OpenSimMirror/OpenSim/Region/OptionalModules/DataSnapshot/LandSnapshot.cs

434 lines
18 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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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Xml;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.CoreModules.World.Land;
using OpenSim.Region.DataSnapshot.Interfaces;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.DataSnapshot.Providers
{
public class LandSnapshot : IDataSnapshotProvider
{
private Scene m_scene = null;
private DataSnapshotManager m_parent = null;
//private Dictionary<int, Land> m_landIndexed = new Dictionary<int, Land>();
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private bool m_stale = true;
#region Dead code
/*
* David, I don't think we need this at all. When we do the snapshot, we can
* simply look into the parcels that are marked for ShowDirectory -- see
* conditional in RequestSnapshotData
*
//Revise this, look for more direct way of checking for change in land
#region Client hooks
public void OnNewClient(IClientAPI client)
{
//Land hooks
client.OnParcelDivideRequest += ParcelSplitHook;
client.OnParcelJoinRequest += ParcelSplitHook;
client.OnParcelPropertiesUpdateRequest += ParcelPropsHook;
}
public void ParcelSplitHook(int west, int south, int east, int north, IClientAPI remote_client)
{
PrepareData();
}
public void ParcelPropsHook(ParcelPropertiesUpdatePacket packet, IClientAPI remote_client)
{
PrepareData();
}
#endregion
public void PrepareData()
{
m_log.Info("[EXTERNALDATA]: Generating land data.");
m_landIndexed.Clear();
//Index sim land
foreach (KeyValuePair<int, Land> curLand in m_scene.LandManager.landList)
{
//if ((curLand.Value.LandData.landFlags & (uint)ParcelFlags.ShowDirectory) == (uint)ParcelFlags.ShowDirectory)
//{
m_landIndexed.Add(curLand.Key, curLand.Value.Copy());
//}
}
}
public Dictionary<int,Land> IndexedLand {
get { return m_landIndexed; }
}
*/
#endregion
#region IDataSnapshotProvider members
public void Initialize(Scene scene, DataSnapshotManager parent)
{
m_scene = scene;
m_parent = parent;
//Brought back from the dead for staleness checks.
m_scene.EventManager.OnNewClient += OnNewClient;
}
public Scene GetParentScene
{
get { return m_scene; }
}
public XmlNode RequestSnapshotData(XmlDocument nodeFactory)
{
ILandChannel landChannel = m_scene.LandChannel;
List<ILandObject> parcels = landChannel.AllParcels();
IDwellModule dwellModule = m_scene.RequestModuleInterface<IDwellModule>();
XmlNode parent = nodeFactory.CreateNode(XmlNodeType.Element, "parceldata", "");
if (parcels != null)
{
//foreach (KeyValuePair<int, Land> curParcel in m_landIndexed)
foreach (ILandObject parcel_interface in parcels)
{
// Play it safe
if (!(parcel_interface is LandObject))
continue;
LandObject land = (LandObject)parcel_interface;
LandData parcel = land.LandData;
if (m_parent.ExposureLevel.Equals("all") ||
(m_parent.ExposureLevel.Equals("minimum") &&
(parcel.Flags & (uint)ParcelFlags.ShowDirectory) == (uint)ParcelFlags.ShowDirectory))
{
//TODO: make better method of marshalling data from LandData to XmlNode
XmlNode xmlparcel = nodeFactory.CreateNode(XmlNodeType.Element, "parcel", "");
// Attributes of the parcel node
XmlAttribute scripts_attr = nodeFactory.CreateAttribute("scripts");
scripts_attr.Value = GetScriptsPermissions(parcel);
XmlAttribute build_attr = nodeFactory.CreateAttribute("build");
build_attr.Value = GetBuildPermissions(parcel);
XmlAttribute public_attr = nodeFactory.CreateAttribute("public");
public_attr.Value = GetPublicPermissions(parcel);
// Check the category of the Parcel
XmlAttribute category_attr = nodeFactory.CreateAttribute("category");
category_attr.Value = ((int)parcel.Category).ToString();
// Check if the parcel is for sale
XmlAttribute forsale_attr = nodeFactory.CreateAttribute("forsale");
forsale_attr.Value = CheckForSale(parcel);
XmlAttribute sales_attr = nodeFactory.CreateAttribute("salesprice");
sales_attr.Value = parcel.SalePrice.ToString();
XmlAttribute directory_attr = nodeFactory.CreateAttribute("showinsearch");
directory_attr.Value = GetShowInSearch(parcel);
//XmlAttribute entities_attr = nodeFactory.CreateAttribute("entities");
//entities_attr.Value = land.primsOverMe.Count.ToString();
xmlparcel.Attributes.Append(directory_attr);
xmlparcel.Attributes.Append(scripts_attr);
xmlparcel.Attributes.Append(build_attr);
xmlparcel.Attributes.Append(public_attr);
xmlparcel.Attributes.Append(category_attr);
xmlparcel.Attributes.Append(forsale_attr);
xmlparcel.Attributes.Append(sales_attr);
//xmlparcel.Attributes.Append(entities_attr);
//name, description, area, and UUID
XmlNode name = nodeFactory.CreateNode(XmlNodeType.Element, "name", "");
name.InnerText = parcel.Name;
xmlparcel.AppendChild(name);
XmlNode desc = nodeFactory.CreateNode(XmlNodeType.Element, "description", "");
desc.InnerText = parcel.Description;
xmlparcel.AppendChild(desc);
XmlNode uuid = nodeFactory.CreateNode(XmlNodeType.Element, "uuid", "");
uuid.InnerText = parcel.GlobalID.ToString();
xmlparcel.AppendChild(uuid);
XmlNode area = nodeFactory.CreateNode(XmlNodeType.Element, "area", "");
area.InnerText = parcel.Area.ToString();
xmlparcel.AppendChild(area);
//default location
XmlNode tpLocation = nodeFactory.CreateNode(XmlNodeType.Element, "location", "");
Vector3 loc = parcel.UserLocation;
if (loc.Equals(Vector3.Zero)) // This test is moot at this point: the location is wrong by default
loc = new Vector3((parcel.AABBMax.X + parcel.AABBMin.X) / 2, (parcel.AABBMax.Y + parcel.AABBMin.Y) / 2, (parcel.AABBMax.Z + parcel.AABBMin.Z) / 2);
tpLocation.InnerText = loc.X.ToString() + "/" + loc.Y.ToString() + "/" + loc.Z.ToString();
xmlparcel.AppendChild(tpLocation);
XmlNode infouuid = nodeFactory.CreateNode(XmlNodeType.Element, "infouuid", "");
uint x = (uint)loc.X, y = (uint)loc.Y;
findPointInParcel(land, ref x, ref y); // find a suitable spot
infouuid.InnerText = Util.BuildFakeParcelID(
m_scene.RegionInfo.RegionHandle, x, y).ToString();
xmlparcel.AppendChild(infouuid);
XmlNode dwell = nodeFactory.CreateNode(XmlNodeType.Element, "dwell", "");
if (dwellModule != null)
dwell.InnerText = dwellModule.GetDwell(parcel.GlobalID).ToString();
else
dwell.InnerText = "0";
xmlparcel.AppendChild(dwell);
//TODO: figure how to figure out teleport system landData.landingType
//land texture snapshot uuid
if (parcel.SnapshotID != UUID.Zero)
{
XmlNode textureuuid = nodeFactory.CreateNode(XmlNodeType.Element, "image", "");
textureuuid.InnerText = parcel.SnapshotID.ToString();
xmlparcel.AppendChild(textureuuid);
}
string groupName = String.Empty;
//attached user and group
if (parcel.GroupID != UUID.Zero)
{
XmlNode groupblock = nodeFactory.CreateNode(XmlNodeType.Element, "group", "");
XmlNode groupuuid = nodeFactory.CreateNode(XmlNodeType.Element, "groupuuid", "");
groupuuid.InnerText = parcel.GroupID.ToString();
groupblock.AppendChild(groupuuid);
IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
if (gm != null)
{
GroupRecord g = gm.GetGroupRecord(parcel.GroupID);
if (g != null)
groupName = g.GroupName;
}
XmlNode groupname = nodeFactory.CreateNode(XmlNodeType.Element, "groupname", "");
groupname.InnerText = groupName;
groupblock.AppendChild(groupname);
xmlparcel.AppendChild(groupblock);
}
XmlNode userblock = nodeFactory.CreateNode(XmlNodeType.Element, "owner", "");
UUID userOwnerUUID = parcel.OwnerID;
XmlNode useruuid = nodeFactory.CreateNode(XmlNodeType.Element, "uuid", "");
useruuid.InnerText = userOwnerUUID.ToString();
userblock.AppendChild(useruuid);
if (!parcel.IsGroupOwned)
{
try
{
XmlNode username = nodeFactory.CreateNode(XmlNodeType.Element, "name", "");
UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, userOwnerUUID);
username.InnerText = account.FirstName + " " + account.LastName;
userblock.AppendChild(username);
}
catch (Exception)
{
//m_log.Info("[DATASNAPSHOT]: Cannot find owner name; ignoring this parcel");
}
}
else
{
XmlNode username = nodeFactory.CreateNode(XmlNodeType.Element, "name", "");
username.InnerText = groupName;
userblock.AppendChild(username);
}
xmlparcel.AppendChild(userblock);
parent.AppendChild(xmlparcel);
}
}
//snap.AppendChild(parent);
}
this.Stale = false;
return parent;
}
public String Name
{
get { return "LandSnapshot"; }
}
public bool Stale
{
get
{
return m_stale;
}
set
{
m_stale = value;
if (m_stale)
OnStale(this);
}
}
public event ProviderStale OnStale;
#endregion
#region Helper functions
private string GetScriptsPermissions(LandData parcel)
{
if ((parcel.Flags & (uint)ParcelFlags.AllowOtherScripts) == (uint)ParcelFlags.AllowOtherScripts)
return "true";
else
return "false";
}
private string GetPublicPermissions(LandData parcel)
{
if ((parcel.Flags & (uint)ParcelFlags.UseAccessList) == (uint)ParcelFlags.UseAccessList)
return "false";
else
return "true";
}
private string GetBuildPermissions(LandData parcel)
{
if ((parcel.Flags & (uint)ParcelFlags.CreateObjects) == (uint)ParcelFlags.CreateObjects)
return "true";
else
return "false";
}
private string CheckForSale(LandData parcel)
{
if ((parcel.Flags & (uint)ParcelFlags.ForSale) == (uint)ParcelFlags.ForSale)
return "true";
else
return "false";
}
private string GetShowInSearch(LandData parcel)
{
if ((parcel.Flags & (uint)ParcelFlags.ShowDirectory) == (uint)ParcelFlags.ShowDirectory)
return "true";
else
return "false";
}
#endregion
#region Change detection hooks
public void OnNewClient(IClientAPI client)
{
//Land hooks
client.OnParcelDivideRequest += delegate(int west, int south, int east, int north,
IClientAPI remote_client) { this.Stale = true; };
client.OnParcelJoinRequest += delegate(int west, int south, int east, int north,
IClientAPI remote_client) { this.Stale = true; };
client.OnParcelPropertiesUpdateRequest += delegate(LandUpdateArgs args, int local_id,
IClientAPI remote_client) { this.Stale = true; };
client.OnParcelBuy += delegate(UUID agentId, UUID groupId, bool final, bool groupOwned,
bool removeContribution, int parcelLocalID, int parcelArea, int parcelPrice, bool authenticated)
{ this.Stale = true; };
}
public void ParcelSplitHook(int west, int south, int east, int north, IClientAPI remote_client)
{
this.Stale = true;
}
public void ParcelPropsHook(LandUpdateArgs args, int local_id, IClientAPI remote_client)
{
this.Stale = true;
}
#endregion
// this is needed for non-convex parcels (example: rectangular parcel, and in the exact center
// another, smaller rectangular parcel). Both will have the same initial coordinates.
private void findPointInParcel(ILandObject land, ref uint refX, ref uint refY)
{
m_log.DebugFormat("[DATASNAPSHOT] trying {0}, {1}", refX, refY);
// the point we started with already is in the parcel
if (land.ContainsPoint((int)refX, (int)refY)) return;
// ... otherwise, we have to search for a point within the parcel
uint startX = (uint)land.LandData.AABBMin.X;
uint startY = (uint)land.LandData.AABBMin.Y;
uint endX = (uint)land.LandData.AABBMax.X;
uint endY = (uint)land.LandData.AABBMax.Y;
// default: center of the parcel
refX = (startX + endX) / 2;
refY = (startY + endY) / 2;
// If the center point is within the parcel, take that one
if (land.ContainsPoint((int)refX, (int)refY)) return;
// otherwise, go the long way.
for (uint y = startY; y <= endY; ++y)
{
for (uint x = startX; x <= endX; ++x)
{
if (land.ContainsPoint((int)x, (int)y))
{
// found a point
refX = x;
refY = y;
return;
}
}
}
}
}
}