3298 lines
127 KiB
C#
3298 lines
127 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 copyright
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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 OpenSim 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.Drawing;
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using System.Drawing.Imaging;
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using System.Threading;
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using System.Timers;
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using Axiom.Math;
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using libsecondlife;
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using libsecondlife.Packets;
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using OpenJPEGNet;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Framework.Servers;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Modules.World.Archiver;
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using OpenSim.Region.Environment.Modules.World.Terrain;
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using OpenSim.Region.Environment.Scenes.Scripting;
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using OpenSim.Region.Physics.Manager;
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using Nini.Config;
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using Caps=OpenSim.Framework.Communications.Capabilities.Caps;
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using Image=System.Drawing.Image;
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using Timer=System.Timers.Timer;
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namespace OpenSim.Region.Environment.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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public delegate void SynchronizeSceneHandler(Scene scene);
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public SynchronizeSceneHandler SynchronizeScene = null;
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public int splitID = 0;
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#region Fields
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protected Timer m_heartbeatTimer = new Timer();
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protected Timer m_restartWaitTimer = new Timer();
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protected SimStatsReporter m_statsReporter;
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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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public InnerScene m_innerScene;
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private Random Rand = new Random();
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private uint _primCount = 720000;
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private readonly Mutex _primAllocateMutex = new Mutex(false);
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private int m_timePhase = 24;
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private readonly Mutex updateLock;
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public bool m_physicalPrim;
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public bool m_seeIntoRegionFromNeighbor;
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public int MaxUndoCount = 5;
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private int m_RestartTimerCounter;
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private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
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private int m_incrementsof15seconds = 0;
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private volatile bool m_backingup = false;
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protected string m_simulatorVersion = "unknown";
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protected ModuleLoader m_moduleLoader;
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protected StorageManager m_storageManager;
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protected AgentCircuitManager m_authenticateHandler;
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public CommunicationsManager CommsManager;
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protected SceneCommunicationService m_sceneGridService;
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protected SceneXmlLoader m_sceneXmlLoader;
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/// <summary>
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/// Each agent has its own capabilities handler.
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/// </summary>
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protected Dictionary<LLUUID, Caps> m_capsHandlers = new Dictionary<LLUUID, Caps>();
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protected BaseHttpServer m_httpListener;
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protected Dictionary<string, IRegionModule> Modules = new Dictionary<string, IRegionModule>();
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protected Dictionary<Type, object> ModuleInterfaces = new Dictionary<Type, object>();
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protected Dictionary<string, object> ModuleAPIMethods = new Dictionary<string, object>();
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protected Dictionary<string, ICommander> m_moduleCommanders = new Dictionary<string, ICommander>();
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//API module interfaces
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public IXfer XferManager;
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protected IHttpRequests m_httpRequestModule;
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protected ISimChat m_simChatModule;
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protected IXMLRPC m_xmlrpcModule;
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protected IWorldComm m_worldCommModule;
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protected IAvatarFactory m_AvatarFactory;
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protected IConfigSource m_config;
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// Central Update Loop
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protected int m_fps = 10;
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protected int m_frame = 0;
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protected float m_timespan = 0.089f;
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protected DateTime m_lastupdate = DateTime.Now;
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protected float m_timedilation = 1.0f;
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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_entities = 1; // Run through all objects checking for updates
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private int m_update_entitiesquick = 200; // Run through objects that have scheduled updates checking for updates
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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 frameMS = 0;
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private int physicsMS2 = 0;
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private int physicsMS = 0;
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private int otherMS = 0;
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private bool m_physics_enabled = true;
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private bool m_scripts_enabled = true;
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#endregion
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#region Properties
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public AgentCircuitManager AuthenticateHandler
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{
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get { return m_authenticateHandler; }
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}
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// an instance to the physics plugin's Scene object.
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public PhysicsScene PhysicsScene
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{
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set { m_innerScene.PhysicsScene = value; }
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get { return (m_innerScene.PhysicsScene); }
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}
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// This gets locked so things stay thread safe.
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public object SyncRoot
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{
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get { return m_innerScene.m_syncRoot; }
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}
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public float TimeDilation
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{
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get { return m_timedilation; }
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}
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public int TimePhase
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{
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get { return m_timePhase; }
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}
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// Local reference to the objects in the scene (which are held in innerScene)
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// public Dictionary<LLUUID, SceneObjectGroup> Objects
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// {
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// get { return m_innerScene.SceneObjects; }
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// }
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// Reference to all of the agents in the scene (root and child)
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protected Dictionary<LLUUID, ScenePresence> m_scenePresences
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{
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get { return m_innerScene.ScenePresences; }
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set { m_innerScene.ScenePresences = value; }
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}
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// protected Dictionary<LLUUID, SceneObjectGroup> m_sceneObjects
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// {
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// get { return m_innerScene.SceneObjects; }
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// set { m_innerScene.SceneObjects = value; }
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// }
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public Dictionary<LLUUID, EntityBase> Entities
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{
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get { return m_innerScene.Entities; }
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set { m_innerScene.Entities = value; }
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}
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public Dictionary<LLUUID, ScenePresence> m_restorePresences
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{
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get { return m_innerScene.RestorePresences; }
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set { m_innerScene.RestorePresences = value; }
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}
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public int objectCapacity = 45000;
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#endregion
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#region Constructors
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public Scene(RegionInfo regInfo, AgentCircuitManager authen,
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CommunicationsManager commsMan, SceneCommunicationService sceneGridService,
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AssetCache assetCach, StorageManager storeManager, BaseHttpServer httpServer,
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ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim,
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bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion)
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{
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m_config = config;
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updateLock = new Mutex(false);
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m_moduleLoader = moduleLoader;
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m_authenticateHandler = authen;
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CommsManager = commsMan;
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m_sceneGridService = sceneGridService;
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m_sceneGridService.debugRegionName = regInfo.RegionName;
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m_storageManager = storeManager;
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AssetCache = assetCach;
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m_regInfo = regInfo;
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m_regionHandle = m_regInfo.RegionHandle;
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m_regionName = m_regInfo.RegionName;
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m_datastore = m_regInfo.DataStore;
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m_physicalPrim = physicalPrim;
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m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor;
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m_eventManager = new EventManager();
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m_externalChecks = new SceneExternalChecks(this);
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//Bind Storage Manager functions to some land manager functions for this scene
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EventManager.OnLandObjectAdded +=
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new EventManager.LandObjectAdded(m_storageManager.DataStore.StoreLandObject);
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EventManager.OnLandObjectRemoved +=
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new EventManager.LandObjectRemoved(m_storageManager.DataStore.RemoveLandObject);
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m_innerScene = new InnerScene(this, m_regInfo);
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// If the Inner scene has an Unrecoverable error, restart this sim.
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// Currently the only thing that causes it to happen is two kinds of specific
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// Physics based crashes.
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//
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// Out of memory
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// Operating system has killed the plugin
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m_innerScene.UnRecoverableError += RestartNow;
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m_sceneXmlLoader = new SceneXmlLoader(this, m_innerScene, m_regInfo);
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RegisterDefaultSceneEvents();
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m_httpListener = httpServer;
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m_dumpAssetsToFile = dumpAssetsToFile;
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if ((RegionInfo.EstateSettings.regionFlags & Simulator.RegionFlags.SkipScripts) == Simulator.RegionFlags.SkipScripts)
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{
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m_scripts_enabled = false;
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}
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else
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{
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m_scripts_enabled = true;
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}
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if ((RegionInfo.EstateSettings.regionFlags & Simulator.RegionFlags.SkipPhysics) == Simulator.RegionFlags.SkipPhysics)
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{
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m_physics_enabled = false;
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}
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else
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{
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m_physics_enabled = true;
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}
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m_statsReporter = new SimStatsReporter(regInfo);
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m_statsReporter.OnSendStatsResult += SendSimStatsPackets;
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m_statsReporter.SetObjectCapacity(objectCapacity);
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m_simulatorVersion = simulatorVersion
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+ " ChilTasks:" + m_seeIntoRegionFromNeighbor.ToString()
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+ " PhysPrim:" + m_physicalPrim.ToString();
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}
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#endregion
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#region Startup / Close Methods
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protected virtual void RegisterDefaultSceneEvents()
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{
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m_eventManager.OnPermissionError += SendPermissionAlert;
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}
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public override string GetSimulatorVersion()
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{
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return m_simulatorVersion;
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}
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public override bool OtherRegionUp(RegionInfo otherRegion)
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{
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// Another region is up.
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// Gets called from Grid Comms (SceneCommunicationService<---RegionListener<----LocalBackEnd<----OGS1)
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// We have to tell all our ScenePresences about it..
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// and add it to the neighbor list.
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// We only add it to the neighbor list if it's within 1 region from here.
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// Agents may have draw distance values that cross two regions though, so
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// we add it to the notify list regardless of distance.
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// We'll check the agent's draw distance before notifying them though.
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if (RegionInfo.RegionHandle != otherRegion.RegionHandle)
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{
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for (int i = 0; i < m_neighbours.Count; i++)
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{
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// The purpose of this loop is to re-update the known neighbors
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// when another region comes up on top of another one.
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// The latest region in that location ends up in the
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// 'known neighbors list'
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// Additionally, the commFailTF property gets reset to false.
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if (m_neighbours[i].RegionHandle == otherRegion.RegionHandle)
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{
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lock (m_neighbours)
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{
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m_neighbours[i] = otherRegion;
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}
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}
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}
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// If the value isn't in the neighbours, add it.
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// If the RegionInfo isn't exact but is for the same XY World location,
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// then the above loop will fix that.
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if (!(CheckNeighborRegion(otherRegion)))
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{
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lock (m_neighbours)
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{
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m_neighbours.Add(otherRegion);
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//m_log.Info("[UP]: " + otherRegion.RegionHandle.ToString());
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}
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}
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// If these are cast to INT because long + negative values + abs returns invalid data
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int resultX = Math.Abs((int)otherRegion.RegionLocX - (int)RegionInfo.RegionLocX);
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int resultY = Math.Abs((int)otherRegion.RegionLocY - (int)RegionInfo.RegionLocY);
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if ((resultX <= 1) &&
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(resultY <= 1))
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{
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try
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{
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ForEachScenePresence(delegate(ScenePresence agent)
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{
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// If agent is a root agent.
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if (!agent.IsChildAgent)
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{
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//agent.ControllingClient.new
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//this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
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InformClientOfNeighbor(agent, otherRegion);
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}
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}
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);
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}
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catch (NullReferenceException)
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{
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// This means that we're not booted up completely yet.
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// This shouldn't happen too often anymore.
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m_log.Error("[SCENE]: Couldn't inform client of regionup because we got a null reference exception");
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}
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}
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else
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{
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m_log.Info("[INTERGRID]: Got notice about far away Region: " + otherRegion.RegionName.ToString() +
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" at (" + otherRegion.RegionLocX.ToString() + ", " +
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otherRegion.RegionLocY.ToString() + ")");
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}
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}
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return true;
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}
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// Given float seconds, this will restart the region.
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public void AddNeighborRegion(RegionInfo region)
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{
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lock (m_neighbours)
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{
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if (!CheckNeighborRegion(region))
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{
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m_neighbours.Add(region);
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}
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}
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}
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public bool CheckNeighborRegion(RegionInfo region)
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{
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bool found = false;
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lock (m_neighbours)
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{
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foreach (RegionInfo reg in m_neighbours)
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{
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if (reg.RegionHandle == region.RegionHandle)
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{
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found = true;
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break;
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}
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}
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}
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return found;
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}
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public virtual void Restart(float seconds)
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{
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// notifications are done in 15 second increments
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// so .. if the number of seconds is less then 15 seconds, it's not really a restart request
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// It's a 'Cancel restart' request.
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// RestartNow() does immediate restarting.
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if (seconds < 15)
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{
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m_restartTimer.Stop();
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SendGeneralAlert("Restart Aborted");
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}
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else
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{
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// Now we figure out what to set the timer to that does the notifications and calls, RestartNow()
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m_restartTimer.Interval = 15000;
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m_incrementsof15seconds = (int)seconds / 15;
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m_RestartTimerCounter = 0;
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m_restartTimer.AutoReset = true;
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m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
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m_log.Error("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
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m_restartTimer.Start();
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SendRegionMessageFromEstateTools(LLUUID.Random(), LLUUID.Random(), String.Empty, RegionInfo.RegionName + ": Restarting in 2 Minutes");
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//SendGeneralAlert(RegionInfo.RegionName + ": Restarting in 2 Minutes");
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}
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}
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// The Restart timer has occured.
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// We have to figure out if this is a notification or if the number of seconds specified in Restart
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// have elapsed.
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// If they have elapsed, call RestartNow()
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public void RestartTimer_Elapsed(object sender, ElapsedEventArgs e)
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{
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m_RestartTimerCounter++;
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if (m_RestartTimerCounter <= m_incrementsof15seconds)
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{
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if (m_RestartTimerCounter == 4 || m_RestartTimerCounter == 6 || m_RestartTimerCounter == 7)
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SendRegionMessageFromEstateTools(LLUUID.Random(), LLUUID.Random(), String.Empty, RegionInfo.RegionName + ": Restarting in " +
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((8 - m_RestartTimerCounter) * 15) + " seconds");
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// SendGeneralAlert(RegionInfo.RegionName + ": Restarting in " + ((8 - m_RestartTimerCounter)*15) +
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//" seconds");
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}
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else
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{
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m_restartTimer.Stop();
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m_restartTimer.AutoReset = false;
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RestartNow();
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}
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}
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// This causes the region to restart immediatley.
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public void RestartNow()
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{
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if (PhysicsScene != null)
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{
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PhysicsScene.Dispose();
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}
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m_log.Error("[REGION]: Closing");
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Close();
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m_log.Error("[REGION]: Firing Region Restart Message");
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base.Restart(0);
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}
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// This is a helper function that notifies root agents in this region that a new sim near them has come up
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// This is in the form of a timer because when an instance of OpenSim.exe is started,
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// Even though the sims initialize, they don't listen until 'all of the sims are initialized'
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// If we tell an agent about a sim that's not listening yet, the agent will not be able to connect to it.
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// subsequently the agent will never see the region come back online.
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public void RestartNotifyWaitElapsed(object sender, ElapsedEventArgs e)
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{
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m_restartWaitTimer.Stop();
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lock (m_regionRestartNotifyList)
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{
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foreach (RegionInfo region in m_regionRestartNotifyList)
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{
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try
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{
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ForEachScenePresence(delegate(ScenePresence agent)
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{
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// If agent is a root agent.
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if (!agent.IsChildAgent)
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{
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//agent.ControllingClient.new
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//this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
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InformClientOfNeighbor(agent, region);
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}
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}
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);
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}
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catch (NullReferenceException)
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{
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// This means that we're not booted up completely yet.
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// This shouldn't happen too often anymore.
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}
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}
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// Reset list to nothing.
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m_regionRestartNotifyList.Clear();
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}
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}
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public void SetSceneCoreDebug(bool ScriptEngine, bool CollisionEvents, bool PhysicsEngine)
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{
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if (m_scripts_enabled != !ScriptEngine)
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{
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// Tedd! Here's the method to disable the scripting engine!
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if (ScriptEngine)
|
|
{
|
|
m_log.Info("Stopping all Scripts in Scene");
|
|
lock (Entities)
|
|
{
|
|
foreach (EntityBase ent in Entities.Values)
|
|
{
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
((SceneObjectGroup)ent).StopScripts();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_log.Info("Starting all Scripts in Scene");
|
|
lock (Entities)
|
|
{
|
|
foreach (EntityBase ent in Entities.Values)
|
|
{
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
((SceneObjectGroup)ent).StartScripts();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
m_scripts_enabled = !ScriptEngine;
|
|
m_log.Info("[TOTEDD]: Here is the method to trigger disabling of the scripting engine");
|
|
}
|
|
if (m_physics_enabled != !PhysicsEngine)
|
|
{
|
|
m_physics_enabled = !PhysicsEngine;
|
|
|
|
}
|
|
|
|
}
|
|
public int GetInaccurateNeighborCount()
|
|
{
|
|
lock (m_neighbours)
|
|
return m_neighbours.Count;
|
|
}
|
|
// This is the method that shuts down the scene.
|
|
public override void Close()
|
|
{
|
|
m_log.Warn("[SCENE]: Closing down the single simulator: " + RegionInfo.RegionName);
|
|
// Kick all ROOT agents with the message, 'The simulator is going down'
|
|
ForEachScenePresence(delegate(ScenePresence avatar)
|
|
{
|
|
if (avatar.KnownChildRegions.Contains(RegionInfo.RegionHandle))
|
|
avatar.KnownChildRegions.Remove(RegionInfo.RegionHandle);
|
|
|
|
if (!avatar.IsChildAgent)
|
|
avatar.ControllingClient.Kick("The simulator is going down.");
|
|
|
|
avatar.ControllingClient.SendShutdownConnectionNotice();
|
|
});
|
|
|
|
// Wait here, or the kick messages won't actually get to the agents before the scene terminates.
|
|
Thread.Sleep(500);
|
|
|
|
// Stop all client threads.
|
|
ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(true); });
|
|
// Stop updating the scene objects and agents.
|
|
m_heartbeatTimer.Close();
|
|
// close the inner scene
|
|
m_innerScene.Close();
|
|
// De-register with region communications (events cleanup)
|
|
UnRegisterReginWithComms();
|
|
|
|
// Shut down all non shared modules.
|
|
foreach (IRegionModule module in Modules.Values)
|
|
{
|
|
if (!module.IsSharedModule)
|
|
{
|
|
module.Close();
|
|
}
|
|
}
|
|
Modules.Clear();
|
|
|
|
// call the base class Close method.
|
|
base.Close();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Start the timer which triggers regular scene updates
|
|
/// </summary>
|
|
public void StartTimer()
|
|
{
|
|
m_log.Debug("[SCENE]: Starting timer");
|
|
m_heartbeatTimer.Enabled = true;
|
|
m_heartbeatTimer.Interval = (int)(m_timespan * 1000);
|
|
m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets up references to modules required by the scene
|
|
/// </summary>
|
|
public void SetModuleInterfaces()
|
|
{
|
|
m_simChatModule = RequestModuleInterface<ISimChat>();
|
|
m_httpRequestModule = RequestModuleInterface<IHttpRequests>();
|
|
m_xmlrpcModule = RequestModuleInterface<IXMLRPC>();
|
|
m_worldCommModule = RequestModuleInterface<IWorldComm>();
|
|
XferManager = RequestModuleInterface<IXfer>();
|
|
m_AvatarFactory = RequestModuleInterface<IAvatarFactory>();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Update Methods
|
|
|
|
/// <summary>
|
|
/// Performs per-frame updates regularly
|
|
/// </summary>
|
|
/// <param name="sender"></param>
|
|
/// <param name="e"></param>
|
|
private void Heartbeat(object sender, EventArgs e)
|
|
{
|
|
Update();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs per-frame updates on the scene, this should be the central scene loop
|
|
/// </summary>
|
|
public override void Update()
|
|
{
|
|
TimeSpan SinceLastFrame = DateTime.Now - m_lastupdate;
|
|
// Aquire a lock so only one update call happens at once
|
|
updateLock.WaitOne();
|
|
float physicsFPS = 0;
|
|
//m_log.Info("sadfadf" + m_neighbours.Count.ToString());
|
|
int agentsInScene = m_innerScene.GetRootAgentCount() + m_innerScene.GetChildAgentCount();
|
|
|
|
if (agentsInScene > 21)
|
|
{
|
|
if (m_update_entities == 1)
|
|
{
|
|
m_update_entities = 5;
|
|
m_statsReporter.SetUpdateMS(6000);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (m_update_entities == 5)
|
|
{
|
|
m_update_entities = 1;
|
|
m_statsReporter.SetUpdateMS(3000);
|
|
}
|
|
}
|
|
|
|
frameMS = System.Environment.TickCount;
|
|
try
|
|
{
|
|
// Increment the frame counter
|
|
m_frame++;
|
|
|
|
// Loop it
|
|
if (m_frame == Int32.MaxValue)
|
|
m_frame = 0;
|
|
|
|
physicsMS2 = System.Environment.TickCount;
|
|
if ((m_frame % m_update_physics == 0) && m_physics_enabled)
|
|
m_innerScene.UpdatePreparePhysics();
|
|
physicsMS2 = System.Environment.TickCount - physicsMS2;
|
|
|
|
if (m_frame % m_update_entitymovement == 0)
|
|
m_innerScene.UpdateEntityMovement();
|
|
|
|
physicsMS = System.Environment.TickCount;
|
|
if ((m_frame % m_update_physics == 0) && m_physics_enabled)
|
|
physicsFPS = m_innerScene.UpdatePhysics(
|
|
Math.Max(SinceLastFrame.TotalSeconds, m_timespan)
|
|
);
|
|
if (m_frame % m_update_physics == 0 && SynchronizeScene != null)
|
|
SynchronizeScene(this);
|
|
|
|
physicsMS = System.Environment.TickCount - physicsMS;
|
|
physicsMS += physicsMS2;
|
|
|
|
otherMS = System.Environment.TickCount;
|
|
// run through all entities looking for updates (slow)
|
|
if (m_frame % m_update_entities == 0)
|
|
m_innerScene.UpdateEntities();
|
|
|
|
// run through entities that have scheduled themselves for
|
|
// updates looking for updates(faster)
|
|
if (m_frame % m_update_entitiesquick == 0)
|
|
m_innerScene.ProcessUpdates();
|
|
|
|
// Run through scenepresences looking for updates
|
|
if (m_frame % m_update_presences == 0)
|
|
m_innerScene.UpdatePresences();
|
|
|
|
if (Region_Status != RegionStatus.SlaveScene)
|
|
{
|
|
if (m_frame % m_update_events == 0)
|
|
UpdateEvents();
|
|
|
|
if (m_frame % m_update_backup == 0)
|
|
UpdateStorageBackup();
|
|
|
|
if (m_frame % m_update_terrain == 0)
|
|
UpdateTerrain();
|
|
|
|
if (m_frame % m_update_land == 0)
|
|
UpdateLand();
|
|
otherMS = System.Environment.TickCount - otherMS;
|
|
// if (m_frame%m_update_avatars == 0)
|
|
// UpdateInWorldTime();
|
|
m_statsReporter.AddPhysicsFPS(physicsFPS);
|
|
m_statsReporter.AddTimeDilation(m_timedilation);
|
|
m_statsReporter.AddFPS(1);
|
|
m_statsReporter.AddInPackets(0);
|
|
m_statsReporter.SetRootAgents(m_innerScene.GetRootAgentCount());
|
|
m_statsReporter.SetChildAgents(m_innerScene.GetChildAgentCount());
|
|
m_statsReporter.SetObjects(m_innerScene.GetTotalObjects());
|
|
m_statsReporter.SetActiveObjects(m_innerScene.GetActiveObjects());
|
|
frameMS = System.Environment.TickCount - frameMS;
|
|
m_statsReporter.addFrameMS(frameMS);
|
|
m_statsReporter.addPhysicsMS(physicsMS);
|
|
m_statsReporter.addOtherMS(otherMS);
|
|
m_statsReporter.SetActiveScripts(m_innerScene.GetActiveScripts());
|
|
m_statsReporter.addScriptLines(m_innerScene.GetScriptLPS());
|
|
}
|
|
}
|
|
catch (NotImplementedException)
|
|
{
|
|
throw;
|
|
}
|
|
catch (AccessViolationException e)
|
|
{
|
|
m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
|
|
|
|
}
|
|
catch (NullReferenceException e)
|
|
{
|
|
m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
|
|
|
|
}
|
|
catch (InvalidOperationException e)
|
|
{
|
|
m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
|
|
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
|
|
}
|
|
finally
|
|
{
|
|
updateLock.ReleaseMutex();
|
|
// Get actual time dilation
|
|
float tmpval = (m_timespan / (float)SinceLastFrame.TotalSeconds);
|
|
|
|
// If actual time dilation is greater then one, we're catching up, so subtract
|
|
// the amount that's greater then 1 from the time dilation
|
|
if (tmpval > 1.0)
|
|
{
|
|
tmpval = tmpval - (tmpval - 1.0f);
|
|
}
|
|
m_timedilation = tmpval;
|
|
|
|
m_lastupdate = DateTime.Now;
|
|
}
|
|
}
|
|
|
|
private void SendSimStatsPackets(SimStatsPacket pack)
|
|
{
|
|
List<ScenePresence> StatSendAgents = GetScenePresences();
|
|
foreach (ScenePresence agent in StatSendAgents)
|
|
{
|
|
if (!agent.IsChildAgent)
|
|
{
|
|
agent.ControllingClient.SendSimStats(pack);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void UpdateLand()
|
|
{
|
|
if (LandChannel != null)
|
|
{
|
|
if (LandChannel.IsLandPrimCountTainted())
|
|
{
|
|
EventManager.TriggerParcelPrimCountUpdate();
|
|
}
|
|
}
|
|
}
|
|
|
|
private void UpdateTerrain()
|
|
{
|
|
EventManager.TriggerTerrainTick();
|
|
}
|
|
|
|
private void UpdateStorageBackup()
|
|
{
|
|
if (!m_backingup)
|
|
{
|
|
m_backingup = true;
|
|
Thread backupthread = new Thread(Backup);
|
|
backupthread.Name = "BackupWriter";
|
|
backupthread.IsBackground = true;
|
|
backupthread.Start();
|
|
}
|
|
}
|
|
|
|
private void UpdateEvents()
|
|
{
|
|
m_eventManager.TriggerOnFrame();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Perform delegate action on all clients subscribing to updates from this region.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
internal void Broadcast(Action<IClientAPI> whatToDo)
|
|
{
|
|
ForEachScenePresence(delegate(ScenePresence presence) { whatToDo(presence.ControllingClient); });
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public void Backup()
|
|
{
|
|
EventManager.TriggerOnBackup(m_storageManager.DataStore);
|
|
m_backingup = false;
|
|
//return true;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Load Terrain
|
|
|
|
public void ExportWorldMap(string fileName)
|
|
{
|
|
List<MapBlockData> mapBlocks =
|
|
m_sceneGridService.RequestNeighbourMapBlocks((int)(RegionInfo.RegionLocX - 9),
|
|
(int)(RegionInfo.RegionLocY - 9),
|
|
(int)(RegionInfo.RegionLocX + 9),
|
|
(int)(RegionInfo.RegionLocY + 9));
|
|
List<AssetBase> textures = new List<AssetBase>();
|
|
List<Image> bitImages = new List<Image>();
|
|
|
|
foreach (MapBlockData mapBlock in mapBlocks)
|
|
{
|
|
AssetBase texAsset = AssetCache.GetAsset(mapBlock.MapImageId, true);
|
|
|
|
if (texAsset != null)
|
|
{
|
|
textures.Add(texAsset);
|
|
}
|
|
else
|
|
{
|
|
texAsset = AssetCache.GetAsset(mapBlock.MapImageId, true);
|
|
if (texAsset != null)
|
|
{
|
|
textures.Add(texAsset);
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (AssetBase asset in textures)
|
|
{
|
|
Image image = OpenJPEG.DecodeToImage(asset.Data);
|
|
bitImages.Add(image);
|
|
}
|
|
|
|
Bitmap mapTexture = new Bitmap(2560, 2560);
|
|
Graphics g = Graphics.FromImage(mapTexture);
|
|
SolidBrush sea = new SolidBrush(Color.DarkBlue);
|
|
g.FillRectangle(sea, 0, 0, 2560, 2560);
|
|
|
|
for (int i = 0; i < mapBlocks.Count; i++)
|
|
{
|
|
ushort x = (ushort)((mapBlocks[i].X - RegionInfo.RegionLocX) + 10);
|
|
ushort y = (ushort)((mapBlocks[i].Y - RegionInfo.RegionLocY) + 10);
|
|
g.DrawImage(bitImages[i], (x * 128), (y * 128), 128, 128);
|
|
}
|
|
mapTexture.Save(fileName, ImageFormat.Jpeg);
|
|
}
|
|
|
|
public void SaveTerrain()
|
|
{
|
|
m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Loads the World heightmap
|
|
/// </summary>
|
|
///
|
|
public override void LoadWorldMap()
|
|
{
|
|
try
|
|
{
|
|
double[,] map = m_storageManager.DataStore.LoadTerrain(RegionInfo.RegionID);
|
|
if (map == null)
|
|
{
|
|
m_log.Info("[TERRAIN]: No default terrain. Generating a new terrain.");
|
|
Heightmap = new TerrainChannel();
|
|
|
|
m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
|
|
}
|
|
else
|
|
{
|
|
Heightmap = new TerrainChannel(map);
|
|
}
|
|
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.Warn("[terrain]: Scene.cs: LoadWorldMap() - Failed with exception " + e.ToString());
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Register this region with a grid service
|
|
/// </summary>
|
|
/// <exception cref="System.Exception">Thrown if registration of the region itself fails.</exception>
|
|
public void RegisterRegionWithGrid()
|
|
{
|
|
RegisterCommsEvents();
|
|
|
|
// These two 'commands' *must be* next to each other or sim rebooting fails.
|
|
m_sceneGridService.RegisterRegion(RegionInfo);
|
|
m_sceneGridService.InformNeighborsThatRegionisUp(RegionInfo);
|
|
|
|
Dictionary<string, string> dGridSettings = m_sceneGridService.GetGridSettings();
|
|
|
|
if (dGridSettings.ContainsKey("allow_forceful_banlines"))
|
|
{
|
|
if (dGridSettings["allow_forceful_banlines"] != "TRUE")
|
|
{
|
|
m_log.Info("[GRID]: Grid is disabling forceful parcel banlists");
|
|
EventManager.TriggerSetAllowForcefulBan(false);
|
|
}
|
|
else
|
|
{
|
|
m_log.Info("[GRID]: Grid is allowing forceful parcel banlists");
|
|
EventManager.TriggerSetAllowForcefulBan(true);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void CreateTerrainTexture(bool temporary)
|
|
{
|
|
//create a texture asset of the terrain
|
|
IMapImageGenerator terrain = RequestModuleInterface<IMapImageGenerator>();
|
|
|
|
// Cannot create a map for a nonexistant heightmap yet.
|
|
if (Heightmap == null)
|
|
return;
|
|
|
|
if (terrain == null)
|
|
{
|
|
Bitmap mapbmp = new Bitmap(256, 256);
|
|
double[,] hm = Heightmap.GetDoubles();
|
|
|
|
//Color prim = Color.FromArgb(120, 120, 120);
|
|
//LLVector3 RayEnd = new LLVector3(0, 0, 0);
|
|
//LLVector3 RayStart = new LLVector3(0, 0, 0);
|
|
//LLVector3 direction = new LLVector3(0, 0, -1);
|
|
//Vector3 AXOrigin = new Vector3();
|
|
//Vector3 AXdirection = new Vector3();
|
|
//Ray testRay = new Ray();
|
|
//EntityIntersection rt = new EntityIntersection();
|
|
|
|
float low = 255;
|
|
float high = 0;
|
|
for (int x = 0; x < 256; x++)
|
|
{
|
|
for (int y = 0; y < 256; y++)
|
|
{
|
|
float hmval = (float)hm[x, y];
|
|
if (hmval < low)
|
|
low = hmval;
|
|
if (hmval > high)
|
|
high = hmval;
|
|
}
|
|
}
|
|
|
|
float mid = (high + low) * 0.5f;
|
|
for (int x = 0; x < 256; x++)
|
|
{
|
|
//int tc = System.Environment.TickCount;
|
|
for (int y = 0; y < 256; y++)
|
|
{
|
|
//RayEnd = new LLVector3(x, y, 0);
|
|
//RayStart = new LLVector3(x, y, 255);
|
|
|
|
//direction = LLVector3.Norm(RayEnd - RayStart);
|
|
//AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
|
|
//AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
|
|
|
|
//testRay = new Ray(AXOrigin, AXdirection);
|
|
//rt = m_innerScene.GetClosestIntersectingPrim(testRay);
|
|
|
|
//if (rt.HitTF)
|
|
//{
|
|
//mapbmp.SetPixel(x, y, prim);
|
|
//}
|
|
//else
|
|
//{
|
|
//float tmpval = (float)hm[x, y];
|
|
float heightvalue = (float)hm[x, y];
|
|
|
|
if ((float)heightvalue > m_regInfo.EstateSettings.waterHeight)
|
|
{
|
|
// scale height value
|
|
heightvalue = low + mid * (heightvalue - low) / mid;
|
|
|
|
if (heightvalue > 255)
|
|
heightvalue = 255;
|
|
|
|
if (heightvalue < 0)
|
|
heightvalue = 0;
|
|
|
|
|
|
Color green = Color.FromArgb((int)heightvalue, 100, (int)heightvalue);
|
|
|
|
// Y flip the cordinates
|
|
mapbmp.SetPixel(x, (256 - y) - 1, green);
|
|
}
|
|
else
|
|
{
|
|
// Y flip the cordinates
|
|
heightvalue = m_regInfo.EstateSettings.waterHeight - heightvalue;
|
|
if (heightvalue > 19)
|
|
heightvalue = 19;
|
|
if (heightvalue < 0)
|
|
heightvalue = 0;
|
|
|
|
heightvalue = 100 - (heightvalue * 100) / 19;
|
|
|
|
if (heightvalue > 255)
|
|
heightvalue = 255;
|
|
|
|
if (heightvalue < 0)
|
|
heightvalue = 0;
|
|
|
|
Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255);
|
|
mapbmp.SetPixel(x, (256 - y) - 1, water);
|
|
}
|
|
//}
|
|
|
|
|
|
}
|
|
//tc = System.Environment.TickCount - tc;
|
|
//m_log.Info("[MAPTILE]: Completed One row in " + tc + " ms");
|
|
}
|
|
byte[] data;
|
|
try
|
|
{
|
|
data = OpenJPEG.EncodeFromImage(mapbmp, false);
|
|
}
|
|
catch (Exception)
|
|
{
|
|
return;
|
|
}
|
|
|
|
m_regInfo.EstateSettings.terrainImageID = LLUUID.Random();
|
|
AssetBase asset = new AssetBase();
|
|
asset.FullID = m_regInfo.EstateSettings.terrainImageID;
|
|
asset.Data = data;
|
|
asset.Name = "terrainImage";
|
|
asset.Description = RegionInfo.RegionName;
|
|
asset.Type = 0;
|
|
asset.Temporary = temporary;
|
|
AssetCache.AddAsset(asset);
|
|
|
|
}
|
|
else
|
|
{
|
|
byte[] data = terrain.WriteJpeg2000Image("defaultstripe.png");
|
|
if (data != null)
|
|
{
|
|
m_regInfo.EstateSettings.terrainImageID = LLUUID.Random();
|
|
AssetBase asset = new AssetBase();
|
|
asset.FullID = m_regInfo.EstateSettings.terrainImageID;
|
|
asset.Data = data;
|
|
asset.Name = "terrainImage";
|
|
asset.Description = RegionInfo.RegionName;
|
|
asset.Type = 0;
|
|
asset.Temporary = temporary;
|
|
AssetCache.AddAsset(asset);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Load Land
|
|
|
|
public void loadAllLandObjectsFromStorage(LLUUID regionID)
|
|
{
|
|
m_log.Info("[SCENE]: Loading land objects from storage");
|
|
List<LandData> landData = m_storageManager.DataStore.LoadLandObjects(regionID);
|
|
|
|
if (LandChannel != null)
|
|
{
|
|
if (landData.Count == 0)
|
|
{
|
|
EventManager.TriggerNoticeNoLandDataFromStorage();
|
|
}
|
|
else
|
|
{
|
|
EventManager.TriggerIncomingLandDataFromStorage(landData);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_log.Error("[SCENE]: Land Channel is not defined. Cannot load from storage!");
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Primitives Methods
|
|
|
|
/// <summary>
|
|
/// Loads the World's objects
|
|
/// </summary>
|
|
public virtual void LoadPrimsFromStorage(LLUUID regionID)
|
|
{
|
|
m_log.Info("[SCENE]: Loading objects from datastore");
|
|
|
|
List<SceneObjectGroup> PrimsFromDB = m_storageManager.DataStore.LoadObjects(regionID);
|
|
foreach (SceneObjectGroup group in PrimsFromDB)
|
|
{
|
|
AddObjectFromStorage(group);
|
|
SceneObjectPart rootPart = group.GetChildPart(group.UUID);
|
|
rootPart.ObjectFlags &= ~(uint)LLObject.ObjectFlags.Scripted;
|
|
rootPart.TrimPermissions();
|
|
group.CheckSculptAndLoad();
|
|
group.ApplyPhysics(m_physicalPrim);
|
|
//rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
|
|
}
|
|
|
|
m_log.Info("[SCENE]: Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a new unallocated primitive ID
|
|
/// </summary>
|
|
/// <returns>A brand new primitive ID</returns>
|
|
public uint PrimIDAllocate()
|
|
{
|
|
uint myID;
|
|
|
|
_primAllocateMutex.WaitOne();
|
|
++_primCount;
|
|
myID = _primCount;
|
|
_primAllocateMutex.ReleaseMutex();
|
|
|
|
return myID;
|
|
}
|
|
|
|
public LLVector3 GetNewRezLocation(LLVector3 RayStart, LLVector3 RayEnd, LLUUID RayTargetID, LLQuaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, LLVector3 scale, bool FaceCenter)
|
|
{
|
|
LLVector3 pos = LLVector3.Zero;
|
|
if (RayEndIsIntersection == (byte)1)
|
|
{
|
|
pos = RayEnd;
|
|
return pos;
|
|
}
|
|
if (RayTargetID != LLUUID.Zero)
|
|
{
|
|
SceneObjectPart target = GetSceneObjectPart(RayTargetID);
|
|
|
|
LLVector3 direction = LLVector3.Norm(RayEnd - RayStart);
|
|
Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
|
|
Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
|
|
|
|
if (target != null)
|
|
{
|
|
pos = target.AbsolutePosition;
|
|
//m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString());
|
|
|
|
// TODO: Raytrace better here
|
|
|
|
//EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
|
|
Ray NewRay = new Ray(AXOrigin, AXdirection);
|
|
|
|
// Ray Trace against target here
|
|
EntityIntersection ei = target.TestIntersectionOBB(NewRay, new Quaternion(1,0,0,0), 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)
|
|
{
|
|
LLVector3 scaleComponent = new LLVector3(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);
|
|
LLVector3 intersectionpoint = new LLVector3(ei.ipoint.x, ei.ipoint.y, ei.ipoint.z);
|
|
LLVector3 normal = new LLVector3(ei.normal.x, ei.normal.y, ei.normal.z);
|
|
// Set the position to the intersection point
|
|
LLVector3 offset = (normal * (ScaleOffset / 2f));
|
|
pos = (intersectionpoint + offset);
|
|
|
|
// Un-offset the prim (it gets offset later by the consumer method)
|
|
pos.Z -= 0.25F;
|
|
|
|
}
|
|
|
|
|
|
return pos;
|
|
}
|
|
else
|
|
{
|
|
// We don't have a target here, so we're going to raytrace all the objects in the scene.
|
|
|
|
EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
|
|
|
|
// Un-comment the following line to print the raytrace results to the console.
|
|
//m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
|
|
|
|
if (ei.HitTF)
|
|
{
|
|
pos = new LLVector3(ei.ipoint.x, ei.ipoint.y, ei.ipoint.z);
|
|
}
|
|
|
|
return pos;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// fall back to our stupid functionality
|
|
pos = RayEnd;
|
|
return pos;
|
|
}
|
|
}
|
|
|
|
public virtual void AddNewPrim(LLUUID ownerID, LLVector3 RayEnd, LLQuaternion rot, PrimitiveBaseShape shape,
|
|
byte bypassRaycast, LLVector3 RayStart, LLUUID RayTargetID,
|
|
byte RayEndIsIntersection)
|
|
{
|
|
LLVector3 pos = GetNewRezLocation(RayStart, RayEnd, RayTargetID, rot, bypassRaycast, RayEndIsIntersection, true, new LLVector3(0.5f, 0.5f, 0.5f), false);
|
|
|
|
if (ExternalChecks.ExternalChecksCanRezObject(1, ownerID, pos))
|
|
{
|
|
// rez ON the ground, not IN the ground
|
|
pos.Z += 0.25F;
|
|
|
|
AddNewPrim(ownerID, pos, rot, shape);
|
|
}
|
|
}
|
|
|
|
public virtual SceneObjectGroup AddNewPrim(LLUUID ownerID, LLVector3 pos, LLQuaternion rot, PrimitiveBaseShape shape)
|
|
{
|
|
SceneObjectGroup sceneOb =
|
|
new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape);
|
|
AddObject(sceneOb);
|
|
SceneObjectPart rootPart = sceneOb.GetChildPart(sceneOb.UUID);
|
|
// if grass or tree, make phantom
|
|
//rootPart.TrimPermissions();
|
|
if ((rootPart.Shape.PCode == (byte)PCode.Grass) || (rootPart.Shape.PCode == (byte)PCode.Tree) || (rootPart.Shape.PCode == (byte)PCode.NewTree))
|
|
{
|
|
rootPart.AddFlag(LLObject.ObjectFlags.Phantom);
|
|
//rootPart.ObjectFlags += (uint)LLObject.ObjectFlags.Phantom;
|
|
}
|
|
// if not phantom, add to physics
|
|
sceneOb.ApplyPhysics(m_physicalPrim);
|
|
m_innerScene.AddToUpdateList(sceneOb);
|
|
|
|
return sceneOb;
|
|
}
|
|
|
|
public SceneObjectGroup AddTree(LLVector3 scale, LLQuaternion rotation, LLVector3 position,
|
|
Tree treeType, bool newTree)
|
|
{
|
|
LLUUID uuid = this.RegionInfo.MasterAvatarAssignedUUID;
|
|
PrimitiveBaseShape treeShape = new PrimitiveBaseShape();
|
|
treeShape.PathCurve = 16;
|
|
treeShape.PathEnd = 49900;
|
|
treeShape.PCode = newTree ? (byte)PCode.NewTree : (byte)PCode.Tree;
|
|
treeShape.Scale = scale;
|
|
treeShape.State = (byte)treeType;
|
|
return AddNewPrim(uuid, position, rotation, treeShape);
|
|
}
|
|
|
|
public void RemovePrim(uint localID, LLUUID avatar_deleter)
|
|
{
|
|
m_innerScene.RemovePrim(localID, avatar_deleter);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add an object into the scene that has come from storage
|
|
/// </summary>
|
|
/// <param name="sceneObject"></param>
|
|
public void AddObjectFromStorage(SceneObjectGroup sceneObject)
|
|
{
|
|
m_innerScene.AddObjectFromStorage(sceneObject);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add an object to the scene
|
|
/// </summary>
|
|
/// <param name="sceneObject"></param>
|
|
public void AddObject(SceneObjectGroup sceneObject)
|
|
{
|
|
m_innerScene.AddObject(sceneObject);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove an object from the scene
|
|
/// </summary>
|
|
/// <param name="sceneObject"></param>
|
|
public void RemoveObject(SceneObjectGroup sceneObject)
|
|
{
|
|
if (Entities.ContainsKey(sceneObject.UUID))
|
|
{
|
|
EventManager.TriggerObjectBeingRemovedFromScene(sceneObject);
|
|
Entities.Remove(sceneObject.UUID);
|
|
EventManager.TriggerParcelPrimCountTainted();
|
|
m_innerScene.RemoveAPrimCount();
|
|
}
|
|
}
|
|
|
|
public void LoadPrimsFromXml(string fileName, bool newIdsFlag, LLVector3 loadOffset)
|
|
{
|
|
m_sceneXmlLoader.LoadPrimsFromXml(fileName, newIdsFlag, loadOffset);
|
|
}
|
|
|
|
public void SavePrimsToXml(string fileName)
|
|
{
|
|
m_sceneXmlLoader.SavePrimsToXml(fileName);
|
|
}
|
|
|
|
public void LoadPrimsFromXml2(string fileName)
|
|
{
|
|
m_sceneXmlLoader.LoadPrimsFromXml2(fileName);
|
|
}
|
|
|
|
public void SavePrimsToXml2(string fileName)
|
|
{
|
|
m_sceneXmlLoader.SavePrimsToXml2(fileName);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Load a prim archive into the scene. This loads both prims and their assets.
|
|
/// </summary>
|
|
/// <param name="filePath"></param>
|
|
public void LoadPrimsFromArchive(string filePath)
|
|
{
|
|
IRegionArchiver archiver = RequestModuleInterface<IRegionArchiver>();
|
|
archiver.DearchiveRegion(filePath);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Save the prims in the scene to an archive. This saves both prims and their assets.
|
|
/// </summary>
|
|
/// <param name="filePath"></param>
|
|
public void SavePrimsToArchive(string filePath)
|
|
{
|
|
IRegionArchiver archiver = RequestModuleInterface<IRegionArchiver>();
|
|
archiver.ArchiveRegion(filePath);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Locate New region Handle and offset the prim position for the new region
|
|
///
|
|
/// </summary>
|
|
/// <param name="position">current position of Group</param>
|
|
/// <param name="grp">Scene Object Group that we're crossing</param>
|
|
|
|
public void CrossPrimGroupIntoNewRegion(LLVector3 position, SceneObjectGroup grp)
|
|
{
|
|
if (grp == null)
|
|
return;
|
|
if (grp.RootPart == null)
|
|
return;
|
|
|
|
if (grp.RootPart.DIE_AT_EDGE)
|
|
{
|
|
// We remove the object here
|
|
try
|
|
{
|
|
DeleteSceneObjectGroup(grp);
|
|
}
|
|
catch (Exception)
|
|
{
|
|
m_log.Warn("[DATABASE]: exception when trying to remove the prim that crossed the border.");
|
|
}
|
|
return;
|
|
}
|
|
|
|
m_log.Warn("Prim crossing: " + grp.UUID.ToString());
|
|
int thisx = (int)RegionInfo.RegionLocX;
|
|
int thisy = (int)RegionInfo.RegionLocY;
|
|
|
|
ulong newRegionHandle = 0;
|
|
LLVector3 pos = position;
|
|
|
|
if (position.X > Constants.RegionSize + 0.1f)
|
|
{
|
|
pos.X = ((pos.X - Constants.RegionSize));
|
|
|
|
newRegionHandle = Util.UIntsToLong((uint)((thisx + 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize));
|
|
|
|
// x + 1
|
|
}
|
|
else if (position.X < -0.1f)
|
|
{
|
|
pos.X = ((pos.X + Constants.RegionSize));
|
|
newRegionHandle = Util.UIntsToLong((uint)((thisx - 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize));
|
|
// x - 1
|
|
}
|
|
|
|
if (position.Y > Constants.RegionSize + 0.1f)
|
|
{
|
|
pos.Y = ((pos.Y - Constants.RegionSize));
|
|
newRegionHandle = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy + 1) * Constants.RegionSize));
|
|
// y + 1
|
|
}
|
|
else if (position.Y < -1f)
|
|
{
|
|
pos.Y = ((pos.Y + Constants.RegionSize));
|
|
newRegionHandle = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy - 1) * Constants.RegionSize));
|
|
// y - 1
|
|
}
|
|
|
|
// Offset the positions for the new region across the border
|
|
grp.OffsetForNewRegion(pos);
|
|
|
|
CrossPrimGroupIntoNewRegion(newRegionHandle, grp);
|
|
|
|
}
|
|
public void CrossPrimGroupIntoNewRegion(ulong newRegionHandle, SceneObjectGroup grp)
|
|
{
|
|
int primcrossingXMLmethod = 0;
|
|
if (newRegionHandle != 0)
|
|
{
|
|
bool successYN = false;
|
|
successYN = m_sceneGridService.PrimCrossToNeighboringRegion(newRegionHandle, grp.UUID, m_sceneXmlLoader.SavePrimGroupToXML2String(grp), primcrossingXMLmethod);
|
|
if (successYN)
|
|
{
|
|
// We remove the object here
|
|
try
|
|
{
|
|
DeleteSceneObjectGroup(grp);
|
|
}
|
|
catch (Exception)
|
|
{
|
|
m_log.Warn("[DATABASE]: exception when trying to remove the prim that crossed the border.");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_log.Warn("[INTERREGION]: Prim Crossing Failed!");
|
|
if (grp.RootPart != null)
|
|
{
|
|
if (grp.RootPart.PhysActor != null)
|
|
{
|
|
grp.RootPart.PhysActor.CrossingFailure();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public bool IncomingInterRegionPrimGroup(ulong regionHandle, LLUUID primID, string objXMLData, int XMLMethod)
|
|
{
|
|
m_log.Warn("{[INTERREGION]: A new prim arrived from a neighbor");
|
|
if (XMLMethod == 0)
|
|
{
|
|
m_sceneXmlLoader.LoadGroupFromXml2String(objXMLData);
|
|
SceneObjectPart RootPrim = GetSceneObjectPart(primID);
|
|
if (RootPrim != null)
|
|
{
|
|
if (RootPrim.Shape.PCode == (byte)PCode.Prim)
|
|
{
|
|
SceneObjectGroup grp = RootPrim.ParentGroup;
|
|
if (grp != null)
|
|
{
|
|
if (RootPrim.Shape.State != 0)
|
|
{
|
|
// Attachment
|
|
ScenePresence sp = GetScenePresence(grp.OwnerID);
|
|
if (sp != null)
|
|
{
|
|
// hack assetID until we get assetID into the XML format.
|
|
// LastOwnerID is used for group deeding, so when you do stuff
|
|
// with the deeded object, it goes back to them
|
|
|
|
grp.SetFromAssetID(grp.RootPart.LastOwnerID);
|
|
m_innerScene.AttachObject(sp.ControllingClient, grp.LocalId, (uint)0, grp.GroupRotation, grp.AbsolutePosition);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Add/Remove Avatar Methods
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="client"></param
|
|
/// <param name="child"></param>
|
|
public override void AddNewClient(IClientAPI client, bool child)
|
|
{
|
|
m_log.DebugFormat(
|
|
"[CONNECTION DEBUGGING]: Creating new client for {0} at {1}",
|
|
client.AgentId, RegionInfo.RegionName);
|
|
|
|
SubscribeToClientEvents(client);
|
|
ScenePresence presence;
|
|
|
|
if (m_restorePresences.ContainsKey(client.AgentId))
|
|
{
|
|
m_log.Info("[REGION]: Restore Scene Presence");
|
|
|
|
presence = m_restorePresences[client.AgentId];
|
|
m_restorePresences.Remove(client.AgentId);
|
|
|
|
// This is one of two paths to create avatars that are
|
|
// used. This tends to get called more in standalone
|
|
// than grid, not really sure why, but as such needs
|
|
// an explicity appearance lookup here.
|
|
AvatarAppearance appearance = null;
|
|
GetAvatarAppearance(client, out appearance);
|
|
presence.Appearance = appearance;
|
|
|
|
presence.initializeScenePresence(client, RegionInfo, this);
|
|
|
|
m_innerScene.AddScenePresence(presence);
|
|
|
|
lock (m_restorePresences)
|
|
{
|
|
Monitor.PulseAll(m_restorePresences);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_log.Info("[REGION]: Add New Scene Presence");
|
|
|
|
CreateAndAddScenePresence(client, child);
|
|
|
|
CommsManager.UserProfileCacheService.AddNewUser(client.AgentId);
|
|
}
|
|
EventManager.TriggerOnNewClient(client);
|
|
}
|
|
|
|
protected virtual void SubscribeToClientEvents(IClientAPI client)
|
|
{
|
|
client.OnRegionHandShakeReply += SendLayerData;
|
|
//remoteClient.OnRequestWearables += new GenericCall(this.GetInitialPrims);
|
|
// client.OnRequestWearables += InformClientOfNeighbours;
|
|
client.OnAddPrim += AddNewPrim;
|
|
client.OnUpdatePrimGroupPosition += m_innerScene.UpdatePrimPosition;
|
|
client.OnUpdatePrimSinglePosition += m_innerScene.UpdatePrimSinglePosition;
|
|
client.OnUpdatePrimGroupRotation += m_innerScene.UpdatePrimRotation;
|
|
client.OnUpdatePrimGroupMouseRotation += m_innerScene.UpdatePrimRotation;
|
|
client.OnUpdatePrimSingleRotation += m_innerScene.UpdatePrimSingleRotation;
|
|
client.OnUpdatePrimScale += m_innerScene.UpdatePrimScale;
|
|
client.OnUpdatePrimGroupScale += m_innerScene.UpdatePrimGroupScale;
|
|
client.OnUpdateExtraParams += m_innerScene.UpdateExtraParam;
|
|
client.OnUpdatePrimShape += m_innerScene.UpdatePrimShape;
|
|
client.OnRequestMapBlocks += RequestMapBlocks;
|
|
client.OnUpdatePrimTexture += m_innerScene.UpdatePrimTexture;
|
|
client.OnTeleportLocationRequest += RequestTeleportLocation;
|
|
client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
|
|
client.OnObjectSelect += SelectPrim;
|
|
client.OnObjectDeselect += DeselectPrim;
|
|
client.OnGrabUpdate += m_innerScene.MoveObject;
|
|
client.OnDeRezObject += DeRezObject;
|
|
client.OnRezObject += RezObject;
|
|
client.OnRezSingleAttachmentFromInv += m_innerScene.RezSingleAttachment;
|
|
client.OnDetachAttachmentIntoInv += m_innerScene.DetachSingleAttachmentToInv;
|
|
client.OnObjectAttach += m_innerScene.AttachObject;
|
|
client.OnObjectDetach += m_innerScene.DetachObject;
|
|
client.OnNameFromUUIDRequest += CommsManager.HandleUUIDNameRequest;
|
|
client.OnObjectDescription += m_innerScene.PrimDescription;
|
|
client.OnObjectName += m_innerScene.PrimName;
|
|
client.OnLinkObjects += m_innerScene.LinkObjects;
|
|
client.OnDelinkObjects += m_innerScene.DelinkObjects;
|
|
client.OnObjectDuplicate += m_innerScene.DuplicateObject;
|
|
client.OnObjectDuplicateOnRay += doObjectDuplicateOnRay;
|
|
client.OnUpdatePrimFlags += m_innerScene.UpdatePrimFlags;
|
|
client.OnRequestObjectPropertiesFamily += m_innerScene.RequestObjectPropertiesFamily;
|
|
|
|
client.OnRequestGodlikePowers += handleRequestGodlikePowers;
|
|
client.OnGodKickUser += HandleGodlikeKickUser;
|
|
client.OnObjectPermissions += HandleObjectPermissionsUpdate;
|
|
|
|
client.OnCreateNewInventoryItem += CreateNewInventoryItem;
|
|
client.OnCreateNewInventoryFolder += CommsManager.UserProfileCacheService.HandleCreateInventoryFolder;
|
|
client.OnUpdateInventoryFolder += CommsManager.UserProfileCacheService.HandleUpdateInventoryFolder;
|
|
client.OnMoveInventoryFolder += CommsManager.UserProfileCacheService.HandleMoveInventoryFolder;
|
|
client.OnFetchInventoryDescendents += CommsManager.UserProfileCacheService.HandleFetchInventoryDescendents;
|
|
client.OnPurgeInventoryDescendents += CommsManager.UserProfileCacheService.HandlePurgeInventoryDescendents;
|
|
client.OnFetchInventory += CommsManager.UserProfileCacheService.HandleFetchInventory;
|
|
client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
|
|
client.OnCopyInventoryItem += CopyInventoryItem;
|
|
client.OnMoveInventoryItem += MoveInventoryItem;
|
|
client.OnRemoveInventoryItem += RemoveInventoryItem;
|
|
client.OnRemoveInventoryFolder += RemoveInventoryFolder;
|
|
client.OnRezScript += RezScript;
|
|
|
|
client.OnRequestTaskInventory += RequestTaskInventory;
|
|
client.OnRemoveTaskItem += RemoveTaskInventory;
|
|
client.OnUpdateTaskInventory += UpdateTaskInventory;
|
|
client.OnMoveTaskItem += MoveTaskInventoryItem;
|
|
|
|
client.OnGrabObject += ProcessObjectGrab;
|
|
client.OnDeGrabObject += ProcessObjectDeGrab;
|
|
client.OnMoneyTransferRequest += ProcessMoneyTransferRequest;
|
|
client.OnParcelBuy += ProcessParcelBuy;
|
|
client.OnAvatarPickerRequest += ProcessAvatarPickerRequest;
|
|
client.OnPacketStats += AddPacketStats;
|
|
|
|
client.OnObjectIncludeInSearch += m_innerScene.MakeObjectSearchable;
|
|
|
|
client.OnTeleportHomeRequest += TeleportClientHome;
|
|
|
|
client.OnSetStartLocationRequest += SetHomeRezPoint;
|
|
client.OnUndo += m_innerScene.HandleUndo;
|
|
client.OnObjectGroupRequest += m_innerScene.HandleObjectGroupUpdate;
|
|
client.OnParcelReturnObjectsRequest += LandChannel.ReturnObjectsInParcel;
|
|
|
|
// EventManager.TriggerOnNewClient(client);
|
|
}
|
|
|
|
public virtual void TeleportClientHome(LLUUID AgentId, IClientAPI client)
|
|
{
|
|
UserProfileData UserProfile = CommsManager.UserService.GetUserProfile(AgentId);
|
|
if (UserProfile != null)
|
|
{
|
|
ulong homeRegion = UserProfile.HomeRegion;
|
|
LLVector3 homePostion = new LLVector3(UserProfile.HomeLocationX,UserProfile.HomeLocationY,UserProfile.HomeLocationZ);
|
|
LLVector3 homeLookat = new LLVector3(UserProfile.HomeLookAt);
|
|
RequestTeleportLocation(client, homeRegion, homePostion,homeLookat,(uint)0);
|
|
}
|
|
}
|
|
|
|
public void doObjectDuplicateOnRay(uint localID, uint dupeFlags, LLUUID AgentID, LLUUID GroupID,
|
|
LLUUID RayTargetObj, LLVector3 RayEnd, LLVector3 RayStart,
|
|
bool BypassRaycast, bool RayEndIsIntersection, bool CopyCenters, bool CopyRotates)
|
|
{
|
|
LLVector3 pos;
|
|
const bool frontFacesOnly = true;
|
|
|
|
SceneObjectPart target = GetSceneObjectPart(localID);
|
|
SceneObjectPart target2 = GetSceneObjectPart(RayTargetObj);
|
|
|
|
if (target != null && target2 != null)
|
|
{
|
|
|
|
LLVector3 direction = LLVector3.Norm(RayEnd - RayStart);
|
|
Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
|
|
Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
|
|
|
|
if (target2.ParentGroup != null)
|
|
{
|
|
pos = target2.AbsolutePosition;
|
|
//m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString());
|
|
|
|
// TODO: Raytrace better here
|
|
|
|
//EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
|
|
Ray NewRay = new Ray(AXOrigin, AXdirection);
|
|
|
|
// Ray Trace against target here
|
|
EntityIntersection ei = target.TestIntersectionOBB(NewRay, new Quaternion(1, 0, 0, 0), frontFacesOnly, false);
|
|
|
|
// 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)
|
|
{
|
|
LLVector3 scale = target.Scale;
|
|
LLVector3 scaleComponent = new LLVector3(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);
|
|
LLVector3 intersectionpoint = new LLVector3(ei.ipoint.x, ei.ipoint.y, ei.ipoint.z);
|
|
LLVector3 normal = new LLVector3(ei.normal.x, ei.normal.y, ei.normal.z);
|
|
LLVector3 offset = (normal * (ScaleOffset / 2f));
|
|
pos = (intersectionpoint + offset);
|
|
|
|
if (CopyCenters)
|
|
{
|
|
// now we cast a ray from inside the prim(absolute position) to one of it's faces along the face normal.
|
|
LLVector3 direction2 = LLVector3.Norm(pos - target2.AbsolutePosition);
|
|
Vector3 AXOrigin2 = new Vector3(target2.AbsolutePosition.X, target2.AbsolutePosition.Y, target2.AbsolutePosition.Z);
|
|
Vector3 AXdirection2 = new Vector3(direction2.X, direction2.Y, direction2.Z); //ei.AAfaceNormal;
|
|
Ray NewRay2 = new Ray(AXOrigin2, AXdirection2);
|
|
EntityIntersection ei2 = target.TestIntersectionOBB(NewRay2, new Quaternion(1, 0, 0, 0), false, CopyCenters);
|
|
if (ei2.HitTF)
|
|
{
|
|
//m_log.Info("[RAYTRACERESULTS]: Hit:" + ei2.HitTF.ToString() + " Point: " + ei2.ipoint.ToString() + " Normal: " + ei2.normal.ToString());
|
|
pos = new LLVector3(ei2.ipoint.x,ei2.ipoint.y,ei2.ipoint.z);
|
|
normal.X = ei2.normal.x;
|
|
normal.Y = ei2.normal.y;
|
|
normal.Z = ei2.normal.z;
|
|
}
|
|
}
|
|
|
|
// Set the position to the intersection point
|
|
offset = (normal * (ScaleOffset / 2f));
|
|
pos = (intersectionpoint + offset);
|
|
|
|
// stick in offset format from the original prim
|
|
pos = pos - target2.ParentGroup.AbsolutePosition;
|
|
m_innerScene.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, LLVector3 position, LLVector3 lookAt, uint flags)
|
|
{
|
|
UserProfileData UserProfile = CommsManager.UserService.GetUserProfile(remoteClient.AgentId);
|
|
if (UserProfile != null)
|
|
{
|
|
// I know I'm ignoring the regionHandle provided by the teleport location request.
|
|
// reusing the TeleportLocationRequest delegate, so regionHandle isn't valid
|
|
UserProfile.HomeRegion = RegionInfo.RegionHandle;
|
|
|
|
// We cast these to an int so as not to cause a breaking change with old regions
|
|
// Newer regions treat this as a float on the ExpectUser method.. so we need to wait a few
|
|
// releases before setting these to floats. (r4257)
|
|
UserProfile.HomeLocationX = (int)position.X;
|
|
UserProfile.HomeLocationY = (int)position.Y;
|
|
UserProfile.HomeLocationZ = (int)position.Z;
|
|
UserProfile.HomeLookAtX = (int)lookAt.X;
|
|
UserProfile.HomeLookAtY = (int)lookAt.Y;
|
|
UserProfile.HomeLookAtZ = (int)lookAt.Z;
|
|
CommsManager.UserService.UpdateUserProfileProperties(UserProfile);
|
|
|
|
remoteClient.SendAgentAlertMessage("Set home to here if supported by login service",false);
|
|
}
|
|
else
|
|
{
|
|
remoteClient.SendAgentAlertMessage("Set Home request Failed",false);
|
|
}
|
|
}
|
|
|
|
protected virtual ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child)
|
|
{
|
|
|
|
AvatarAppearance appearance = null;
|
|
GetAvatarAppearance(client, out appearance);
|
|
|
|
ScenePresence avatar = m_innerScene.CreateAndAddScenePresence(client, child, appearance);
|
|
|
|
return avatar;
|
|
}
|
|
|
|
public void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance)
|
|
{
|
|
appearance = null; // VS needs this line, mono doesn't
|
|
if (m_AvatarFactory == null ||
|
|
!m_AvatarFactory.TryGetAvatarAppearance(client.AgentId, out appearance))
|
|
{
|
|
m_log.Warn("[APPEARANCE]: Appearance not found, creating default");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove the given client from the scene.
|
|
/// </summary>
|
|
/// <param name="agentID"></param>
|
|
public override void RemoveClient(LLUUID agentID)
|
|
{
|
|
bool childagentYN = false;
|
|
ScenePresence avatar = GetScenePresence(agentID);
|
|
if (avatar != null)
|
|
{
|
|
childagentYN = avatar.IsChildAgent;
|
|
}
|
|
try
|
|
{
|
|
if (avatar.IsChildAgent)
|
|
{
|
|
m_innerScene.removeUserCount(false);
|
|
}
|
|
else
|
|
{
|
|
m_innerScene.removeUserCount(true);
|
|
m_sceneGridService.LogOffUser(agentID, RegionInfo.RegionID, RegionInfo.RegionHandle,
|
|
avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y,
|
|
avatar.AbsolutePosition.Z);
|
|
List<ulong> childknownRegions = new List<ulong>();
|
|
List<ulong> ckn = avatar.GetKnownRegionList();
|
|
for (int i = 0; i < ckn.Count; i++)
|
|
{
|
|
childknownRegions.Add(ckn[i]);
|
|
}
|
|
m_sceneGridService.SendCloseChildAgentConnections(agentID, childknownRegions);
|
|
|
|
RemoveCapsHandler(agentID);
|
|
|
|
CommsManager.UserProfileCacheService.RemoveUser(agentID);
|
|
}
|
|
|
|
m_eventManager.TriggerClientClosed(agentID);
|
|
}
|
|
catch (NullReferenceException)
|
|
{
|
|
// We don't know which count to remove it from
|
|
// Avatar is already disposed :/
|
|
}
|
|
m_eventManager.TriggerOnRemovePresence(agentID);
|
|
Broadcast(delegate(IClientAPI client)
|
|
{
|
|
try
|
|
{
|
|
client.SendKillObject(avatar.RegionHandle, avatar.LocalId);
|
|
}
|
|
catch (NullReferenceException)
|
|
{
|
|
//We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway.
|
|
}
|
|
});
|
|
|
|
ForEachScenePresence(
|
|
delegate(ScenePresence presence) { presence.CoarseLocationChange(); });
|
|
|
|
IAgentAssetTransactions agentTransactions = this.RequestModuleInterface<IAgentAssetTransactions>();
|
|
if (agentTransactions != null)
|
|
{
|
|
agentTransactions.RemoveAgentAssetTransactions(agentID);
|
|
}
|
|
|
|
lock (m_scenePresences)
|
|
{
|
|
if (m_scenePresences.Remove(agentID))
|
|
{
|
|
//m_log.InfoFormat("[SCENE] Removed scene presence {0}", agentID);
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat("[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
|
|
}
|
|
}
|
|
|
|
lock (Entities)
|
|
{
|
|
if (Entities.Remove(agentID))
|
|
{
|
|
//m_log.InfoFormat("[SCENE] Removed scene presence {0} from entities list", agentID);
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat("[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene Entities list", agentID);
|
|
}
|
|
}
|
|
|
|
try
|
|
{
|
|
avatar.Close();
|
|
}
|
|
catch (NullReferenceException)
|
|
{
|
|
//We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway.
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
|
|
}
|
|
|
|
// Remove client agent from profile, so new logins will work
|
|
if (!childagentYN)
|
|
{
|
|
m_sceneGridService.ClearUserAgent(agentID);
|
|
}
|
|
|
|
//m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
|
|
//m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
|
|
}
|
|
|
|
public void HandleRemoveKnownRegionsFromAvatar(LLUUID avatarID, List<ulong> regionslst)
|
|
{
|
|
ScenePresence av = GetScenePresence(avatarID);
|
|
if (av != null)
|
|
{
|
|
lock (av)
|
|
{
|
|
|
|
for (int i = 0; i < regionslst.Count; i++)
|
|
{
|
|
av.KnownChildRegions.Remove(regionslst[i]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void CloseAllAgents(uint circuitcode)
|
|
{
|
|
// Called by ClientView to kill all circuit codes
|
|
ClientManager.CloseAllAgents(circuitcode);
|
|
}
|
|
|
|
public void NotifyMyCoarseLocationChange()
|
|
{
|
|
ForEachScenePresence(delegate(ScenePresence presence) { presence.CoarseLocationChange(); });
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Entities
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="entID"></param>
|
|
/// <returns></returns>
|
|
public bool DeleteEntity(LLUUID entID)
|
|
{
|
|
if (Entities.ContainsKey(entID))
|
|
{
|
|
Entities.Remove(entID);
|
|
m_storageManager.DataStore.RemoveObject(entID, m_regInfo.RegionID);
|
|
m_innerScene.RemoveAPrimCount();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public void SendKillObject(uint localID)
|
|
{
|
|
Broadcast(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); });
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region RegionComms
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void RegisterCommsEvents()
|
|
{
|
|
m_sceneGridService.OnExpectUser += NewUserConnection;
|
|
m_sceneGridService.OnAvatarCrossingIntoRegion += AgentCrossing;
|
|
m_sceneGridService.OnCloseAgentConnection += CloseConnection;
|
|
m_sceneGridService.OnRegionUp += OtherRegionUp;
|
|
m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
|
|
m_sceneGridService.OnExpectPrim += IncomingInterRegionPrimGroup;
|
|
m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar;
|
|
|
|
m_sceneGridService.KillObject = SendKillObject;
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void UnRegisterReginWithComms()
|
|
{
|
|
m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar;
|
|
m_sceneGridService.OnExpectPrim -= IncomingInterRegionPrimGroup;
|
|
m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
|
|
m_sceneGridService.OnRegionUp -= OtherRegionUp;
|
|
m_sceneGridService.OnExpectUser -= NewUserConnection;
|
|
m_sceneGridService.OnAvatarCrossingIntoRegion -= AgentCrossing;
|
|
m_sceneGridService.OnCloseAgentConnection -= CloseConnection;
|
|
|
|
m_sceneGridService.Close();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Do the work necessary to initiate a new user connection.
|
|
/// At the moment, this consists of setting up the caps infrastructure
|
|
/// </summary>
|
|
/// <param name="regionHandle"></param>
|
|
/// <param name="agent"></param>
|
|
public void NewUserConnection(ulong regionHandle, AgentCircuitData agent)
|
|
{
|
|
if (regionHandle == m_regInfo.RegionHandle)
|
|
{
|
|
capsPaths[agent.AgentID] = agent.CapsPath;
|
|
|
|
if (!agent.child)
|
|
{
|
|
AddCapsHandler(agent.AgentID);
|
|
|
|
// Honor parcel landing type and position.
|
|
ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
|
|
if (land != null)
|
|
{
|
|
if (land.landData.landingType == (byte)1 && land.landData.userLocation != LLVector3.Zero)
|
|
{
|
|
agent.startpos = land.landData.userLocation;
|
|
}
|
|
}
|
|
}
|
|
|
|
m_log.DebugFormat(
|
|
"[CONNECTION DEBUGGING]: Creating new circuit code ({0}) for avatar {1} at {2}",
|
|
agent.circuitcode, agent.AgentID, RegionInfo.RegionName);
|
|
|
|
m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat(
|
|
"[CONNECTION DEBUGGING]: Skipping this region for welcoming avatar {0} [{1}] at {2}",
|
|
agent.AgentID, regionHandle, RegionInfo.RegionName);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add a caps handler for the given agent. If the CAPS handler already exists for this agent,
|
|
/// then it is replaced by a new CAPS handler.
|
|
///
|
|
/// FIXME: On login this is called twice, once for the login and once when the connection is made.
|
|
/// This is somewhat innefficient and should be fixed. The initial login creation is necessary
|
|
/// since the client asks for capabilities immediately after being informed of the seed.
|
|
/// </summary>
|
|
/// <param name="agentId"></param>
|
|
/// <param name="capsObjectPath"></param>
|
|
public void AddCapsHandler(LLUUID agentId)
|
|
{
|
|
String capsObjectPath = GetCapsPath(agentId);
|
|
|
|
m_log.DebugFormat(
|
|
"[CAPS]: Setting up CAPS handler for root agent {0} in {1}",
|
|
agentId, RegionInfo.RegionName);
|
|
|
|
Caps cap =
|
|
new Caps(AssetCache, m_httpListener, m_regInfo.ExternalHostName, m_httpListener.Port,
|
|
capsObjectPath, agentId, m_dumpAssetsToFile, RegionInfo.RegionName);
|
|
cap.RegisterHandlers();
|
|
|
|
EventManager.TriggerOnRegisterCaps(agentId, cap);
|
|
|
|
cap.AddNewInventoryItem = AddUploadedInventoryItem;
|
|
cap.ItemUpdatedCall = CapsUpdateInventoryItemAsset;
|
|
cap.TaskScriptUpdatedCall = CapsUpdateTaskInventoryScriptAsset;
|
|
cap.CAPSFetchInventoryDescendents = CommsManager.UserProfileCacheService.HandleFetchInventoryDescendentsCAPS;
|
|
cap.GetClient = m_innerScene.GetControllingClient;
|
|
m_capsHandlers[agentId] = cap;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove the caps handler for a given agent.
|
|
/// </summary>
|
|
/// <param name="agentId"></param>
|
|
public void RemoveCapsHandler(LLUUID agentId)
|
|
{
|
|
lock (m_capsHandlers)
|
|
{
|
|
if (m_capsHandlers.ContainsKey(agentId))
|
|
{
|
|
m_log.DebugFormat(
|
|
"[CAPS]: Removing CAPS handler for root agent {0} in {1}",
|
|
agentId, RegionInfo.RegionName);
|
|
|
|
m_capsHandlers[agentId].DeregisterHandlers();
|
|
EventManager.TriggerOnDeregisterCaps(agentId, m_capsHandlers[agentId]);
|
|
|
|
m_capsHandlers.Remove(agentId);
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat(
|
|
"[CAPS]: Received request to remove CAPS handler for root agent {0} in {1}, but no such CAPS handler found!",
|
|
agentId, RegionInfo.RegionName);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="regionHandle"></param>
|
|
/// <param name="agentID"></param>
|
|
/// <param name="position"></param>
|
|
/// <param name="isFlying"></param>
|
|
public virtual void AgentCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position, bool isFlying)
|
|
{
|
|
if (regionHandle == m_regInfo.RegionHandle)
|
|
{
|
|
lock (m_scenePresences)
|
|
{
|
|
if (m_scenePresences.ContainsKey(agentID))
|
|
{
|
|
try
|
|
{
|
|
m_scenePresences[agentID].MakeRootAgent(position, isFlying);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.Info("[SCENE]: Unable to do Agent Crossing.");
|
|
m_log.Debug("[SCENE]: " + e.ToString());
|
|
}
|
|
//m_innerScene.SwapRootChildAgent(false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public virtual bool IncomingChildAgentDataUpdate(ulong regionHandle, ChildAgentDataUpdate cAgentData)
|
|
{
|
|
ScenePresence childAgentUpdate = GetScenePresence(new LLUUID(cAgentData.AgentID));
|
|
if (childAgentUpdate != null)
|
|
{
|
|
// I can't imagine *yet* why we would get an update if the agent is a root agent..
|
|
// however to avoid a race condition crossing borders..
|
|
if (childAgentUpdate.IsChildAgent)
|
|
{
|
|
uint rRegionX = (uint)(cAgentData.regionHandle >> 40);
|
|
uint rRegionY = (((uint)(cAgentData.regionHandle)) >> 8);
|
|
uint tRegionX = RegionInfo.RegionLocX;
|
|
uint tRegionY = RegionInfo.RegionLocY;
|
|
//Send Data to ScenePresence
|
|
childAgentUpdate.ChildAgentDataUpdate(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY);
|
|
// Not Implemented:
|
|
//TODO: Do we need to pass the message on to one of our neighbors?
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tell a single agent to disconnect from the region.
|
|
/// </summary>
|
|
/// <param name="regionHandle"></param>
|
|
/// <param name="agentID"></param>
|
|
public bool CloseConnection(ulong regionHandle, LLUUID agentID)
|
|
{
|
|
if (regionHandle == m_regionHandle)
|
|
{
|
|
ScenePresence presence = m_innerScene.GetScenePresence(agentID);
|
|
if (presence != null)
|
|
{
|
|
if (presence.IsChildAgent)
|
|
{
|
|
m_innerScene.removeUserCount(false);
|
|
}
|
|
else
|
|
{
|
|
m_innerScene.removeUserCount(true);
|
|
}
|
|
// Tell a single agent to disconnect from the region.
|
|
presence.ControllingClient.SendShutdownConnectionNotice();
|
|
|
|
presence.ControllingClient.Close(true);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tell neighboring regions about this agent
|
|
/// When the regions respond with a true value,
|
|
/// tell the agents about the region.
|
|
///
|
|
/// We have to tell the regions about the agents first otherwise it'll deny them access
|
|
///
|
|
/// </summary>
|
|
/// <param name="presence"></param>
|
|
public void InformClientOfNeighbours(ScenePresence presence)
|
|
{
|
|
m_sceneGridService.EnableNeighbourChildAgents(presence, m_neighbours);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tell a neighboring region about this agent
|
|
/// </summary>
|
|
/// <param name="presence"></param>
|
|
/// <param name="region"></param>
|
|
public void InformClientOfNeighbor(ScenePresence presence, RegionInfo region)
|
|
{
|
|
m_sceneGridService.InformNeighborChildAgent(presence, region, m_neighbours);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Requests information about this region from gridcomms
|
|
/// </summary>
|
|
/// <param name="regionHandle"></param>
|
|
/// <returns></returns>
|
|
public RegionInfo RequestNeighbouringRegionInfo(ulong regionHandle)
|
|
{
|
|
return m_sceneGridService.RequestNeighbouringRegionInfo(regionHandle);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Requests textures for map from minimum region to maximum region in world cordinates
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="minX"></param>
|
|
/// <param name="minY"></param>
|
|
/// <param name="maxX"></param>
|
|
/// <param name="maxY"></param>
|
|
public void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY)
|
|
{
|
|
m_sceneGridService.RequestMapBlocks(remoteClient, minX, minY, maxX, maxX);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to teleport agent to other region.
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="regionHandle"></param>
|
|
/// <param name="position"></param>
|
|
/// <param name="lookAt"></param>
|
|
/// <param name="flags"></param>
|
|
public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, LLVector3 position,
|
|
LLVector3 lookAt, uint flags)
|
|
{
|
|
lock (m_scenePresences)
|
|
{
|
|
if (m_scenePresences.ContainsKey(remoteClient.AgentId))
|
|
{
|
|
m_sceneGridService.RequestTeleportToLocation(m_scenePresences[remoteClient.AgentId], regionHandle,
|
|
position, lookAt, flags);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to teleport agent to landmark.
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="regionHandle"></param>
|
|
/// <param name="position"></param>
|
|
public void RequestTeleportLandmark(IClientAPI remoteClient, ulong regionHandle, LLVector3 position)
|
|
{
|
|
lock (m_scenePresences)
|
|
{
|
|
if (m_scenePresences.ContainsKey(remoteClient.AgentId))
|
|
{
|
|
m_sceneGridService.RequestTeleportToLocation(m_scenePresences[remoteClient.AgentId], regionHandle,
|
|
position, LLVector3.Zero, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Agent is crossing the border into a neighbouring region. Tell the neighbour about it!
|
|
/// </summary>
|
|
/// <param name="regionHandle"></param>
|
|
/// <param name="agentID"></param>
|
|
/// <param name="position"></param>
|
|
/// <param name="isFlying"></param>
|
|
/// <returns></returns>
|
|
public bool InformNeighbourOfCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position, bool isFlying)
|
|
{
|
|
return m_sceneGridService.CrossToNeighbouringRegion(regionHandle, agentID, position, isFlying);
|
|
}
|
|
|
|
public void SendOutChildAgentUpdates(ChildAgentDataUpdate cadu, ScenePresence presence)
|
|
{
|
|
m_sceneGridService.SendChildAgentDataUpdate(cadu, presence);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Module Methods
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="name"></param>
|
|
/// <param name="module"></param>
|
|
public void AddModule(string name, IRegionModule module)
|
|
{
|
|
if (!Modules.ContainsKey(name))
|
|
{
|
|
Modules.Add(name, module);
|
|
}
|
|
}
|
|
|
|
public void RegisterModuleCommander(string name, ICommander commander)
|
|
{
|
|
lock (m_moduleCommanders)
|
|
{
|
|
m_moduleCommanders.Add(name, commander);
|
|
}
|
|
}
|
|
|
|
public ICommander GetCommander(string name)
|
|
{
|
|
lock (m_moduleCommanders)
|
|
{
|
|
return m_moduleCommanders[name];
|
|
}
|
|
}
|
|
|
|
public Dictionary<string, ICommander> GetCommanders()
|
|
{
|
|
return m_moduleCommanders;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Register an interface to a region module. This allows module methods to be called directly as
|
|
/// well as via events. If there is already a module registered for this interface, it is not replaced
|
|
/// (is this the best behaviour?)
|
|
/// </summary>
|
|
/// <param name="mod"></param>
|
|
public void RegisterModuleInterface<M>(M mod)
|
|
{
|
|
if (!ModuleInterfaces.ContainsKey(typeof(M)))
|
|
{
|
|
ModuleInterfaces.Add(typeof(M), mod);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// For the given interface, retrieve the region module which implements it.
|
|
/// </summary>
|
|
/// <returns>null if there is no module implementing that interface</returns>
|
|
public T RequestModuleInterface<T>()
|
|
{
|
|
if (ModuleInterfaces.ContainsKey(typeof(T)))
|
|
{
|
|
return (T)ModuleInterfaces[typeof(T)];
|
|
}
|
|
else
|
|
{
|
|
return default(T);
|
|
}
|
|
}
|
|
|
|
public void SetObjectCapacity(int objects)
|
|
{
|
|
if (m_statsReporter != null)
|
|
{
|
|
m_statsReporter.SetObjectCapacity(objects);
|
|
}
|
|
objectCapacity = objects;
|
|
|
|
}
|
|
|
|
public List<FriendListItem> GetFriendList(LLUUID avatarID)
|
|
{
|
|
return CommsManager.GetUserFriendList(avatarID);
|
|
}
|
|
|
|
|
|
#endregion
|
|
|
|
#region Other Methods
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="phase"></param>
|
|
public void SetTimePhase(int phase)
|
|
{
|
|
m_timePhase = phase;
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="avatarID"></param>
|
|
/// <param name="objectName"></param>
|
|
/// <param name="objectID"></param>
|
|
/// <param name="ownerID"></param>
|
|
/// <param name="groupOwned"></param>
|
|
/// <param name="message"></param>
|
|
/// <param name="url"></param>
|
|
public void SendUrlToUser(LLUUID avatarID, string objectName, LLUUID objectID, LLUUID ownerID, bool groupOwned,
|
|
string message, string url)
|
|
{
|
|
lock (m_scenePresences)
|
|
{
|
|
if (m_scenePresences.ContainsKey(avatarID))
|
|
{
|
|
m_scenePresences[avatarID].ControllingClient.SendLoadURL(objectName, objectID, ownerID, groupOwned,
|
|
message, url);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void SendDialogToUser(LLUUID avatarID, string objectName, LLUUID objectID, LLUUID ownerID, string message, LLUUID TextureID, int ch, string[] buttonlabels)
|
|
{
|
|
lock (m_scenePresences)
|
|
{
|
|
if (m_scenePresences.ContainsKey(avatarID))
|
|
{
|
|
m_scenePresences[avatarID].ControllingClient.SendDialog(
|
|
objectName, objectID, ownerID, message, TextureID, ch, buttonlabels);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="url"></param>
|
|
/// <param name="type"></param>
|
|
/// <param name="body"></param>
|
|
/// <returns></returns>
|
|
public LLUUID MakeHttpRequest(string url, string type, string body)
|
|
{
|
|
if (m_httpRequestModule != null)
|
|
{
|
|
return m_httpRequestModule.MakeHttpRequest(url, type, body);
|
|
}
|
|
return LLUUID.Zero;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// This method is a way for the Friends Module to create an instant
|
|
/// message to the avatar and for Instant Messages that travel across
|
|
/// gridcomms to make it to the Instant Message Module.
|
|
///
|
|
/// Friendship establishment and groups are unfortunately tied with instant messaging and
|
|
/// there's no way to separate them completely.
|
|
/// </summary>
|
|
/// <param name="message">object containing the instant message data</param>
|
|
/// <returns>void</returns>
|
|
public void TriggerGridInstantMessage(GridInstantMessage message, InstantMessageReceiver options)
|
|
{
|
|
m_eventManager.TriggerGridInstantMessage(message, options);
|
|
}
|
|
|
|
|
|
public virtual void StoreAddFriendship(LLUUID ownerID, LLUUID friendID, uint perms)
|
|
{
|
|
// TODO: m_sceneGridService.DoStuff;
|
|
m_sceneGridService.AddNewUserFriend(ownerID, friendID, perms);
|
|
}
|
|
|
|
public virtual void StoreUpdateFriendship(LLUUID ownerID, LLUUID friendID, uint perms)
|
|
{
|
|
// TODO: m_sceneGridService.DoStuff;
|
|
m_sceneGridService.UpdateUserFriendPerms(ownerID, friendID, perms);
|
|
}
|
|
|
|
public virtual void StoreRemoveFriendship(LLUUID ownerID, LLUUID ExfriendID)
|
|
{
|
|
// TODO: m_sceneGridService.DoStuff;
|
|
m_sceneGridService.RemoveUserFriend(ownerID, ExfriendID);
|
|
}
|
|
public virtual List<FriendListItem> StoreGetFriendsForUser(LLUUID ownerID)
|
|
{
|
|
// TODO: m_sceneGridService.DoStuff;
|
|
return m_sceneGridService.GetUserFriendList(ownerID);
|
|
}
|
|
|
|
public void AddPacketStats(int inPackets, int outPackets, int unAckedBytes)
|
|
{
|
|
m_statsReporter.AddInPackets(inPackets);
|
|
m_statsReporter.AddOutPackets(outPackets);
|
|
m_statsReporter.AddunAckedBytes(unAckedBytes);
|
|
}
|
|
public void AddAgentTime(int ms)
|
|
{
|
|
m_statsReporter.addFrameMS(ms);
|
|
m_statsReporter.addAgentMS(ms);
|
|
}
|
|
public void AddAgentUpdates(int count)
|
|
{
|
|
m_statsReporter.AddAgentUpdates(count);
|
|
}
|
|
|
|
public void AddPendingDownloads(int count)
|
|
{
|
|
m_statsReporter.addPendingDownload(count);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Console Commands
|
|
|
|
#region Alert Methods
|
|
|
|
private void SendPermissionAlert(LLUUID user, string reason)
|
|
{
|
|
SendAlertToUser(user, reason, false);
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="message"></param>
|
|
public void SendGeneralAlert(string message)
|
|
{
|
|
List<ScenePresence> presenceList = GetScenePresences();
|
|
|
|
foreach (ScenePresence presence in presenceList)
|
|
{
|
|
presence.ControllingClient.SendAlertMessage(message);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="agentID"></param>
|
|
/// <param name="message"></param>
|
|
/// <param name="modal"></param>
|
|
public void SendAlertToUser(LLUUID agentID, string message, bool modal)
|
|
{
|
|
lock (m_scenePresences)
|
|
{
|
|
if (m_scenePresences.ContainsKey(agentID))
|
|
{
|
|
m_scenePresences[agentID].ControllingClient.SendAgentAlertMessage(message, modal);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="agentID"></param>
|
|
/// <param name="sessionID"></param>
|
|
/// <param name="token"></param>
|
|
/// <param name="controllingClient"></param>
|
|
public void handleRequestGodlikePowers(LLUUID agentID, LLUUID sessionID, LLUUID token, bool godLike,
|
|
IClientAPI controllingClient)
|
|
{
|
|
lock (m_scenePresences)
|
|
{
|
|
// User needs to be logged into this sim
|
|
if (m_scenePresences.ContainsKey(agentID))
|
|
{
|
|
// First check that this is the sim owner
|
|
if (ExternalChecks.ExternalChecksCanBeGodLike(agentID))
|
|
{
|
|
// Next we check for spoofing.....
|
|
LLUUID testSessionID = m_scenePresences[agentID].ControllingClient.SessionId;
|
|
if (sessionID == testSessionID)
|
|
{
|
|
if (sessionID == controllingClient.SessionId)
|
|
{
|
|
//m_log.Info("godlike: " + godLike.ToString());
|
|
m_scenePresences[agentID].GrantGodlikePowers(agentID, testSessionID, token, godLike);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_scenePresences[agentID].ControllingClient.SendAgentAlertMessage("Request for god powers denied", false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends a Big Blue Box message on the upper right of the screen to the client
|
|
/// for all agents in the region
|
|
/// </summary>
|
|
/// <param name="FromAvatarID">The person sending the message</param>
|
|
/// <param name="fromSessionID">The session of the person sending the message</param>
|
|
/// <param name="FromAvatarName">The name of the person doing the sending</param>
|
|
/// <param name="Message">The Message being sent to the user</param>
|
|
public void SendRegionMessageFromEstateTools(LLUUID FromAvatarID, LLUUID fromSessionID, String FromAvatarName, String Message)
|
|
{
|
|
|
|
List<ScenePresence> presenceList = GetScenePresences();
|
|
|
|
foreach (ScenePresence presence in presenceList)
|
|
{
|
|
if (!presence.IsChildAgent)
|
|
presence.ControllingClient.SendBlueBoxMessage(FromAvatarID, fromSessionID, FromAvatarName, Message);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends a Big Blue Box message on the upper right of the screen to the client
|
|
/// for all agents in the estate
|
|
/// </summary>
|
|
/// <param name="FromAvatarID">The person sending the message</param>
|
|
/// <param name="fromSessionID">The session of the person sending the message</param>
|
|
/// <param name="FromAvatarName">The name of the person doing the sending</param>
|
|
/// <param name="Message">The Message being sent to the user</param>
|
|
public void SendEstateMessageFromEstateTools(LLUUID FromAvatarID, LLUUID fromSessionID, String FromAvatarName, String Message)
|
|
{
|
|
|
|
ClientManager.ForEachClient(delegate(IClientAPI controller)
|
|
{
|
|
controller.SendBlueBoxMessage(FromAvatarID, fromSessionID, FromAvatarName, Message);
|
|
}
|
|
);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Kicks User specified from the simulator. This logs them off of the grid
|
|
/// If the client gets the UUID: 44e87126e7944ded05b37c42da3d5cdb it assumes
|
|
/// that you're kicking it even if the avatar's UUID isn't the UUID that the
|
|
/// agent is assigned
|
|
/// </summary>
|
|
/// <param name="godID">The person doing the kicking</param>
|
|
/// <param name="sessionID">The session of the person doing the kicking</param>
|
|
/// <param name="agentID">the person that is being kicked</param>
|
|
/// <param name="kickflags">This isn't used apparently</param>
|
|
/// <param name="reason">The message to send to the user after it's been turned into a field</param>
|
|
public void HandleGodlikeKickUser(LLUUID godID, LLUUID sessionID, LLUUID agentID, uint kickflags, byte[] reason)
|
|
{
|
|
// For some reason the client sends this seemingly hard coded UUID for kicking everyone. Dun-know.
|
|
LLUUID kickUserID = new LLUUID("44e87126e7944ded05b37c42da3d5cdb");
|
|
lock (m_scenePresences)
|
|
{
|
|
if (m_scenePresences.ContainsKey(agentID) || agentID == kickUserID)
|
|
{
|
|
if (ExternalChecks.ExternalChecksCanBeGodLike(godID))
|
|
{
|
|
if (agentID == kickUserID)
|
|
{
|
|
ClientManager.ForEachClient(delegate(IClientAPI controller)
|
|
{
|
|
if (controller.AgentId != godID)
|
|
controller.Kick(Helpers.FieldToUTF8String(reason));
|
|
|
|
|
|
|
|
}
|
|
);
|
|
|
|
// This is a bit crude. It seems the client will be null before it actually stops the thread
|
|
// The thread will kill itself eventually :/
|
|
// Is there another way to make sure *all* clients get this 'inter region' message?
|
|
ClientManager.ForEachClient(delegate(IClientAPI controller)
|
|
{
|
|
ScenePresence p = GetScenePresence(controller.AgentId);
|
|
bool childagent = p != null && p.IsChildAgent;
|
|
if (controller.AgentId != godID && !childagent)
|
|
// Do we really want to kick the initiator of this madness?
|
|
{
|
|
controller.Close(true);
|
|
}
|
|
}
|
|
);
|
|
}
|
|
else
|
|
{
|
|
m_innerScene.removeUserCount(!m_scenePresences[agentID].IsChildAgent);
|
|
|
|
m_scenePresences[agentID].ControllingClient.Kick(Helpers.FieldToUTF8String(reason));
|
|
m_scenePresences[agentID].ControllingClient.Close(true);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (m_scenePresences.ContainsKey(godID))
|
|
m_scenePresences[godID].ControllingClient.SendAgentAlertMessage("Kick request denied", false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void HandleObjectPermissionsUpdate(IClientAPI controller, LLUUID agentID, LLUUID sessionID, byte field, uint localId, uint mask, byte set)
|
|
{
|
|
// Check for spoofing.. since this is permissions we're talking about here!
|
|
if ((controller.SessionId == sessionID) && (controller.AgentId == agentID))
|
|
{
|
|
// Tell the object to do permission update
|
|
if (localId != 0)
|
|
{
|
|
SceneObjectGroup chObjectGroup = GetGroupByPrim(localId);
|
|
if (chObjectGroup != null)
|
|
{
|
|
chObjectGroup.UpdatePermissions(agentID, field, localId, mask, set);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="firstName"></param>
|
|
/// <param name="lastName"></param>
|
|
/// <param name="message"></param>
|
|
/// <param name="modal"></param>
|
|
public void SendAlertToUser(string firstName, string lastName, string message, bool modal)
|
|
{
|
|
List<ScenePresence> presenceList = GetScenePresences();
|
|
|
|
foreach (ScenePresence presence in presenceList)
|
|
{
|
|
if ((presence.Firstname == firstName) && (presence.Lastname == lastName))
|
|
{
|
|
presence.ControllingClient.SendAgentAlertMessage(message, modal);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="commandParams"></param>
|
|
public void HandleAlertCommand(string[] commandParams)
|
|
{
|
|
if (commandParams[0] == "general")
|
|
{
|
|
string message = CombineParams(commandParams, 1);
|
|
SendGeneralAlert(message);
|
|
}
|
|
else
|
|
{
|
|
string message = CombineParams(commandParams, 2);
|
|
SendAlertToUser(commandParams[0], commandParams[1], message, false);
|
|
}
|
|
}
|
|
|
|
private string CombineParams(string[] commandParams, int pos)
|
|
{
|
|
string result = String.Empty;
|
|
for (int i = pos; i < commandParams.Length; i++)
|
|
{
|
|
result += commandParams[i] + " ";
|
|
}
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Causes all clients to get a full object update on all of the objects in the scene.
|
|
/// </summary>
|
|
public void ForceClientUpdate()
|
|
{
|
|
List<EntityBase> EntityList = GetEntities();
|
|
|
|
foreach (EntityBase ent in EntityList)
|
|
{
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
((SceneObjectGroup)ent).ScheduleGroupForFullUpdate();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is currently only used for scale (to scale to MegaPrim size)
|
|
/// There is a console command that calls this in OpenSimMain
|
|
/// </summary>
|
|
/// <param name="cmdparams"></param>
|
|
public void HandleEditCommand(string[] cmdparams)
|
|
{
|
|
Console.WriteLine("Searching for Primitive: '" + cmdparams[0] + "'");
|
|
|
|
List<EntityBase> EntityList = GetEntities();
|
|
|
|
foreach (EntityBase ent in EntityList)
|
|
{
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
SceneObjectPart part = ((SceneObjectGroup)ent).GetChildPart(((SceneObjectGroup)ent).UUID);
|
|
if (part != null)
|
|
{
|
|
if (part.Name == cmdparams[0])
|
|
{
|
|
part.Resize(
|
|
new LLVector3(Convert.ToSingle(cmdparams[1]), Convert.ToSingle(cmdparams[2]),
|
|
Convert.ToSingle(cmdparams[3])));
|
|
|
|
Console.WriteLine("Edited scale of Primitive: " + part.Name);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Shows various details about the sim based on the parameters supplied by the console command in openSimMain.
|
|
/// </summary>
|
|
/// <param name="showWhat"></param>
|
|
public void Show(string showWhat)
|
|
{
|
|
switch (showWhat)
|
|
{
|
|
case "users":
|
|
m_log.Error("Current Region: " + RegionInfo.RegionName);
|
|
m_log.ErrorFormat("{0,-16}{1,-16}{2,-25}{3,-25}{4,-16}{5,-16}{6,-16}", "Firstname", "Lastname",
|
|
"Agent ID", "Session ID", "Circuit", "IP", "World");
|
|
|
|
foreach (ScenePresence scenePresence in GetAvatars())
|
|
{
|
|
m_log.ErrorFormat("{0,-16}{1,-16}{2,-25}{3,-25}{4,-16},{5,-16}{6,-16}",
|
|
scenePresence.Firstname,
|
|
scenePresence.Lastname,
|
|
scenePresence.UUID,
|
|
scenePresence.ControllingClient.AgentId,
|
|
"Unknown",
|
|
"Unknown",
|
|
RegionInfo.RegionName);
|
|
}
|
|
break;
|
|
case "modules":
|
|
m_log.Error("The currently loaded modules in " + RegionInfo.RegionName + " are:");
|
|
foreach (IRegionModule module in Modules.Values)
|
|
{
|
|
if (!module.IsSharedModule)
|
|
{
|
|
m_log.Error("Region Module: " + module.Name);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Script Handling Methods
|
|
|
|
/// <summary>
|
|
/// Console command handler to send script command to script engine.
|
|
/// </summary>
|
|
/// <param name="args"></param>
|
|
public void SendCommandToPlugins(string[] args)
|
|
{
|
|
m_eventManager.TriggerOnPluginConsole(args);
|
|
}
|
|
|
|
public double GetLandHeight(int x, int y)
|
|
{
|
|
return Heightmap[x, y];
|
|
}
|
|
|
|
public LLUUID GetLandOwner(float x, float y)
|
|
{
|
|
ILandObject land = LandChannel.GetLandObject(x, y);
|
|
if (land == null)
|
|
{
|
|
return LLUUID.Zero;
|
|
}
|
|
else
|
|
{
|
|
return land.landData.ownerID;
|
|
}
|
|
}
|
|
|
|
public LandData GetLandData(float x, float y)
|
|
{
|
|
return LandChannel.GetLandObject(x, y).landData;
|
|
}
|
|
|
|
public void SetLandMusicURL(float x, float y, string url)
|
|
{
|
|
ILandObject land = LandChannel.GetLandObject(x, y);
|
|
if (land == null)
|
|
{
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
land.landData.musicURL = url;
|
|
return;
|
|
}
|
|
}
|
|
|
|
public void SetLandMediaURL(float x, float y, string url)
|
|
{
|
|
ILandObject land = LandChannel.GetLandObject(x, y);
|
|
|
|
if (land == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
else
|
|
{
|
|
land.landData.mediaURL = url;
|
|
return;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Script Engine
|
|
|
|
private List<ScriptEngineInterface> ScriptEngines = new List<ScriptEngineInterface>();
|
|
private bool m_dumpAssetsToFile;
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="scriptEngine"></param>
|
|
public void AddScriptEngine(ScriptEngineInterface scriptEngine)
|
|
{
|
|
ScriptEngines.Add(scriptEngine);
|
|
scriptEngine.InitializeEngine(this);
|
|
}
|
|
|
|
public void TriggerObjectChanged(uint localID, uint change)
|
|
{
|
|
|
|
m_eventManager.TriggerOnScriptChangedEvent(localID, change);
|
|
}
|
|
|
|
public void TriggerAtTargetEvent(uint localID, uint handle, LLVector3 targetpos, LLVector3 currentpos)
|
|
{
|
|
|
|
m_eventManager.TriggerAtTargetEvent(localID, handle, targetpos, currentpos);
|
|
}
|
|
|
|
public void TriggerNotAtTargetEvent(uint localID)
|
|
{
|
|
m_eventManager.TriggerNotAtTargetEvent(localID);
|
|
}
|
|
|
|
private bool scriptDanger(SceneObjectPart part,LLVector3 pos)
|
|
{
|
|
ILandObject parcel = LandChannel.GetLandObject(pos.X, pos.Y);
|
|
if (part != null)
|
|
{
|
|
if (parcel != null)
|
|
{
|
|
if ((parcel.landData.landFlags & (uint)Parcel.ParcelFlags.AllowOtherScripts) != 0)
|
|
{
|
|
return true;
|
|
}
|
|
else if ((parcel.landData.landFlags & (uint)Parcel.ParcelFlags.AllowGroupScripts) != 0)
|
|
{
|
|
if (part.OwnerID == parcel.landData.ownerID || (parcel.landData.isGroupOwned && part.GroupID == parcel.landData.groupID) || ExternalChecks.ExternalChecksCanBeGodLike(part.OwnerID))
|
|
{
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (part.OwnerID == parcel.landData.ownerID)
|
|
{
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
|
|
if (pos.X > 0f && pos.X < Constants.RegionSize && pos.Y > 0f && pos.Y < Constants.RegionSize)
|
|
{
|
|
// The only time parcel != null when an object is inside a region is when
|
|
// there is nothing behind the landchannel. IE, no land plugin loaded.
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// The object is outside of this region. Stop piping events to it.
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
public bool scriptDanger(uint localID, LLVector3 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)
|
|
{
|
|
LLVector3 pos = part.GetWorldPosition();
|
|
return scriptDanger(part, pos);
|
|
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region InnerScene wrapper methods
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <returns></returns>
|
|
public LLUUID ConvertLocalIDToFullID(uint localID)
|
|
{
|
|
return m_innerScene.ConvertLocalIDToFullID(localID);
|
|
}
|
|
|
|
public void SwapRootAgentCount(bool rootChildChildRootTF)
|
|
{
|
|
m_innerScene.SwapRootChildAgent(rootChildChildRootTF);
|
|
}
|
|
|
|
public void AddPhysicalPrim(int num)
|
|
{
|
|
m_innerScene.AddPhysicalPrim(num);
|
|
}
|
|
|
|
public void RemovePhysicalPrim(int num)
|
|
{
|
|
m_innerScene.RemovePhysicalPrim(num);
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="presence"></param>
|
|
public void SendAllSceneObjectsToClient(ScenePresence presence)
|
|
{
|
|
m_innerScene.SendAllSceneObjectsToClient(presence);
|
|
}
|
|
|
|
//The idea is to have a group of method that return a list of avatars meeting some requirement
|
|
// ie it could be all m_scenePresences within a certain range of the calling prim/avatar.
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public List<ScenePresence> GetAvatars()
|
|
{
|
|
return m_innerScene.GetAvatars();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Request a List of all ScenePresences in this region. This returns child agents as well as root agents.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public List<ScenePresence> GetScenePresences()
|
|
{
|
|
return m_innerScene.GetScenePresences();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Request a filtered list of ScenePresences in this region
|
|
/// </summary>
|
|
/// <param name="filter"></param>
|
|
/// <returns></returns>
|
|
public List<ScenePresence> GetScenePresences(FilterAvatarList filter)
|
|
{
|
|
return m_innerScene.GetScenePresences(filter);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Request a scene presence by UUID
|
|
/// </summary>
|
|
/// <param name="avatarID"></param>
|
|
/// <returns></returns>
|
|
public ScenePresence GetScenePresence(LLUUID avatarID)
|
|
{
|
|
return m_innerScene.GetScenePresence(avatarID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Request an Avatar's Child Status - used by ClientView when a 'kick everyone' or 'estate message' occurs
|
|
/// </summary>
|
|
/// <param name="avatarID">AvatarID to lookup</param>
|
|
/// <returns></returns>
|
|
public override bool PresenceChildStatus(LLUUID avatarID)
|
|
{
|
|
ScenePresence cp = GetScenePresence(avatarID);
|
|
return cp.IsChildAgent;
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="action"></param>
|
|
public void ForEachScenePresence(Action<ScenePresence> action)
|
|
{
|
|
// We don't want to try to send messages if there are no avatars.
|
|
if (m_scenePresences != null)
|
|
{
|
|
try
|
|
{
|
|
List<ScenePresence> presenceList = GetScenePresences();
|
|
foreach (ScenePresence presence in presenceList)
|
|
{
|
|
action(presence);
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.Info("[BUG]: " + e.ToString());
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Delete this object from the scene.
|
|
/// </summary>
|
|
/// <param name="group"></param>
|
|
public void DeleteSceneObjectGroup(SceneObjectGroup group)
|
|
{
|
|
SceneObjectPart rootPart = (group).GetChildPart(group.UUID);
|
|
if (rootPart.PhysActor != null)
|
|
{
|
|
PhysicsScene.RemovePrim(rootPart.PhysActor);
|
|
rootPart.PhysActor = null;
|
|
}
|
|
|
|
m_storageManager.DataStore.RemoveObject(group.UUID, m_regInfo.RegionID);
|
|
group.DeleteGroup();
|
|
|
|
lock (Entities)
|
|
{
|
|
RemoveObject(group);
|
|
}
|
|
group.DeleteParts();
|
|
|
|
// In case anybody else retains a reference to this group, signal deletion by changing the name
|
|
// to null. We can't zero out the UUID because this is taken from the root part, which has already
|
|
// been removed.
|
|
// FIXME: This is a really poor temporary solution, since it still leaves plenty of scope for race
|
|
// conditions where a user deletes an entity while it is being stored. Really, the update
|
|
// code needs a redesign.
|
|
group.Name = null;
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="action"></param>
|
|
// public void ForEachObject(Action<SceneObjectGroup> action)
|
|
// {
|
|
// List<SceneObjectGroup> presenceList;
|
|
//
|
|
// lock (m_sceneObjects)
|
|
// {
|
|
// presenceList = new List<SceneObjectGroup>(m_sceneObjects.Values);
|
|
// }
|
|
//
|
|
// foreach (SceneObjectGroup presence in presenceList)
|
|
// {
|
|
// action(presence);
|
|
// }
|
|
// }
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <returns></returns>
|
|
public SceneObjectPart GetSceneObjectPart(uint localID)
|
|
{
|
|
return m_innerScene.GetSceneObjectPart(localID);
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="fullID"></param>
|
|
/// <returns></returns>
|
|
public SceneObjectPart GetSceneObjectPart(LLUUID fullID)
|
|
{
|
|
return m_innerScene.GetSceneObjectPart(fullID);
|
|
}
|
|
|
|
internal bool TryGetAvatar(LLUUID avatarId, out ScenePresence avatar)
|
|
{
|
|
return m_innerScene.TryGetAvatar(avatarId, out avatar);
|
|
}
|
|
|
|
internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
|
|
{
|
|
return m_innerScene.TryGetAvatarByName(avatarName, out avatar);
|
|
}
|
|
|
|
internal void ForEachClient(Action<IClientAPI> action)
|
|
{
|
|
m_innerScene.ForEachClient(action);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a list of the entities in the scene. This is a new list so operations perform on the list itself
|
|
/// will not affect the original list of objects in the scene.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public List<EntityBase> GetEntities()
|
|
{
|
|
return m_innerScene.GetEntities();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region BaseHTTPServer wrapper methods
|
|
|
|
public bool AddHTTPHandler(string method, GenericHTTPMethod handler)
|
|
{
|
|
return m_httpListener.AddHTTPHandler(method, handler);
|
|
}
|
|
|
|
public bool AddXmlRPCHandler(string method, XmlRpcMethod handler)
|
|
{
|
|
return m_httpListener.AddXmlRPCHandler(method, handler);
|
|
}
|
|
|
|
public void AddStreamHandler(IRequestHandler handler)
|
|
{
|
|
m_httpListener.AddStreamHandler(handler);
|
|
}
|
|
|
|
public void RemoveStreamHandler(string httpMethod, string path)
|
|
{
|
|
m_httpListener.RemoveStreamHandler(httpMethod, path);
|
|
}
|
|
|
|
public void RemoveHTTPHandler(string httpMethod, string path)
|
|
{
|
|
m_httpListener.RemoveHTTPHandler(httpMethod, path);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Avatar Appearance Default
|
|
|
|
public static void GetDefaultAvatarAppearance(out AvatarWearable[] wearables, out byte[] visualParams)
|
|
{
|
|
visualParams = GetDefaultVisualParams();
|
|
wearables = AvatarWearable.DefaultWearables;
|
|
}
|
|
|
|
private static byte[] GetDefaultVisualParams()
|
|
{
|
|
byte[] visualParams;
|
|
visualParams = new byte[218];
|
|
for (int i = 0; i < 218; i++)
|
|
{
|
|
visualParams[i] = 100;
|
|
}
|
|
return visualParams;
|
|
}
|
|
#endregion
|
|
|
|
|
|
}
|
|
}
|