/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the 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; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.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; private PhysicsCrash handlerPhysicsCrash = null; 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 Object m_updateLock = new Object(); private 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); EntityBase entity; if (!Entities.TryGetValue(uuid, out 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) { if (OnAttachToBackup != null) { OnAttachToBackup(obj); } } public void FireDetachFromBackup(SceneObjectGroup obj) { if (OnDetachFromBackup != null) { OnDetachFromBackup(obj); } } public void FireChangeBackup(SceneObjectGroup obj) { if (OnChangeBackup != null) { OnChangeBackup(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; ScenePresence oldref; if (m_scenePresenceMap.TryGetValue(id, out 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 ScenePresence oldref; if(m_scenePresenceMap.TryGetValue(agentID, out 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; } ScenePresence presence; if (m_scenePresenceMap.TryGetValue(agentId, out 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; } ScenePresence presence; m_scenePresenceMap.TryGetValue(agentID, out presence); return presence; } 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; } ScenePresence sp; if (m_scenePresenceLocalIDMap.TryGetValue(localID, out 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; } SceneObjectPart sop; if(m_scenePartsByLocalID.TryGetValue(localID, out 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; } SceneObjectPart sop; if (m_scenePartsByID.TryGetValue(fullID, out 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 = (SceneObjectGroup)ent; 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((SceneObjectGroup)entities[i]); } 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) { EntityBase entity; if (Entities.TryGetValue(fullID, out entity) && (entity is SceneObjectGroup)) return (SceneObjectGroup)entity; 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) { EntityBase entity; if (Entities.TryGetValue(localID, out entity) && (entity is SceneObjectGroup)) return (SceneObjectGroup)entity; 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; } SceneObjectPart sop; if (m_scenePartsByLocalID.TryGetValue(localID, out 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; } SceneObjectPart sop; if (m_scenePartsByID.TryGetValue(fullID, out 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() { handlerPhysicsCrash = UnRecoverableError; if (handlerPhysicsCrash != null) { handlerPhysicsCrash(); } } /// /// 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(); 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); } } } /// /// 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; 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 } }