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

1622 lines
59 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using Axiom.Math;
using libsecondlife;
using libsecondlife.Packets;
using log4net;
using OpenSim.Framework;
using OpenSim.Region.Environment.Types;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Environment.Scenes
{
public delegate void PhysicsCrash();
public class InnerScene
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
#region Events
protected internal event PhysicsCrash UnRecoverableError;
private PhysicsCrash handlerPhysicsCrash = null;
#endregion
#region Fields
protected internal Dictionary<LLUUID, ScenePresence> ScenePresences = new Dictionary<LLUUID, ScenePresence>();
// SceneObjects is not currently populated or used.
//public Dictionary<LLUUID, SceneObjectGroup> SceneObjects;
protected internal Dictionary<LLUUID, EntityBase> Entities = new Dictionary<LLUUID, EntityBase>();
protected internal Dictionary<LLUUID, ScenePresence> RestorePresences = new Dictionary<LLUUID, ScenePresence>();
protected internal BasicQuadTreeNode QuadTree;
protected RegionInfo m_regInfo;
protected Scene m_parentScene;
protected List<EntityBase> m_updateList = new List<EntityBase>();
protected int m_numRootAgents = 0;
protected int m_numPrim = 0;
protected int m_numChildAgents = 0;
protected int m_physicalPrim = 0;
protected int m_activeScripts = 0;
protected int m_scriptLPS = 0;
protected internal object m_syncRoot = new object();
protected internal PhysicsScene _PhyScene;
#endregion
protected internal InnerScene(Scene parent, RegionInfo regInfo)
{
m_parentScene = parent;
m_regInfo = regInfo;
QuadTree = new BasicQuadTreeNode(null, "/0/", 0, 0, (short)Constants.RegionSize, (short)Constants.RegionSize);
QuadTree.Subdivide();
QuadTree.Subdivide();
}
public PhysicsScene PhysicsScene
{
get { return _PhyScene; }
set
{
// If we're not doing the initial set
// Then we've got to remove the previous
// event handler
if (_PhyScene != null)
_PhyScene.OnPhysicsCrash -= physicsBasedCrash;
_PhyScene = value;
if (_PhyScene != null)
_PhyScene.OnPhysicsCrash += physicsBasedCrash;
}
}
protected internal void Close()
{
lock (ScenePresences)
{
ScenePresences.Clear();
}
//SceneObjects.Clear();
lock (Entities)
{
Entities.Clear();
}
}
#region Update Methods
protected internal void UpdatePreparePhysics()
{
// If we are using a threaded physics engine
// grab the latest scene from the engine before
// trying to process it.
// PhysX does this (runs in the background).
if (_PhyScene.IsThreaded)
{
_PhyScene.GetResults();
}
}
protected internal void UpdateEntities()
{
List<EntityBase> updateEntities = GetEntities();
foreach (EntityBase entity in updateEntities)
{
entity.Update();
}
}
protected internal void UpdatePresences()
{
List<ScenePresence> updateScenePresences = GetScenePresences();
foreach (ScenePresence pres in updateScenePresences)
{
pres.Update();
}
}
protected internal float UpdatePhysics(double elapsed)
{
lock (m_syncRoot)
{
return _PhyScene.Simulate((float)elapsed);
}
}
protected internal void UpdateEntityMovement()
{
List<EntityBase> moveEntities = GetEntities();
foreach (EntityBase entity in moveEntities)
{
//cfk. This throws occaisional exceptions on a heavily used region
//and I added this null check to try to preclude the exception.
if (entity != null)
entity.UpdateMovement();
}
}
#endregion
#region Entity Methods
/// <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>
protected internal bool AddRestoredSceneObject(
SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
{
sceneObject.RegionHandle = m_regInfo.RegionHandle;
sceneObject.SetScene(m_parentScene);
foreach (SceneObjectPart part in sceneObject.Children.Values)
{
part.LocalId = m_parentScene.PrimIDAllocate();
}
sceneObject.UpdateParentIDs();
if (!alreadyPersisted)
{
sceneObject.ForceInventoryPersistence();
sceneObject.HasGroupChanged = true;
}
return AddSceneObject(sceneObject, attachToBackup);
}
/// <summary>
/// Add a newly created object to the scene. This will both update the scene, and send information about the
/// new object to all clients interested in 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>
/// <returns>
/// true if the object was added, false if an object with the same uuid was already in the scene
/// </returns>
protected internal bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
{
// Ensure that we persist this new scene object
sceneObject.HasGroupChanged = true;
return AddSceneObject(sceneObject, attachToBackup);
}
/// <summary>
/// Add an object to the scene. This will both update the scene, and send information about the
/// new object to all clients interested in 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>
/// <returns>true if the object was added, false if an object with the same uuid was already in the scene
/// </returns>
protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
{
sceneObject.ApplyPhysics(m_parentScene.m_physicalPrim);
sceneObject.ScheduleGroupForFullUpdate();
lock (Entities)
{
if (!Entities.ContainsKey(sceneObject.UUID))
{
// QuadTree.AddSceneObject(sceneObject);
Entities.Add(sceneObject.UUID, sceneObject);
m_numPrim += sceneObject.Children.Count;
if (attachToBackup)
sceneObject.AttachToBackup();
return true;
}
return false;
}
}
/// <summary>
/// Delete an object from the scene
/// </summary>
/// <param name="sceneObject"></param>
/// <returns>true if the object was deleted, false if there was no object to delete</returns>
protected internal bool DeleteSceneObject(LLUUID uuid, bool resultOfObjectLinked)
{
lock (Entities)
{
if (Entities.ContainsKey(uuid))
{
if (!resultOfObjectLinked)
{
m_numPrim -= ((SceneObjectGroup)Entities[uuid]).Children.Count;
}
Entities.Remove(uuid);
return true;
}
}
return false;
}
/// <summary>
/// Add an entity to the list of prims to process on the next update
/// </summary>
/// <param name="obj">
/// A <see cref="EntityBase"/>
/// </param>
protected internal void AddToUpdateList(EntityBase obj)
{
lock (m_updateList)
{
if (!m_updateList.Contains(obj))
{
m_updateList.Add(obj);
}
}
}
/// <summary>
/// Process all pending updates
/// </summary>
protected internal void ProcessUpdates()
{
lock (m_updateList)
{
for (int i = 0; i < m_updateList.Count; i++)
{
EntityBase entity = m_updateList[i];
// Don't abort the whole update if one entity happens to give us an exception.
try
{
// Check that the group was not deleted before the scheduled update
// FIXME: This is merely a temporary measure to reduce the incidence of failure, when
// an object has been deleted from a scene before update was processed.
// A more fundamental overhaul of the update mechanism is required to eliminate all
// the race conditions.
if (!entity.IsDeleted)
{
m_updateList[i].Update();
}
}
catch (Exception e)
{
m_log.ErrorFormat(
"[INNER SCENE]: Failed to update {0}, {1} - {2}", entity.Name, entity.UUID, e);
}
}
m_updateList.Clear();
}
}
protected internal void AddPhysicalPrim(int number)
{
m_physicalPrim++;
}
protected internal void RemovePhysicalPrim(int number)
{
m_physicalPrim--;
}
protected internal void AddToScriptLPS(int number)
{
m_scriptLPS += number;
}
protected internal void AddActiveScripts(int number)
{
m_activeScripts += number;
}
protected internal void DetachObject(uint objectLocalID, IClientAPI remoteClient)
{
List<EntityBase> EntityList = GetEntities();
foreach (EntityBase obj in EntityList)
{
if (obj is SceneObjectGroup)
{
if (((SceneObjectGroup)obj).LocalId == objectLocalID)
{
SceneObjectGroup group = (SceneObjectGroup)obj;
//group.DetachToGround();
m_parentScene.DetachSingleAttachmentToInv(group.GetFromAssetID(),remoteClient);
}
}
}
}
protected internal void HandleUndo(IClientAPI remoteClient, LLUUID primId)
{
if (primId != LLUUID.Zero)
{
SceneObjectPart part = m_parentScene.GetSceneObjectPart(primId);
if (part != null)
part.Undo();
}
}
protected internal void HandleObjectGroupUpdate(
IClientAPI remoteClient, LLUUID GroupID, uint objectLocalID, LLUUID Garbage)
{
List<EntityBase> EntityList = GetEntities();
foreach (EntityBase obj in EntityList)
{
if (obj is SceneObjectGroup)
{
if (((SceneObjectGroup)obj).LocalId == objectLocalID)
{
SceneObjectGroup group = (SceneObjectGroup)obj;
if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId))
group.SetGroup(GroupID, remoteClient);
else
remoteClient.SendAgentAlertMessage("You don't have permission to set the group", false);
}
}
}
}
/// <summary>
/// Event Handling routine for Attach Object
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="objectLocalID"></param>
/// <param name="AttachmentPt"></param>
/// <param name="rot"></param>
protected internal void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, LLQuaternion rot)
{
// Calls attach with a Zero position
AttachObject(remoteClient, objectLocalID, AttachmentPt, rot, LLVector3.Zero);
}
public SceneObjectGroup RezSingleAttachment(
IClientAPI remoteClient, LLUUID itemID, uint AttachmentPt,uint ItemFlags, uint NextOwnerMask)
{
SceneObjectGroup objatt = m_parentScene.RezObject(remoteClient, itemID, LLVector3.Zero, LLVector3.Zero, LLUUID.Zero, (byte)1, true,
(uint)(PermissionMask.Copy | PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer),
(uint)(PermissionMask.Copy | PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer),
(uint)(PermissionMask.Copy | PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer),
ItemFlags, false, false, remoteClient.AgentId, true);
if (objatt != null)
{
AttachObject(remoteClient,objatt.LocalId,AttachmentPt,new LLQuaternion(0,0,0,1),objatt.AbsolutePosition);
objatt.ScheduleGroupForFullUpdate();
}
return objatt;
}
// What makes this method odd and unique is it tries to detach using an LLUUID.... Yay for standards.
// To LocalId or LLUUID, *THAT* is the question. How now Brown LLUUID??
public void DetachSingleAttachmentToInv(LLUUID itemID, IClientAPI remoteClient)
{
if (itemID == LLUUID.Zero) // If this happened, someone made a mistake....
return;
List<EntityBase> EntityList = GetEntities();
foreach (EntityBase obj in EntityList)
{
if (obj is SceneObjectGroup)
{
if (((SceneObjectGroup)obj).GetFromAssetID() == itemID)
{
SceneObjectGroup group = (SceneObjectGroup)obj;
group.DetachToInventoryPrep();
m_log.Debug("[DETACH]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());
m_parentScene.updateKnownAsset(remoteClient, group, group.GetFromAssetID(), group.OwnerID);
m_parentScene.DeleteSceneObject(group);
}
}
}
}
protected internal void AttachObject(
IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, LLQuaternion rot, LLVector3 attachPos)
{
List<EntityBase> EntityList = GetEntities();
foreach (EntityBase obj in EntityList)
{
if (obj is SceneObjectGroup)
{
if (((SceneObjectGroup)obj).LocalId == objectLocalID)
{
SceneObjectGroup group = (SceneObjectGroup)obj;
if (m_parentScene.ExternalChecks.ExternalChecksCanTakeObject(obj.UUID, remoteClient.AgentId))
{
// If the attachment point isn't the same as the one previously used
// set it's offset position = 0 so that it appears on the attachment point
// and not in a weird location somewhere unknown.
if (AttachmentPt != 0 && AttachmentPt != (uint)group.GetAttachmentPoint())
{
attachPos = LLVector3.Zero;
}
// AttachmentPt 0 means the client chose to 'wear' the attachment.
if (AttachmentPt == 0)
{
// Check object for stored attachment point
AttachmentPt = (uint)group.GetAttachmentPoint();
}
// if we still didn't find a suitable attachment point.......
if (AttachmentPt == 0)
{
// Stick it on left hand with Zero Offset from the attachment point.
AttachmentPt = (uint)AttachmentPoint.LeftHand;
attachPos = LLVector3.Zero;
}
m_log.Debug("[ATTACH]: Using attachpoint: " + AttachmentPt.ToString());
// Saves and gets assetID
if (group.GetFromAssetID() == LLUUID.Zero)
{
LLUUID newAssetID = m_parentScene.attachObjectAssetStore(remoteClient, group, remoteClient.AgentId);
// sets assetID so client can show asset as 'attached' in inventory
group.SetFromAssetID(newAssetID);
}
group.AttachToAgent(remoteClient.AgentId, AttachmentPt, attachPos);
}
else
{
remoteClient.SendAgentAlertMessage("You don't have sufficient permissions to attach this object", false);
}
}
}
}
}
protected internal ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child, AvatarAppearance appearance)
{
ScenePresence newAvatar = null;
newAvatar = new ScenePresence(client, m_parentScene, m_regInfo, appearance);
newAvatar.IsChildAgent = child;
AddScenePresence(newAvatar);
return newAvatar;
}
/// <summary>
/// Add a presence to the scene
/// </summary>
/// <param name="presence"></param>
protected internal void AddScenePresence(ScenePresence presence)
{
bool child = presence.IsChildAgent;
if (child)
{
m_numChildAgents++;
}
else
{
m_numRootAgents++;
presence.AddToPhysicalScene();
}
lock (Entities)
{
Entities[presence.UUID] = presence;
}
lock (ScenePresences)
{
ScenePresences[presence.UUID] = presence;
}
}
/// <summary>
/// Remove a presence from the scene
/// </summary>
protected internal void RemoveScenePresence(LLUUID agentID)
{
lock (Entities)
{
if (!Entities.Remove(agentID))
{
m_log.WarnFormat("[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene Entities list", agentID);
}
// else
// {
// m_log.InfoFormat("[SCENE] Removed scene presence {0} from entities list", agentID);
// }
}
lock (ScenePresences)
{
if (!ScenePresences.Remove(agentID))
{
m_log.WarnFormat("[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
}
// else
// {
// m_log.InfoFormat("[SCENE] Removed scene presence {0} from scene presences list", agentID);
// }
}
}
protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
{
if (direction_RC_CR_T_F)
{
m_numRootAgents--;
m_numChildAgents++;
}
else
{
m_numChildAgents--;
m_numRootAgents++;
}
}
protected internal void removeUserCount(bool TypeRCTF)
{
if (TypeRCTF)
{
m_numRootAgents--;
}
else
{
m_numChildAgents--;
}
}
public int GetChildAgentCount()
{
// some network situations come in where child agents get closed twice.
if (m_numChildAgents < 0)
{
m_numChildAgents = 0;
}
return m_numChildAgents;
}
public int GetRootAgentCount()
{
return m_numRootAgents;
}
public int GetTotalObjectsCount()
{
return m_numPrim;
}
public int GetActiveObjectsCount()
{
return m_physicalPrim;
}
public int GetActiveScriptsCount()
{
return m_activeScripts;
}
public int GetScriptLPS()
{
int returnval = m_scriptLPS;
m_scriptLPS = 0;
return returnval;
}
#endregion
#region Get Methods
/// <summary>
/// Request a List of all scene presences in this scene. This is a new list, so no
/// locking is required to iterate over it.
/// </summary>
/// <returns></returns>
protected internal List<ScenePresence> GetScenePresences()
{
return new List<ScenePresence>(ScenePresences.Values);
}
protected internal List<ScenePresence> GetAvatars()
{
List<ScenePresence> result =
GetScenePresences(delegate(ScenePresence scenePresence) { return !scenePresence.IsChildAgent; });
return result;
}
/// <summary>
/// Get the controlling client for the given avatar, if there is one.
///
/// FIXME: The only user of the method right now is Caps.cs, in order to resolve a client API since it can't
/// use the ScenePresence. This could be better solved in a number of ways - we could establish an
/// OpenSim.Framework.IScenePresence, or move the caps code into a region package (which might be the more
/// suitable solution).
/// </summary>
/// <param name="agentId"></param>
/// <returns>null if either the avatar wasn't in the scene, or they do not have a controlling client</returns>
protected internal IClientAPI GetControllingClient(LLUUID agentId)
{
ScenePresence presence = GetScenePresence(agentId);
if (presence != null)
{
return presence.ControllingClient;
}
return null;
}
/// <summary>
/// Request a filtered list of m_scenePresences in this World
/// </summary>
/// <returns></returns>
protected internal List<ScenePresence> GetScenePresences(FilterAvatarList filter)
{
// No locking of scene presences here since we're passing back a list...
List<ScenePresence> result = new List<ScenePresence>();
List<ScenePresence> ScenePresencesList = GetScenePresences();
foreach (ScenePresence avatar in ScenePresencesList)
{
if (filter(avatar))
{
result.Add(avatar);
}
}
return result;
}
/// <summary>
/// Request a scene presence by UUID
/// </summary>
/// <param name="avatarID"></param>
/// <returns>null if the agent was not found</returns>
protected internal ScenePresence GetScenePresence(LLUUID agentID)
{
ScenePresence sp;
ScenePresences.TryGetValue(agentID, out sp);
return sp;
}
/// <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>
private SceneObjectGroup GetGroupByPrim(uint localID)
{
List<EntityBase> EntityList = GetEntities();
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
if (((SceneObjectGroup)ent).HasChildPrim(localID))
return (SceneObjectGroup)ent;
}
}
return null;
}
/// <summary>
/// Get a scene object group that contains the prim with the given uuid
/// </summary>
/// <param name="fullID"></param>
/// <returns>null if no scene object group containing that prim is found</returns>
private SceneObjectGroup GetGroupByPrim(LLUUID fullID)
{
List<EntityBase> EntityList = GetEntities();
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
if (((SceneObjectGroup)ent).HasChildPrim(fullID))
return (SceneObjectGroup)ent;
}
}
return null;
}
protected internal EntityIntersection GetClosestIntersectingPrim(Ray hray, bool frontFacesOnly, bool faceCenters)
{
// Primitive Ray Tracing
float closestDistance = 280f;
EntityIntersection returnResult = new EntityIntersection();
List<EntityBase> EntityList = GetEntities();
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
SceneObjectGroup reportingG = (SceneObjectGroup)ent;
EntityIntersection result = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters);
if (result.HitTF)
{
if (result.distance < closestDistance)
{
closestDistance = result.distance;
returnResult = result;
}
}
}
}
return returnResult;
}
/// <summary>
/// Get a part contained in this scene.
/// </summary>
/// <param name="localID"></param>
/// <returns>null if the part was not found</returns>
protected internal SceneObjectPart GetSceneObjectPart(uint localID)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
return group.GetChildPart(localID);
else
return null;
}
/// <summary>
/// Get a part contained in this scene.
/// </summary>
/// <param name="fullID"></param>
/// <returns>null if the part was not found</returns>
protected internal SceneObjectPart GetSceneObjectPart(LLUUID fullID)
{
SceneObjectGroup group = GetGroupByPrim(fullID);
if (group != null)
return group.GetChildPart(fullID);
else
return null;
}
protected internal bool TryGetAvatar(LLUUID avatarId, out ScenePresence avatar)
{
ScenePresence presence;
if (ScenePresences.TryGetValue(avatarId, out presence))
{
if (!presence.IsChildAgent)
{
avatar = presence;
return true;
}
else
{
m_log.WarnFormat(
"[INNER SCENE]: Requested avatar {0} could not be found in scene {1} since it is only registered as a child agent!",
avatarId, m_parentScene.RegionInfo.RegionName);
}
}
avatar = null;
return false;
}
protected internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
{
lock (ScenePresences)
{
foreach (ScenePresence presence in ScenePresences.Values)
{
if (!presence.IsChildAgent)
{
string name = presence.ControllingClient.Name;
if (String.Compare(avatarName, name, true) == 0)
{
avatar = presence;
return true;
}
}
}
}
avatar = null;
return false;
}
/// <summary>
/// Returns a list of the entities in the scene. This is a new list so no locking is required to iterate over
/// it
/// </summary>
/// <returns></returns>
protected internal List<EntityBase> GetEntities()
{
lock (Entities)
{
return new List<EntityBase>(Entities.Values);
}
}
protected internal Dictionary<uint, float> GetTopScripts()
{
Dictionary<uint, float> topScripts = new Dictionary<uint, float>();
List<EntityBase> EntityList = GetEntities();
int limit = 0;
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
SceneObjectGroup grp = (SceneObjectGroup)ent;
if ((grp.RootPart.GetEffectiveObjectFlags() & (uint)LLObject.ObjectFlags.Scripted) != 0)
{
if (grp.scriptScore >= 0.01)
{
topScripts.Add(grp.LocalId, grp.scriptScore);
limit++;
if (limit >= 100)
{
break;
}
}
grp.scriptScore = 0;
}
}
}
return topScripts;
}
#endregion
#region Other Methods
protected internal void physicsBasedCrash()
{
handlerPhysicsCrash = UnRecoverableError;
if (handlerPhysicsCrash != null)
{
handlerPhysicsCrash();
}
}
protected internal LLUUID ConvertLocalIDToFullID(uint localID)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
return group.GetPartsFullID(localID);
else
return LLUUID.Zero;
}
protected internal void ForEachClient(Action<IClientAPI> action)
{
lock (ScenePresences)
{
foreach (ScenePresence presence in ScenePresences.Values)
{
action(presence.ControllingClient);
}
}
}
#endregion
#region Client Event handlers
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="scale"></param>
/// <param name="remoteClient"></param>
protected internal void UpdatePrimScale(uint localID, LLVector3 scale, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId))
{
group.Resize(scale, localID);
}
}
}
protected internal void UpdatePrimGroupScale(uint localID, LLVector3 scale, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId))
{
group.GroupResize(scale, localID);
}
}
}
/// <summary>
/// This handles the nifty little tool tip that you get when you drag your mouse over an object
/// Send to the Object Group to process. We don't know enough to service the request
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="AgentID"></param>
/// <param name="RequestFlags"></param>
/// <param name="ObjectID"></param>
protected internal void RequestObjectPropertiesFamily(
IClientAPI remoteClient, LLUUID AgentID, uint RequestFlags, LLUUID ObjectID)
{
SceneObjectGroup group = GetGroupByPrim(ObjectID);
if (group != null)
{
group.ServiceObjectPropertiesFamilyRequest(remoteClient, AgentID, RequestFlags);
}
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="rot"></param>
/// <param name="remoteClient"></param>
protected internal void UpdatePrimSingleRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(group.UUID, remoteClient.AgentId))
{
group.UpdateSingleRotation(rot, localID);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="rot"></param>
/// <param name="remoteClient"></param>
protected internal void UpdatePrimRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(group.UUID, remoteClient.AgentId))
{
group.UpdateGroupRotation(rot);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="pos"></param>
/// <param name="rot"></param>
/// <param name="remoteClient"></param>
protected internal void UpdatePrimRotation(uint localID, LLVector3 pos, LLQuaternion rot, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(group.UUID, remoteClient.AgentId))
{
group.UpdateGroupRotation(pos, rot);
}
}
}
/// <summary>
/// Update the position of the given part
/// </summary>
/// <param name="localID"></param>
/// <param name="pos"></param>
/// <param name="remoteClient"></param>
protected internal void UpdatePrimSinglePosition(uint localID, LLVector3 pos, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
// LLVector3 oldPos = group.AbsolutePosition;
if (!m_parentScene.ExternalChecks.ExternalChecksCanObjectEntry(group.UUID,pos) && !group.RootPart.IsAttachment)
{
group.SendGroupTerseUpdate();
return;
}
if (m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(group.UUID, remoteClient.AgentId) || group.RootPart.IsAttachment)
{
group.UpdateSinglePosition(pos, localID);
}
}
}
/// <summary>
/// Update the position of the given part
/// </summary>
/// <param name="localID"></param>
/// <param name="pos"></param>
/// <param name="remoteClient"></param>
protected internal void UpdatePrimPosition(uint localID, LLVector3 pos, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
// LLVector3 oldPos = group.AbsolutePosition;
if (group.RootPart.IsAttachment)
{
group.UpdateGroupPosition(pos);
}
else
{
if (!m_parentScene.ExternalChecks.ExternalChecksCanObjectEntry(group.UUID,pos) && !group.RootPart.IsAttachment)
{
group.SendGroupTerseUpdate();
return;
}
if (m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(group.UUID, remoteClient.AgentId) || group.RootPart.IsAttachment)
{
group.UpdateGroupPosition(pos);
}
}
}
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="texture"></param>
/// <param name="remoteClient"></param>
protected internal void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID,remoteClient.AgentId))
{
group.UpdateTextureEntry(localID, texture);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="packet"></param>
/// <param name="remoteClient"></param>
protected internal void UpdatePrimFlags(uint localID, Packet packet, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId))
{
group.UpdatePrimFlags(localID, (ushort)packet.Type, true, packet.ToBytes());
}
}
}
/// <summary>
/// Move the given object
/// </summary>
/// <param name="objectID"></param>
/// <param name="offset"></param>
/// <param name="pos"></param>
/// <param name="remoteClient"></param>
protected internal void MoveObject(LLUUID objectID, LLVector3 offset, LLVector3 pos, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(objectID);
if (group != null)
{
if (m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.)
{
group.GrabMovement(offset, pos, remoteClient);
}
// This is outside the above permissions condition
// so that if the object is locked the client moving the object
// get's it's position on the simulator even if it was the same as before
// This keeps the moving user's client in sync with the rest of the world.
group.SendGroupTerseUpdate();
}
}
/// <summary>
///
/// </summary>
/// <param name="primLocalID"></param>
/// <param name="description"></param>
protected internal void PrimName(IClientAPI remoteClient, uint primLocalID, string name)
{
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group != null)
{
if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId))
{
group.SetPartName(Util.CleanString(name), primLocalID);
group.HasGroupChanged = true;
}
}
}
/// <summary>
///
/// </summary>
/// <param name="primLocalID"></param>
/// <param name="description"></param>
protected internal void PrimDescription(IClientAPI remoteClient, uint primLocalID, string description)
{
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group != null)
{
if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId))
{
group.SetPartDescription(Util.CleanString(description), primLocalID);
group.HasGroupChanged = true;
}
}
}
protected internal void UpdateExtraParam(LLUUID agentID, uint primLocalID, ushort type, bool inUse, byte[] data)
{
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group != null)
{
if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID,agentID))
{
group.UpdateExtraParam(primLocalID, type, inUse, data);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="primLocalID"></param>
/// <param name="shapeBlock"></param>
protected internal void UpdatePrimShape(LLUUID agentID, uint primLocalID, UpdateShapeArgs shapeBlock)
{
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group != null)
{
if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.GetPartsFullID(primLocalID), agentID))
{
ObjectShapePacket.ObjectDataBlock shapeData = new ObjectShapePacket.ObjectDataBlock();
shapeData.ObjectLocalID = shapeBlock.ObjectLocalID;
shapeData.PathBegin = shapeBlock.PathBegin;
shapeData.PathCurve = shapeBlock.PathCurve;
shapeData.PathEnd = shapeBlock.PathEnd;
shapeData.PathRadiusOffset = shapeBlock.PathRadiusOffset;
shapeData.PathRevolutions = shapeBlock.PathRevolutions;
shapeData.PathScaleX = shapeBlock.PathScaleX;
shapeData.PathScaleY = shapeBlock.PathScaleY;
shapeData.PathShearX = shapeBlock.PathShearX;
shapeData.PathShearY = shapeBlock.PathShearY;
shapeData.PathSkew = shapeBlock.PathSkew;
shapeData.PathTaperX = shapeBlock.PathTaperX;
shapeData.PathTaperY = shapeBlock.PathTaperY;
shapeData.PathTwist = shapeBlock.PathTwist;
shapeData.PathTwistBegin = shapeBlock.PathTwistBegin;
shapeData.ProfileBegin = shapeBlock.ProfileBegin;
shapeData.ProfileCurve = shapeBlock.ProfileCurve;
shapeData.ProfileEnd = shapeBlock.ProfileEnd;
shapeData.ProfileHollow = shapeBlock.ProfileHollow;
group.UpdateShape(shapeData, primLocalID);
}
}
}
/// <summary>
/// Initial method invoked when we receive a link objects request from the client.
/// </summary>
/// <param name="client"></param>
/// <param name="parentPrim"></param>
/// <param name="childPrims"></param>
protected internal void LinkObjects(IClientAPI client, uint parentPrim, List<uint> childPrims)
{
List<EntityBase> EntityList = GetEntities();
SceneObjectGroup parenPrim = null;
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
if (((SceneObjectGroup)ent).LocalId == parentPrim)
{
parenPrim = (SceneObjectGroup)ent;
break;
}
}
}
List<SceneObjectGroup> children = new List<SceneObjectGroup>();
if (parenPrim != null)
{
for (int i = 0; i < childPrims.Count; i++)
{
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
if (((SceneObjectGroup)ent).LocalId == childPrims[i])
{
children.Add((SceneObjectGroup)ent);
}
}
}
}
}
foreach (SceneObjectGroup sceneObj in children)
{
parenPrim.LinkToGroup(sceneObj);
}
// We need to explicitly resend the newly link prim's object properties since no other actions
// occur on link to invoke this elsewhere (such as object selection)
parenPrim.RootPart.AddFlag(LLObject.ObjectFlags.CreateSelected);
parenPrim.TriggerScriptChangedEvent(Changed.LINK);
if (client != null)
parenPrim.GetProperties(client);
else
{
foreach (ScenePresence p in ScenePresences.Values)
{
parenPrim.GetProperties(p.ControllingClient);
}
}
}
/// <summary>
/// Delink a linkset
/// </summary>
/// <param name="prims"></param>
protected internal void DelinkObjects(List<uint> primIds)
{
DelinkObjects(primIds, true);
}
protected internal void DelinkObjects(List<uint> primIds, bool sendEvents)
{
SceneObjectGroup parenPrim = null;
// Need a list of the SceneObjectGroup local ids
// XXX I'm anticipating that building this dictionary once is more efficient than
// repeated scanning of the Entity.Values for a large number of primIds. However, it might
// be more efficient yet to keep this dictionary permanently on hand.
Dictionary<uint, SceneObjectGroup> sceneObjects = new Dictionary<uint, SceneObjectGroup>();
List<EntityBase> EntityList = GetEntities();
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
SceneObjectGroup obj = (SceneObjectGroup)ent;
sceneObjects.Add(obj.LocalId, obj);
}
}
// Find the root prim among the prim ids we've been given
for (int i = 0; i < primIds.Count; i++)
{
if (sceneObjects.ContainsKey(primIds[i]))
{
parenPrim = sceneObjects[primIds[i]];
primIds.RemoveAt(i);
break;
}
}
if (parenPrim != null)
{
foreach (uint childPrimId in primIds)
{
parenPrim.DelinkFromGroup(childPrimId, sendEvents);
}
if (parenPrim.Children.Count == 1)
{
// The link set has been completely torn down
// This is the case if you select a link set and delink
//
parenPrim.RootPart.LinkNum = 0;
if (sendEvents)
parenPrim.TriggerScriptChangedEvent(Changed.LINK);
}
else
{
// The link set has prims remaining. This path is taken
// when a subset of a link set's prims are selected
// and the root prim is part of that selection
//
List<SceneObjectPart> parts = new List<SceneObjectPart>(parenPrim.Children.Values);
List<uint> unlink_ids = new List<uint>();
foreach (SceneObjectPart unlink_part in parts)
unlink_ids.Add(unlink_part.LocalId);
// Tear down the remaining link set
//
if (unlink_ids.Count == 2)
{
DelinkObjects(unlink_ids, true);
return;
}
DelinkObjects(unlink_ids, false);
// Send event to root prim, then we're done with it
parenPrim.TriggerScriptChangedEvent(Changed.LINK);
unlink_ids.Remove(parenPrim.RootPart.LocalId);
foreach (uint localId in unlink_ids)
{
SceneObjectPart nr = GetSceneObjectPart(localId);
nr.UpdateFlag = 0;
}
uint newRoot = unlink_ids[0];
unlink_ids.Remove(newRoot);
LinkObjects(null, newRoot, unlink_ids);
}
}
else
{
// The selected prims were all child prims. Edit linked parts
// without the root prim selected will get us here
//
List<SceneObjectGroup> parents = new List<SceneObjectGroup>();
// If the first scan failed, we need to do a /deep/ scan of the linkages. This is /really/ slow
// We know that this is not the root prim now essentially, so we don't have to worry about remapping
// which one is the root prim
bool delinkedSomething = false;
for (int i = 0; i < primIds.Count; i++)
{
foreach (SceneObjectGroup grp in sceneObjects.Values)
{
SceneObjectPart gPart = grp.GetChildPart(primIds[i]);
if (gPart != null)
{
grp.DelinkFromGroup(primIds[i]);
delinkedSomething = true;
if (!parents.Contains(grp))
parents.Add(grp);
}
}
}
if (!delinkedSomething)
{
m_log.InfoFormat("[SCENE]: " +
"DelinkObjects(): Could not find a root prim out of {0} as given to a delink request!",
primIds);
}
else
{
foreach (SceneObjectGroup g in parents)
{
g.TriggerScriptChangedEvent(Changed.LINK);
}
}
}
}
protected internal void MakeObjectSearchable(IClientAPI remoteClient, bool IncludeInSearch, uint localID)
{
LLUUID user = remoteClient.AgentId;
LLUUID objid = null;
SceneObjectPart obj = null;
List<EntityBase> EntityList = GetEntities();
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
foreach (KeyValuePair<LLUUID, SceneObjectPart> subent in ((SceneObjectGroup)ent).Children)
{
if (subent.Value.LocalId == localID)
{
objid = subent.Key;
obj = subent.Value;
}
}
}
}
//Protip: In my day, we didn't call them searchable objects, we called them limited point-to-point joints
//aka ObjectFlags.JointWheel = IncludeInSearch
//Permissions model: Object can be REMOVED from search IFF:
// * User owns object
//use CanEditObject
//Object can be ADDED to search IFF:
// * User owns object
// * Asset/DRM permission bit "modify" is enabled
//use CanEditObjectPosition
if (IncludeInSearch && m_parentScene.ExternalChecks.ExternalChecksCanEditObject(objid, user))
{
obj.ParentGroup.RootPart.AddFlag(LLObject.ObjectFlags.JointWheel);
}
else if (!IncludeInSearch && m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(objid,user))
{
obj.ParentGroup.RootPart.RemFlag(LLObject.ObjectFlags.JointWheel);
}
}
/// <summary>
/// Duplicate the given object, Fire and Forget, No rotation, no return wrapper
/// </summary>
/// <param name="originalPrim"></param>
/// <param name="offset"></param>
/// <param name="flags"></param>
protected internal void DuplicateObject(uint originalPrim, LLVector3 offset, uint flags, LLUUID AgentID, LLUUID GroupID)
{
//m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);
// SceneObjectGroup dupe = DuplicateObject(originalPrim, offset, flags, AgentID, GroupID, Quaternion.Zero);
DuplicateObject(originalPrim, offset, flags, AgentID, GroupID, Quaternion.Zero);
}
/// <summary>
/// Duplicate the given object.
/// </summary>
/// <param name="originalPrim"></param>
/// <param name="offset"></param>
/// <param name="flags"></param>
protected internal SceneObjectGroup DuplicateObject(uint originalPrim, LLVector3 offset, uint flags, LLUUID AgentID, LLUUID GroupID, Quaternion rot)
{
//m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);
List<EntityBase> EntityList = GetEntities();
SceneObjectGroup originPrim = null;
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
if (((SceneObjectGroup)ent).LocalId == originalPrim)
{
originPrim = (SceneObjectGroup)ent;
break;
}
}
}
if (originPrim != null)
{
if (m_parentScene.ExternalChecks.ExternalChecksCanDuplicateObject(originPrim.Children.Count, originPrim.UUID, AgentID, originPrim.AbsolutePosition))
{
SceneObjectGroup copy = originPrim.Copy(AgentID, GroupID, true);
copy.AbsolutePosition = copy.AbsolutePosition + offset;
copy.ResetIDs();
lock (Entities)
{
Entities.Add(copy.UUID, copy);
}
// Since we copy from a source group that is in selected
// state, but the copy is shown deselected in the viewer,
// We need to clear the selection flag here, else that
// prim never gets persisted at all. The client doesn't
// think it's selected, so it will never send a deselect...
copy.IsSelected = false;
m_numPrim += copy.Children.Count;
if (rot != Quaternion.Zero)
{
copy.UpdateGroupRotation(new LLQuaternion(rot.x, rot.y, rot.z, rot.w));
}
copy.CreateScriptInstances(0, false);
copy.HasGroupChanged = true;
copy.ScheduleGroupForFullUpdate();
return copy;
}
}
else
{
m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
}
return null;
}
/// <summary>
/// Calculates the distance between two Vector3s
/// </summary>
/// <param name="v1"></param>
/// <param name="v2"></param>
/// <returns></returns>
protected internal float Vector3Distance(Vector3 v1, Vector3 v2)
{
// We don't really need the double floating point precision...
// so casting it to a single
return
(float)
Math.Sqrt((v1.x - v2.x) * (v1.x - v2.x) + (v1.y - v2.y) * (v1.y - v2.y) + (v1.z - v2.z) * (v1.z - v2.z));
}
#endregion
}
}