just ask the physics scene to return the axis for the joint.
|
|
// Unfortunately, ODE sometimes returns <0,0,0> for the joint axis, which should
|
|
// never occur. Therefore we cannot rely on ODE to always return a correct joint axis.
|
|
// Therefore the following call does not always work:
|
|
//PhysicsVector phyJointAxis = _PhyScene.GetJointAxis(joint);
|
|
|
|
// instead we compute the joint orientation by saving the original joint orientation
|
|
// relative to one of the jointed bodies, and applying this transformation
|
|
// to the current position of the jointed bodies (the tracked body) to compute the
|
|
// current joint orientation.
|
|
|
|
if (joint.TrackedBodyName == null)
|
|
{
|
|
jointErrorMessage(joint, "joint.TrackedBodyName is null, joint " + joint.ObjectNameInScene);
|
|
}
|
|
|
|
Vector3 proxyPos = new Vector3(jointAnchor.X, jointAnchor.Y, jointAnchor.Z);
|
|
Quaternion q = trackedBody.RotationOffset * joint.LocalRotation;
|
|
|
|
jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update
|
|
jointProxyObject.ParentGroup.UpdateGroupRotationR(q); // schedules the entire group for a terse update
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and
|
|
// update non-physical objects like the joint proxy objects that represent the position
|
|
// of the joints in the scene.
|
|
|
|
// This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene
|
|
// WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called
|
|
// from within the OdePhysicsScene.
|
|
protected internal void jointDeactivated(PhysicsJoint joint)
|
|
{
|
|
//m_log.Debug("[NINJA] SceneGraph.jointDeactivated, joint:" + joint.ObjectNameInScene);
|
|
SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene);
|
|
if (jointProxyObject == null)
|
|
{
|
|
jointErrorMessage(joint, "WARNING, trying to deactivate (stop interpolation of) joint proxy, but not found, name " + joint.ObjectNameInScene);
|
|
return;
|
|
}
|
|
|
|
// turn the proxy non-physical, which also stops its client-side interpolation
|
|
bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
|
|
if (wasUsingPhysics)
|
|
{
|
|
jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
|
|
}
|
|
}
|
|
|
|
// This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and
|
|
// alert the user of errors by using the debug channel in the same way that scripts alert
|
|
// the user of compile errors.
|
|
|
|
// This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene
|
|
// WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called
|
|
// from within the OdePhysicsScene.
|
|
public void jointErrorMessage(PhysicsJoint joint, string message)
|
|
{
|
|
if (joint != null)
|
|
{
|
|
if (joint.ErrorMessageCount > PhysicsJoint.maxErrorMessages)
|
|
return;
|
|
|
|
SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene);
|
|
if (jointProxyObject != null)
|
|
{
|
|
SimChat(Utils.StringToBytes("[NINJA]: " + message),
|
|
ChatTypeEnum.DebugChannel,
|
|
2147483647,
|
|
jointProxyObject.AbsolutePosition,
|
|
jointProxyObject.Name,
|
|
jointProxyObject.UUID,
|
|
false);
|
|
|
|
joint.ErrorMessageCount++;
|
|
|
|
if (joint.ErrorMessageCount > PhysicsJoint.maxErrorMessages)
|
|
{
|
|
SimChat(Utils.StringToBytes("[NINJA]: Too many messages for this joint, suppressing further messages."),
|
|
ChatTypeEnum.DebugChannel,
|
|
2147483647,
|
|
jointProxyObject.AbsolutePosition,
|
|
jointProxyObject.Name,
|
|
jointProxyObject.UUID,
|
|
false);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// couldn't find the joint proxy object; the error message is silently suppressed
|
|
}
|
|
}
|
|
}
|
|
|
|
public Scene ConsoleScene()
|
|
{
|
|
if (MainConsole.Instance == null)
|
|
return null;
|
|
if (MainConsole.Instance.ConsoleScene is Scene)
|
|
return (Scene)MainConsole.Instance.ConsoleScene;
|
|
return null;
|
|
}
|
|
|
|
public float GetGroundHeight(float x, float y)
|
|
{
|
|
if (x < 0)
|
|
x = 0;
|
|
if (x >= Heightmap.Width)
|
|
x = Heightmap.Width - 1;
|
|
if (y < 0)
|
|
y = 0;
|
|
if (y >= Heightmap.Height)
|
|
y = Heightmap.Height - 1;
|
|
|
|
Vector3 p0 = new Vector3(x, y, (float)Heightmap[(int)x, (int)y]);
|
|
Vector3 p1 = new Vector3(p0);
|
|
Vector3 p2 = new Vector3(p0);
|
|
|
|
p1.X += 1.0f;
|
|
if (p1.X < Heightmap.Width)
|
|
p1.Z = (float)Heightmap[(int)p1.X, (int)p1.Y];
|
|
|
|
p2.Y += 1.0f;
|
|
if (p2.Y < Heightmap.Height)
|
|
p2.Z = (float)Heightmap[(int)p2.X, (int)p2.Y];
|
|
|
|
Vector3 v0 = new Vector3(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z);
|
|
Vector3 v1 = new Vector3(p2.X - p0.X, p2.Y - p0.Y, p2.Z - p0.Z);
|
|
|
|
v0.Normalize();
|
|
v1.Normalize();
|
|
|
|
Vector3 vsn = new Vector3();
|
|
vsn.X = (v0.Y * v1.Z) - (v0.Z * v1.Y);
|
|
vsn.Y = (v0.Z * v1.X) - (v0.X * v1.Z);
|
|
vsn.Z = (v0.X * v1.Y) - (v0.Y * v1.X);
|
|
vsn.Normalize();
|
|
|
|
float xdiff = x - (float)((int)x);
|
|
float ydiff = y - (float)((int)y);
|
|
|
|
return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
|
|
}
|
|
|
|
// private void CheckHeartbeat()
|
|
// {
|
|
// if (m_firstHeartbeat)
|
|
// return;
|
|
//
|
|
// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000)
|
|
// StartTimer();
|
|
// }
|
|
|
|
public override ISceneObject DeserializeObject(string representation)
|
|
{
|
|
return SceneObjectSerializer.FromXml2Format(representation);
|
|
}
|
|
|
|
public override bool AllowScriptCrossings
|
|
{
|
|
get { return m_allowScriptCrossings; }
|
|
}
|
|
|
|
public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
|
|
{
|
|
return GetNearestAllowedPosition(avatar, null);
|
|
}
|
|
|
|
public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
|
|
{
|
|
ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
|
|
|
|
if (nearestParcel != null)
|
|
{
|
|
Vector3 dir = Vector3.Normalize(Vector3.Multiply(avatar.Velocity, -1));
|
|
//Try to get a location that feels like where they came from
|
|
Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
|
|
if (nearestPoint != null)
|
|
{
|
|
m_log.Debug("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
|
|
return nearestPoint.Value;
|
|
}
|
|
|
|
//Sometimes velocity might be zero (local teleport), so try finding point along path from avatar to center of nearest parcel
|
|
Vector3 directionToParcelCenter = Vector3.Subtract(GetParcelCenterAtGround(nearestParcel), avatar.AbsolutePosition);
|
|
dir = Vector3.Normalize(directionToParcelCenter);
|
|
nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
|
|
if (nearestPoint != null)
|
|
{
|
|
m_log.Debug("They had a zero velocity, sending them to: " + nearestPoint.ToString());
|
|
return nearestPoint.Value;
|
|
}
|
|
|
|
ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
|
|
if (dest != excludeParcel)
|
|
{
|
|
// Ultimate backup if we have no idea where they are and
|
|
// the last allowed position was in another parcel
|
|
m_log.Debug("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
|
|
return avatar.lastKnownAllowedPosition;
|
|
}
|
|
|
|
// else fall through to region edge
|
|
}
|
|
|
|
//Go to the edge, this happens in teleporting to a region with no available parcels
|
|
Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar);
|
|
|
|
//m_log.Debug("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString());
|
|
|
|
return nearestRegionEdgePoint;
|
|
}
|
|
|
|
private Vector3 GetParcelCenterAtGround(ILandObject parcel)
|
|
{
|
|
Vector2 center = GetParcelCenter(parcel);
|
|
return GetPositionAtGround(center.X, center.Y);
|
|
}
|
|
|
|
private Vector3? GetNearestPointInParcelAlongDirectionFromPoint(Vector3 pos, Vector3 direction, ILandObject parcel)
|
|
{
|
|
Vector3 unitDirection = Vector3.Normalize(direction);
|
|
//Making distance to search go through some sane limit of distance
|
|
for (float distance = 0; distance < Math.Max(RegionInfo.RegionSizeX, RegionInfo.RegionSizeY) * 2; distance += .5f)
|
|
{
|
|
Vector3 testPos = Vector3.Add(pos, Vector3.Multiply(unitDirection, distance));
|
|
if (parcel.ContainsPoint((int)testPos.X, (int)testPos.Y))
|
|
{
|
|
return testPos;
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
|
|
{
|
|
return GetNearestAllowedParcel(avatarId, x, y, null);
|
|
}
|
|
|
|
public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
|
|
{
|
|
List<ILandObject> all = AllParcels();
|
|
float minParcelDistance = float.MaxValue;
|
|
ILandObject nearestParcel = null;
|
|
|
|
foreach (var parcel in all)
|
|
{
|
|
if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
|
|
{
|
|
float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
|
|
if (parcelDistance < minParcelDistance)
|
|
{
|
|
minParcelDistance = parcelDistance;
|
|
nearestParcel = parcel;
|
|
}
|
|
}
|
|
}
|
|
|
|
return nearestParcel;
|
|
}
|
|
|
|
private List<ILandObject> AllParcels()
|
|
{
|
|
return LandChannel.AllParcels();
|
|
}
|
|
|
|
private float GetParcelDistancefromPoint(ILandObject parcel, float x, float y)
|
|
{
|
|
return Vector2.Distance(new Vector2(x, y), GetParcelCenter(parcel));
|
|
}
|
|
|
|
//calculate the average center point of a parcel
|
|
private Vector2 GetParcelCenter(ILandObject parcel)
|
|
{
|
|
int count = 0;
|
|
int avgx = 0;
|
|
int avgy = 0;
|
|
for (int x = 0; x < RegionInfo.RegionSizeX; x++)
|
|
{
|
|
for (int y = 0; y < RegionInfo.RegionSizeY; y++)
|
|
{
|
|
//Just keep a running average as we check if all the points are inside or not
|
|
if (parcel.ContainsPoint(x, y))
|
|
{
|
|
if (count == 0)
|
|
{
|
|
avgx = x;
|
|
avgy = y;
|
|
}
|
|
else
|
|
{
|
|
avgx = (avgx * count + x) / (count + 1);
|
|
avgy = (avgy * count + y) / (count + 1);
|
|
}
|
|
count += 1;
|
|
}
|
|
}
|
|
}
|
|
return new Vector2(avgx, avgy);
|
|
}
|
|
|
|
private Vector3 GetNearestRegionEdgePosition(ScenePresence avatar)
|
|
{
|
|
float xdistance = avatar.AbsolutePosition.X < RegionInfo.RegionSizeX / 2
|
|
? avatar.AbsolutePosition.X : RegionInfo.RegionSizeX - avatar.AbsolutePosition.X;
|
|
float ydistance = avatar.AbsolutePosition.Y < RegionInfo.RegionSizeY / 2
|
|
? avatar.AbsolutePosition.Y : RegionInfo.RegionSizeY - avatar.AbsolutePosition.Y;
|
|
|
|
//find out what vertical edge to go to
|
|
if (xdistance < ydistance)
|
|
{
|
|
if (avatar.AbsolutePosition.X < RegionInfo.RegionSizeX / 2)
|
|
{
|
|
return GetPositionAtAvatarHeightOrGroundHeight(avatar, 0.0f, avatar.AbsolutePosition.Y);
|
|
}
|
|
else
|
|
{
|
|
return GetPositionAtAvatarHeightOrGroundHeight(avatar, RegionInfo.RegionSizeY, avatar.AbsolutePosition.Y);
|
|
}
|
|
}
|
|
//find out what horizontal edge to go to
|
|
else
|
|
{
|
|
if (avatar.AbsolutePosition.Y < RegionInfo.RegionSizeY / 2)
|
|
{
|
|
return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, 0.0f);
|
|
}
|
|
else
|
|
{
|
|
return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, RegionInfo.RegionSizeY);
|
|
}
|
|
}
|
|
}
|
|
|
|
private Vector3 GetPositionAtAvatarHeightOrGroundHeight(ScenePresence avatar, float x, float y)
|
|
{
|
|
Vector3 ground = GetPositionAtGround(x, y);
|
|
if (avatar.AbsolutePosition.Z > ground.Z)
|
|
{
|
|
ground.Z = avatar.AbsolutePosition.Z;
|
|
}
|
|
return ground;
|
|
}
|
|
|
|
private Vector3 GetPositionAtGround(float x, float y)
|
|
{
|
|
return new Vector3(x, y, GetGroundHeight(x, y));
|
|
}
|
|
|
|
public List<UUID> GetEstateRegions(int estateID)
|
|
{
|
|
IEstateDataService estateDataService = EstateDataService;
|
|
if (estateDataService == null)
|
|
return new List<UUID>(0);
|
|
|
|
return estateDataService.GetRegions(estateID);
|
|
}
|
|
|
|
public void ReloadEstateData()
|
|
{
|
|
IEstateDataService estateDataService = EstateDataService;
|
|
if (estateDataService != null)
|
|
{
|
|
RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false);
|
|
TriggerEstateSunUpdate();
|
|
}
|
|
}
|
|
|
|
public void TriggerEstateSunUpdate()
|
|
{
|
|
EventManager.TriggerEstateToolsSunUpdate(RegionInfo.RegionHandle);
|
|
}
|
|
|
|
private void HandleReloadEstate(string module, string[] cmd)
|
|
{
|
|
if (MainConsole.Instance.ConsoleScene == null ||
|
|
(MainConsole.Instance.ConsoleScene is Scene &&
|
|
(Scene)MainConsole.Instance.ConsoleScene == this))
|
|
{
|
|
ReloadEstateData();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the volume of space that will encompass all the given objects.
|
|
/// </summary>
|
|
/// <param name="objects"></param>
|
|
/// <param name="minX"></param>
|
|
/// <param name="maxX"></param>
|
|
/// <param name="minY"></param>
|
|
/// <param name="maxY"></param>
|
|
/// <param name="minZ"></param>
|
|
/// <param name="maxZ"></param>
|
|
/// <returns></returns>
|
|
public static Vector3[] GetCombinedBoundingBox(
|
|
List<SceneObjectGroup> objects,
|
|
out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
|
|
{
|
|
minX = float.MaxValue;
|
|
maxX = float.MinValue;
|
|
minY = float.MaxValue;
|
|
maxY = float.MinValue;
|
|
minZ = float.MaxValue;
|
|
maxZ = float.MinValue;
|
|
|
|
List<Vector3> offsets = new List<Vector3>();
|
|
|
|
foreach (SceneObjectGroup g in objects)
|
|
{
|
|
float ominX, ominY, ominZ, omaxX, omaxY, omaxZ;
|
|
|
|
Vector3 vec = g.AbsolutePosition;
|
|
|
|
g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ);
|
|
|
|
// m_log.DebugFormat(
|
|
// "[SCENE]: For {0} found AxisAlignedBoundingBoxRaw {1}, {2}",
|
|
// g.Name, new Vector3(ominX, ominY, ominZ), new Vector3(omaxX, omaxY, omaxZ));
|
|
|
|
ominX += vec.X;
|
|
omaxX += vec.X;
|
|
ominY += vec.Y;
|
|
omaxY += vec.Y;
|
|
ominZ += vec.Z;
|
|
omaxZ += vec.Z;
|
|
|
|
if (minX > ominX)
|
|
minX = ominX;
|
|
if (minY > ominY)
|
|
minY = ominY;
|
|
if (minZ > ominZ)
|
|
minZ = ominZ;
|
|
if (maxX < omaxX)
|
|
maxX = omaxX;
|
|
if (maxY < omaxY)
|
|
maxY = omaxY;
|
|
if (maxZ < omaxZ)
|
|
maxZ = omaxZ;
|
|
}
|
|
|
|
foreach (SceneObjectGroup g in objects)
|
|
{
|
|
Vector3 vec = g.AbsolutePosition;
|
|
vec.X -= minX;
|
|
vec.Y -= minY;
|
|
vec.Z -= minZ;
|
|
|
|
offsets.Add(vec);
|
|
}
|
|
|
|
return offsets.ToArray();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Regenerate the maptile for this scene.
|
|
/// </summary>
|
|
/// <param name="sender"></param>
|
|
/// <param name="e"></param>
|
|
private void RegenerateMaptile()
|
|
{
|
|
IWorldMapModule mapModule = RequestModuleInterface<IWorldMapModule>();
|
|
if (mapModule != null)
|
|
mapModule.GenerateMaptile();
|
|
}
|
|
|
|
private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
|
|
{
|
|
RegenerateMaptile();
|
|
|
|
// We need to propagate the new image UUID to the grid service
|
|
// so that all simulators can retrieve it
|
|
string error = GridService.RegisterRegion(RegionInfo.ScopeID, new GridRegion(RegionInfo));
|
|
if (error != string.Empty)
|
|
throw new Exception(error);
|
|
}
|
|
|
|
/// <summary>
|
|
/// This method is called across the simulation connector to
|
|
/// determine if a given agent is allowed in this region
|
|
/// AS A ROOT AGENT
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Returning false here will prevent them
|
|
/// from logging into the region, teleporting into the region
|
|
/// or corssing the broder walking, but will NOT prevent
|
|
/// child agent creation, thereby emulating the SL behavior.
|
|
/// </remarks>
|
|
/// <param name='agentID'>The visitor's User ID</param>
|
|
/// <param name="agentHomeURI">The visitor's Home URI (may be null)</param>
|
|
/// <param name='position'></param>
|
|
/// <param name='reason'></param>
|
|
/// <returns></returns>
|
|
public bool QueryAccess(UUID agentID, string agentHomeURI, bool viaTeleport, Vector3 position, out string reason)
|
|
{
|
|
reason = string.Empty;
|
|
|
|
if (Permissions.IsGod(agentID))
|
|
{
|
|
reason = String.Empty;
|
|
return true;
|
|
}
|
|
|
|
// FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
|
|
// However, the long term fix is to make sure root agent count is always accurate.
|
|
m_sceneGraph.RecalculateStats();
|
|
|
|
int num = m_sceneGraph.GetRootAgentCount();
|
|
|
|
if (num >= RegionInfo.RegionSettings.AgentLimit)
|
|
{
|
|
if (!Permissions.IsAdministrator(agentID))
|
|
{
|
|
reason = "The region is full";
|
|
|
|
m_log.DebugFormat(
|
|
"[SCENE]: Denying presence with id {0} entry into {1} since region is at agent limit of {2}",
|
|
agentID, RegionInfo.RegionName, RegionInfo.RegionSettings.AgentLimit);
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
ScenePresence presence = GetScenePresence(agentID);
|
|
IClientAPI client = null;
|
|
AgentCircuitData aCircuit = null;
|
|
|
|
if (presence != null)
|
|
{
|
|
client = presence.ControllingClient;
|
|
if (client != null)
|
|
aCircuit = client.RequestClientInfo();
|
|
}
|
|
|
|
// We may be called before there is a presence or a client.
|
|
// Fake AgentCircuitData to keep IAuthorizationModule smiling
|
|
if (client == null)
|
|
{
|
|
aCircuit = new AgentCircuitData();
|
|
aCircuit.AgentID = agentID;
|
|
aCircuit.firstname = String.Empty;
|
|
aCircuit.lastname = String.Empty;
|
|
}
|
|
|
|
try
|
|
{
|
|
if (!AuthorizeUser(aCircuit, false, out reason))
|
|
{
|
|
//m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
|
|
return false;
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
|
|
reason = "Error authorizing agent: " + e.Message;
|
|
return false;
|
|
}
|
|
|
|
if (viaTeleport)
|
|
{
|
|
if (!RegionInfo.EstateSettings.AllowDirectTeleport)
|
|
{
|
|
SceneObjectGroup telehub;
|
|
if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject)) != null)
|
|
{
|
|
List<SpawnPoint> spawnPoints = RegionInfo.RegionSettings.SpawnPoints();
|
|
bool banned = true;
|
|
foreach (SpawnPoint sp in spawnPoints)
|
|
{
|
|
Vector3 spawnPoint = sp.GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
|
|
ILandObject land = LandChannel.GetLandObject(spawnPoint.X, spawnPoint.Y);
|
|
if (land == null)
|
|
continue;
|
|
if (land.IsEitherBannedOrRestricted(agentID))
|
|
continue;
|
|
banned = false;
|
|
break;
|
|
}
|
|
|
|
if (banned)
|
|
{
|
|
if(Permissions.IsAdministrator(agentID) == false || Permissions.IsGridGod(agentID) == false)
|
|
{
|
|
reason = "No suitable landing point found";
|
|
return false;
|
|
}
|
|
reason = "Administrative access only";
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
float posX = 128.0f;
|
|
float posY = 128.0f;
|
|
|
|
if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
|
|
{
|
|
// m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
|
|
reason = "You are banned from the region on all parcels";
|
|
return false;
|
|
}
|
|
}
|
|
else // Walking
|
|
{
|
|
ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
|
|
if (land == null)
|
|
{
|
|
reason = "No parcel found";
|
|
return false;
|
|
}
|
|
|
|
bool banned = land.IsBannedFromLand(agentID);
|
|
bool restricted = land.IsRestrictedFromLand(agentID);
|
|
|
|
if (banned || restricted)
|
|
{
|
|
if (banned)
|
|
reason = "You are banned from the parcel";
|
|
else
|
|
reason = "The parcel is restricted";
|
|
return false;
|
|
}
|
|
}
|
|
|
|
reason = String.Empty;
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This method deals with movement when an avatar is automatically moving (but this is distinct from the
|
|
/// autopilot that moves an avatar to a sit target!.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This is not intended as a permament location for this method.
|
|
/// </remarks>
|
|
/// <param name="presence"></param>
|
|
private void HandleOnSignificantClientMovement(ScenePresence presence)
|
|
{
|
|
if (presence.MovingToTarget)
|
|
{
|
|
double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget);
|
|
// m_log.DebugFormat(
|
|
// "[SCENE]: Abs pos of {0} is {1}, target {2}, distance {3}",
|
|
// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
|
|
|
|
// Check the error term of the current position in relation to the target position
|
|
if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT)
|
|
{
|
|
// We are close enough to the target
|
|
// m_log.DebugFormat("[SCENEE]: Stopping autopilot of {0}", presence.Name);
|
|
|
|
presence.Velocity = Vector3.Zero;
|
|
presence.AbsolutePosition = presence.MoveToPositionTarget;
|
|
presence.ResetMoveToTarget();
|
|
|
|
if (presence.Flying)
|
|
{
|
|
// A horrible hack to stop the avatar dead in its tracks rather than having them overshoot
|
|
// the target if flying.
|
|
// We really need to be more subtle (slow the avatar as it approaches the target) or at
|
|
// least be able to set collision status once, rather than 5 times to give it enough
|
|
// weighting so that that PhysicsActor thinks it really is colliding.
|
|
for (int i = 0; i < 5; i++)
|
|
presence.IsColliding = true;
|
|
|
|
if (presence.LandAtTarget)
|
|
presence.Flying = false;
|
|
|
|
// Vector3 targetPos = presence.MoveToPositionTarget;
|
|
// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
|
|
// if (targetPos.Z - terrainHeight < 0.2)
|
|
// {
|
|
// presence.Flying = false;
|
|
// }
|
|
}
|
|
|
|
// m_log.DebugFormat(
|
|
// "[SCENE]: AgentControlFlags {0}, MovementFlag {1} for {2}",
|
|
// presence.AgentControlFlags, presence.MovementFlag, presence.Name);
|
|
}
|
|
else
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[SCENE]: Updating npc {0} at {1} for next movement to {2}",
|
|
// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
|
|
|
|
Vector3 agent_control_v3 = new Vector3();
|
|
presence.HandleMoveToTargetUpdate(1, ref agent_control_v3);
|
|
presence.AddNewMovement(agent_control_v3);
|
|
}
|
|
}
|
|
}
|
|
|
|
// manage and select spawn points in sequence
|
|
public int SpawnPoint()
|
|
{
|
|
int spawnpoints = RegionInfo.RegionSettings.SpawnPoints().Count;
|
|
|
|
if (spawnpoints == 0)
|
|
return 0;
|
|
|
|
m_SpawnPoint++;
|
|
if (m_SpawnPoint > spawnpoints)
|
|
m_SpawnPoint = 1;
|
|
return m_SpawnPoint - 1;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Wrappers to get physics modules retrieve assets.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Has to be done this way
|
|
/// because we can't assign the asset service to physics directly - at the
|
|
/// time physics are instantiated it's not registered but it will be by
|
|
/// the time the first prim exists.
|
|
/// </remarks>
|
|
/// <param name="assetID"></param>
|
|
/// <param name="callback"></param>
|
|
public void PhysicsRequestAsset(UUID assetID, AssetReceivedDelegate callback)
|
|
{
|
|
AssetService.Get(assetID.ToString(), callback, PhysicsAssetReceived);
|
|
}
|
|
|
|
private void PhysicsAssetReceived(string id, Object sender, AssetBase asset)
|
|
{
|
|
AssetReceivedDelegate callback = (AssetReceivedDelegate)sender;
|
|
|
|
callback(asset);
|
|
}
|
|
|
|
public string GetExtraSetting(string name)
|
|
{
|
|
if (m_extraSettings == null)
|
|
return String.Empty;
|
|
|
|
string val;
|
|
|
|
if (!m_extraSettings.TryGetValue(name, out val))
|
|
return String.Empty;
|
|
|
|
return val;
|
|
}
|
|
|
|
public void StoreExtraSetting(string name, string val)
|
|
{
|
|
if (m_extraSettings == null)
|
|
return;
|
|
|
|
string oldVal;
|
|
|
|
if (m_extraSettings.TryGetValue(name, out oldVal))
|
|
{
|
|
if (oldVal == val)
|
|
return;
|
|
}
|
|
|
|
m_extraSettings[name] = val;
|
|
|
|
m_SimulationDataService.SaveExtra(RegionInfo.RegionID, name, val);
|
|
|
|
m_eventManager.TriggerExtraSettingChanged(this, name, val);
|
|
}
|
|
|
|
public void RemoveExtraSetting(string name)
|
|
{
|
|
if (m_extraSettings == null)
|
|
return;
|
|
|
|
if (!m_extraSettings.ContainsKey(name))
|
|
return;
|
|
|
|
m_extraSettings.Remove(name);
|
|
|
|
m_SimulationDataService.RemoveExtra(RegionInfo.RegionID, name);
|
|
|
|
m_eventManager.TriggerExtraSettingChanged(this, name, String.Empty);
|
|
}
|
|
}
|
|
}
|