/*
* 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.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using log4net;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Capabilities;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Servers.HttpServer;
using OpenSim.Services.Interfaces;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Physics.Manager;
using Caps=OpenSim.Framework.Capabilities.Caps;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
namespace OpenSim.Region.CoreModules.World.Land
{
// used for caching
internal class ExtendedLandData {
public LandData LandData;
public ulong RegionHandle;
public uint X, Y;
}
public class LandManagementModule : INonSharedRegionModule
{
private static readonly ILog m_log =
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string remoteParcelRequestPath = "0009/";
private LandChannel landChannel;
private Scene m_scene;
// Minimum for parcels to work is 64m even if we don't actually use them.
#pragma warning disable 0429
private const int landArrayMax = ((int)((int)Constants.RegionSize / 4) >= 64) ? (int)((int)Constants.RegionSize / 4) : 64;
#pragma warning restore 0429
///
/// Local land ids at specified region co-ordinates (region size / 4)
///
private readonly int[,] m_landIDList = new int[landArrayMax, landArrayMax];
///
/// Land objects keyed by local id
///
private readonly Dictionary m_landList = new Dictionary();
private bool m_landPrimCountTainted;
private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
private bool m_allowedForcefulBans = true;
// caches ExtendedLandData
private Cache parcelInfoCache;
private Vector3? forcedPosition = null;
#region INonSharedRegionModule Members
public Type ReplaceableInterface
{
get { return null; }
}
public void Initialise(IConfigSource source)
{
}
public void AddRegion(Scene scene)
{
m_scene = scene;
m_landIDList.Initialize();
landChannel = new LandChannel(scene, this);
parcelInfoCache = new Cache();
parcelInfoCache.Size = 30; // the number of different parcel requests in this region to cache
parcelInfoCache.DefaultTTL = new TimeSpan(0, 5, 0);
m_scene.EventManager.OnParcelPrimCountAdd += EventManagerOnParcelPrimCountAdd;
m_scene.EventManager.OnParcelPrimCountUpdate += EventManagerOnParcelPrimCountUpdate;
m_scene.EventManager.OnAvatarEnteringNewParcel += EventManagerOnAvatarEnteringNewParcel;
m_scene.EventManager.OnClientMovement += EventManagerOnClientMovement;
m_scene.EventManager.OnValidateLandBuy += EventManagerOnValidateLandBuy;
m_scene.EventManager.OnLandBuy += EventManagerOnLandBuy;
m_scene.EventManager.OnNewClient += EventManagerOnNewClient;
m_scene.EventManager.OnSignificantClientMovement += EventManagerOnSignificantClientMovement;
m_scene.EventManager.OnObjectBeingRemovedFromScene += EventManagerOnObjectBeingRemovedFromScene;
m_scene.EventManager.OnNoticeNoLandDataFromStorage += EventManagerOnNoLandDataFromStorage;
m_scene.EventManager.OnIncomingLandDataFromStorage += EventManagerOnIncomingLandDataFromStorage;
m_scene.EventManager.OnSetAllowForcefulBan += EventManagerOnSetAllowedForcefulBan;
m_scene.EventManager.OnRequestParcelPrimCountUpdate += EventManagerOnRequestParcelPrimCountUpdate;
m_scene.EventManager.OnParcelPrimCountTainted += EventManagerOnParcelPrimCountTainted;
m_scene.EventManager.OnRegisterCaps += EventManagerOnRegisterCaps;
lock (m_scene)
{
m_scene.LandChannel = (ILandChannel)landChannel;
}
}
public void RegionLoaded(Scene scene)
{
}
public void RemoveRegion(Scene scene)
{
}
private bool OnVerifyUserConnection(ScenePresence scenePresence, out string reason)
{
ILandObject nearestParcel = m_scene.GetNearestAllowedParcel(scenePresence.UUID, scenePresence.AbsolutePosition.X, scenePresence.AbsolutePosition.Y);
reason = "You are not allowed to enter this sim.";
return nearestParcel != null;
}
void EventManagerOnNewClient(IClientAPI client)
{
//Register some client events
client.OnParcelPropertiesRequest += ClientOnParcelPropertiesRequest;
client.OnParcelDivideRequest += ClientOnParcelDivideRequest;
client.OnParcelJoinRequest += ClientOnParcelJoinRequest;
client.OnParcelPropertiesUpdateRequest += ClientOnParcelPropertiesUpdateRequest;
client.OnParcelSelectObjects += ClientOnParcelSelectObjects;
client.OnParcelObjectOwnerRequest += ClientOnParcelObjectOwnerRequest;
client.OnParcelAccessListRequest += ClientOnParcelAccessListRequest;
client.OnParcelAccessListUpdateRequest += ClientOnParcelAccessUpdateListRequest;
client.OnParcelAbandonRequest += ClientOnParcelAbandonRequest;
client.OnParcelGodForceOwner += ClientOnParcelGodForceOwner;
client.OnParcelReclaim += ClientOnParcelReclaim;
client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
client.OnParcelDwellRequest += ClientOnParcelDwellRequest;
client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
client.OnPreAgentUpdate += ClientOnPreAgentUpdate;
EntityBase presenceEntity;
if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence)
{
SendLandUpdate((ScenePresence)presenceEntity, true);
SendParcelOverlay(client);
}
}
void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
{
//If we are forcing a position for them to go
if (forcedPosition != null)
{
ScenePresence clientAvatar = m_scene.GetScenePresence(remoteClient.AgentId);
//Putting the user into flying, both keeps the avatar in fligth when it bumps into something and stopped from going another direction AND
//When the avatar walks into a ban line on the ground, it prevents getting stuck
agentData.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
//Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition.Value) < .2)
{
Debug.WriteLine(string.Format("Stopping force position because {0} is close enough to position {1}", forcedPosition.Value, clientAvatar.AbsolutePosition));
forcedPosition = null;
}
//if we are far away, teleport
else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition.Value) > 3)
{
Debug.WriteLine(string.Format("Teleporting out because {0} is too far from avatar position {1}", forcedPosition.Value, clientAvatar.AbsolutePosition));
clientAvatar.Teleport(forcedPosition.Value);
forcedPosition = null;
}
else
{
//Forces them toward the forced position we want if they aren't there yet
agentData.UseClientAgentPosition = true;
agentData.ClientAgentPosition = forcedPosition.Value;
}
}
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "LandManagementModule"; }
}
public bool IsSharedModule
{
get { return false; }
}
#endregion
#region Parcel Add/Remove/Get/Create
public void EventManagerOnSetAllowedForcefulBan(bool forceful)
{
AllowedForcefulBans = forceful;
}
public void UpdateLandObject(int local_id, LandData data)
{
LandData newData = data.Copy();
newData.LocalID = local_id;
lock (m_landList)
{
if (m_landList.ContainsKey(local_id))
{
m_landList[local_id].LandData = newData;
m_scene.EventManager.TriggerLandObjectUpdated((uint)local_id, m_landList[local_id]);
}
}
}
public bool AllowedForcefulBans
{
get { return m_allowedForcefulBans; }
set { m_allowedForcefulBans = value; }
}
///
/// Resets the sim to the default land object (full sim piece of land owned by the default user)
///
public void ResetSimLandObjects()
{
//Remove all the land objects in the sim and add a blank, full sim land object set to public
lock (m_landList)
{
m_landList.Clear();
m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
m_landIDList.Initialize();
}
ILandObject fullSimParcel = new LandObject(UUID.Zero, false, m_scene);
fullSimParcel.SetLandBitmap(fullSimParcel.GetSquareLandBitmap(0, 0, (int)Constants.RegionSize, (int)Constants.RegionSize));
fullSimParcel.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
fullSimParcel.LandData.ClaimDate = Util.UnixTimeSinceEpoch();
AddLandObject(fullSimParcel);
}
public List AllParcels()
{
lock (m_landList)
{
return new List(m_landList.Values);
}
}
public List ParcelsNearPoint(Vector3 position)
{
List parcelsNear = new List();
for (int x = -4; x <= 4; x += 4)
{
for (int y = -4; y <= 4; y += 4)
{
ILandObject check = GetLandObject(position.X + x, position.Y + y);
if (check != null)
{
if (!parcelsNear.Contains(check))
{
parcelsNear.Add(check);
}
}
}
}
return parcelsNear;
}
public void SendYouAreBannedNotice(ScenePresence avatar)
{
if (AllowedForcefulBans)
{
avatar.ControllingClient.SendAlertMessage(
"You are not allowed on this parcel because you are banned. Please go away.");
}
else
{
avatar.ControllingClient.SendAlertMessage(
"You are not allowed on this parcel because you are banned; however, the grid administrator has disabled ban lines globally. Please obey the land owner's requests or you can be banned from the entire sim!");
}
}
private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position)
{
if (m_scene.Permissions.IsGod(avatar.UUID)) return;
if (position.HasValue)
{
forcedPosition = position;
}
}
public void SendYouAreRestrictedNotice(ScenePresence avatar)
{
avatar.ControllingClient.SendAlertMessage(
"You are not allowed on this parcel because the land owner has restricted access.");
}
public void EventManagerOnAvatarEnteringNewParcel(ScenePresence avatar, int localLandID, UUID regionID)
{
if (m_scene.RegionInfo.RegionID == regionID)
{
ILandObject parcelAvatarIsEntering;
lock (m_landList)
{
parcelAvatarIsEntering = m_landList[localLandID];
}
if (parcelAvatarIsEntering != null)
{
if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
{
if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID))
{
SendYouAreBannedNotice(avatar);
ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
}
else if (parcelAvatarIsEntering.IsRestrictedFromLand(avatar.UUID))
{
SendYouAreRestrictedNotice(avatar);
ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
}
else
{
avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
}
}
else
{
avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
}
}
}
}
public void SendOutNearestBanLine(IClientAPI client)
{
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp == null || sp.IsChildAgent)
return;
List checkLandParcels = ParcelsNearPoint(sp.AbsolutePosition);
foreach (ILandObject checkBan in checkLandParcels)
{
if (checkBan.IsBannedFromLand(client.AgentId))
{
checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionBanned, false, (int)ParcelResult.Single, client);
return; //Only send one
}
if (checkBan.IsRestrictedFromLand(client.AgentId))
{
checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionNotOnAccessList, false, (int)ParcelResult.Single, client);
return; //Only send one
}
}
return;
}
public void SendLandUpdate(ScenePresence avatar, bool force)
{
ILandObject over = GetLandObject((int)Math.Min(((int)Constants.RegionSize - 1), Math.Max(0, Math.Round(avatar.AbsolutePosition.X))),
(int)Math.Min(((int)Constants.RegionSize - 1), Math.Max(0, Math.Round(avatar.AbsolutePosition.Y))));
if (over != null)
{
if (force)
{
if (!avatar.IsChildAgent)
{
over.SendLandUpdateToClient(avatar.ControllingClient);
m_scene.EventManager.TriggerAvatarEnteringNewParcel(avatar, over.LandData.LocalID,
m_scene.RegionInfo.RegionID);
}
}
if (avatar.currentParcelUUID != over.LandData.GlobalID)
{
if (!avatar.IsChildAgent)
{
over.SendLandUpdateToClient(avatar.ControllingClient);
avatar.currentParcelUUID = over.LandData.GlobalID;
m_scene.EventManager.TriggerAvatarEnteringNewParcel(avatar, over.LandData.LocalID,
m_scene.RegionInfo.RegionID);
}
}
}
}
public void SendLandUpdate(ScenePresence avatar)
{
SendLandUpdate(avatar, false);
}
public void EventManagerOnSignificantClientMovement(IClientAPI remote_client)
{
ScenePresence clientAvatar = m_scene.GetScenePresence(remote_client.AgentId);
if (clientAvatar != null)
{
SendLandUpdate(clientAvatar);
SendOutNearestBanLine(remote_client);
ILandObject parcel = GetLandObject(clientAvatar.AbsolutePosition.X, clientAvatar.AbsolutePosition.Y);
if (parcel != null)
{
if (clientAvatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT &&
clientAvatar.sentMessageAboutRestrictedParcelFlyingDown)
{
EventManagerOnAvatarEnteringNewParcel(clientAvatar, parcel.LandData.LocalID,
m_scene.RegionInfo.RegionID);
//They are going under the safety line!
if (!parcel.IsBannedFromLand(clientAvatar.UUID))
{
clientAvatar.sentMessageAboutRestrictedParcelFlyingDown = false;
}
}
else if (clientAvatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT &&
parcel.IsBannedFromLand(clientAvatar.UUID))
{
//once we've sent the message once, keep going toward the target until we are done
if (forcedPosition == null)
{
SendYouAreBannedNotice(clientAvatar);
ForceAvatarToPosition(clientAvatar, m_scene.GetNearestAllowedPosition(clientAvatar));
}
}
else if (parcel.IsRestrictedFromLand(clientAvatar.UUID))
{
//once we've sent the message once, keep going toward the target until we are done
if (forcedPosition == null)
{
SendYouAreRestrictedNotice(clientAvatar);
ForceAvatarToPosition(clientAvatar, m_scene.GetNearestAllowedPosition(clientAvatar));
}
}
else
{
//when we are finally in a safe place, lets release the forced position lock
forcedPosition = null;
}
}
}
}
public void EventManagerOnClientMovement(ScenePresence avatar)
//Like handleEventManagerOnSignificantClientMovement, but called with an AgentUpdate regardless of distance.
{
ILandObject over = GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
if (over != null)
{
if (!over.IsRestrictedFromLand(avatar.UUID) && (!over.IsBannedFromLand(avatar.UUID) || avatar.AbsolutePosition.Z >= LandChannel.BAN_LINE_SAFETY_HIEGHT))
{
avatar.lastKnownAllowedPosition =
new Vector3(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z);
}
}
}
public void ClientOnParcelAccessListRequest(UUID agentID, UUID sessionID, uint flags, int sequenceID,
int landLocalID, IClientAPI remote_client)
{
ILandObject land;
lock (m_landList)
{
m_landList.TryGetValue(landLocalID, out land);
}
if (land != null)
{
m_landList[landLocalID].SendAccessList(agentID, sessionID, flags, sequenceID, remote_client);
}
}
public void ClientOnParcelAccessUpdateListRequest(UUID agentID, UUID sessionID, uint flags, int landLocalID,
List entries,
IClientAPI remote_client)
{
ILandObject land;
lock (m_landList)
{
m_landList.TryGetValue(landLocalID, out land);
}
if (land != null)
{
if (agentID == land.LandData.OwnerID)
{
land.UpdateAccessList(flags, entries, remote_client);
}
}
else
{
m_log.WarnFormat("[LAND]: Invalid local land ID {0}", landLocalID);
}
}
///
/// Creates a basic Parcel object without an owner (a zeroed key)
///
///
public ILandObject CreateBaseLand()
{
return new LandObject(UUID.Zero, false, m_scene);
}
///
/// Adds a land object to the stored list and adds them to the landIDList to what they own
///
/// The land object being added
public ILandObject AddLandObject(ILandObject land)
{
ILandObject new_land = land.Copy();
lock (m_landList)
{
int newLandLocalID = ++m_lastLandLocalID;
new_land.LandData.LocalID = newLandLocalID;
bool[,] landBitmap = new_land.GetLandBitmap();
for (int x = 0; x < landArrayMax; x++)
{
for (int y = 0; y < landArrayMax; y++)
{
if (landBitmap[x, y])
{
m_landIDList[x, y] = newLandLocalID;
}
}
}
m_landList.Add(newLandLocalID, new_land);
}
new_land.ForceUpdateLandInfo();
m_scene.EventManager.TriggerLandObjectAdded(new_land);
return new_land;
}
///
/// Removes a land object from the list. Will not remove if local_id is still owning an area in landIDList
///
/// Land.localID of the peice of land to remove.
public void removeLandObject(int local_id)
{
lock (m_landList)
{
for (int x = 0; x < 64; x++)
{
for (int y = 0; y < 64; y++)
{
if (m_landIDList[x, y] == local_id)
{
m_log.WarnFormat("[LAND]: Not removing land object {0}; still being used at {1}, {2}",
local_id, x, y);
return;
//throw new Exception("Could not remove land object. Still being used at " + x + ", " + y);
}
}
}
m_scene.EventManager.TriggerLandObjectRemoved(m_landList[local_id].LandData.GlobalID);
m_landList.Remove(local_id);
}
}
private void performFinalLandJoin(ILandObject master, ILandObject slave)
{
bool[,] landBitmapSlave = slave.GetLandBitmap();
lock (m_landList)
{
for (int x = 0; x < 64; x++)
{
for (int y = 0; y < 64; y++)
{
if (landBitmapSlave[x, y])
{
m_landIDList[x, y] = master.LandData.LocalID;
}
}
}
}
removeLandObject(slave.LandData.LocalID);
UpdateLandObject(master.LandData.LocalID, master.LandData);
}
public ILandObject GetLandObject(int parcelLocalID)
{
lock (m_landList)
{
if (m_landList.ContainsKey(parcelLocalID))
{
return m_landList[parcelLocalID];
}
}
return null;
}
///
/// Get the land object at the specified point
///
/// Value between 0 - 256 on the x axis of the point
/// Value between 0 - 256 on the y axis of the point
/// Land object at the point supplied
public ILandObject GetLandObject(float x_float, float y_float)
{
int x;
int y;
if (x_float > Constants.RegionSize || x_float <= 0 || y_float > Constants.RegionSize || y_float <= 0)
return null;
try
{
x = Convert.ToInt32(Math.Floor(Convert.ToDouble(x_float) / 4.0));
y = Convert.ToInt32(Math.Floor(Convert.ToDouble(y_float) / 4.0));
}
catch (OverflowException)
{
return null;
}
if (x >= 64 || y >= 64 || x < 0 || y < 0)
{
return null;
}
lock (m_landList)
{
// Corner case. If an autoreturn happens during sim startup
// we will come here with the list uninitialized
//
if (m_landList.ContainsKey(m_landIDList[x, y]))
return m_landList[m_landIDList[x, y]];
return null;
}
}
public ILandObject GetLandObject(int x, int y)
{
if (x >= Convert.ToInt32(Constants.RegionSize) || y >= Convert.ToInt32(Constants.RegionSize) || x < 0 || y < 0)
{
// These exceptions here will cause a lot of complaints from the users specifically because
// they happen every time at border crossings
throw new Exception("Error: Parcel not found at point " + x + ", " + y);
}
lock (m_landIDList)
{
try
{
if (m_landList.ContainsKey(m_landIDList[x / 4, y / 4]))
return m_landList[m_landIDList[x / 4, y / 4]];
else
return null;
}
catch (IndexOutOfRangeException)
{
return null;
}
}
}
#endregion
#region Parcel Modification
public void ResetAllLandPrimCounts()
{
lock (m_landList)
{
foreach (LandObject p in m_landList.Values)
{
p.ResetLandPrimCounts();
}
}
}
public void EventManagerOnParcelPrimCountTainted()
{
m_landPrimCountTainted = true;
}
public bool IsLandPrimCountTainted()
{
return m_landPrimCountTainted;
}
public void EventManagerOnParcelPrimCountAdd(SceneObjectGroup obj)
{
Vector3 position = obj.AbsolutePosition;
ILandObject landUnderPrim = GetLandObject(position.X, position.Y);
if (landUnderPrim != null)
{
landUnderPrim.AddPrimToCount(obj);
}
}
public void EventManagerOnObjectBeingRemovedFromScene(SceneObjectGroup obj)
{
lock (m_landList)
{
foreach (LandObject p in m_landList.Values)
{
p.RemovePrimFromCount(obj);
}
}
}
public void FinalizeLandPrimCountUpdate()
{
//Get Simwide prim count for owner
Dictionary> landOwnersAndParcels = new Dictionary>();
lock (m_landList)
{
foreach (LandObject p in m_landList.Values)
{
if (!landOwnersAndParcels.ContainsKey(p.LandData.OwnerID))
{
List tempList = new List();
tempList.Add(p);
landOwnersAndParcels.Add(p.LandData.OwnerID, tempList);
}
else
{
landOwnersAndParcels[p.LandData.OwnerID].Add(p);
}
}
}
foreach (UUID owner in landOwnersAndParcels.Keys)
{
int simArea = 0;
int simPrims = 0;
foreach (LandObject p in landOwnersAndParcels[owner])
{
simArea += p.LandData.Area;
simPrims += p.LandData.OwnerPrims + p.LandData.OtherPrims + p.LandData.GroupPrims +
p.LandData.SelectedPrims;
}
foreach (LandObject p in landOwnersAndParcels[owner])
{
p.LandData.SimwideArea = simArea;
p.LandData.SimwidePrims = simPrims;
}
}
}
public void EventManagerOnParcelPrimCountUpdate()
{
ResetAllLandPrimCounts();
foreach (EntityBase obj in m_scene.Entities)
{
if (obj != null)
{
if ((obj is SceneObjectGroup) && !obj.IsDeleted && !((SceneObjectGroup) obj).IsAttachment)
{
m_scene.EventManager.TriggerParcelPrimCountAdd((SceneObjectGroup) obj);
}
}
}
FinalizeLandPrimCountUpdate();
m_landPrimCountTainted = false;
}
public void EventManagerOnRequestParcelPrimCountUpdate()
{
ResetAllLandPrimCounts();
m_scene.EventManager.TriggerParcelPrimCountUpdate();
FinalizeLandPrimCountUpdate();
m_landPrimCountTainted = false;
}
///
/// Subdivides a piece of land
///
/// West Point
/// South Point
/// East Point
/// North Point
/// UUID of user who is trying to subdivide
/// Returns true if successful
private void subdivide(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
{
//First, lets loop through the points and make sure they are all in the same peice of land
//Get the land object at start
ILandObject startLandObject = GetLandObject(start_x, start_y);
if (startLandObject == null) return;
//Loop through the points
try
{
int totalX = end_x - start_x;
int totalY = end_y - start_y;
for (int y = 0; y < totalY; y++)
{
for (int x = 0; x < totalX; x++)
{
ILandObject tempLandObject = GetLandObject(start_x + x, start_y + y);
if (tempLandObject == null) return;
if (tempLandObject != startLandObject) return;
}
}
}
catch (Exception)
{
return;
}
//If we are still here, then they are subdividing within one piece of land
//Check owner
if (!m_scene.Permissions.CanEditParcel(attempting_user_id, startLandObject))
{
return;
}
//Lets create a new land object with bitmap activated at that point (keeping the old land objects info)
ILandObject newLand = startLandObject.Copy();
newLand.LandData.Name = newLand.LandData.Name;
newLand.LandData.GlobalID = UUID.Random();
newLand.SetLandBitmap(newLand.GetSquareLandBitmap(start_x, start_y, end_x, end_y));
//Now, lets set the subdivision area of the original to false
int startLandObjectIndex = startLandObject.LandData.LocalID;
lock (m_landList)
{
m_landList[startLandObjectIndex].SetLandBitmap(
newLand.ModifyLandBitmapSquare(startLandObject.GetLandBitmap(), start_x, start_y, end_x, end_y, false));
m_landList[startLandObjectIndex].ForceUpdateLandInfo();
}
EventManagerOnParcelPrimCountTainted();
//Now add the new land object
ILandObject result = AddLandObject(newLand);
UpdateLandObject(startLandObject.LandData.LocalID, startLandObject.LandData);
result.SendLandUpdateToAvatarsOverMe();
}
///
/// Join 2 land objects together
///
/// x value in first piece of land
/// y value in first piece of land
/// x value in second peice of land
/// y value in second peice of land
/// UUID of the avatar trying to join the land objects
/// Returns true if successful
private void join(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
{
end_x -= 4;
end_y -= 4;
List selectedLandObjects = new List();
int stepYSelected;
for (stepYSelected = start_y; stepYSelected <= end_y; stepYSelected += 4)
{
int stepXSelected;
for (stepXSelected = start_x; stepXSelected <= end_x; stepXSelected += 4)
{
ILandObject p = GetLandObject(stepXSelected, stepYSelected);
if (p != null)
{
if (!selectedLandObjects.Contains(p))
{
selectedLandObjects.Add(p);
}
}
}
}
ILandObject masterLandObject = selectedLandObjects[0];
selectedLandObjects.RemoveAt(0);
if (selectedLandObjects.Count < 1)
{
return;
}
if (!m_scene.Permissions.CanEditParcel(attempting_user_id, masterLandObject))
{
return;
}
foreach (ILandObject p in selectedLandObjects)
{
if (p.LandData.OwnerID != masterLandObject.LandData.OwnerID)
{
return;
}
}
lock (m_landList)
{
foreach (ILandObject slaveLandObject in selectedLandObjects)
{
m_landList[masterLandObject.LandData.LocalID].SetLandBitmap(
slaveLandObject.MergeLandBitmaps(masterLandObject.GetLandBitmap(), slaveLandObject.GetLandBitmap()));
performFinalLandJoin(masterLandObject, slaveLandObject);
}
}
EventManagerOnParcelPrimCountTainted();
masterLandObject.SendLandUpdateToAvatarsOverMe();
}
public void Join(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
{
join(start_x, start_y, end_x, end_y, attempting_user_id);
}
public void Subdivide(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
{
subdivide(start_x, start_y, end_x, end_y, attempting_user_id);
}
#endregion
#region Parcel Updating
///
/// Where we send the ParcelOverlay packet to the client
///
/// The object representing the client
public void SendParcelOverlay(IClientAPI remote_client)
{
const int LAND_BLOCKS_PER_PACKET = 1024;
byte[] byteArray = new byte[LAND_BLOCKS_PER_PACKET];
int byteArrayCount = 0;
int sequenceID = 0;
int blockmeters = 4 * (int) Constants.RegionSize/(int)Constants.TerrainPatchSize;
for (int y = 0; y < blockmeters; y++)
{
for (int x = 0; x < blockmeters; x++)
{
byte tempByte = 0; //This represents the byte for the current 4x4
ILandObject currentParcelBlock = GetLandObject(x * 4, y * 4);
if (currentParcelBlock != null)
{
if (currentParcelBlock.LandData.OwnerID == remote_client.AgentId)
{
//Owner Flag
tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
}
else if (currentParcelBlock.LandData.SalePrice > 0 &&
(currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
{
//Sale Flag
tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_IS_FOR_SALE);
}
else if (currentParcelBlock.LandData.OwnerID == UUID.Zero)
{
//Public Flag
tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_PUBLIC);
}
else
{
//Other Flag
tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_OTHER);
}
//Now for border control
ILandObject westParcel = null;
ILandObject southParcel = null;
if (x > 0)
{
westParcel = GetLandObject((x - 1) * 4, y * 4);
}
if (y > 0)
{
southParcel = GetLandObject(x * 4, (y - 1) * 4);
}
if (x == 0)
{
tempByte = Convert.ToByte(tempByte | LandChannel.LAND_FLAG_PROPERTY_BORDER_WEST);
}
else if (westParcel != null && westParcel != currentParcelBlock)
{
tempByte = Convert.ToByte(tempByte | LandChannel.LAND_FLAG_PROPERTY_BORDER_WEST);
}
if (y == 0)
{
tempByte = Convert.ToByte(tempByte | LandChannel.LAND_FLAG_PROPERTY_BORDER_SOUTH);
}
else if (southParcel != null && southParcel != currentParcelBlock)
{
tempByte = Convert.ToByte(tempByte | LandChannel.LAND_FLAG_PROPERTY_BORDER_SOUTH);
}
byteArray[byteArrayCount] = tempByte;
byteArrayCount++;
if (byteArrayCount >= LAND_BLOCKS_PER_PACKET)
{
remote_client.SendLandParcelOverlay(byteArray, sequenceID);
byteArrayCount = 0;
sequenceID++;
byteArray = new byte[LAND_BLOCKS_PER_PACKET];
}
}
}
}
}
public void ClientOnParcelPropertiesRequest(int start_x, int start_y, int end_x, int end_y, int sequence_id,
bool snap_selection, IClientAPI remote_client)
{
//Get the land objects within the bounds
List temp = new List();
int inc_x = end_x - start_x;
int inc_y = end_y - start_y;
for (int x = 0; x < inc_x; x++)
{
for (int y = 0; y < inc_y; y++)
{
ILandObject currentParcel = GetLandObject(start_x + x, start_y + y);
if (currentParcel != null)
{
if (!temp.Contains(currentParcel))
{
currentParcel.ForceUpdateLandInfo();
temp.Add(currentParcel);
}
}
}
}
int requestResult = LandChannel.LAND_RESULT_SINGLE;
if (temp.Count > 1)
{
requestResult = LandChannel.LAND_RESULT_MULTIPLE;
}
for (int i = 0; i < temp.Count; i++)
{
temp[i].SendLandProperties(sequence_id, snap_selection, requestResult, remote_client);
}
SendParcelOverlay(remote_client);
}
public void ClientOnParcelPropertiesUpdateRequest(LandUpdateArgs args, int localID, IClientAPI remote_client)
{
ILandObject land;
lock (m_landList)
{
m_landList.TryGetValue(localID, out land);
}
if (land != null) land.UpdateLandProperties(args, remote_client);
}
public void ClientOnParcelDivideRequest(int west, int south, int east, int north, IClientAPI remote_client)
{
subdivide(west, south, east, north, remote_client.AgentId);
}
public void ClientOnParcelJoinRequest(int west, int south, int east, int north, IClientAPI remote_client)
{
join(west, south, east, north, remote_client.AgentId);
}
public void ClientOnParcelSelectObjects(int local_id, int request_type,
List returnIDs, IClientAPI remote_client)
{
m_landList[local_id].SendForceObjectSelect(local_id, request_type, returnIDs, remote_client);
}
public void ClientOnParcelObjectOwnerRequest(int local_id, IClientAPI remote_client)
{
ILandObject land;
lock (m_landList)
{
m_landList.TryGetValue(local_id, out land);
}
if (land != null)
{
m_landList[local_id].SendLandObjectOwners(remote_client);
}
else
{
m_log.WarnFormat("[PARCEL]: Invalid land object {0} passed for parcel object owner request", local_id);
}
}
public void ClientOnParcelGodForceOwner(int local_id, UUID ownerID, IClientAPI remote_client)
{
ILandObject land;
lock (m_landList)
{
m_landList.TryGetValue(local_id, out land);
}
if (land != null)
{
if (m_scene.Permissions.IsGod(remote_client.AgentId))
{
land.LandData.OwnerID = ownerID;
land.LandData.GroupID = UUID.Zero;
land.LandData.IsGroupOwned = false;
land.LandData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory);
m_scene.ForEachClient(SendParcelOverlay);
land.SendLandUpdateToClient(true, remote_client);
}
}
}
public void ClientOnParcelAbandonRequest(int local_id, IClientAPI remote_client)
{
ILandObject land;
lock (m_landList)
{
m_landList.TryGetValue(local_id, out land);
}
if (land != null)
{
if (m_scene.Permissions.CanAbandonParcel(remote_client.AgentId, land))
{
land.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
land.LandData.GroupID = UUID.Zero;
land.LandData.IsGroupOwned = false;
land.LandData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory);
m_scene.ForEachClient(SendParcelOverlay);
land.SendLandUpdateToClient(true, remote_client);
}
}
}
public void ClientOnParcelReclaim(int local_id, IClientAPI remote_client)
{
ILandObject land;
lock (m_landList)
{
m_landList.TryGetValue(local_id, out land);
}
if (land != null)
{
if (m_scene.Permissions.CanReclaimParcel(remote_client.AgentId, land))
{
land.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
land.LandData.ClaimDate = Util.UnixTimeSinceEpoch();
land.LandData.GroupID = UUID.Zero;
land.LandData.IsGroupOwned = false;
land.LandData.SalePrice = 0;
land.LandData.AuthBuyerID = UUID.Zero;
land.LandData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory);
m_scene.ForEachClient(SendParcelOverlay);
land.SendLandUpdateToClient(true, remote_client);
}
}
}
#endregion
// If the economy has been validated by the economy module,
// and land has been validated as well, this method transfers
// the land ownership
public void EventManagerOnLandBuy(Object o, EventManager.LandBuyArgs e)
{
if (e.economyValidated && e.landValidated)
{
ILandObject land;
lock (m_landList)
{
m_landList.TryGetValue(e.parcelLocalID, out land);
}
if (land != null)
{
land.UpdateLandSold(e.agentId, e.groupId, e.groupOwned, (uint)e.transactionID, e.parcelPrice, e.parcelArea);
}
}
}
// After receiving a land buy packet, first the data needs to
// be validated. This method validates the right to buy the
// parcel
public void EventManagerOnValidateLandBuy(Object o, EventManager.LandBuyArgs e)
{
if (e.landValidated == false)
{
ILandObject lob = null;
lock (m_landList)
{
m_landList.TryGetValue(e.parcelLocalID, out lob);
}
if (lob != null)
{
UUID AuthorizedID = lob.LandData.AuthBuyerID;
int saleprice = lob.LandData.SalePrice;
UUID pOwnerID = lob.LandData.OwnerID;
bool landforsale = ((lob.LandData.Flags &
(uint)(ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects)) != 0);
if ((AuthorizedID == UUID.Zero || AuthorizedID == e.agentId) && e.parcelPrice >= saleprice && landforsale)
{
// TODO I don't think we have to lock it here, no?
//lock (e)
//{
e.parcelOwnerID = pOwnerID;
e.landValidated = true;
//}
}
}
}
}
void ClientOnParcelDeedToGroup(int parcelLocalID, UUID groupID, IClientAPI remote_client)
{
ILandObject land;
lock (m_landList)
{
m_landList.TryGetValue(parcelLocalID, out land);
}
if (!m_scene.Permissions.CanDeedParcel(remote_client.AgentId, land))
return;
if (land != null)
{
land.DeedToGroup(groupID);
}
}
#region Land Object From Storage Functions
public void EventManagerOnIncomingLandDataFromStorage(List data)
{
for (int i = 0; i < data.Count; i++)
{
IncomingLandObjectFromStorage(data[i]);
}
}
public void IncomingLandObjectFromStorage(LandData data)
{
ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
new_land.LandData = data.Copy();
new_land.SetLandBitmapFromByteArray();
AddLandObject(new_land);
}
public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
{
ILandObject selectedParcel = null;
lock (m_landList)
{
m_landList.TryGetValue(localID, out selectedParcel);
}
if (selectedParcel == null) return;
selectedParcel.ReturnLandObjects(returnType, agentIDs, taskIDs, remoteClient);
}
public void EventManagerOnNoLandDataFromStorage()
{
ResetSimLandObjects();
}
#endregion
public void setParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel)
{
lock (m_landList)
{
foreach (LandObject obj in m_landList.Values)
{
obj.SetParcelObjectMaxOverride(overrideDel);
}
}
}
public void setSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel)
{
}
#region CAPS handler
private void EventManagerOnRegisterCaps(UUID agentID, Caps caps)
{
string capsBase = "/CAPS/" + caps.CapsObjectPath;
caps.RegisterHandler("RemoteParcelRequest",
new RestStreamHandler("POST", capsBase + remoteParcelRequestPath,
delegate(string request, string path, string param,
OSHttpRequest httpRequest, OSHttpResponse httpResponse)
{
return RemoteParcelRequest(request, path, param, agentID, caps);
}));
}
// we cheat here: As we don't have (and want) a grid-global parcel-store, we can't return the
// "real" parcelID, because we wouldn't be able to map that to the region the parcel belongs to.
// So, we create a "fake" parcelID by using the regionHandle (64 bit), and the local (integer) x
// and y coordinate (each 8 bit), encoded in a UUID (128 bit).
//
// Request format:
//
//
//
private string RemoteParcelRequest(string request, string path, string param, UUID agentID, Caps caps)
{
UUID parcelID = UUID.Zero;
try
{
Hashtable hash = new Hashtable();
hash = (Hashtable)LLSD.LLSDDeserialize(Utils.StringToBytes(request));
if (hash.ContainsKey("region_id") && hash.ContainsKey("location"))
{
UUID regionID = (UUID)hash["region_id"];
ArrayList list = (ArrayList)hash["location"];
uint x = (uint)(double)list[0];
uint y = (uint)(double)list[1];
if (hash.ContainsKey("region_handle"))
{
// if you do a "About Landmark" on a landmark a second time, the viewer sends the
// region_handle it got earlier via RegionHandleRequest
ulong regionHandle = Util.BytesToUInt64Big((byte[])hash["region_handle"]);
parcelID = Util.BuildFakeParcelID(regionHandle, x, y);
}
else if (regionID == m_scene.RegionInfo.RegionID)
{
// a parcel request for a local parcel => no need to query the grid
parcelID = Util.BuildFakeParcelID(m_scene.RegionInfo.RegionHandle, x, y);
}
else
{
// a parcel request for a parcel in another region. Ask the grid about the region
GridRegion info = m_scene.GridService.GetRegionByUUID(UUID.Zero, regionID);
if (info != null)
parcelID = Util.BuildFakeParcelID(info.RegionHandle, x, y);
}
}
}
catch (LLSD.LLSDParseException e)
{
m_log.ErrorFormat("[LAND] Fetch error: {0}", e.Message);
m_log.ErrorFormat("[LAND] ... in request {0}", request);
}
catch(InvalidCastException)
{
m_log.ErrorFormat("[LAND] Wrong type in request {0}", request);
}
LLSDRemoteParcelResponse response = new LLSDRemoteParcelResponse();
response.parcel_id = parcelID;
m_log.DebugFormat("[LAND] got parcelID {0}", parcelID);
return LLSDHelpers.SerialiseLLSDReply(response);
}
#endregion
private void ClientOnParcelDwellRequest(int localID, IClientAPI remoteClient)
{
ILandObject selectedParcel = null;
lock (m_landList)
{
if (!m_landList.TryGetValue(localID, out selectedParcel))
return;
}
remoteClient.SendParcelDwellReply(localID, selectedParcel.LandData.GlobalID, selectedParcel.LandData.Dwell);
}
private void ClientOnParcelInfoRequest(IClientAPI remoteClient, UUID parcelID)
{
if (parcelID == UUID.Zero)
return;
ExtendedLandData data =
(ExtendedLandData)parcelInfoCache.Get(parcelID.ToString(),
delegate(string id)
{
UUID parcel = UUID.Zero;
UUID.TryParse(id, out parcel);
// assume we've got the parcelID we just computed in RemoteParcelRequest
ExtendedLandData extLandData = new ExtendedLandData();
Util.ParseFakeParcelID(parcel, out extLandData.RegionHandle,
out extLandData.X, out extLandData.Y);
m_log.DebugFormat("[LAND] got parcelinfo request for regionHandle {0}, x/y {1}/{2}",
extLandData.RegionHandle, extLandData.X, extLandData.Y);
// for this region or for somewhere else?
if (extLandData.RegionHandle == m_scene.RegionInfo.RegionHandle)
{
extLandData.LandData = this.GetLandObject(extLandData.X, extLandData.Y).LandData;
}
else
{
ILandService landService = m_scene.RequestModuleInterface();
extLandData.LandData = landService.GetLandData(extLandData.RegionHandle,
extLandData.X,
extLandData.Y);
if (extLandData.LandData == null)
{
// we didn't find the region/land => don't cache
return null;
}
}
return extLandData;
});
if (data != null) // if we found some data, send it
{
GridRegion info;
if (data.RegionHandle == m_scene.RegionInfo.RegionHandle)
{
info = new GridRegion(m_scene.RegionInfo);
}
else
{
// most likely still cached from building the extLandData entry
uint x = 0, y = 0;
Utils.LongToUInts(data.RegionHandle, out x, out y);
info = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
}
// we need to transfer the fake parcelID, not the one in landData, so the viewer can match it to the landmark.
m_log.DebugFormat("[LAND] got parcelinfo for parcel {0} in region {1}; sending...",
data.LandData.Name, data.RegionHandle);
// HACK for now
RegionInfo r = new RegionInfo();
r.RegionName = info.RegionName;
r.RegionLocX = (uint)info.RegionLocX;
r.RegionLocY = (uint)info.RegionLocY;
remoteClient.SendParcelInfo(r, data.LandData, parcelID, data.X, data.Y);
}
else
m_log.Debug("[LAND] got no parcelinfo; not sending");
}
public void setParcelOtherCleanTime(IClientAPI remoteClient, int localID, int otherCleanTime)
{
ILandObject land;
lock (m_landList)
{
m_landList.TryGetValue(localID, out land);
}
if (land == null) return;
if (!m_scene.Permissions.CanEditParcel(remoteClient.AgentId, land))
return;
land.LandData.OtherCleanTime = otherCleanTime;
UpdateLandObject(localID, land.LandData);
}
}
}