OpenSimMirror/OpenSim/Region/Framework/Scenes/SceneGraph.cs

2004 lines
76 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:
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* 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 OpenSimulator 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;
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Threading;
using System.Collections.Generic;
using System.Reflection;
using OpenMetaverse;
using OpenMetaverse.Packets;
using log4net;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes.Types;
using OpenSim.Region.Physics.Manager;
using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.Framework.Scenes
{
public delegate void PhysicsCrash();
/// <summary>
/// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
/// should be migrated out over time.
/// </summary>
public class SceneGraph
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
#region Events
protected internal event PhysicsCrash UnRecoverableError;
private PhysicsCrash handlerPhysicsCrash = null;
#endregion
#region Fields
protected object m_presenceLock = new object();
protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
protected internal EntityManager Entities = new EntityManager();
protected Scene m_parentScene;
protected Dictionary<UUID, SceneObjectGroup> m_updateList = new Dictionary<UUID, SceneObjectGroup>();
protected int m_numRootAgents = 0;
protected int m_numPrim = 0;
protected int m_numChildAgents = 0;
protected int m_physicalPrim = 0;
protected int m_activeScripts = 0;
protected int m_scriptLPS = 0;
protected internal PhysicsScene _PhyScene;
/// <summary>
/// Index the SceneObjectGroup for each part by the root part's UUID.
/// </summary>
protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullID = new Dictionary<UUID, SceneObjectGroup>();
/// <summary>
/// Index the SceneObjectGroup for each part by that part's UUID.
/// </summary>
protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullPartID = new Dictionary<UUID, SceneObjectGroup>();
/// <summary>
/// Index the SceneObjectGroup for each part by that part's local ID.
/// </summary>
protected internal Dictionary<uint, SceneObjectGroup> SceneObjectGroupsByLocalPartID = new Dictionary<uint, SceneObjectGroup>();
/// <summary>
/// Lock to prevent object group update, linking, delinking and duplication operations from running concurrently.
/// </summary>
/// <remarks>
/// These operations rely on the parts composition of the object. If allowed to run concurrently then race
/// conditions can occur.
/// </remarks>
private Object m_updateLock = new Object();
#endregion
protected internal SceneGraph(Scene parent)
{
m_parentScene = parent;
}
public PhysicsScene PhysicsScene
{
get { return _PhyScene; }
set
{
// If we're not doing the initial set
// Then we've got to remove the previous
// event handler
if (_PhyScene != null)
_PhyScene.OnPhysicsCrash -= physicsBasedCrash;
_PhyScene = value;
if (_PhyScene != null)
_PhyScene.OnPhysicsCrash += physicsBasedCrash;
}
}
protected internal void Close()
{
lock (m_presenceLock)
{
Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
List<ScenePresence> newlist = new List<ScenePresence>();
m_scenePresenceMap = newmap;
m_scenePresenceArray = newlist;
}
lock (SceneObjectGroupsByFullID)
SceneObjectGroupsByFullID.Clear();
lock (SceneObjectGroupsByFullPartID)
SceneObjectGroupsByFullPartID.Clear();
lock (SceneObjectGroupsByLocalPartID)
SceneObjectGroupsByLocalPartID.Clear();
Entities.Clear();
}
#region Update Methods
protected internal void UpdatePreparePhysics()
{
// If we are using a threaded physics engine
// grab the latest scene from the engine before
// trying to process it.
// PhysX does this (runs in the background).
if (_PhyScene.IsThreaded)
{
_PhyScene.GetResults();
}
}
/// <summary>
/// Update the position of all the scene presences.
/// </summary>
/// <remarks>
/// Called only from the main scene loop.
/// </remarks>
protected internal void UpdatePresences()
{
ForEachScenePresence(delegate(ScenePresence presence)
{
presence.Update();
});
}
/// <summary>
/// Perform a physics frame update.
/// </summary>
/// <param name="elapsed"></param>
/// <returns></returns>
protected internal float UpdatePhysics(double elapsed)
{
// Here is where the Scene calls the PhysicsScene. This is a one-way
// interaction; the PhysicsScene cannot access the calling Scene directly.
// But with joints, we want a PhysicsActor to be able to influence a
// non-physics SceneObjectPart. In particular, a PhysicsActor that is connected
// with a joint should be able to move the SceneObjectPart which is the visual
// representation of that joint (for editing and serialization purposes).
// However the PhysicsActor normally cannot directly influence anything outside
// of the PhysicsScene, and the non-physical SceneObjectPart which represents
// the joint in the Scene does not exist in the PhysicsScene.
//
// To solve this, we have an event in the PhysicsScene that is fired when a joint
// has changed position (because one of its associated PhysicsActors has changed
// position).
//
// Therefore, JointMoved and JointDeactivated events will be fired as a result of the following Simulate().
return _PhyScene.Simulate((float)elapsed);
}
protected internal void UpdateScenePresenceMovement()
{
ForEachScenePresence(delegate(ScenePresence presence)
{
presence.UpdateMovement();
});
}
public void GetCoarseLocations(out List<Vector3> coarseLocations, out List<UUID> avatarUUIDs, uint maxLocations)
{
coarseLocations = new List<Vector3>();
avatarUUIDs = new List<UUID>();
List<ScenePresence> presences = GetScenePresences();
for (int i = 0; i < Math.Min(presences.Count, maxLocations); ++i)
{
ScenePresence sp = presences[i];
// If this presence is a child agent, we don't want its coarse locations
if (sp.IsChildAgent)
continue;
coarseLocations.Add(sp.AbsolutePosition);
avatarUUIDs.Add(sp.UUID);
}
}
#endregion
#region Entity Methods
/// <summary>
/// Add an object into the scene that has come from storage
/// </summary>
/// <param name="sceneObject"></param>
/// <param name="attachToBackup">
/// If true, changes to the object will be reflected in its persisted data
/// If false, the persisted data will not be changed even if the object in the scene is changed
/// </param>
/// <param name="alreadyPersisted">
/// If true, we won't persist this object until it changes
/// If false, we'll persist this object immediately
/// </param>
/// <param name="sendClientUpdates">
/// If true, we send updates to the client to tell it about this object
/// If false, we leave it up to the caller to do this
/// </param>
/// <returns>
/// true if the object was added, false if an object with the same uuid was already in the scene
/// </returns>
protected internal bool AddRestoredSceneObject(
SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
{
if (attachToBackup && (!alreadyPersisted))
{
sceneObject.ForceInventoryPersistence();
sceneObject.HasGroupChanged = true;
}
return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
}
/// <summary>
/// Add a newly created object to the scene. This will both update the scene, and send information about the
/// new object to all clients interested in the scene.
/// </summary>
/// <param name="sceneObject"></param>
/// <param name="attachToBackup">
/// If true, the object is made persistent into the scene.
/// If false, the object will not persist over server restarts
/// </param>
/// <returns>
/// true if the object was added, false if an object with the same uuid was already in the scene
/// </returns>
protected internal bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
{
// Ensure that we persist this new scene object if it's not an
// attachment
if (attachToBackup)
sceneObject.HasGroupChanged = true;
return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
}
/// <summary>
/// Add a newly created object to the scene.
/// </summary>
///
/// This method does not send updates to the client - callers need to handle this themselves.
/// Caller should also trigger EventManager.TriggerObjectAddedToScene
/// <param name="sceneObject"></param>
/// <param name="attachToBackup"></param>
/// <param name="pos">Position of the object. If null then the position stored in the object is used.</param>
/// <param name="rot">Rotation of the object. If null then the rotation stored in the object is used.</param>
/// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param>
/// <returns></returns>
public bool AddNewSceneObject(
SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel)
{
AddNewSceneObject(sceneObject, attachToBackup, false);
if (pos != null)
sceneObject.AbsolutePosition = (Vector3)pos;
if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
{
sceneObject.ClearPartAttachmentData();
}
if (rot != null)
sceneObject.UpdateGroupRotationR((Quaternion)rot);
PhysicsActor pa = sceneObject.RootPart.PhysActor;
if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
{
sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
sceneObject.Velocity = vel;
}
return true;
}
/// <summary>
/// Add an object to the scene. This will both update the scene, and send information about the
/// new object to all clients interested in the scene.
/// </summary>
/// <remarks>
/// The object's stored position, rotation and velocity are used.
/// </remarks>
/// <param name="sceneObject"></param>
/// <param name="attachToBackup">
/// If true, the object is made persistent into the scene.
/// If false, the object will not persist over server restarts
/// </param>
/// <param name="sendClientUpdates">
/// If true, updates for the new scene object are sent to all viewers in range.
/// If false, it is left to the caller to schedule the update
/// </param>
/// <returns>
/// true if the object was added, false if an object with the same uuid was already in the scene
/// </returns>
protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
{
if (sceneObject.UUID == UUID.Zero)
{
m_log.ErrorFormat(
"[SCENEGRAPH]: Tried to add scene object {0} to {1} with illegal UUID of {2}",
sceneObject.Name, m_parentScene.RegionInfo.RegionName, UUID.Zero);
return false;
}
if (Entities.ContainsKey(sceneObject.UUID))
{
m_log.DebugFormat(
"[SCENEGRAPH]: Scene graph for {0} already contains object {1} in AddSceneObject()",
m_parentScene.RegionInfo.RegionName, sceneObject.UUID);
return false;
}
// m_log.DebugFormat(
// "[SCENEGRAPH]: Adding scene object {0} {1}, with {2} parts on {3}",
// sceneObject.Name, sceneObject.UUID, sceneObject.Parts.Length, m_parentScene.RegionInfo.RegionName);
SceneObjectPart[] parts = sceneObject.Parts;
// Clamp child prim sizes and add child prims to the m_numPrim count
if (m_parentScene.m_clampPrimSize)
{
foreach (SceneObjectPart part in parts)
{
Vector3 scale = part.Shape.Scale;
scale.X = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.X));
scale.Y = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Y));
scale.Z = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Z));
part.Shape.Scale = scale;
}
}
m_numPrim += parts.Length;
sceneObject.AttachToScene(m_parentScene);
if (sendClientUpdates)
sceneObject.ScheduleGroupForFullUpdate();
Entities.Add(sceneObject);
if (attachToBackup)
sceneObject.AttachToBackup();
lock (SceneObjectGroupsByFullID)
SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
lock (SceneObjectGroupsByFullPartID)
{
foreach (SceneObjectPart part in parts)
SceneObjectGroupsByFullPartID[part.UUID] = sceneObject;
}
lock (SceneObjectGroupsByLocalPartID)
{
// m_log.DebugFormat(
// "[SCENE GRAPH]: Adding scene object {0} {1} {2} to SceneObjectGroupsByLocalPartID in {3}",
// sceneObject.Name, sceneObject.UUID, sceneObject.LocalId, m_parentScene.RegionInfo.RegionName);
foreach (SceneObjectPart part in parts)
SceneObjectGroupsByLocalPartID[part.LocalId] = sceneObject;
}
return true;
}
/// <summary>
/// Delete an object from the scene
/// </summary>
/// <returns>true if the object was deleted, false if there was no object to delete</returns>
public bool DeleteSceneObject(UUID uuid, bool resultOfObjectLinked)
{
// m_log.DebugFormat(
// "[SCENE GRAPH]: Deleting scene object with uuid {0}, resultOfObjectLinked = {1}",
// uuid, resultOfObjectLinked);
EntityBase entity;
if (!Entities.TryGetValue(uuid, out entity) || (!(entity is SceneObjectGroup)))
return false;
SceneObjectGroup grp = (SceneObjectGroup)entity;
if (entity == null)
return false;
if (!resultOfObjectLinked)
{
m_numPrim -= grp.PrimCount;
if ((grp.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics)
RemovePhysicalPrim(grp.PrimCount);
}
lock (SceneObjectGroupsByFullID)
SceneObjectGroupsByFullID.Remove(grp.UUID);
lock (SceneObjectGroupsByFullPartID)
{
SceneObjectPart[] parts = grp.Parts;
for (int i = 0; i < parts.Length; i++)
SceneObjectGroupsByFullPartID.Remove(parts[i].UUID);
}
lock (SceneObjectGroupsByLocalPartID)
{
SceneObjectPart[] parts = grp.Parts;
for (int i = 0; i < parts.Length; i++)
SceneObjectGroupsByLocalPartID.Remove(parts[i].LocalId);
}
return Entities.Remove(uuid);
}
/// <summary>
/// Add an object to the list of prims to process on the next update
/// </summary>
/// <param name="obj">
/// A <see cref="SceneObjectGroup"/>
/// </param>
protected internal void AddToUpdateList(SceneObjectGroup obj)
{
lock (m_updateList)
m_updateList[obj.UUID] = obj;
}
/// <summary>
/// Process all pending updates
/// </summary>
protected internal void UpdateObjectGroups()
{
if (!Monitor.TryEnter(m_updateLock))
return;
try
{
List<SceneObjectGroup> updates;
// Some updates add more updates to the updateList.
// Get the current list of updates and clear the list before iterating
lock (m_updateList)
{
updates = new List<SceneObjectGroup>(m_updateList.Values);
m_updateList.Clear();
}
// Go through all updates
for (int i = 0; i < updates.Count; i++)
{
SceneObjectGroup sog = updates[i];
// Don't abort the whole update if one entity happens to give us an exception.
try
{
sog.Update();
}
catch (Exception e)
{
m_log.ErrorFormat(
"[INNER SCENE]: Failed to update {0}, {1} - {2}", sog.Name, sog.UUID, e);
}
}
}
finally
{
Monitor.Exit(m_updateLock);
}
}
protected internal void AddPhysicalPrim(int number)
{
m_physicalPrim++;
}
protected internal void RemovePhysicalPrim(int number)
{
m_physicalPrim--;
}
protected internal void AddToScriptLPS(int number)
{
m_scriptLPS += number;
}
protected internal void AddActiveScripts(int number)
{
m_activeScripts += number;
}
protected internal void HandleUndo(IClientAPI remoteClient, UUID primId)
{
if (primId != UUID.Zero)
{
SceneObjectPart part = m_parentScene.GetSceneObjectPart(primId);
if (part != null)
part.Undo();
}
}
protected internal void HandleRedo(IClientAPI remoteClient, UUID primId)
{
if (primId != UUID.Zero)
{
SceneObjectPart part = m_parentScene.GetSceneObjectPart(primId);
if (part != null)
part.Redo();
}
}
protected internal ScenePresence CreateAndAddChildScenePresence(
IClientAPI client, AvatarAppearance appearance, PresenceType type)
{
// ScenePresence always defaults to child agent
ScenePresence presence = new ScenePresence(client, m_parentScene, appearance, type);
Entities[presence.UUID] = presence;
lock (m_presenceLock)
{
m_numChildAgents++;
Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
if (!newmap.ContainsKey(presence.UUID))
{
newmap.Add(presence.UUID, presence);
newlist.Add(presence);
}
else
{
// Remember the old presence reference from the dictionary
ScenePresence oldref = newmap[presence.UUID];
// Replace the presence reference in the dictionary with the new value
newmap[presence.UUID] = presence;
// Find the index in the list where the old ref was stored and update the reference
newlist[newlist.IndexOf(oldref)] = presence;
}
// Swap out the dictionary and list with new references
m_scenePresenceMap = newmap;
m_scenePresenceArray = newlist;
}
return presence;
}
/// <summary>
/// Remove a presence from the scene
/// </summary>
protected internal void RemoveScenePresence(UUID agentID)
{
if (!Entities.Remove(agentID))
{
m_log.WarnFormat(
"[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene Entities list",
agentID);
}
lock (m_presenceLock)
{
Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
// Remove the presence reference from the dictionary
if (newmap.ContainsKey(agentID))
{
ScenePresence oldref = newmap[agentID];
newmap.Remove(agentID);
// Find the index in the list where the old ref was stored and remove the reference
newlist.RemoveAt(newlist.IndexOf(oldref));
// Swap out the dictionary and list with new references
m_scenePresenceMap = newmap;
m_scenePresenceArray = newlist;
}
else
{
m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
}
}
}
protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
{
if (direction_RC_CR_T_F)
{
m_numRootAgents--;
m_numChildAgents++;
}
else
{
m_numChildAgents--;
m_numRootAgents++;
}
}
public void removeUserCount(bool TypeRCTF)
{
if (TypeRCTF)
{
m_numRootAgents--;
}
else
{
m_numChildAgents--;
}
}
public void RecalculateStats()
{
int rootcount = 0;
int childcount = 0;
ForEachScenePresence(delegate(ScenePresence presence)
{
if (presence.IsChildAgent)
++childcount;
else
++rootcount;
});
m_numRootAgents = rootcount;
m_numChildAgents = childcount;
}
public int GetChildAgentCount()
{
return m_numChildAgents;
}
public int GetRootAgentCount()
{
return m_numRootAgents;
}
public int GetTotalObjectsCount()
{
return m_numPrim;
}
public int GetActiveObjectsCount()
{
return m_physicalPrim;
}
public int GetActiveScriptsCount()
{
return m_activeScripts;
}
public int GetScriptLPS()
{
int returnval = m_scriptLPS;
m_scriptLPS = 0;
return returnval;
}
#endregion
#region Get Methods
/// <summary>
/// Get the controlling client for the given avatar, if there is one.
///
/// FIXME: The only user of the method right now is Caps.cs, in order to resolve a client API since it can't
/// use the ScenePresence. This could be better solved in a number of ways - we could establish an
/// OpenSim.Framework.IScenePresence, or move the caps code into a region package (which might be the more
/// suitable solution).
/// </summary>
/// <param name="agentId"></param>
/// <returns>null if either the avatar wasn't in the scene, or
/// they do not have a controlling client</returns>
/// <remarks>this used to be protected internal, but that
/// prevents CapabilitiesModule from accessing it</remarks>
public IClientAPI GetControllingClient(UUID agentId)
{
ScenePresence presence = GetScenePresence(agentId);
if (presence != null)
{
return presence.ControllingClient;
}
return null;
}
/// <summary>
/// Get a reference to the scene presence list. Changes to the list will be done in a copy
/// There is no guarantee that presences will remain in the scene after the list is returned.
/// This list should remain private to SceneGraph. Callers wishing to iterate should instead
/// pass a delegate to ForEachScenePresence.
/// </summary>
/// <returns></returns>
protected internal List<ScenePresence> GetScenePresences()
{
return m_scenePresenceArray;
}
/// <summary>
/// Request a scene presence by UUID. Fast, indexed lookup.
/// </summary>
/// <param name="agentID"></param>
/// <returns>null if the presence was not found</returns>
protected internal ScenePresence GetScenePresence(UUID agentID)
{
Dictionary<UUID, ScenePresence> presences = m_scenePresenceMap;
ScenePresence presence;
presences.TryGetValue(agentID, out presence);
return presence;
}
/// <summary>
/// Request the scene presence by name.
/// </summary>
/// <param name="firstName"></param>
/// <param name="lastName"></param>
/// <returns>null if the presence was not found</returns>
protected internal ScenePresence GetScenePresence(string firstName, string lastName)
{
List<ScenePresence> presences = GetScenePresences();
foreach (ScenePresence presence in presences)
{
if (presence.Firstname == firstName && presence.Lastname == lastName)
return presence;
}
return null;
}
/// <summary>
/// Request the scene presence by localID.
/// </summary>
/// <param name="localID"></param>
/// <returns>null if the presence was not found</returns>
protected internal ScenePresence GetScenePresence(uint localID)
{
List<ScenePresence> presences = GetScenePresences();
foreach (ScenePresence presence in presences)
if (presence.LocalId == localID)
return presence;
return null;
}
protected internal bool TryGetScenePresence(UUID agentID, out ScenePresence avatar)
{
Dictionary<UUID, ScenePresence> presences = m_scenePresenceMap;
presences.TryGetValue(agentID, out avatar);
return (avatar != null);
}
protected internal bool TryGetAvatarByName(string name, out ScenePresence avatar)
{
avatar = null;
foreach (ScenePresence presence in GetScenePresences())
{
if (String.Compare(name, presence.ControllingClient.Name, true) == 0)
{
avatar = presence;
break;
}
}
return (avatar != null);
}
/// <summary>
/// Get a scene object group that contains the prim with the given local id
/// </summary>
/// <param name="localID"></param>
/// <returns>null if no scene object group containing that prim is found</returns>
public SceneObjectGroup GetGroupByPrim(uint localID)
{
EntityBase entity;
if (Entities.TryGetValue(localID, out entity))
return entity as SceneObjectGroup;
// m_log.DebugFormat("[SCENE GRAPH]: Entered GetGroupByPrim with localID {0}", localID);
SceneObjectGroup sog;
lock (SceneObjectGroupsByLocalPartID)
SceneObjectGroupsByLocalPartID.TryGetValue(localID, out sog);
if (sog != null)
{
if (sog.ContainsPart(localID))
{
// m_log.DebugFormat(
// "[SCENE GRAPH]: Found scene object {0} {1} {2} containing part with local id {3} in {4}. Returning.",
// sog.Name, sog.UUID, sog.LocalId, localID, m_parentScene.RegionInfo.RegionName);
return sog;
}
else
{
lock (SceneObjectGroupsByLocalPartID)
{
m_log.WarnFormat(
"[SCENE GRAPH]: Found scene object {0} {1} {2} via SceneObjectGroupsByLocalPartID index but it doesn't contain part with local id {3}. Removing from entry from index in {4}.",
sog.Name, sog.UUID, sog.LocalId, localID, m_parentScene.RegionInfo.RegionName);
SceneObjectGroupsByLocalPartID.Remove(localID);
}
}
}
EntityBase[] entityList = GetEntities();
foreach (EntityBase ent in entityList)
{
//m_log.DebugFormat("Looking at entity {0}", ent.UUID);
if (ent is SceneObjectGroup)
{
sog = (SceneObjectGroup)ent;
if (sog.ContainsPart(localID))
{
lock (SceneObjectGroupsByLocalPartID)
SceneObjectGroupsByLocalPartID[localID] = sog;
return sog;
}
}
}
return null;
}
/// <summary>
/// Get a scene object group that contains the prim with the given uuid
/// </summary>
/// <param name="fullID"></param>
/// <returns>null if no scene object group containing that prim is found</returns>
public SceneObjectGroup GetGroupByPrim(UUID fullID)
{
SceneObjectGroup sog;
lock (SceneObjectGroupsByFullPartID)
SceneObjectGroupsByFullPartID.TryGetValue(fullID, out sog);
if (sog != null)
{
if (sog.ContainsPart(fullID))
return sog;
lock (SceneObjectGroupsByFullPartID)
SceneObjectGroupsByFullPartID.Remove(fullID);
}
EntityBase[] entityList = GetEntities();
foreach (EntityBase ent in entityList)
{
if (ent is SceneObjectGroup)
{
sog = (SceneObjectGroup)ent;
if (sog.ContainsPart(fullID))
{
lock (SceneObjectGroupsByFullPartID)
SceneObjectGroupsByFullPartID[fullID] = sog;
return sog;
}
}
}
return null;
}
protected internal EntityIntersection GetClosestIntersectingPrim(Ray hray, bool frontFacesOnly, bool faceCenters)
{
// Primitive Ray Tracing
float closestDistance = 280f;
EntityIntersection result = new EntityIntersection();
EntityBase[] EntityList = GetEntities();
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
SceneObjectGroup reportingG = (SceneObjectGroup)ent;
EntityIntersection inter = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters);
if (inter.HitTF && inter.distance < closestDistance)
{
closestDistance = inter.distance;
result = inter;
}
}
}
return result;
}
/// <summary>
/// Get all the scene object groups.
/// </summary>
/// <returns>
/// The scene object groups. If the scene is empty then an empty list is returned.
/// </returns>
protected internal List<SceneObjectGroup> GetSceneObjectGroups()
{
lock (SceneObjectGroupsByFullID)
return new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values);
}
/// <summary>
/// Get a group in the scene
/// </summary>
/// <param name="fullID">UUID of the group</param>
/// <returns>null if no such group was found</returns>
protected internal SceneObjectGroup GetSceneObjectGroup(UUID fullID)
{
lock (SceneObjectGroupsByFullID)
{
if (SceneObjectGroupsByFullID.ContainsKey(fullID))
return SceneObjectGroupsByFullID[fullID];
}
return null;
}
/// <summary>
/// Get a group in the scene
/// </summary>
/// <remarks>
/// This will only return a group if the local ID matches the root part, not other parts.
/// </remarks>
/// <param name="localID">Local id of the root part of the group</param>
/// <returns>null if no such group was found</returns>
protected internal SceneObjectGroup GetSceneObjectGroup(uint localID)
{
lock (SceneObjectGroupsByLocalPartID)
{
if (SceneObjectGroupsByLocalPartID.ContainsKey(localID))
{
SceneObjectGroup so = SceneObjectGroupsByLocalPartID[localID];
if (so.LocalId == localID)
return so;
}
}
return null;
}
/// <summary>
/// Get a group by name from the scene (will return the first
/// found, if there are more than one prim with the same name)
/// </summary>
/// <param name="name"></param>
/// <returns>null if the part was not found</returns>
protected internal SceneObjectGroup GetSceneObjectGroup(string name)
{
SceneObjectGroup so = null;
Entities.Find(
delegate(EntityBase entity)
{
if (entity is SceneObjectGroup)
{
if (entity.Name == name)
{
so = (SceneObjectGroup)entity;
return true;
}
}
return false;
}
);
return so;
}
/// <summary>
/// Get a part contained in this scene.
/// </summary>
/// <param name="localID"></param>
/// <returns>null if the part was not found</returns>
protected internal SceneObjectPart GetSceneObjectPart(uint localID)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group == null)
return null;
return group.GetPart(localID);
}
/// <summary>
/// Get a prim by name from the scene (will return the first
/// found, if there are more than one prim with the same name)
/// </summary>
/// <param name="name"></param>
/// <returns>null if the part was not found</returns>
protected internal SceneObjectPart GetSceneObjectPart(string name)
{
SceneObjectPart sop = null;
Entities.Find(
delegate(EntityBase entity)
{
if (entity is SceneObjectGroup)
{
foreach (SceneObjectPart p in ((SceneObjectGroup)entity).Parts)
{
// m_log.DebugFormat("[SCENE GRAPH]: Part {0} has name {1}", p.UUID, p.Name);
if (p.Name == name)
{
sop = p;
return true;
}
}
}
return false;
}
);
return sop;
}
/// <summary>
/// Get a part contained in this scene.
/// </summary>
/// <param name="fullID"></param>
/// <returns>null if the part was not found</returns>
protected internal SceneObjectPart GetSceneObjectPart(UUID fullID)
{
SceneObjectGroup group = GetGroupByPrim(fullID);
if (group == null)
return null;
return group.GetPart(fullID);
}
/// <summary>
/// Returns a list of the entities in the scene. This is a new list so no locking is required to iterate over
/// it
/// </summary>
/// <returns></returns>
protected internal EntityBase[] GetEntities()
{
return Entities.GetEntities();
}
#endregion
#region Other Methods
protected internal void physicsBasedCrash()
{
handlerPhysicsCrash = UnRecoverableError;
if (handlerPhysicsCrash != null)
{
handlerPhysicsCrash();
}
}
protected internal UUID ConvertLocalIDToFullID(uint localID)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
return group.GetPartsFullID(localID);
else
return UUID.Zero;
}
/// <summary>
/// Performs action once on all scene object groups.
/// </summary>
/// <param name="action"></param>
protected internal void ForEachSOG(Action<SceneObjectGroup> action)
{
foreach (SceneObjectGroup obj in GetSceneObjectGroups())
{
try
{
action(obj);
}
catch (Exception e)
{
// Catch it and move on. This includes situations where objlist has inconsistent info
m_log.WarnFormat(
"[SCENEGRAPH]: Problem processing action in ForEachSOG: {0} {1}", e.Message, e.StackTrace);
}
}
}
/// <summary>
/// Performs action on all ROOT (not child) scene presences.
/// This is just a shortcut function since frequently actions only appy to root SPs
/// </summary>
/// <param name="action"></param>
public void ForEachAvatar(Action<ScenePresence> action)
{
ForEachScenePresence(delegate(ScenePresence sp)
{
if (!sp.IsChildAgent)
action(sp);
});
}
/// <summary>
/// Performs action on all scene presences. This can ultimately run the actions in parallel but
/// any delegates passed in will need to implement their own locking on data they reference and
/// modify outside of the scope of the delegate.
/// </summary>
/// <param name="action"></param>
public void ForEachScenePresence(Action<ScenePresence> action)
{
// Once all callers have their delegates configured for parallelism, we can unleash this
/*
Action<ScenePresence> protectedAction = new Action<ScenePresence>(delegate(ScenePresence sp)
{
try
{
action(sp);
}
catch (Exception e)
{
m_log.Info("[SCENEGRAPH]: Error in " + m_parentScene.RegionInfo.RegionName + ": " + e.ToString());
m_log.Info("[SCENEGRAPH]: Stack Trace: " + e.StackTrace);
}
});
Parallel.ForEach<ScenePresence>(GetScenePresences(), protectedAction);
*/
// For now, perform actions serially
List<ScenePresence> presences = GetScenePresences();
foreach (ScenePresence sp in presences)
{
try
{
action(sp);
}
catch (Exception e)
{
m_log.Error("[SCENEGRAPH]: Error in " + m_parentScene.RegionInfo.RegionName + ": " + e.ToString());
}
}
}
#endregion
#region Client Event handlers
/// <summary>
/// Update the scale of an individual prim.
/// </summary>
/// <param name="localID"></param>
/// <param name="scale"></param>
/// <param name="remoteClient"></param>
protected internal void UpdatePrimScale(uint localID, Vector3 scale, IClientAPI remoteClient)
{
SceneObjectPart part = GetSceneObjectPart(localID);
if (part != null)
{
if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
{
part.Resize(scale);
}
}
}
protected internal void UpdatePrimGroupScale(uint localID, Vector3 scale, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
{
group.GroupResize(scale);
}
}
}
/// <summary>
/// This handles the nifty little tool tip that you get when you drag your mouse over an object
/// Send to the Object Group to process. We don't know enough to service the request
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="AgentID"></param>
/// <param name="RequestFlags"></param>
/// <param name="ObjectID"></param>
protected internal void RequestObjectPropertiesFamily(
IClientAPI remoteClient, UUID AgentID, uint RequestFlags, UUID ObjectID)
{
SceneObjectGroup group = GetGroupByPrim(ObjectID);
if (group != null)
{
group.ServiceObjectPropertiesFamilyRequest(remoteClient, AgentID, RequestFlags);
}
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="rot"></param>
/// <param name="remoteClient"></param>
protected internal void UpdatePrimSingleRotation(uint localID, Quaternion rot, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))
{
group.UpdateSingleRotation(rot, localID);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="rot"></param>
/// <param name="remoteClient"></param>
protected internal void UpdatePrimSingleRotationPosition(uint localID, Quaternion rot, Vector3 pos, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))
{
group.UpdateSingleRotation(rot, pos, localID);
}
}
}
/// <summary>
/// Update the rotation of a whole group.
/// </summary>
/// <param name="localID"></param>
/// <param name="rot"></param>
/// <param name="remoteClient"></param>
protected internal void UpdatePrimGroupRotation(uint localID, Quaternion rot, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))
{
group.UpdateGroupRotationR(rot);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="pos"></param>
/// <param name="rot"></param>
/// <param name="remoteClient"></param>
protected internal void UpdatePrimGroupRotation(uint localID, Vector3 pos, Quaternion rot, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))
{
group.UpdateGroupRotationPR(pos, rot);
}
}
}
/// <summary>
/// Update the position of the given part
/// </summary>
/// <param name="localID"></param>
/// <param name="pos"></param>
/// <param name="remoteClient"></param>
protected internal void UpdatePrimSinglePosition(uint localID, Vector3 pos, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId) || group.IsAttachment)
{
group.UpdateSinglePosition(pos, localID);
}
}
}
/// <summary>
/// Update the position of the given group.
/// </summary>
/// <param name="localID"></param>
/// <param name="pos"></param>
/// <param name="remoteClient"></param>
public void UpdatePrimGroupPosition(uint localID, Vector3 pos, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
{
if (m_parentScene.AttachmentsModule != null)
m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos);
}
else
{
if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId)
&& m_parentScene.Permissions.CanObjectEntry(group.UUID, false, pos))
{
group.UpdateGroupPosition(pos);
}
}
}
}
/// <summary>
/// Update the texture entry of the given prim.
/// </summary>
/// <remarks>
/// A texture entry is an object that contains details of all the textures of the prim's face. In this case,
/// the texture is given in its byte serialized form.
/// </remarks>
/// <param name="localID"></param>
/// <param name="texture"></param>
/// <param name="remoteClient"></param>
protected internal void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (m_parentScene.Permissions.CanEditObject(group.UUID,remoteClient.AgentId))
{
group.UpdateTextureEntry(localID, texture);
}
}
}
/// <summary>
/// Update the flags on a scene object. This covers properties such as phantom, physics and temporary.
/// </summary>
/// <remarks>
/// This is currently handling the incoming call from the client stack (e.g. LLClientView).
/// </remarks>
/// <param name="localID"></param>
/// <param name="UsePhysics"></param>
/// <param name="SetTemporary"></param>
/// <param name="SetPhantom"></param>
/// <param name="remoteClient"></param>
protected internal void UpdatePrimFlags(
uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
{
// VolumeDetect can't be set via UI and will always be off when a change is made there
// now only change volume dtc if phantom off
if (PhysData.PhysShapeType == PhysShapeType.invalid) // check for extraPhysics data
{
bool vdtc;
if (SetPhantom) // if phantom keep volumedtc
vdtc = group.RootPart.VolumeDetectActive;
else // else turn it off
vdtc = false;
group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, vdtc);
}
else
{
SceneObjectPart part = GetSceneObjectPart(localID);
if (part != null)
{
part.UpdateExtraPhysics(PhysData);
if (part.UpdatePhysRequired)
remoteClient.SendPartPhysicsProprieties(part);
}
}
}
}
}
/// <summary>
/// Move the given object
/// </summary>
/// <param name="objectID"></param>
/// <param name="offset"></param>
/// <param name="pos"></param>
/// <param name="remoteClient"></param>
protected internal void MoveObject(UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs)
{
SceneObjectGroup group = GetGroupByPrim(objectID);
if (group != null)
{
if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.)
{
group.GrabMovement(offset, pos, remoteClient);
}
// This is outside the above permissions condition
// so that if the object is locked the client moving the object
// get's it's position on the simulator even if it was the same as before
// This keeps the moving user's client in sync with the rest of the world.
group.SendGroupTerseUpdate();
}
}
/// <summary>
/// Start spinning the given object
/// </summary>
/// <param name="objectID"></param>
/// <param name="rotation"></param>
/// <param name="remoteClient"></param>
protected internal void SpinStart(UUID objectID, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(objectID);
if (group != null)
{
if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.)
{
group.SpinStart(remoteClient);
}
}
}
/// <summary>
/// Spin the given object
/// </summary>
/// <param name="objectID"></param>
/// <param name="rotation"></param>
/// <param name="remoteClient"></param>
protected internal void SpinObject(UUID objectID, Quaternion rotation, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(objectID);
if (group != null)
{
if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.)
{
group.SpinMovement(rotation, remoteClient);
}
// This is outside the above permissions condition
// so that if the object is locked the client moving the object
// get's it's position on the simulator even if it was the same as before
// This keeps the moving user's client in sync with the rest of the world.
group.SendGroupTerseUpdate();
}
}
/// <summary>
///
/// </summary>
/// <param name="primLocalID"></param>
/// <param name="description"></param>
protected internal void PrimName(IClientAPI remoteClient, uint primLocalID, string name)
{
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group != null)
{
if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
{
group.SetPartName(Util.CleanString(name), primLocalID);
group.HasGroupChanged = true;
}
}
}
/// <summary>
/// Handle a prim description set request from a viewer.
/// </summary>
/// <param name="primLocalID"></param>
/// <param name="description"></param>
protected internal void PrimDescription(IClientAPI remoteClient, uint primLocalID, string description)
{
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group != null)
{
if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
{
group.SetPartDescription(Util.CleanString(description), primLocalID);
group.HasGroupChanged = true;
}
}
}
/// <summary>
/// Set a click action for the prim.
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="primLocalID"></param>
/// <param name="clickAction"></param>
protected internal void PrimClickAction(IClientAPI remoteClient, uint primLocalID, string clickAction)
{
// m_log.DebugFormat(
// "[SCENEGRAPH]: User {0} set click action for {1} to {2}", remoteClient.Name, primLocalID, clickAction);
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group != null)
{
if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
{
SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID);
if (part != null)
{
part.ClickAction = Convert.ToByte(clickAction);
group.HasGroupChanged = true;
}
}
}
}
protected internal void PrimMaterial(IClientAPI remoteClient, uint primLocalID, string material)
{
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group != null)
{
if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
{
SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID);
if (part != null)
{
part.Material = Convert.ToByte(material);
group.HasGroupChanged = true;
}
}
}
}
protected internal void UpdateExtraParam(UUID agentID, uint primLocalID, ushort type, bool inUse, byte[] data)
{
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group != null)
{
if (m_parentScene.Permissions.CanEditObject(group.UUID, agentID))
{
group.UpdateExtraParam(primLocalID, type, inUse, data);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="primLocalID"></param>
/// <param name="shapeBlock"></param>
protected internal void UpdatePrimShape(UUID agentID, uint primLocalID, UpdateShapeArgs shapeBlock)
{
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group != null)
{
if (m_parentScene.Permissions.CanEditObject(group.UUID, agentID))
{
ObjectShapePacket.ObjectDataBlock shapeData = new ObjectShapePacket.ObjectDataBlock();
shapeData.ObjectLocalID = shapeBlock.ObjectLocalID;
shapeData.PathBegin = shapeBlock.PathBegin;
shapeData.PathCurve = shapeBlock.PathCurve;
shapeData.PathEnd = shapeBlock.PathEnd;
shapeData.PathRadiusOffset = shapeBlock.PathRadiusOffset;
shapeData.PathRevolutions = shapeBlock.PathRevolutions;
shapeData.PathScaleX = shapeBlock.PathScaleX;
shapeData.PathScaleY = shapeBlock.PathScaleY;
shapeData.PathShearX = shapeBlock.PathShearX;
shapeData.PathShearY = shapeBlock.PathShearY;
shapeData.PathSkew = shapeBlock.PathSkew;
shapeData.PathTaperX = shapeBlock.PathTaperX;
shapeData.PathTaperY = shapeBlock.PathTaperY;
shapeData.PathTwist = shapeBlock.PathTwist;
shapeData.PathTwistBegin = shapeBlock.PathTwistBegin;
shapeData.ProfileBegin = shapeBlock.ProfileBegin;
shapeData.ProfileCurve = shapeBlock.ProfileCurve;
shapeData.ProfileEnd = shapeBlock.ProfileEnd;
shapeData.ProfileHollow = shapeBlock.ProfileHollow;
group.UpdateShape(shapeData, primLocalID);
}
}
}
/// <summary>
/// Initial method invoked when we receive a link objects request from the client.
/// </summary>
/// <param name="client"></param>
/// <param name="parentPrim"></param>
/// <param name="childPrims"></param>
protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
{
if (root.KeyframeMotion != null)
{
root.KeyframeMotion.Stop();
root.KeyframeMotion = null;
}
SceneObjectGroup parentGroup = root.ParentGroup;
if (parentGroup == null) return;
// Cowardly refuse to link to a group owned root
if (parentGroup.OwnerID == parentGroup.GroupID)
return;
Monitor.Enter(m_updateLock);
try
{
List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
// We do this in reverse to get the link order of the prims correct
for (int i = 0 ; i < children.Count ; i++)
{
SceneObjectGroup child = children[i].ParentGroup;
// Don't try and add a group to itself - this will only cause severe problems later on.
if (child == parentGroup)
continue;
// Make sure no child prim is set for sale
// So that, on delink, no prims are unwittingly
// left for sale and sold off
child.RootPart.ObjectSaleType = 0;
child.RootPart.SalePrice = 10;
childGroups.Add(child);
}
foreach (SceneObjectGroup child in childGroups)
{
if (parentGroup.OwnerID == child.OwnerID)
{
parentGroup.LinkToGroup(child);
child.DetachFromBackup();
// this is here so physics gets updated!
// Don't remove! Bad juju! Stay away! or fix physics!
child.AbsolutePosition = child.AbsolutePosition;
}
}
// We need to explicitly resend the newly link prim's object properties since no other actions
// occur on link to invoke this elsewhere (such as object selection)
if (childGroups.Count > 0)
{
parentGroup.RootPart.CreateSelected = true;
parentGroup.TriggerScriptChangedEvent(Changed.LINK);
parentGroup.HasGroupChanged = true;
parentGroup.ScheduleGroupForFullUpdate();
}
}
finally
{
Monitor.Exit(m_updateLock);
}
}
/// <summary>
/// Delink a linkset
/// </summary>
/// <param name="prims"></param>
protected internal void DelinkObjects(List<SceneObjectPart> prims)
{
Monitor.Enter(m_updateLock);
try
{
List<SceneObjectPart> childParts = new List<SceneObjectPart>();
List<SceneObjectPart> rootParts = new List<SceneObjectPart>();
List<SceneObjectGroup> affectedGroups = new List<SceneObjectGroup>();
// Look them all up in one go, since that is comparatively expensive
//
foreach (SceneObjectPart part in prims)
{
if (part != null)
{
if (part.KeyframeMotion != null)
{
part.KeyframeMotion.Stop();
part.KeyframeMotion = null;
}
if (part.ParentGroup.PrimCount != 1) // Skip single
{
if (part.LinkNum < 2) // Root
{
rootParts.Add(part);
}
else
{
part.LastOwnerID = part.ParentGroup.RootPart.LastOwnerID;
childParts.Add(part);
}
SceneObjectGroup group = part.ParentGroup;
if (!affectedGroups.Contains(group))
affectedGroups.Add(group);
}
}
}
foreach (SceneObjectPart child in childParts)
{
// Unlink all child parts from their groups
//
child.ParentGroup.DelinkFromGroup(child, true);
// These are not in affected groups and will not be
// handled further. Do the honors here.
child.ParentGroup.HasGroupChanged = true;
child.ParentGroup.ScheduleGroupForFullUpdate();
}
foreach (SceneObjectPart root in rootParts)
{
// In most cases, this will run only one time, and the prim
// will be a solo prim
// However, editing linked parts and unlinking may be different
//
SceneObjectGroup group = root.ParentGroup;
List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
int numChildren = newSet.Count;
// If there are prims left in a link set, but the root is
// slated for unlink, we need to do this
//
if (numChildren != 1)
{
// Unlink the remaining set
//
bool sendEventsToRemainder = true;
if (numChildren > 1)
sendEventsToRemainder = false;
foreach (SceneObjectPart p in newSet)
{
if (p != group.RootPart)
group.DelinkFromGroup(p, sendEventsToRemainder);
}
// If there is more than one prim remaining, we
// need to re-link
//
if (numChildren > 2)
{
// Remove old root
//
if (newSet.Contains(root))
newSet.Remove(root);
// Preserve link ordering
//
newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
{
return a.LinkNum.CompareTo(b.LinkNum);
});
// Determine new root
//
SceneObjectPart newRoot = newSet[0];
newSet.RemoveAt(0);
foreach (SceneObjectPart newChild in newSet)
newChild.ClearUpdateSchedule();
LinkObjects(newRoot, newSet);
if (!affectedGroups.Contains(newRoot.ParentGroup))
affectedGroups.Add(newRoot.ParentGroup);
}
}
}
// Finally, trigger events in the roots
//
foreach (SceneObjectGroup g in affectedGroups)
{
g.TriggerScriptChangedEvent(Changed.LINK);
g.HasGroupChanged = true; // Persist
g.ScheduleGroupForFullUpdate();
}
}
finally
{
Monitor.Exit(m_updateLock);
}
}
protected internal void MakeObjectSearchable(IClientAPI remoteClient, bool IncludeInSearch, uint localID)
{
UUID user = remoteClient.AgentId;
UUID objid = UUID.Zero;
SceneObjectPart obj = null;
EntityBase[] entityList = GetEntities();
foreach (EntityBase ent in entityList)
{
if (ent is SceneObjectGroup)
{
SceneObjectGroup sog = ent as SceneObjectGroup;
foreach (SceneObjectPart part in sog.Parts)
{
if (part.LocalId == localID)
{
objid = part.UUID;
obj = part;
}
}
}
}
//Protip: In my day, we didn't call them searchable objects, we called them limited point-to-point joints
//aka ObjectFlags.JointWheel = IncludeInSearch
//Permissions model: Object can be REMOVED from search IFF:
// * User owns object
//use CanEditObject
//Object can be ADDED to search IFF:
// * User owns object
// * Asset/DRM permission bit "modify" is enabled
//use CanEditObjectPosition
// libomv will complain about PrimFlags.JointWheel being
// deprecated, so we
#pragma warning disable 0612
if (IncludeInSearch && m_parentScene.Permissions.CanEditObject(objid, user))
{
obj.ParentGroup.RootPart.AddFlag(PrimFlags.JointWheel);
obj.ParentGroup.HasGroupChanged = true;
}
else if (!IncludeInSearch && m_parentScene.Permissions.CanMoveObject(objid,user))
{
obj.ParentGroup.RootPart.RemFlag(PrimFlags.JointWheel);
obj.ParentGroup.HasGroupChanged = true;
}
#pragma warning restore 0612
}
/// <summary>
/// Duplicate the given object.
/// </summary>
/// <param name="originalPrim"></param>
/// <param name="offset"></param>
/// <param name="flags"></param>
/// <param name="AgentID"></param>
/// <param name="GroupID"></param>
/// <param name="rot"></param>
/// <returns>null if duplication fails, otherwise the duplicated object</returns>
public SceneObjectGroup DuplicateObject(
uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
{
Monitor.Enter(m_updateLock);
try
{
// m_log.DebugFormat(
// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
// originalPrimID, offset, AgentID);
SceneObjectGroup original = GetGroupByPrim(originalPrimID);
if (original == null)
{
m_log.WarnFormat(
"[SCENEGRAPH]: Attempt to duplicate nonexistant prim id {0} by {1}", originalPrimID, AgentID);
return null;
}
if (!m_parentScene.Permissions.CanDuplicateObject(
original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
return null;
SceneObjectGroup copy = original.Copy(true);
copy.AbsolutePosition = copy.AbsolutePosition + offset;
if (original.OwnerID != AgentID)
{
copy.SetOwnerId(AgentID);
copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
SceneObjectPart[] partList = copy.Parts;
if (m_parentScene.Permissions.PropagatePermissions())
{
foreach (SceneObjectPart child in partList)
{
child.Inventory.ChangeInventoryOwner(AgentID);
child.TriggerScriptChangedEvent(Changed.OWNER);
child.ApplyNextOwnerPermissions();
}
}
copy.RootPart.ObjectSaleType = 0;
copy.RootPart.SalePrice = 10;
}
// FIXME: This section needs to be refactored so that it just calls AddSceneObject()
Entities.Add(copy);
lock (SceneObjectGroupsByFullID)
SceneObjectGroupsByFullID[copy.UUID] = copy;
SceneObjectPart[] children = copy.Parts;
lock (SceneObjectGroupsByFullPartID)
{
SceneObjectGroupsByFullPartID[copy.UUID] = copy;
foreach (SceneObjectPart part in children)
SceneObjectGroupsByFullPartID[part.UUID] = copy;
}
lock (SceneObjectGroupsByLocalPartID)
{
SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
foreach (SceneObjectPart part in children)
SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
}
// PROBABLE END OF FIXME
// Since we copy from a source group that is in selected
// state, but the copy is shown deselected in the viewer,
// We need to clear the selection flag here, else that
// prim never gets persisted at all. The client doesn't
// think it's selected, so it will never send a deselect...
copy.IsSelected = false;
m_numPrim += copy.Parts.Length;
if (rot != Quaternion.Identity)
{
copy.UpdateGroupRotationR(rot);
}
copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
copy.HasGroupChanged = true;
copy.ScheduleGroupForFullUpdate();
copy.ResumeScripts();
// required for physics to update it's position
copy.AbsolutePosition = copy.AbsolutePosition;
return copy;
}
finally
{
Monitor.Exit(m_updateLock);
}
}
/// <summary>
/// Calculates the distance between two Vector3s
/// </summary>
/// <param name="v1"></param>
/// <param name="v2"></param>
/// <returns></returns>
protected internal float Vector3Distance(Vector3 v1, Vector3 v2)
{
// We don't really need the double floating point precision...
// so casting it to a single
return
(float)
Math.Sqrt((v1.X - v2.X) * (v1.X - v2.X) + (v1.Y - v2.Y) * (v1.Y - v2.Y) + (v1.Z - v2.Z) * (v1.Z - v2.Z));
}
#endregion
}
}