/*
* 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
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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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.Collections.Concurrent;
using System.Reflection;
using OpenMetaverse;
using OpenMetaverse.Packets;
using log4net;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes.Types;
using OpenSim.Region.PhysicsModules.SharedBase;
using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.Framework.Scenes
{
public delegate void PhysicsCrash();
public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
///
/// 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.
///
public class SceneGraph
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
#region Events
protected internal event PhysicsCrash UnRecoverableError;
public event AttachToBackupDelegate OnAttachToBackup;
public event DetachFromBackupDelegate OnDetachFromBackup;
public event ChangedBackupDelegate OnChangeBackup;
#endregion
#region Fields
protected internal EntityManager Entities = new EntityManager();
private Dictionary m_scenePartsByID = new Dictionary(1024);
private Dictionary m_scenePartsByLocalID = new Dictionary(1024);
private SceneObjectPart[] m_scenePartsArray;
private Dictionary m_scenePresenceMap = new Dictionary();
private Dictionary m_scenePresenceLocalIDMap = new Dictionary();
private Dictionary m_updateList = new Dictionary();
private List m_scenePresenceList;
private Scene m_parentScene;
private PhysicsScene _PhyScene;
private int m_numRootAgents = 0;
private int m_numTotalPrim = 0;
private int m_numPrim = 0;
private int m_numMesh = 0;
private int m_numChildAgents = 0;
private int m_physicalPrim = 0;
private int m_activeScripts = 0;
private int m_scriptLPS = 0;
///
/// Lock to prevent object group update, linking, delinking and duplication operations from running concurrently.
///
///
/// These operations rely on the parts composition of the object. If allowed to run concurrently then race
/// conditions can occur.
///
private readonly Object m_updateLock = new Object();
private readonly Object m_linkLock = new Object();
private System.Threading.ReaderWriterLockSlim m_scenePresencesLock;
private System.Threading.ReaderWriterLockSlim m_scenePartsLock;
#endregion
protected internal SceneGraph(Scene parent)
{
m_scenePresencesLock = new System.Threading.ReaderWriterLockSlim();
m_scenePartsLock = new System.Threading.ReaderWriterLockSlim();
m_parentScene = parent;
m_scenePresenceList = null;
m_scenePartsArray = null;
}
~SceneGraph()
{
m_scenePartsLock.Dispose();
m_scenePresencesLock.Dispose();
}
public PhysicsScene PhysicsScene
{
get
{
if (_PhyScene == null)
_PhyScene = m_parentScene.RequestModuleInterface();
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()
{
bool entered = false;
try
{
try { }
finally
{
m_scenePresencesLock.EnterWriteLock();
entered = true;
}
m_scenePresenceMap = new Dictionary();
m_scenePresenceLocalIDMap = new Dictionary();
m_scenePresenceList = null;
}
finally
{
if (entered)
m_scenePresencesLock.ExitWriteLock();
}
entered = false;
try
{
try { }
finally
{
m_scenePartsLock.EnterWriteLock();
entered = true;
}
Entities.Clear();
m_scenePartsArray = null;
m_scenePartsByID = new Dictionary();
m_scenePartsByLocalID = new Dictionary();
if (_PhyScene != null)
_PhyScene.OnPhysicsCrash -= physicsBasedCrash;
_PhyScene = null;
}
finally
{
if (entered)
m_scenePartsLock.ExitWriteLock();
}
}
#region Update Methods
protected internal void UpdatePreparePhysics()
{
}
///
/// Update the position of all the scene presences.
///
///
/// Called only from the main scene loop.
///
protected internal void UpdatePresences()
{
ForEachScenePresence(delegate(ScenePresence presence)
{
presence.Update();
});
}
protected internal void UpdateScenePresenceMovement()
{
ForEachScenePresence(delegate (ScenePresence presence)
{
presence.UpdateMovement();
});
}
///
/// Perform a physics frame update.
///
///
///
protected internal float UpdatePhysics(double elapsed)
{
if (PhysicsScene != null)
return PhysicsScene.Simulate((float)elapsed);
return 0;
}
protected internal void ProcessPhysicsPreSimulation()
{
if(PhysicsScene != null)
PhysicsScene.ProcessPreSimulation();
}
public void GetCoarseLocations(out List coarseLocations, out List avatarUUIDs, uint maxLocations)
{
coarseLocations = new List();
avatarUUIDs = new List();
// coarse locations are sent as BYTE, so limited to the 255m max of normal regions
// try to work around that scale down X and Y acording to region size, so reducing the resolution
//
// viewers need to scale up
float scaleX = (float)m_parentScene.RegionInfo.RegionSizeX / (float)Constants.RegionSize;
if (scaleX == 0)
scaleX = 1.0f;
scaleX = 1.0f / scaleX;
float scaleY = (float)m_parentScene.RegionInfo.RegionSizeY / (float)Constants.RegionSize;
if (scaleY == 0)
scaleY = 1.0f;
scaleY = 1.0f / scaleY;
List presences = GetScenePresences();
int len = presences.Count;
if(len > maxLocations)
len = (int)maxLocations;
ScenePresence sp;
for (int i = 0; i < len; ++i)
{
sp = presences[i];
// If this presence is a child agent, we don't want its coarse locations
if (sp.IsChildAgent)
continue;
Vector3 pos = sp.AbsolutePosition;
pos.X *= scaleX;
pos.Y *= scaleY;
coarseLocations.Add(pos);
avatarUUIDs.Add(sp.UUID);
}
}
#endregion
#region Entity Methods
///
/// Add an object into the scene that has come from storage
///
///
///
/// 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
///
///
/// If true, we won't persist this object until it changes
/// If false, we'll persist this object immediately
///
///
/// 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
///
///
/// true if the object was added, false if an object with the same uuid was already in the scene
///
protected internal bool AddRestoredSceneObject(
SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
{
// temporary checks to remove after varsize suport
float regionSizeX = m_parentScene.RegionInfo.RegionSizeX;
float regionSizeY = m_parentScene.RegionInfo.RegionSizeY;
// KF: Check for out-of-region, move inside and make static.
Vector3 npos = sceneObject.RootPart.GroupPosition;
bool clampZ = m_parentScene.ClampNegativeZ;
if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || (npos.Z < 0.0 && clampZ) ||
npos.X > regionSizeX ||
npos.Y > regionSizeY))
{
if (npos.X < 0.0) npos.X = 1.0f;
if (npos.Y < 0.0) npos.Y = 1.0f;
if (npos.Z < 0.0 && clampZ) npos.Z = 0.0f;
if (npos.X > regionSizeX) npos.X = regionSizeX - 1.0f;
if (npos.Y > regionSizeY) npos.Y = regionSizeY - 1.0f;
SceneObjectPart rootpart = sceneObject.RootPart;
rootpart.GroupPosition = npos;
foreach (SceneObjectPart part in sceneObject.Parts)
{
if (part == rootpart)
continue;
part.GroupPosition = npos;
}
rootpart.Velocity = Vector3.Zero;
rootpart.AngularVelocity = Vector3.Zero;
rootpart.Acceleration = Vector3.Zero;
}
bool ret = AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
if (attachToBackup && (!alreadyPersisted))
{
sceneObject.ForceInventoryPersistence();
sceneObject.HasGroupChanged = true;
}
sceneObject.InvalidateDeepEffectivePerms();
return ret;
}
///
/// 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.
///
///
///
/// If true, the object is made persistent into the scene.
/// If false, the object will not persist over server restarts
///
///
/// true if the object was added, false if an object with the same uuid was already in the scene
///
protected internal bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
{
bool ret = AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
// Ensure that we persist this new scene object if it's not an
// attachment
if (attachToBackup)
sceneObject.HasGroupChanged = true;
return ret;
}
///
/// Add a newly created object to the scene.
///
///
/// This method does not send updates to the client - callers need to handle this themselves.
/// Caller should also trigger EventManager.TriggerObjectAddedToScene
///
///
/// Position of the object. If null then the position stored in the object is used.
/// Rotation of the object. If null then the rotation stored in the object is used.
/// Velocity of the object. This parameter only has an effect if the object is physical
///
public bool AddNewSceneObject(
SceneObjectGroup sceneObject, bool attachToBackup, Vector3? pos, Quaternion? rot, Vector3 vel)
{
if (pos != null)
sceneObject.AbsolutePosition = (Vector3)pos;
if (rot != null)
sceneObject.UpdateGroupRotationR((Quaternion)rot);
AddNewSceneObject(sceneObject, attachToBackup, false);
if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
{
sceneObject.ClearPartAttachmentData();
}
PhysicsActor pa = sceneObject.RootPart.PhysActor;
if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
{
sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
}
return true;
}
///
/// 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.
///
///
/// The object's stored position, rotation and velocity are used.
///
///
///
/// If true, the object is made persistent into the scene.
/// If false, the object will not persist over server restarts
///
///
/// 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
///
///
/// true if the object was added, false if an object with the same uuid was already in the scene
///
protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
{
if (sceneObject == null)
{
m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
return false;
}
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;
int partsLength = parts.Length;
SceneObjectPart part;
// Clamp the sizes (scales) of the child prims and add the child prims to the count of all primitives
// (meshes and geometric primitives) in the scene; add child prims to m_numTotalPrim count
if (m_parentScene.m_clampPrimSize)
{
for (int i = 0; i< partsLength; ++i)
{
part = parts[i];
Vector3 scale = part.Shape.Scale;
scale.X = Util.Clamp(scale.X, m_parentScene.m_minNonphys, m_parentScene.m_maxNonphys);
scale.Y = Util.Clamp(scale.Y, m_parentScene.m_minNonphys, m_parentScene.m_maxNonphys);
scale.Z = Util.Clamp(scale.Z, m_parentScene.m_minNonphys, m_parentScene.m_maxNonphys);
part.Shape.Scale = scale;
}
}
sceneObject.AttachToScene(m_parentScene);
bool entered = false;
try
{
try { }
finally
{
m_scenePartsLock.EnterWriteLock();
entered = true;
}
m_numTotalPrim += partsLength;
Entities.Add(sceneObject);
m_scenePartsArray = null;
for (int i = 0; i < partsLength; ++i)
{
part = parts[i];
m_scenePartsByID[part.UUID] = part;
m_scenePartsByLocalID[part.LocalId] = part;
if (part.GetPrimType() == PrimType.SCULPT)
++m_numMesh;
else
++m_numPrim;
}
}
finally
{
if(entered)
m_scenePartsLock.ExitWriteLock();
}
if (sendClientUpdates)
sceneObject.ScheduleGroupForFullAnimUpdate();
if (attachToBackup)
sceneObject.AttachToBackup();
return true;
}
///
/// Delete an object from the scene
///
/// true if the object was deleted, false if there was no object to delete
public bool DeleteSceneObject(UUID uuid, bool resultOfObjectLinked)
{
// m_log.DebugFormat(
// "[SCENE GRAPH]: Deleting scene object with uuid {0}, resultOfObjectLinked = {1}",
// uuid, resultOfObjectLinked);
if (!Entities.TryGetValue(uuid, out EntityBase entity) || (!(entity is SceneObjectGroup)))
return false;
SceneObjectGroup grp = (SceneObjectGroup)entity;
SceneObjectPart[] parts = grp.Parts;
int partsLength = parts.Length;
SceneObjectPart part;
if (!resultOfObjectLinked)
{
// Decrement the total number of primitives (meshes and geometric primitives)
// that are part of the Scene Object being removed
m_numTotalPrim -= grp.PrimCount;
bool isPh = (grp.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics;
int nphysparts = 0;
// Go through all parts (primitives and meshes) of this Scene Object
for (int i= 0; i < partsLength; ++i)
{
part = parts[i];
// Keep track of the total number of meshes or geometric primitives left in the scene;
// determine which object this is based on its primitive type: sculpted (sculpt) prim refers to
// a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives
if (part.GetPrimType() == PrimType.SCULPT)
m_numMesh--;
else
m_numPrim--;
if(isPh && part.PhysicsShapeType != (byte)PhysShapeType.none)
nphysparts++;
}
if (nphysparts > 0 )
RemovePhysicalPrim(nphysparts);
}
bool ret = false;
bool entered = false;
try
{
try { }
finally
{
m_scenePartsLock.EnterWriteLock();
entered = true;
}
if (!resultOfObjectLinked)
{
for (int i = 0; i < parts.Length; ++i)
{
part = parts[i];
m_scenePartsByID.Remove(part.UUID);
m_scenePartsByLocalID.Remove(part.LocalId);
}
m_scenePartsArray = null;
}
ret = Entities.Remove(uuid);
}
finally
{
if(entered)
m_scenePartsLock.ExitWriteLock();
}
return ret;
}
///
/// Add an object to the list of prims to process on the next update
///
///
/// A
///
protected internal void AddToUpdateList(SceneObjectGroup obj)
{
lock(m_updateLock)
m_updateList[obj.UUID] = obj;
}
public void FireAttachToBackup(SceneObjectGroup obj)
{
OnAttachToBackup?.Invoke(obj);
}
public void FireDetachFromBackup(SceneObjectGroup obj)
{
OnDetachFromBackup?.Invoke(obj);
}
public void FireChangeBackup(SceneObjectGroup obj)
{
OnChangeBackup?.Invoke(obj);
}
///
/// Process all pending updates
///
protected internal void UpdateObjectGroups()
{
Dictionary updates;
// Get the current list of updates and clear the list before iterating
lock (m_updateLock)
{
if(m_updateList.Count == 0)
return;
updates = m_updateList;
m_updateList = new Dictionary();
}
// Go through all updates
foreach (SceneObjectGroup sog in updates.Values)
{
if (sog.IsDeleted)
continue;
// 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);
}
}
updates = null;
}
protected internal void AddPhysicalPrim(int number)
{
m_physicalPrim += number;
}
protected internal void RemovePhysicalPrim(int number)
{
m_physicalPrim -= number;
}
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 presence = new ScenePresence(client, m_parentScene, appearance, type);
bool entered = false;
try
{
try{ }
finally
{
m_scenePresencesLock.EnterWriteLock();
entered = true;
}
UUID id = presence.UUID;
Entities[id] = presence;
// ScenePresence always defaults to child agent
++m_numChildAgents;
uint localid = presence.LocalId;
if (m_scenePresenceMap.TryGetValue(id, out ScenePresence oldref))
{
uint oldLocalID = oldref.LocalId;
if (localid != oldLocalID)
m_scenePresenceLocalIDMap.Remove(oldLocalID);
}
m_scenePresenceMap[id] = presence;
m_scenePresenceLocalIDMap[localid] = presence;
m_scenePresenceList = null;
}
finally
{
if(entered)
m_scenePresencesLock.ExitWriteLock();
}
return presence;
}
///
/// Remove a presence from the scene
///
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);
}
bool entered = false;
try
{
try { }
finally
{
m_scenePresencesLock.EnterWriteLock();
entered = true;
}
// Remove the presence reference from the dictionary
if(m_scenePresenceMap.TryGetValue(agentID, out ScenePresence oldref))
{
m_scenePresenceMap.Remove(agentID);
// Find the index in the list where the old ref was stored and remove the reference
m_scenePresenceLocalIDMap.Remove(oldref.LocalId);
m_scenePresenceList = null;
}
else
{
m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
}
}
finally
{
if(entered)
m_scenePresencesLock.ExitWriteLock();
}
}
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;
List presences = GetScenePresences();
for (int i = 0; i < presences.Count; ++i)
{
if (presences[i].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_numTotalPrim;
}
public int GetTotalPrimObjectsCount()
{
return m_numPrim;
}
public int GetTotalMeshObjectsCount()
{
return m_numMesh;
}
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
///
/// 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).
///
///
/// null if either the avatar wasn't in the scene, or
/// they do not have a controlling client
/// this used to be protected internal, but that
/// prevents CapabilitiesModule from accessing it
public IClientAPI GetControllingClient(UUID agentId)
{
bool entered = false;
try
{
try { }
finally
{
m_scenePresencesLock.EnterReadLock();
entered = true;
}
if (m_scenePresenceMap.TryGetValue(agentId, out ScenePresence presence))
return presence.ControllingClient;
return null;
}
catch
{
return null;
}
finally
{
if (entered)
m_scenePresencesLock.ExitReadLock();
}
}
///
/// 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.
///
///
protected internal List GetScenePresences()
{
bool entered = false;
try
{
try{ }
finally
{
m_scenePresencesLock.EnterWriteLock();
entered = true;
}
if(m_scenePresenceList == null)
m_scenePresenceList = new List(m_scenePresenceMap.Values);
return m_scenePresenceList;
}
catch
{
return new List();
}
finally
{
if(entered)
m_scenePresencesLock.ExitWriteLock();
}
}
///
/// Request a scene presence by UUID. Fast, indexed lookup.
///
///
/// null if the presence was not found
protected internal ScenePresence GetScenePresence(UUID agentID)
{
bool entered = false;
try
{
try { }
finally
{
m_scenePresencesLock.EnterReadLock();
entered = true;
}
if(m_scenePresenceMap.TryGetValue(agentID, out ScenePresence presence))
return presence;
return null;
}
catch
{
return null;
}
finally
{
if (entered)
m_scenePresencesLock.ExitReadLock();
}
}
///
/// Request the scene presence by name.
///
///
///
/// null if the presence was not found
protected internal ScenePresence GetScenePresence(string firstName, string lastName)
{
List presences = GetScenePresences();
foreach (ScenePresence presence in presences)
{
if (string.Equals(presence.Firstname, firstName, StringComparison.CurrentCultureIgnoreCase)
&& string.Equals(presence.Lastname, lastName, StringComparison.CurrentCultureIgnoreCase))
return presence;
}
return null;
}
///
/// Request the scene presence by localID.
///
///
/// null if the presence was not found
protected internal ScenePresence GetScenePresence(uint localID)
{
bool entered = false;
try
{
try { }
finally
{
m_scenePresencesLock.EnterReadLock();
entered = true;
}
if (m_scenePresenceLocalIDMap.TryGetValue(localID, out ScenePresence sp))
return sp;
}
finally
{
if (entered)
m_scenePresencesLock.ExitReadLock();
}
return null;
}
protected internal bool TryGetScenePresence(UUID agentID, out ScenePresence avatar)
{
bool entered = false;
try
{
try { }
finally
{
m_scenePresencesLock.EnterReadLock();
entered = true;
}
return m_scenePresenceMap.TryGetValue(agentID, out avatar);
}
catch
{
avatar = null;
return false;
}
finally
{
if (entered)
m_scenePresencesLock.ExitReadLock();
}
}
protected internal bool TryGetAvatarByName(string name, out ScenePresence avatar)
{
avatar = null;
List presences = GetScenePresences();
foreach (ScenePresence presence in presences)
{
if (String.Compare(name, presence.ControllingClient.Name, true) == 0)
{
avatar = presence;
break;
}
}
return (avatar != null);
}
///
/// Get a scene object group that contains the prim with the given local id
///
///
/// null if no scene object group containing that prim is found
public SceneObjectGroup GetGroupByPrim(uint localID)
{
bool entered = false;
try
{
try { }
finally
{
m_scenePartsLock.EnterReadLock();
entered = true;
}
if(m_scenePartsByLocalID.TryGetValue(localID, out SceneObjectPart sop))
return sop.ParentGroup;
return null;
}
finally
{
if(entered)
m_scenePartsLock.ExitReadLock();
}
}
///
/// Get a scene object group that contains the prim with the given uuid
///
///
/// null if no scene object group containing that prim is found
public SceneObjectGroup GetGroupByPrim(UUID fullID)
{
bool entered = false;
try
{
try { }
finally
{
m_scenePartsLock.EnterReadLock();
entered = true;
}
if (m_scenePartsByID.TryGetValue(fullID, out SceneObjectPart sop))
return sop.ParentGroup;
return null;
}
finally
{
if (entered)
m_scenePartsLock.ExitReadLock();
}
}
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 = ent as SceneObjectGroup;
EntityIntersection inter = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters);
if (inter.HitTF && inter.distance < closestDistance)
{
closestDistance = inter.distance;
result = inter;
}
}
}
return result;
}
///
/// Get all the scene object groups.
///
///
/// The scene object groups. If the scene is empty then an empty list is returned.
///
protected internal List GetSceneObjectGroups()
{
EntityBase[] entities = Entities.GetEntities();
List ret = new List(256);
for (int i = 0; i < entities.Length; ++i)
{
if(entities[i] is SceneObjectGroup)
ret.Add(entities[i] as SceneObjectGroup);
}
return ret;
}
///
/// Get a group in the scene
///
/// UUID of the group
/// null if no such group was found
protected internal SceneObjectGroup GetSceneObjectGroup(UUID fullID)
{
if (Entities.TryGetValue(fullID, out EntityBase entity) && (entity is SceneObjectGroup))
return entity as SceneObjectGroup;
return null;
}
///
/// Get a group in the scene
/// Local id of the root part of the group
/// null if no such group was found
protected internal SceneObjectGroup GetSceneObjectGroup(uint localID)
{
if (Entities.TryGetValue(localID, out EntityBase entity) && (entity is SceneObjectGroup))
return entity as SceneObjectGroup;
return null;
}
///
/// Get a group by name from the scene (will return the first
/// found, if there are more than one prim with the same name)
///
///
/// null if the part was not found
protected internal SceneObjectGroup GetSceneObjectGroup(string name)
{
EntityBase entity = null;
EntityBase[] entities = Entities.GetEntities();
for (int i = 0; i < entities.Length; ++i)
{
entity = entities[i];
if (entity is SceneObjectGroup && entity.Name == name)
return (SceneObjectGroup)entity;
}
return null;
}
///
/// Get a part contained in this scene.
///
///
/// null if the part was not found
protected internal SceneObjectPart GetSceneObjectPart(uint localID)
{
bool entered = false;
try
{
try { }
finally
{
m_scenePartsLock.EnterReadLock();
entered = true;
}
if (m_scenePartsByLocalID.TryGetValue(localID, out SceneObjectPart sop))
{
if (sop.ParentGroup == null || sop.ParentGroup.IsDeleted)
return null;
return sop;
}
return null;
}
finally
{
if (entered)
m_scenePartsLock.ExitReadLock();
}
}
///
/// Get a part contained in this scene.
///
///
/// null if the part was not found
protected internal SceneObjectPart GetSceneObjectPart(UUID fullID)
{
bool entered = false;
try
{
try { }
finally
{
m_scenePartsLock.EnterReadLock();
entered = true;
}
if (m_scenePartsByID.TryGetValue(fullID, out SceneObjectPart sop))
{
if (sop.ParentGroup == null || sop.ParentGroup.IsDeleted)
return null;
return sop;
}
return null;
}
finally
{
if (entered)
m_scenePartsLock.ExitReadLock();
}
}
///
/// Get a prim by name from the scene (will return the first
/// found, if there are more than one prim with the same name)
///
///
/// null if the part was not found
protected internal SceneObjectPart GetSceneObjectPart(string name)
{
SceneObjectPart[] parts = GetPartsArray();
SceneObjectPart sop;
for (int i = 0; i < parts.Length; ++i)
{
sop = parts[i];
if (sop.ParentGroup == null || sop.ParentGroup.IsDeleted)
continue;
if (sop.Name == name)
return sop;
}
return null;
}
protected internal SceneObjectPart[] GetPartsArray()
{
bool entered = false;
try
{
try { }
finally
{
m_scenePartsLock.EnterWriteLock();
entered = true;
}
if(m_scenePartsArray == null)
{
m_scenePartsArray = new SceneObjectPart[m_scenePartsByID.Count];
m_scenePartsByID.Values.CopyTo(m_scenePartsArray, 0);
}
return m_scenePartsArray;
}
finally
{
if(entered)
m_scenePartsLock.ExitWriteLock();
}
}
///
/// Returns a list of the entities in the scene. This is a new list so no locking is required to iterate over
/// it
///
///
protected internal EntityBase[] GetEntities()
{
return Entities.GetEntities();
}
#endregion
#region Other Methods
protected internal void physicsBasedCrash()
{
UnRecoverableError?.Invoke();
}
///
/// Performs action once on all scene object groups.
///
///
protected internal void ForEachSOG(Action action)
{
EntityBase[] entities = Entities.GetEntities();
EntityBase entity;
for (int i = 0; i < entities.Length; ++i)
{
entity = entities[i];
if (entity is SceneObjectGroup)
{
try
{
action((SceneObjectGroup)entity);
}
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);
}
}
}
}
///
/// Performs action on all ROOT (not child) scene presences.
/// This is just a shortcut function since frequently actions only appy to root SPs
///
///
public void ForEachRootScenePresence(Action action)
{
List presences = GetScenePresences();
for (int i = 0; i < presences.Count; ++i)
{
if(presences[i].IsChildAgent || presences[i].IsDeleted)
continue;
try
{
action(presences[i]);
}
catch (Exception e)
{
m_log.Error("[SCENEGRAPH]: Error in " + m_parentScene.RegionInfo.RegionName + ": " + e.ToString());
}
};
}
///
/// Performs action on all scene presences
///
///
public void ForEachScenePresence(Action action)
{
List presences = GetScenePresences();
for(int i = 0; i < presences.Count; ++i)
{
if (presences[i].IsDeleted)
continue;
try
{
action(presences[i]);
}
catch (Exception e)
{
m_log.Error("[SCENEGRAPH]: Error in " + m_parentScene.RegionInfo.RegionName + ": " + e.ToString());
}
}
}
#endregion
#region Client Event handlers
protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
{
SceneObjectPart part = GetSceneObjectPart(localID);
ObjectChangeData data = (ObjectChangeData)odata;
if (part != null)
{
SceneObjectGroup grp = part.ParentGroup;
if (grp != null)
{
if (m_parentScene.Permissions.CanEditObject(grp, remoteClient))
{
// These two are exceptions SL makes in the interpretation
// of the change flags. Must check them here because otherwise
// the group flag (see below) would be lost
if (data.change == ObjectChangeType.groupS)
data.change = ObjectChangeType.primS;
if (data.change == ObjectChangeType.groupPS)
data.change = ObjectChangeType.primPS;
part.StoreUndoState(data.change); // lets test only saving what we changed
grp.doChangeObject(part, (ObjectChangeData)data);
}
else
{
// Is this any kind of group operation?
if ((data.change & ObjectChangeType.Group) != 0)
{
// Is a move and/or rotation requested?
if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
{
// Are we allowed to move it?
if (m_parentScene.Permissions.CanMoveObject(grp, remoteClient))
{
// Strip all but move and rotation from request
data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
part.StoreUndoState(data.change);
grp.doChangeObject(part, (ObjectChangeData)data);
}
}
}
}
}
}
}
///
/// Update the scale of an individual prim.
///
///
///
///
protected internal void UpdatePrimScale(uint localID, Vector3 scale, IClientAPI remoteClient)
{
SceneObjectPart part = GetSceneObjectPart(localID);
if (part != null)
{
if (m_parentScene.Permissions.CanEditObject(part.ParentGroup, remoteClient))
{
bool physbuild = false;
if (part.ParentGroup.RootPart.PhysActor != null)
{
part.ParentGroup.RootPart.PhysActor.Building = true;
physbuild = true;
}
part.Resize(scale);
if (physbuild)
part.ParentGroup.RootPart.PhysActor.Building = false;
}
}
}
protected internal void UpdatePrimGroupScale(uint localID, Vector3 scale, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (m_parentScene.Permissions.CanEditObject(group, remoteClient))
{
bool physbuild = false;
if (group.RootPart.PhysActor != null)
{
group.RootPart.PhysActor.Building = true;
physbuild = true;
}
group.GroupResize(scale);
if (physbuild)
group.RootPart.PhysActor.Building = false;
}
}
}
///
/// 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
///
///
///
///
///
protected internal void RequestObjectPropertiesFamily(
IClientAPI remoteClient, UUID AgentID, uint RequestFlags, UUID ObjectID)
{
SceneObjectGroup group = GetGroupByPrim(ObjectID);
if (group != null)
{
group.ServiceObjectPropertiesFamilyRequest(remoteClient, AgentID, RequestFlags);
}
}
///
///
///
///
///
///
protected internal void UpdatePrimSingleRotation(uint localID, Quaternion rot, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (m_parentScene.Permissions.CanMoveObject(group, remoteClient))
{
group.UpdateSingleRotation(rot, localID);
}
}
}
///
///
///
///
///
///
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, remoteClient))
{
group.UpdateSingleRotation(rot, pos, localID);
}
}
}
///
/// Update the rotation of a whole group.
///
///
///
///
protected internal void UpdatePrimGroupRotation(uint localID, Quaternion rot, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (m_parentScene.Permissions.CanMoveObject(group, remoteClient))
{
group.UpdateGroupRotationR(rot);
}
}
}
///
///
///
///
///
///
///
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, remoteClient))
{
group.UpdateGroupRotationPR(pos, rot);
}
}
}
///
/// Update the position of the given part
///
///
///
///
protected internal void UpdatePrimSinglePosition(uint localID, Vector3 pos, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (m_parentScene.Permissions.CanMoveObject(group, remoteClient) || group.IsAttachment)
{
group.UpdateSinglePosition(pos, localID);
}
}
}
///
/// Update the position of the given group.
///
///
///
///
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))
{
// Set the new attachment point data in the object
byte attachmentPoint = (byte)group.AttachmentPoint;
group.UpdateGroupPosition(pos);
group.IsAttachment = false;
group.AbsolutePosition = group.RootPart.AttachedPos;
group.AttachmentPoint = attachmentPoint;
group.HasGroupChanged = true;
}
else
{
if (m_parentScene.Permissions.CanMoveObject(group, remoteClient)
&& m_parentScene.Permissions.CanObjectEntry(group, false, pos))
{
group.UpdateGroupPosition(pos);
}
}
}
}
///
/// Update the texture entry of the given prim.
///
///
/// 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.
///
///
///
///
protected internal void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient)
{
SceneObjectPart part = GetSceneObjectPart(localID);
if(part == null)
return;
SceneObjectGroup group = part.ParentGroup;
if (group != null && !group.IsDeleted)
{
if (m_parentScene.Permissions.CanEditObject(group, remoteClient))
{
part.UpdateTextureEntry(texture);
}
}
}
///
/// Update the flags on a scene object. This covers properties such as phantom, physics and temporary.
///
///
/// This is currently handling the incoming call from the client stack (e.g. LLClientView).
///
///
///
///
///
///
protected internal void UpdatePrimFlags(
uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
{
SceneObjectPart part = GetSceneObjectPart(localID);
if(part == null)
return;
SceneObjectGroup group = part.ParentGroup;
if(group == null || group.IsDeleted)
return;
if (!m_parentScene.Permissions.CanEditObject(group, remoteClient))
return;
// 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
bool wantedPhys = UsePhysics;
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.UpdateFlags(UsePhysics, SetTemporary, SetPhantom, vdtc);
}
else
{
part.UpdateExtraPhysics(PhysData);
if (remoteClient != null)
remoteClient.SendPartPhysicsProprieties(part);
}
if (wantedPhys != group.UsesPhysics && remoteClient != null)
{
if(m_parentScene.m_linksetPhysCapacity != 0)
remoteClient.SendAlertMessage("Object physics cancelled because it exceeds limits for physical prims, either size or number of primswith shape type not set to None");
else
remoteClient.SendAlertMessage("Object physics cancelled because it exceeds size limits for physical prims");
group.RootPart.ScheduleFullUpdate();
}
}
///
///
///
///
///
protected internal void PrimName(IClientAPI remoteClient, uint primLocalID, string name)
{
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group != null)
{
if (m_parentScene.Permissions.CanEditObject(group, remoteClient))
{
group.SetPartName(Util.CleanString(name), primLocalID);
group.HasGroupChanged = true;
}
}
}
///
/// Handle a prim description set request from a viewer.
///
///
///
protected internal void PrimDescription(IClientAPI remoteClient, uint primLocalID, string description)
{
SceneObjectGroup group = GetGroupByPrim(primLocalID);
if (group != null)
{
if (m_parentScene.Permissions.CanEditObject(group, remoteClient))
{
group.SetPartDescription(Util.CleanString(description), primLocalID);
group.HasGroupChanged = true;
}
}
}
///
/// Set a click action for the prim.
///
///
///
///
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, remoteClient))
{
SceneObjectPart part = group.GetPart(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, remoteClient))
{
SceneObjectPart part = group.GetPart(primLocalID);
if (part != null)
{
part.Material = Convert.ToByte(material);
group.HasGroupChanged = true;
remoteClient.SendPartPhysicsProprieties(part);
}
}
}
}
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);
}
}
}
///
///
///
///
///
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()
{
ObjectLocalID = shapeBlock.ObjectLocalID,
PathBegin = shapeBlock.PathBegin,
PathCurve = shapeBlock.PathCurve,
PathEnd = shapeBlock.PathEnd,
PathRadiusOffset = shapeBlock.PathRadiusOffset,
PathRevolutions = shapeBlock.PathRevolutions,
PathScaleX = shapeBlock.PathScaleX,
PathScaleY = shapeBlock.PathScaleY,
PathShearX = shapeBlock.PathShearX,
PathShearY = shapeBlock.PathShearY,
PathSkew = shapeBlock.PathSkew,
PathTaperX = shapeBlock.PathTaperX,
PathTaperY = shapeBlock.PathTaperY,
PathTwist = shapeBlock.PathTwist,
PathTwistBegin = shapeBlock.PathTwistBegin,
ProfileBegin = shapeBlock.ProfileBegin,
ProfileCurve = shapeBlock.ProfileCurve,
ProfileEnd = shapeBlock.ProfileEnd,
ProfileHollow = shapeBlock.ProfileHollow
};
group.UpdateShape(shapeData, primLocalID);
}
}
}
///
/// Initial method invoked when we receive a link objects request from the client.
///
///
///
///
protected internal void LinkObjects(SceneObjectPart root, List 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_linkLock);
try
{
List childGroups = new List();
// 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
if (child != null)
{
child.RootPart.ObjectSaleType = 0;
child.RootPart.SalePrice = 10;
childGroups.Add(child);
}
}
foreach (SceneObjectGroup child in childGroups)
{
if (parentGroup.OwnerID == child.OwnerID)
{
child.DetachFromBackup();
parentGroup.LinkToGroup(child);
// this is here so physics gets updated!
// Don't remove! Bad juju! Stay away! or fix physics!
// already done in LinkToGroup
// 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);
}
}
finally
{
/*
lock (SceneObjectGroupsByLocalPartID)
{
foreach (SceneObjectPart part in parentGroup.Parts)
SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
}
*/
parentGroup.AdjustChildPrimPermissions(false);
parentGroup.HasGroupChanged = true;
parentGroup.ScheduleGroupForFullAnimUpdate();
Monitor.Exit(m_linkLock);
}
}
///
/// Delink a linkset
///
///
protected internal void DelinkObjects(List prims)
{
List childParts = new List();
List rootParts = new List();
List affectedGroups = new List();
// Look them all up in one go, since that is comparatively expensive
//
Monitor.Enter(m_linkLock);
try
{
foreach (SceneObjectPart part in prims)
{
if(part == null)
continue;
SceneObjectGroup parentSOG = part.ParentGroup;
if(parentSOG == null || parentSOG.IsDeleted || parentSOG.inTransit || parentSOG.PrimCount == 1)
continue;
if (!affectedGroups.Contains(parentSOG))
{
affectedGroups.Add(parentSOG);
if(parentSOG.RootPart.PhysActor != null)
parentSOG.RootPart.PhysActor.Building = true;
}
if (part.KeyframeMotion != null)
{
part.KeyframeMotion.Stop();
part.KeyframeMotion = null;
}
if (part.LinkNum < 2) // Root
{
rootParts.Add(part);
}
else
{
part.LastOwnerID = part.ParentGroup.RootPart.LastOwnerID;
part.RezzerID = part.ParentGroup.RootPart.RezzerID;
childParts.Add(part);
}
}
if (childParts.Count > 0)
{
foreach (SceneObjectPart child in childParts)
{
// Unlink all child parts from their groups
child.ParentGroup.DelinkFromGroup(child, true);
//child.ParentGroup is now other
child.ParentGroup.HasGroupChanged = true;
child.ParentGroup.ScheduleGroupForFullAnimUpdate();
}
}
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 newSet = new List(group.Parts);
newSet.Remove(root);
int numChildren = newSet.Count;
if(numChildren == 0)
break;
foreach (SceneObjectPart p in newSet)
group.DelinkFromGroup(p, false);
SceneObjectPart newRoot = newSet[0];
// If there is more than one prim remaining, we
// need to re-link
//
if (numChildren > 1)
{
// Determine new root
//
newSet.RemoveAt(0);
foreach (SceneObjectPart newChild in newSet)
newChild.ClearUpdateSchedule();
LinkObjects(newRoot, newSet);
}
else
{
newRoot.TriggerScriptChangedEvent(Changed.LINK);
newRoot.ParentGroup.HasGroupChanged = true;
newRoot.ParentGroup.InvalidatePartsLinkMaps();
newRoot.ParentGroup.ScheduleGroupForFullAnimUpdate();
}
}
// trigger events in the roots
//
foreach (SceneObjectGroup g in affectedGroups)
{
if(g.RootPart.PhysActor != null)
g.RootPart.PhysActor.Building = false;
g.AdjustChildPrimPermissions(false);
// Child prims that have been unlinked and deleted will
// return unless the root is deleted. This will remove them
// from the database. They will be rewritten immediately,
// minus the rows for the unlinked child prims.
m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
g.InvalidatePartsLinkMaps();
g.TriggerScriptChangedEvent(Changed.LINK);
g.HasGroupChanged = true; // Persist
g.ScheduleGroupForFullUpdate();
}
}
finally
{
Monitor.Exit(m_linkLock);
}
}
protected internal void MakeObjectSearchable(IClientAPI remoteClient, bool IncludeInSearch, uint localID)
{
SceneObjectGroup sog = GetGroupByPrim(localID);
if(sog == null)
return;
//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(sog, remoteClient))
{
sog.RootPart.AddFlag(PrimFlags.JointWheel);
sog.HasGroupChanged = true;
}
else if (!IncludeInSearch && m_parentScene.Permissions.CanMoveObject(sog, remoteClient))
{
sog.RootPart.RemFlag(PrimFlags.JointWheel);
sog.HasGroupChanged = true;
}
#pragma warning restore 0612
}
///
/// Duplicate the given object.
///
///
///
///
///
///
///
/// null if duplication fails, otherwise the duplicated object
///
public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, UUID AgentID, UUID GroupID, Quaternion rot, bool createSelected)
{
// 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)
{
if (m_parentScene.Permissions.CanDuplicateObject(original, AgentID))
{
SceneObjectGroup copy = original.Copy(true);
copy.AbsolutePosition = copy.AbsolutePosition + offset;
copy.RootPart.Rezzed = DateTime.UtcNow;
copy.RootPart.RezzerID = AgentID;
SceneObjectPart[] parts = copy.Parts;
m_numTotalPrim += parts.Length;
if (original.OwnerID != AgentID)
{
copy.SetOwner(AgentID, GroupID);
if (m_parentScene.Permissions.PropagatePermissions())
{
foreach (SceneObjectPart child in parts)
{
child.Inventory.ChangeInventoryOwner(AgentID);
child.TriggerScriptChangedEvent(Changed.OWNER);
child.ApplyNextOwnerPermissions();
}
copy.InvalidateEffectivePerms();
}
}
bool entered = false;
try
{
try { }
finally
{
m_scenePartsLock.EnterWriteLock();
entered = true;
}
Entities.Add(copy);
m_scenePartsArray = null;
foreach (SceneObjectPart part in parts)
{
if (part.GetPrimType() == PrimType.SCULPT)
m_numMesh++;
else
m_numPrim++;
m_scenePartsByID[part.UUID] = part;
m_scenePartsByLocalID[part.LocalId] = part;
}
}
finally
{
if(entered)
m_scenePartsLock.ExitWriteLock();
}
copy.IsSelected = createSelected;
if (rot != Quaternion.Identity)
copy.UpdateGroupRotationR(rot);
// required for physics to update it's position
copy.ResetChildPrimPhysicsPositions();
copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
copy.ResumeScripts();
copy.HasGroupChanged = true;
copy.ScheduleGroupForFullAnimUpdate();
return copy;
}
}
else
{
m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
}
return null;
}
#endregion
}
}