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

1272 lines
45 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using Axiom.Math;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Environment.Types;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Environment.Scenes
{
public delegate void PhysicsCrash();
public class InnerScene
{
private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
#region Events
public event PhysicsCrash UnRecoverableError;
private PhysicsCrash handlerPhysicsCrash = null;
#endregion
#region Fields
public Dictionary<LLUUID, ScenePresence> ScenePresences;
// SceneObjects is not currently populated or used.
//public Dictionary<LLUUID, SceneObjectGroup> SceneObjects;
public Dictionary<LLUUID, EntityBase> Entities;
public Dictionary<LLUUID, ScenePresence> RestorePresences;
public BasicQuadTreeNode QuadTree;
protected RegionInfo m_regInfo;
protected Scene m_parentScene;
protected PermissionManager PermissionsMngr;
protected List<EntityBase> m_updateList = new List<EntityBase>();
protected int m_numRootAgents = 0;
protected int m_numPrim = 0;
protected int m_numChildAgents = 0;
protected int m_physicalPrim = 0;
protected int m_activeScripts = 0;
protected int m_scriptLPS = 0;
internal object m_syncRoot = new object();
public PhysicsScene _PhyScene;
#endregion
public InnerScene(Scene parent, RegionInfo regInfo, PermissionManager permissionsMngr)
{
m_parentScene = parent;
m_regInfo = regInfo;
PermissionsMngr = permissionsMngr;
QuadTree = new BasicQuadTreeNode(null, "/0/", 0, 0, (short)Constants.RegionSize, (short)Constants.RegionSize);
QuadTree.Subdivide();
QuadTree.Subdivide();
}
public PhysicsScene PhysicsScene
{
get { return _PhyScene; }
set
{
// If we're not doing the initial set
// Then we've got to remove the previous
// event handler
try
{
_PhyScene.OnPhysicsCrash -= physicsBasedCrash;
}
catch (NullReferenceException)
{
// This occurs when storing to _PhyScene the first time.
// Is there a better way to check the event handler before
// getting here
// This can be safely ignored. We're setting the first inital
// there are no event handler's registered.
}
_PhyScene = value;
_PhyScene.OnPhysicsCrash += physicsBasedCrash;
}
}
public void Close()
{
ScenePresences.Clear();
//SceneObjects.Clear();
Entities.Clear();
}
#region Update Methods
internal void UpdatePreparePhysics()
{
// If we are using a threaded physics engine
// grab the latest scene from the engine before
// trying to process it.
// PhysX does this (runs in the background).
if (_PhyScene.IsThreaded)
{
_PhyScene.GetResults();
}
}
internal void UpdateEntities()
{
List<EntityBase> updateEntities = GetEntities();
foreach (EntityBase entity in updateEntities)
{
entity.Update();
}
}
internal void UpdatePresences()
{
List<ScenePresence> updateScenePresences = GetScenePresences();
foreach (ScenePresence pres in updateScenePresences)
{
pres.Update();
}
}
internal float UpdatePhysics(double elapsed)
{
lock (m_syncRoot)
{
return _PhyScene.Simulate((float)elapsed);
}
}
internal void UpdateEntityMovement()
{
List<EntityBase> moveEntities = GetEntities();
foreach (EntityBase entity in moveEntities)
{
entity.UpdateMovement();
}
}
#endregion
#region Entity Methods
public void AddEntityFromStorage(SceneObjectGroup sceneObject)
{
sceneObject.RegionHandle = m_regInfo.RegionHandle;
sceneObject.SetScene(m_parentScene);
foreach (SceneObjectPart part in sceneObject.Children.Values)
{
part.LocalId = m_parentScene.PrimIDAllocate();
}
sceneObject.UpdateParentIDs();
AddEntity(sceneObject);
}
public void AddEntity(SceneObjectGroup sceneObject)
{
if (!Entities.ContainsKey(sceneObject.UUID))
{
// QuadTree.AddObject(sceneObject);
lock (Entities)
{
Entities.Add(sceneObject.UUID, sceneObject);
}
m_numPrim++;
}
}
/// <summary>
/// Add an entity to the list of prims to process on the next update
/// </summary>
/// <param name="obj">
/// A <see cref="EntityBase"/>
/// </param>
internal void AddToUpdateList(EntityBase obj)
{
lock (m_updateList)
{
if (!m_updateList.Contains(obj))
{
m_updateList.Add(obj);
}
}
}
/// <summary>
/// Process all pending updates
/// </summary>
internal void ProcessUpdates()
{
lock (m_updateList)
{
for (int i = 0; i < m_updateList.Count; i++)
{
EntityBase entity = m_updateList[i];
// Don't abort the whole update if one entity happens to give us an exception.
try
{
m_updateList[i].Update();
}
catch (Exception e)
{
m_log.ErrorFormat("[INNER SCENE]: Failed to update {0}, - {1}", entity.Name, e);//entity.m_uuid
}
}
m_updateList.Clear();
}
}
public void AddPhysicalPrim(int number)
{
m_physicalPrim++;
}
public void RemovePhysicalPrim(int number)
{
m_physicalPrim--;
}
public void AddToScriptLPS(int number)
{
m_scriptLPS += number;
}
public void AddActiveScripts(int number)
{
m_activeScripts += number;
}
public void RemovePrim(uint localID, LLUUID avatar_deleter)
{
List<EntityBase> EntityList = GetEntities();
foreach (EntityBase obj in EntityList)
{
if (obj is SceneObjectGroup)
{
if (((SceneObjectGroup)obj).LocalId == localID)
{
m_parentScene.RemoveEntity((SceneObjectGroup)obj);
m_numPrim--;
return;
}
}
}
}
public void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, LLQuaternion rot)
{
System.Console.WriteLine("Attaching object " + objectLocalID + " to " + AttachmentPt);
SceneObjectPart p = GetSceneObjectPart(objectLocalID);
if (p != null)
{
ScenePresence av = null;
if (TryGetAvatar(remoteClient.AgentId, out av))
{
ObjectUpdatePacket objupdate = new ObjectUpdatePacket();
objupdate.RegionData.RegionHandle = m_regInfo.RegionHandle;
objupdate.RegionData.TimeDilation = ushort.MaxValue;
objupdate.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[2];
// avatar stuff - horrible group copypaste
objupdate.ObjectData[0] = new ObjectUpdatePacket.ObjectDataBlock();
objupdate.ObjectData[0].PSBlock = new byte[0];
objupdate.ObjectData[0].ExtraParams = new byte[1];
objupdate.ObjectData[0].MediaURL = new byte[0];
objupdate.ObjectData[0].NameValue = new byte[0];
objupdate.ObjectData[0].Text = new byte[0];
objupdate.ObjectData[0].TextColor = new byte[4];
objupdate.ObjectData[0].JointAxisOrAnchor = new LLVector3(0, 0, 0);
objupdate.ObjectData[0].JointPivot = new LLVector3(0, 0, 0);
objupdate.ObjectData[0].Material = 4;
objupdate.ObjectData[0].TextureAnim = new byte[0];
objupdate.ObjectData[0].Sound = LLUUID.Zero;
objupdate.ObjectData[0].State = 0;
objupdate.ObjectData[0].Data = new byte[0];
objupdate.ObjectData[0].ObjectData = new byte[76];
objupdate.ObjectData[0].ObjectData[15] = 128;
objupdate.ObjectData[0].ObjectData[16] = 63;
objupdate.ObjectData[0].ObjectData[56] = 128;
objupdate.ObjectData[0].ObjectData[61] = 102;
objupdate.ObjectData[0].ObjectData[62] = 40;
objupdate.ObjectData[0].ObjectData[63] = 61;
objupdate.ObjectData[0].ObjectData[64] = 189;
objupdate.ObjectData[0].UpdateFlags = 61 + (9 << 8) + (130 << 16) + (16 << 24);
objupdate.ObjectData[0].PathCurve = 16;
objupdate.ObjectData[0].ProfileCurve = 1;
objupdate.ObjectData[0].PathScaleX = 100;
objupdate.ObjectData[0].PathScaleY = 100;
objupdate.ObjectData[0].ParentID = 0;
objupdate.ObjectData[0].OwnerID = LLUUID.Zero;
objupdate.ObjectData[0].Scale = new LLVector3(1, 1, 1);
objupdate.ObjectData[0].PCode = (byte)PCode.Avatar;
objupdate.ObjectData[0].TextureEntry = ScenePresence.DefaultTexture;
objupdate.ObjectData[0].ID = av.LocalId;
objupdate.ObjectData[0].FullID = remoteClient.AgentId;
objupdate.ObjectData[0].ParentID = 0;
objupdate.ObjectData[0].NameValue =
Helpers.StringToField("FirstName STRING RW SV " + av.Firstname + "\nLastName STRING RW SV " + av.Lastname);
LLVector3 pos2 = av.AbsolutePosition;
// new LLVector3((float) Pos.X, (float) Pos.Y, (float) Pos.Z);
byte[] pb = pos2.GetBytes();
Array.Copy(pb, 0, objupdate.ObjectData[0].ObjectData, 16, pb.Length);
// primitive part
objupdate.ObjectData[1] = new ObjectUpdatePacket.ObjectDataBlock();
// SetDefaultPrimPacketValues
objupdate.ObjectData[1].PSBlock = new byte[0];
objupdate.ObjectData[1].ExtraParams = new byte[1];
objupdate.ObjectData[1].MediaURL = new byte[0];
objupdate.ObjectData[1].NameValue = new byte[0];
objupdate.ObjectData[1].Text = new byte[0];
objupdate.ObjectData[1].TextColor = new byte[4];
objupdate.ObjectData[1].JointAxisOrAnchor = new LLVector3(0, 0, 0);
objupdate.ObjectData[1].JointPivot = new LLVector3(0, 0, 0);
objupdate.ObjectData[1].Material = 3;
objupdate.ObjectData[1].TextureAnim = new byte[0];
objupdate.ObjectData[1].Sound = LLUUID.Zero;
objupdate.ObjectData[1].State = 0;
objupdate.ObjectData[1].Data = new byte[0];
objupdate.ObjectData[1].ObjectData = new byte[60];
objupdate.ObjectData[1].ObjectData[46] = 128;
objupdate.ObjectData[1].ObjectData[47] = 63;
// SetPrimPacketShapeData
PrimitiveBaseShape primData = p.Shape;
objupdate.ObjectData[1].TextureEntry = primData.TextureEntry;
objupdate.ObjectData[1].PCode = primData.PCode;
objupdate.ObjectData[1].State = (byte)(((byte)AttachmentPt) << 4);
objupdate.ObjectData[1].PathBegin = primData.PathBegin;
objupdate.ObjectData[1].PathEnd = primData.PathEnd;
objupdate.ObjectData[1].PathScaleX = primData.PathScaleX;
objupdate.ObjectData[1].PathScaleY = primData.PathScaleY;
objupdate.ObjectData[1].PathShearX = primData.PathShearX;
objupdate.ObjectData[1].PathShearY = primData.PathShearY;
objupdate.ObjectData[1].PathSkew = primData.PathSkew;
objupdate.ObjectData[1].ProfileBegin = primData.ProfileBegin;
objupdate.ObjectData[1].ProfileEnd = primData.ProfileEnd;
objupdate.ObjectData[1].Scale = primData.Scale;
objupdate.ObjectData[1].PathCurve = primData.PathCurve;
objupdate.ObjectData[1].ProfileCurve = primData.ProfileCurve;
objupdate.ObjectData[1].ProfileHollow = primData.ProfileHollow;
objupdate.ObjectData[1].PathRadiusOffset = primData.PathRadiusOffset;
objupdate.ObjectData[1].PathRevolutions = primData.PathRevolutions;
objupdate.ObjectData[1].PathTaperX = primData.PathTaperX;
objupdate.ObjectData[1].PathTaperY = primData.PathTaperY;
objupdate.ObjectData[1].PathTwist = primData.PathTwist;
objupdate.ObjectData[1].PathTwistBegin = primData.PathTwistBegin;
objupdate.ObjectData[1].ExtraParams = primData.ExtraParams;
objupdate.ObjectData[1].UpdateFlags = 276957500; // flags; // ??
objupdate.ObjectData[1].ID = p.LocalId;
objupdate.ObjectData[1].FullID = p.UUID;
objupdate.ObjectData[1].OwnerID = p.OwnerID;
objupdate.ObjectData[1].Text = Helpers.StringToField(p.Text);
objupdate.ObjectData[1].TextColor[0] = 255;
objupdate.ObjectData[1].TextColor[1] = 255;
objupdate.ObjectData[1].TextColor[2] = 255;
objupdate.ObjectData[1].TextColor[3] = 128;
objupdate.ObjectData[1].ParentID = objupdate.ObjectData[0].ID;
//objupdate.ObjectData[1].PSBlock = particleSystem;
//objupdate.ObjectData[1].ClickAction = clickAction;
objupdate.ObjectData[1].Radius = 20;
objupdate.ObjectData[1].NameValue =
Helpers.StringToField("AttachItemID STRING RW SV " + p.UUID);
LLVector3 pos = new LLVector3((float)0.0, (float)0.0, (float)0.0);
pb = pos.GetBytes();
Array.Copy(pb, 0, objupdate.ObjectData[1].ObjectData, 0, pb.Length);
byte[] brot = rot.GetBytes();
Array.Copy(brot, 0, objupdate.ObjectData[1].ObjectData, 36, brot.Length);
remoteClient.OutPacket(objupdate, ThrottleOutPacketType.Task);
}
else
{
m_log.Info("[SCENE]: Avatar " + remoteClient.AgentId + " not found");
}
}
else
{
m_log.Info("[SCENE]: Attempting to attach object; Object " + objectLocalID + "(localID) not found");
}
}
public ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child, AvatarAppearance appearance)
{
ScenePresence newAvatar = null;
newAvatar = new ScenePresence(client, m_parentScene, m_regInfo, appearance);
newAvatar.IsChildAgent = child;
if (child)
{
m_numChildAgents++;
m_log.Info("[SCENE]: " + m_regInfo.RegionName + ": Creating new child agent.");
}
else
{
m_numRootAgents++;
m_log.Info("[SCENE]: " + m_regInfo.RegionName + ": Creating new root agent.");
m_log.Info("[SCENE]: " + m_regInfo.RegionName + ": Adding Physical agent.");
newAvatar.AddToPhysicalScene();
}
lock (Entities)
{
if (!Entities.ContainsKey(client.AgentId))
{
Entities.Add(client.AgentId, newAvatar);
}
else
{
Entities[client.AgentId] = newAvatar;
}
}
lock (ScenePresences)
{
if (ScenePresences.ContainsKey(client.AgentId))
{
ScenePresences[client.AgentId] = newAvatar;
}
else
{
ScenePresences.Add(client.AgentId, newAvatar);
}
}
return newAvatar;
}
public void AddScenePresence(ScenePresence presence)
{
bool child = presence.IsChildAgent;
if (child)
{
m_numChildAgents++;
m_log.Info("[SCENE]" + m_regInfo.RegionName + ": Creating new child agent.");
}
else
{
m_numRootAgents++;
m_log.Info("[SCENE] " + m_regInfo.RegionName + ": Creating new root agent.");
m_log.Info("[SCENE] " + m_regInfo.RegionName + ": Adding Physical agent.");
presence.AddToPhysicalScene();
}
lock (Entities)
{
Entities[presence.UUID] = presence;
}
lock (ScenePresences)
{
ScenePresences[presence.UUID] = presence;
}
}
public void SwapRootChildAgent(bool direction_RC_CR_T_F)
{
if (direction_RC_CR_T_F)
{
m_numRootAgents--;
m_numChildAgents++;
}
else
{
m_numChildAgents--;
m_numRootAgents++;
}
}
public void removeUserCount(bool TypeRCTF)
{
if (TypeRCTF)
{
m_numRootAgents--;
}
else
{
m_numChildAgents--;
}
}
public void RemoveAPrimCount()
{
m_numPrim--;
}
public void AddAPrimCount()
{
m_numPrim++;
}
public int GetChildAgentCount()
{
// some network situations come in where child agents get closed twice.
if (m_numChildAgents < 0)
{
m_numChildAgents = 0;
}
return m_numChildAgents;
}
public int GetRootAgentCount()
{
return m_numRootAgents;
}
public int GetTotalObjects()
{
return m_numPrim;
}
public int GetActiveObjects()
{
return m_physicalPrim;
}
public int GetActiveScripts()
{
return m_activeScripts;
}
public int GetScriptLPS()
{
int returnval = m_scriptLPS;
m_scriptLPS = 0;
return returnval;
}
#endregion
#region Get Methods
/// <summary>
/// Request a List of all m_scenePresences in this World
/// </summary>
/// <returns></returns>
public List<ScenePresence> GetScenePresences()
{
List<ScenePresence> result;
lock (ScenePresences)
{
result = new List<ScenePresence>(ScenePresences.Values);
}
return result;
}
public List<ScenePresence> GetAvatars()
{
List<ScenePresence> result =
GetScenePresences(delegate(ScenePresence scenePresence) { return !scenePresence.IsChildAgent; });
return result;
}
/// <summary>
/// Request a filtered list of m_scenePresences in this World
/// </summary>
/// <returns></returns>
public List<ScenePresence> GetScenePresences(FilterAvatarList filter)
{
List<ScenePresence> result = new List<ScenePresence>();
List<ScenePresence> ScenePresencesList = GetScenePresences();
foreach (ScenePresence avatar in ScenePresencesList)
{
if (filter(avatar))
{
result.Add(avatar);
}
}
return result;
}
/// <summary>
/// Request a Avatar by UUID
/// </summary>
/// <param name="avatarID"></param>
/// <returns></returns>
public ScenePresence GetScenePresence(LLUUID avatarID)
{
if (ScenePresences.ContainsKey(avatarID))
{
return ScenePresences[avatarID];
}
return null;
}
private SceneObjectGroup GetGroupByPrim(uint localID)
{
List<EntityBase> EntityList = GetEntities();
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
if (((SceneObjectGroup)ent).HasChildPrim(localID))
return (SceneObjectGroup)ent;
}
}
return null;
}
private SceneObjectGroup GetGroupByPrim(LLUUID fullID)
{
List<EntityBase> EntityList = GetEntities();
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
if (((SceneObjectGroup)ent).HasChildPrim(fullID))
return (SceneObjectGroup)ent;
}
}
return null;
}
public EntityIntersection GetClosestIntersectingPrim(Ray hray)
{
// Primitive Ray Tracing
float closestDistance = 280f;
EntityIntersection returnResult = new EntityIntersection();
foreach (EntityBase ent in Entities.Values)
{
if (ent is SceneObjectGroup)
{
SceneObjectGroup reportingG = (SceneObjectGroup)ent;
EntityIntersection result = reportingG.TestIntersection(hray);
if (result.HitTF)
{
if (result.distance < closestDistance)
{
closestDistance = result.distance;
returnResult = result;
}
}
}
}
return returnResult;
}
public SceneObjectPart GetSceneObjectPart(uint localID)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
return group.GetChildPart(localID);
else
return null;
}
public SceneObjectPart GetSceneObjectPart(LLUUID fullID)
{
SceneObjectGroup group = GetGroupByPrim(fullID);
if (group != null)
return group.GetChildPart(fullID);
else
return null;
}
internal bool TryGetAvatar(LLUUID avatarId, out ScenePresence avatar)
{
ScenePresence presence;
if (ScenePresences.TryGetValue(avatarId, out presence))
{
if (!presence.IsChildAgent)
{
avatar = presence;
return true;
}
else
{
m_log.WarnFormat(
"[INNER SCENE]: Requested avatar {0} could not be found in scene {1} since it is only registered as a child agent!",
avatarId, m_parentScene.RegionInfo.RegionName);
}
}
avatar = null;
return false;
}
internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
{
foreach (ScenePresence presence in ScenePresences.Values)
{
if (!presence.IsChildAgent)
{
string name = presence.ControllingClient.FirstName + " " + presence.ControllingClient.LastName;
if (String.Compare(avatarName, name, true) == 0)
{
avatar = presence;
return true;
}
}
}
avatar = null;
return false;
}
public List<EntityBase> GetEntities()
{
List<EntityBase> result;
lock (Entities)
{
result = new List<EntityBase>(Entities.Values);
}
return result;
}
#endregion
#region Other Methods
public void physicsBasedCrash()
{
handlerPhysicsCrash = UnRecoverableError;
if (handlerPhysicsCrash != null)
{
handlerPhysicsCrash();
}
}
public LLUUID ConvertLocalIDToFullID(uint localID)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
return group.GetPartsFullID(localID);
else
return LLUUID.Zero;
}
public void SendAllSceneObjectsToClient(ScenePresence presence)
{
List<EntityBase> EntityList = GetEntities();
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
// Only send child agents stuff in their draw distance.
// This will need to be done for every agent once we figure out
// what we're going to use to store prim that agents already got
// the initial update for and what we'll use to limit the
// space we check for new objects on movement.
if (presence.IsChildAgent && m_parentScene.m_seeIntoRegionFromNeighbor)
{
LLVector3 oLoc = ((SceneObjectGroup)ent).AbsolutePosition;
float distResult = (float)Util.GetDistanceTo(presence.AbsolutePosition, oLoc);
//m_log.Info("[DISTANCE]: " + distResult.ToString());
if (distResult < presence.DrawDistance)
{
// Send Only if we don't already know about it.
// KnownPrim also makes the prim known when called.
if (!presence.KnownPrim(((SceneObjectGroup)ent).UUID))
((SceneObjectGroup)ent).ScheduleFullUpdateToAvatar(presence);
}
}
else
{
((SceneObjectGroup)ent).ScheduleFullUpdateToAvatar(presence);
}
}
}
}
internal void ForEachClient(Action<IClientAPI> action)
{
foreach (ScenePresence presence in ScenePresences.Values)
{
action(presence.ControllingClient);
}
}
#endregion
#region Client Event handlers
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="scale"></param>
/// <param name="remoteClient"></param>
public void UpdatePrimScale(uint localID, LLVector3 scale, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID))
{
group.Resize(scale, localID);
}
}
}
/// <summary>
/// This handles the nifty little tool tip that you get when you drag your mouse over an object
/// Send to the Object Group to process. We don't know enough to service the request
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="AgentID"></param>
/// <param name="RequestFlags"></param>
/// <param name="ObjectID"></param>
public void RequestObjectPropertiesFamily(IClientAPI remoteClient, LLUUID AgentID, uint RequestFlags,
LLUUID ObjectID)
{
SceneObjectGroup group = GetGroupByPrim(ObjectID);
if (group != null)
{
group.ServiceObjectPropertiesFamilyRequest(remoteClient, AgentID, RequestFlags);
}
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="rot"></param>
/// <param name="remoteClient"></param>
public void UpdatePrimSingleRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID))
{
group.UpdateSingleRotation(rot, localID);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="rot"></param>
/// <param name="remoteClient"></param>
public void UpdatePrimRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID))
{
group.UpdateGroupRotation(rot);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="pos"></param>
/// <param name="rot"></param>
/// <param name="remoteClient"></param>
public void UpdatePrimRotation(uint localID, LLVector3 pos, LLQuaternion rot, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID))
{
group.UpdateGroupRotation(pos, rot);
}
}
}
public void UpdatePrimSinglePosition(uint localID, LLVector3 pos, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID))
{
group.UpdateSinglePosition(pos, localID);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="pos"></param>
/// <param name="remoteClient"></param>
public void UpdatePrimPosition(uint localID, LLVector3 pos, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID))
{
group.UpdateGroupPosition(pos);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="texture"></param>
/// <param name="remoteClient"></param>
public void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID))
{
group.UpdateTextureEntry(localID, texture);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="packet"></param>
/// <param name="remoteClient"></param>
public void UpdatePrimFlags(uint localID, Packet packet, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (PermissionsMngr.CanEditObject(remoteClient.AgentId, group.UUID))
{
group.UpdatePrimFlags(localID, (ushort)packet.Type, true, packet.ToBytes());
}
}
}
public void MoveObject(LLUUID objectID, LLVector3 offset, LLVector3 pos, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(objectID);
if (group != null)
{
if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID))// && PermissionsMngr.)
{
group.GrabMovement(offset, pos, remoteClient);
}
// This is outside the above permissions condition
// so that if the object is locked the client moving the object
// get's it's position on the simulator even if it was the same as before
// This keeps the moving user's client in sync with the rest of the world.
group.SendGroupTerseUpdate();
}
}
/// <summary>
///
/// </summary>
/// <param name="primLocalID"></param>
/// <param name="description"></param>
public void PrimName(IClientAPI remoteClient, uint primLocalID, string name)
{
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group != null)
{
if (PermissionsMngr.CanEditObject(remoteClient.AgentId, group.UUID))
{
group.SetPartName(Util.CleanString(name), primLocalID);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="primLocalID"></param>
/// <param name="description"></param>
public void PrimDescription(IClientAPI remoteClient, uint primLocalID, string description)
{
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group != null)
{
if (PermissionsMngr.CanEditObject(remoteClient.AgentId, group.UUID))
{
group.SetPartDescription(Util.CleanString(description), primLocalID);
}
}
}
public void UpdateExtraParam(LLUUID agentID, uint primLocalID, ushort type, bool inUse, byte[] data)
{
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group != null)
{
if (PermissionsMngr.CanEditObject(agentID, group.UUID))
{
group.UpdateExtraParam(primLocalID, type, inUse, data);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="primLocalID"></param>
/// <param name="shapeBlock"></param>
public void UpdatePrimShape(LLUUID agentID, uint primLocalID, ObjectShapePacket.ObjectDataBlock shapeBlock)
{
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group != null)
{
if (PermissionsMngr.CanEditObjectPosition(agentID, group.GetPartsFullID(primLocalID)))
{
group.UpdateShape(shapeBlock, primLocalID);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="parentPrim"></param>
/// <param name="childPrims"></param>
public void LinkObjects(uint parentPrim, List<uint> childPrims)
{
List<EntityBase> EntityList = GetEntities();
SceneObjectGroup parenPrim = null;
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
if (((SceneObjectGroup)ent).LocalId == parentPrim)
{
parenPrim = (SceneObjectGroup)ent;
break;
}
}
}
List<SceneObjectGroup> children = new List<SceneObjectGroup>();
if (parenPrim != null)
{
for (int i = 0; i < childPrims.Count; i++)
{
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
if (((SceneObjectGroup)ent).LocalId == childPrims[i])
{
children.Add((SceneObjectGroup)ent);
}
}
}
}
}
foreach (SceneObjectGroup sceneObj in children)
{
parenPrim.LinkToGroup(sceneObj);
}
}
/// <summary>
/// Delink a linkset
/// </summary>
/// <param name="prims"></param>
public void DelinkObjects(List<uint> primIds)
{
SceneObjectGroup parenPrim = null;
// Need a list of the SceneObjectGroup local ids
// XXX I'm anticipating that building this dictionary once is more efficient than
// repeated scanning of the Entity.Values for a large number of primIds. However, it might
// be more efficient yet to keep this dictionary permanently on hand.
Dictionary<uint, SceneObjectGroup> sceneObjects = new Dictionary<uint, SceneObjectGroup>();
List<EntityBase> EntitieList = GetEntities();
foreach (EntityBase ent in EntitieList)
{
if (ent is SceneObjectGroup)
{
SceneObjectGroup obj = (SceneObjectGroup)ent;
sceneObjects.Add(obj.LocalId, obj);
}
}
// Find the root prim among the prim ids we've been given
for (int i = 0; i < primIds.Count; i++)
{
if (sceneObjects.ContainsKey(primIds[i]))
{
parenPrim = sceneObjects[primIds[i]];
primIds.RemoveAt(i);
break;
}
}
if (parenPrim != null)
{
foreach (uint childPrimId in primIds)
{
parenPrim.DelinkFromGroup(childPrimId);
}
}
else
{
// If the first scan failed, we need to do a /deep/ scan of the linkages. This is /really/ slow
// We know that this is not the root prim now essentially, so we don't have to worry about remapping
// which one is the root prim
bool delinkedSomething = false;
for (int i = 0; i < primIds.Count; i++)
{
foreach (SceneObjectGroup grp in sceneObjects.Values)
{
SceneObjectPart gPart = grp.GetChildPart(primIds[i]);
if (gPart != null)
{
grp.DelinkFromGroup(primIds[i]);
delinkedSomething = true;
}
}
}
if (!delinkedSomething)
{
m_log.InfoFormat("[SCENE]: " +
"DelinkObjects(): Could not find a root prim out of {0} as given to a delink request!",
primIds);
}
}
}
/// <summary>
/// Duplicate the given object.
/// </summary>
/// <param name="originalPrim"></param>
/// <param name="offset"></param>
/// <param name="flags"></param>
public void DuplicateObject(uint originalPrim, LLVector3 offset, uint flags, LLUUID AgentID, LLUUID GroupID)
{
m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);
List<EntityBase> EntityList = GetEntities();
SceneObjectGroup originPrim = null;
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
if (((SceneObjectGroup)ent).LocalId == originalPrim)
{
originPrim = (SceneObjectGroup)ent;
break;
}
}
}
if (originPrim != null)
{
if (PermissionsMngr.CanCopyObject(AgentID, originPrim.UUID))
{
SceneObjectGroup copy = originPrim.Copy(AgentID, GroupID);
copy.AbsolutePosition = copy.AbsolutePosition + offset;
copy.ResetIDs();
lock (Entities)
{
Entities.Add(copy.UUID, copy);
}
m_numPrim++;
copy.StartScripts();
copy.ScheduleGroupForFullUpdate();
}
}
else
{
m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
}
}
/// <summary>
/// Calculates the distance between two Vector3s
/// </summary>
/// <param name="v1"></param>
/// <param name="v2"></param>
/// <returns></returns>
public float Vector3Distance(Vector3 v1, Vector3 v2)
{
// We don't really need the double floating point precision...
// so casting it to a single
return
(float)
Math.Sqrt((v1.x - v2.x) * (v1.x - v2.x) + (v1.y - v2.y) * (v1.y - v2.y) + (v1.z - v2.z) * (v1.z - v2.z));
}
#endregion
}
}