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- /*
- * 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 copyrightD
- * 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 OpenSim 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.Generic;
- using System.Drawing;
- using System.Drawing.Imaging;
- using System.IO;
- using System.Xml;
- using System.Threading;
- using System.Timers;
- using OpenMetaverse;
- using OpenMetaverse.Imaging;
- using OpenMetaverse.Packets;
- using OpenSim.Framework;
- using OpenSim.Framework.Communications;
- using OpenSim.Framework.Communications.Cache;
- using OpenSim.Framework.Servers;
- using OpenSim.Region.Environment.Interfaces;
- using OpenSim.Region.Interfaces;
- using OpenSim.Region.Environment.Modules.World.Terrain;
- using OpenSim.Region.Environment.Scenes.Scripting;
- using OpenSim.Region.Physics.Manager;
- using Nini.Config;
- using Caps = OpenSim.Framework.Communications.Capabilities.Caps;
- using Image = System.Drawing.Image;
- using TPFlags = OpenSim.Framework.Constants.TeleportFlags;
- using Timer = System.Timers.Timer;
- using OSD = OpenMetaverse.StructuredData.OSD;
- namespace OpenSim.Region.Environment.Scenes
- {
- public delegate bool FilterAvatarList(ScenePresence avatar);
- public partial class Scene : SceneBase
- {
- public delegate void SynchronizeSceneHandler(Scene scene);
- public SynchronizeSceneHandler SynchronizeScene = null;
- public int splitID = 0;
- private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L;
- private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L;
- #region Fields
- protected Timer m_restartWaitTimer = new Timer();
- protected SimStatsReporter m_statsReporter;
- protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
- protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
- /// <value>
- /// The scene graph for this scene
- /// </value>
- /// TODO: Possibly stop other classes being able to manipulate this directly.
- public SceneGraph m_sceneGraph;
- private int m_timePhase = 24;
- /// <summary>
- /// Are we applying physics to any of the prims in this scene?
- /// </summary>
- public bool m_physicalPrim;
- public float m_maxNonphys = 65536;
- public float m_maxPhys = 10;
- public bool m_clampPrimSize = false;
- public bool m_trustBinaries = false;
- public bool m_allowScriptCrossings = false;
- public bool m_seeIntoRegionFromNeighbor;
- public int MaxUndoCount = 5;
- private int m_RestartTimerCounter;
- private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
- private int m_incrementsof15seconds = 0;
- private volatile bool m_backingup = false;
- private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
- protected string m_simulatorVersion = "OpenSimulator Server";
- protected ModuleLoader m_moduleLoader;
- protected StorageManager m_storageManager;
- protected AgentCircuitManager m_authenticateHandler;
- public CommunicationsManager CommsManager;
- protected SceneCommunicationService m_sceneGridService;
- public SceneCommunicationService SceneGridService
- {
- get { return m_sceneGridService; }
- }
- /// <summary>
- /// Each agent has its own capabilities handler.
- /// </summary>
- protected Dictionary<UUID, Caps> m_capsHandlers = new Dictionary<UUID, Caps>();
- protected BaseHttpServer m_httpListener;
- /// <value>
- /// All the region modules attached to this scene.
- /// </value>
- public Dictionary<string, IRegionModule> Modules
- {
- get { return m_modules; }
- }
- protected Dictionary<string, IRegionModule> m_modules = new Dictionary<string, IRegionModule>();
-
- /// <value>
- /// The module interfaces available from this scene.
- /// </value>
- protected Dictionary<Type, List<object> > ModuleInterfaces = new Dictionary<Type, List<object> >();
-
- protected Dictionary<string, object> ModuleAPIMethods = new Dictionary<string, object>();
- protected Dictionary<string, ICommander> m_moduleCommanders = new Dictionary<string, ICommander>();
- //API module interfaces
- public IXfer XferManager;
- protected IHttpRequests m_httpRequestModule;
- protected IXMLRPC m_xmlrpcModule;
- protected IWorldComm m_worldCommModule;
- protected IAvatarFactory m_AvatarFactory;
- protected IConfigSource m_config;
- protected IRegionSerialiserModule m_serialiser;
- protected IInterregionCommsOut m_interregionCommsOut;
- protected IInterregionCommsIn m_interregionCommsIn;
- // Central Update Loop
- protected int m_fps = 10;
- protected int m_frame = 0;
- protected float m_timespan = 0.089f;
- protected DateTime m_lastupdate = DateTime.Now;
- protected float m_timedilation = 1.0f;
- private int m_update_physics = 1;
- private int m_update_entitymovement = 1;
- private int m_update_entities = 1; // Run through all objects checking for updates
- private int m_update_entitiesquick = 200; // Run through objects that have scheduled updates checking for updates
- private int m_update_presences = 1; // Update scene presence movements
- private int m_update_events = 1;
- private int m_update_backup = 200;
- private int m_update_terrain = 50;
- private int m_update_land = 1;
- private int frameMS = 0;
- private int physicsMS2 = 0;
- private int physicsMS = 0;
- private int otherMS = 0;
- private bool m_physics_enabled = true;
- private bool m_scripts_enabled = true;
- private string m_defaultScriptEngine;
- private int m_LastLogin = 0;
- private Thread HeartbeatThread;
- private volatile bool shuttingdown = false;
- private object m_deleting_scene_object = new object();
- // the minimum time that must elapse before a changed object will be considered for persisted
- public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L;
- // the maximum time that must elapse before a changed object will be considered for persisted
- public long m_persistAfter = DEFAULT_MAX_TIME_FOR_PERSISTENCE * 10000000L;
- #endregion
- #region Properties
- public AgentCircuitManager AuthenticateHandler
- {
- get { return m_authenticateHandler; }
- }
- // an instance to the physics plugin's Scene object.
- public PhysicsScene PhysicsScene
- {
- get { return m_sceneGraph.PhysicsScene; }
- set
- {
- // If we're not doing the initial set
- // Then we've got to remove the previous
- // event handler
- if (PhysicsScene != null && PhysicsScene.SupportsNINJAJoints)
- {
- PhysicsScene.OnJointMoved -= jointMoved;
- PhysicsScene.OnJointDeactivated -= jointDeactivated;
- PhysicsScene.OnJointErrorMessage -= jointErrorMessage;
- }
- m_sceneGraph.PhysicsScene = value;
- if (PhysicsScene != null && m_sceneGraph.PhysicsScene.SupportsNINJAJoints)
- {
- // register event handlers to respond to joint movement/deactivation
- PhysicsScene.OnJointMoved += jointMoved;
- PhysicsScene.OnJointDeactivated += jointDeactivated;
- PhysicsScene.OnJointErrorMessage += jointErrorMessage;
- }
- }
- }
- // This gets locked so things stay thread safe.
- public object SyncRoot
- {
- get { return m_sceneGraph.m_syncRoot; }
- }
- public float TimeDilation
- {
- get { return m_timedilation; }
- }
- /// <summary>
- /// This is for llGetRegionFPS
- /// </summary>
- public float SimulatorFPS
- {
- get { return m_statsReporter.getLastReportedSimFPS(); }
- }
- public int TimePhase
- {
- get { return m_timePhase; }
- }
- public string DefaultScriptEngine
- {
- get { return m_defaultScriptEngine; }
- }
- // Local reference to the objects in the scene (which are held in the scenegraph)
- // public Dictionary<UUID, SceneObjectGroup> Objects
- // {
- // get { return m_sceneGraph.SceneObjects; }
- // }
- // Reference to all of the agents in the scene (root and child)
- protected Dictionary<UUID, ScenePresence> m_scenePresences
- {
- get { return m_sceneGraph.ScenePresences; }
- set { m_sceneGraph.ScenePresences = value; }
- }
- // protected Dictionary<UUID, SceneObjectGroup> m_sceneObjects
- // {
- // get { return m_sceneGraph.SceneObjects; }
- // set { m_sceneGraph.SceneObjects = value; }
- // }
- public EntityManager Entities
- {
- get { return m_sceneGraph.Entities; }
- }
- public Dictionary<UUID, ScenePresence> m_restorePresences
- {
- get { return m_sceneGraph.RestorePresences; }
- set { m_sceneGraph.RestorePresences = value; }
- }
- public int objectCapacity = 45000;
-
- /// <value>
- /// Registered classes that are capable of creating entities.
- /// </value>
- protected Dictionary<PCode, IEntityCreator> m_entityCreators = new Dictionary<PCode, IEntityCreator>();
- #endregion
- #region Constructors
- public Scene(RegionInfo regInfo, AgentCircuitManager authen,
- CommunicationsManager commsMan, SceneCommunicationService sceneGridService,
- AssetCache assetCach, StorageManager storeManager, BaseHttpServer httpServer,
- ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim,
- bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion)
- {
- m_config = config;
- Random random = new Random();
- m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue/2))+(uint)(uint.MaxValue/4);
- m_moduleLoader = moduleLoader;
- m_authenticateHandler = authen;
- CommsManager = commsMan;
- m_sceneGridService = sceneGridService;
- m_storageManager = storeManager;
- AssetCache = assetCach;
- m_regInfo = regInfo;
- m_regionHandle = m_regInfo.RegionHandle;
- m_regionName = m_regInfo.RegionName;
- m_datastore = m_regInfo.DataStore;
- m_physicalPrim = physicalPrim;
- m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor;
- m_eventManager = new EventManager();
- m_permissions = new ScenePermissions(this);
-
- m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
- m_asyncSceneObjectDeleter.Enabled = true;
- // Load region settings
- m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
- if (m_storageManager.EstateDataStore != null)
- m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID);
- //Bind Storage Manager functions to some land manager functions for this scene
- EventManager.OnLandObjectAdded +=
- new EventManager.LandObjectAdded(m_storageManager.DataStore.StoreLandObject);
- EventManager.OnLandObjectRemoved +=
- new EventManager.LandObjectRemoved(m_storageManager.DataStore.RemoveLandObject);
- m_sceneGraph = new SceneGraph(this, m_regInfo);
- // If the scene graph has an Unrecoverable error, restart this sim.
- // Currently the only thing that causes it to happen is two kinds of specific
- // Physics based crashes.
- //
- // Out of memory
- // Operating system has killed the plugin
- m_sceneGraph.UnRecoverableError += RestartNow;
- RegisterDefaultSceneEvents();
- m_httpListener = httpServer;
- m_dumpAssetsToFile = dumpAssetsToFile;
- m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts;
- m_physics_enabled = !RegionInfo.RegionSettings.DisablePhysics;
- m_statsReporter = new SimStatsReporter(this);
- m_statsReporter.OnSendStatsResult += SendSimStatsPackets;
- m_statsReporter.SetObjectCapacity(objectCapacity);
- m_simulatorVersion = simulatorVersion
- + " (OS " + Util.GetOperatingSystemInformation() + ")"
- + " ChilTasks:" + m_seeIntoRegionFromNeighbor.ToString()
- + " PhysPrim:" + m_physicalPrim.ToString();
- try
- {
- IConfig startupConfig = m_config.Configs["Startup"];
- m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", 65536.0f);
- m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", 10.0f);
- m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", false);
- m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", false);
- m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", false);
- m_dontPersistBefore =
- startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
- m_dontPersistBefore *= 10000000;
- m_persistAfter =
- startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
- m_persistAfter *= 10000000;
- m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "DotNetEngine");
- }
- catch
- {
- m_log.Warn("[SCENE]: Failed to load StartupConfig");
- }
- }
- #endregion
- #region Startup / Close Methods
- public bool ShuttingDown
- {
- get { return shuttingdown; }
- }
- protected virtual void RegisterDefaultSceneEvents()
- {
- m_eventManager.OnPermissionError += SendPermissionAlert;
- }
- public override string GetSimulatorVersion()
- {
- return m_simulatorVersion;
- }
- /// <summary>
- /// Another region is up. Gets called from Grid Comms:
- /// (OGS1 -> LocalBackEnd -> RegionListened -> SceneCommunicationService)
- /// We have to tell all our ScenePresences about it, and add it to the
- /// neighbor list.
- ///
- /// We only add it to the neighbor list if it's within 1 region from here.
- /// Agents may have draw distance values that cross two regions though, so
- /// we add it to the notify list regardless of distance. We'll check
- /// the agent's draw distance before notifying them though.
- /// </summary>
- /// <param name="otherRegion">RegionInfo handle for the new region.</param>
- /// <returns>True after all operations complete, throws exceptions otherwise.</returns>
- public override bool OtherRegionUp(RegionInfo otherRegion)
- {
- if (RegionInfo.RegionHandle != otherRegion.RegionHandle)
- {
- for (int i = 0; i < m_neighbours.Count; i++)
- {
- // The purpose of this loop is to re-update the known neighbors
- // when another region comes up on top of another one.
- // The latest region in that location ends up in the
- // 'known neighbors list'
- // Additionally, the commFailTF property gets reset to false.
- if (m_neighbours[i].RegionHandle == otherRegion.RegionHandle)
- {
- lock (m_neighbours)
- {
- m_neighbours[i] = otherRegion;
- }
- }
- }
- // If the value isn't in the neighbours, add it.
- // If the RegionInfo isn't exact but is for the same XY World location,
- // then the above loop will fix that.
- if (!(CheckNeighborRegion(otherRegion)))
- {
- lock (m_neighbours)
- {
- m_neighbours.Add(otherRegion);
- //m_log.Info("[UP]: " + otherRegion.RegionHandle.ToString());
- }
- }
- // If these are cast to INT because long + negative values + abs returns invalid data
- int resultX = Math.Abs((int)otherRegion.RegionLocX - (int)RegionInfo.RegionLocX);
- int resultY = Math.Abs((int)otherRegion.RegionLocY - (int)RegionInfo.RegionLocY);
- if (resultX <= 1 && resultY <= 1)
- {
- try
- {
- ForEachScenePresence(delegate(ScenePresence agent)
- {
- // If agent is a root agent.
- if (!agent.IsChildAgent)
- {
- //agent.ControllingClient.new
- //this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
- InformClientOfNeighbor(agent, otherRegion);
- }
- }
- );
- }
- catch (NullReferenceException)
- {
- // This means that we're not booted up completely yet.
- // This shouldn't happen too often anymore.
- m_log.Error("[SCENE]: Couldn't inform client of regionup because we got a null reference exception");
- }
- }
- else
- {
- m_log.Info("[INTERGRID]: Got notice about far away Region: " + otherRegion.RegionName.ToString() +
- " at (" + otherRegion.RegionLocX.ToString() + ", " +
- otherRegion.RegionLocY.ToString() + ")");
- }
- }
- return true;
- }
- public void AddNeighborRegion(RegionInfo region)
- {
- lock (m_neighbours)
- {
- if (!CheckNeighborRegion(region))
- {
- m_neighbours.Add(region);
- }
- }
- }
- public bool CheckNeighborRegion(RegionInfo region)
- {
- bool found = false;
- lock (m_neighbours)
- {
- foreach (RegionInfo reg in m_neighbours)
- {
- if (reg.RegionHandle == region.RegionHandle)
- {
- found = true;
- break;
- }
- }
- }
- return found;
- }
- /// <summary>
- /// Given float seconds, this will restart the region.
- /// </summary>
- /// <param name="seconds">float indicating duration before restart.</param>
- public virtual void Restart(float seconds)
- {
- // notifications are done in 15 second increments
- // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
- // It's a 'Cancel restart' request.
- // RestartNow() does immediate restarting.
- if (seconds < 15)
- {
- m_restartTimer.Stop();
- SendGeneralAlert("Restart Aborted");
- }
- else
- {
- // Now we figure out what to set the timer to that does the notifications and calls, RestartNow()
- m_restartTimer.Interval = 15000;
- m_incrementsof15seconds = (int)seconds / 15;
- m_RestartTimerCounter = 0;
- m_restartTimer.AutoReset = true;
- m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
- m_log.Error("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
- m_restartTimer.Start();
- SendRegionMessageFromEstateTools(UUID.Random(), UUID.Random(), String.Empty, RegionInfo.RegionName + ": Restarting in 2 Minutes");
- //SendGeneralAlert(RegionInfo.RegionName + ": Restarting in 2 Minutes");
- }
- }
- // The Restart timer has occured.
- // We have to figure out if this is a notification or if the number of seconds specified in Restart
- // have elapsed.
- // If they have elapsed, call RestartNow()
- public void RestartTimer_Elapsed(object sender, ElapsedEventArgs e)
- {
- m_RestartTimerCounter++;
- if (m_RestartTimerCounter <= m_incrementsof15seconds)
- {
- if (m_RestartTimerCounter == 4 || m_RestartTimerCounter == 6 || m_RestartTimerCounter == 7)
- SendRegionMessageFromEstateTools(UUID.Random(), UUID.Random(), String.Empty, RegionInfo.RegionName + ": Restarting in " +
- ((8 - m_RestartTimerCounter) * 15) + " seconds");
- // SendGeneralAlert(RegionInfo.RegionName + ": Restarting in " + ((8 - m_RestartTimerCounter)*15) +
- //" seconds");
- }
- else
- {
- m_restartTimer.Stop();
- m_restartTimer.AutoReset = false;
- RestartNow();
- }
- }
- // This causes the region to restart immediatley.
- public void RestartNow()
- {
- if (PhysicsScene != null)
- {
- PhysicsScene.Dispose();
- }
- m_log.Error("[REGION]: Closing");
- Close();
- m_log.Error("[REGION]: Firing Region Restart Message");
- base.Restart(0);
- }
- // This is a helper function that notifies root agents in this region that a new sim near them has come up
- // This is in the form of a timer because when an instance of OpenSim.exe is started,
- // Even though the sims initialize, they don't listen until 'all of the sims are initialized'
- // If we tell an agent about a sim that's not listening yet, the agent will not be able to connect to it.
- // subsequently the agent will never see the region come back online.
- public void RestartNotifyWaitElapsed(object sender, ElapsedEventArgs e)
- {
- m_restartWaitTimer.Stop();
- lock (m_regionRestartNotifyList)
- {
- foreach (RegionInfo region in m_regionRestartNotifyList)
- {
- try
- {
- ForEachScenePresence(delegate(ScenePresence agent)
- {
- // If agent is a root agent.
- if (!agent.IsChildAgent)
- {
- //agent.ControllingClient.new
- //this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
- InformClientOfNeighbor(agent, region);
- }
- }
- );
- }
- catch (NullReferenceException)
- {
- // This means that we're not booted up completely yet.
- // This shouldn't happen too often anymore.
- }
- }
- // Reset list to nothing.
- m_regionRestartNotifyList.Clear();
- }
- }
- public void SetSceneCoreDebug(bool ScriptEngine, bool CollisionEvents, bool PhysicsEngine)
- {
- if (m_scripts_enabled != !ScriptEngine)
- {
- // Tedd! Here's the method to disable the scripting engine!
- if (ScriptEngine)
- {
- m_log.Info("Stopping all Scripts in Scene");
- foreach (EntityBase ent in Entities)
- {
- if (ent is SceneObjectGroup)
- {
- ((SceneObjectGroup) ent).RemoveScriptInstances();
- }
- }
- }
- else
- {
- m_log.Info("Starting all Scripts in Scene");
- lock (Entities)
- {
- foreach (EntityBase ent in Entities)
- {
- if (ent is SceneObjectGroup)
- {
- ((SceneObjectGroup)ent).CreateScriptInstances(0, false, DefaultScriptEngine, 0);
- }
- }
- }
- }
- m_scripts_enabled = !ScriptEngine;
- m_log.Info("[TOTEDD]: Here is the method to trigger disabling of the scripting engine");
- }
- if (m_physics_enabled != !PhysicsEngine)
- {
- m_physics_enabled = !PhysicsEngine;
- }
- }
- public int GetInaccurateNeighborCount()
- {
- lock (m_neighbours)
- {
- return m_neighbours.Count;
- }
- }
- // This is the method that shuts down the scene.
- public override void Close()
- {
- m_log.InfoFormat("[SCENE]: Closing down the single simulator: {0}", RegionInfo.RegionName);
- // Kick all ROOT agents with the message, 'The simulator is going down'
- ForEachScenePresence(delegate(ScenePresence avatar)
- {
- if (avatar.KnownChildRegionHandles.Contains(RegionInfo.RegionHandle))
- avatar.KnownChildRegionHandles.Remove(RegionInfo.RegionHandle);
- if (!avatar.IsChildAgent)
- avatar.ControllingClient.Kick("The simulator is going down.");
- avatar.ControllingClient.SendShutdownConnectionNotice();
- });
- // Wait here, or the kick messages won't actually get to the agents before the scene terminates.
- Thread.Sleep(500);
- // Stop all client threads.
- ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(true); });
-
- // Stop updating the scene objects and agents.
- //m_heartbeatTimer.Close();
- shuttingdown = true;
- m_log.Debug("[SCENE]: Persisting changed objects");
- List<EntityBase> entities = GetEntities();
- foreach (EntityBase entity in entities)
- {
- if (!entity.IsDeleted && entity is SceneObjectGroup && ((SceneObjectGroup)entity).HasGroupChanged)
- {
- ((SceneObjectGroup)entity).ProcessBackup(m_storageManager.DataStore);
- }
- }
- m_sceneGraph.Close();
-
- // De-register with region communications (events cleanup)
- UnRegisterRegionWithComms();
- // Shut down all non shared modules.
- foreach (IRegionModule module in Modules.Values)
- {
- if (!module.IsSharedModule)
- {
- module.Close();
- }
- }
- Modules.Clear();
- // call the base class Close method.
- base.Close();
- }
- /// <summary>
- /// Start the timer which triggers regular scene updates
- /// </summary>
- public void StartTimer()
- {
- //m_log.Debug("[SCENE]: Starting timer");
- //m_heartbeatTimer.Enabled = true;
- //m_heartbeatTimer.Interval = (int)(m_timespan * 1000);
- //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
- HeartbeatThread = new Thread(new ParameterizedThreadStart(Heartbeat));
- HeartbeatThread.SetApartmentState(ApartmentState.MTA);
- HeartbeatThread.Name = "Heartbeat";
- HeartbeatThread.Priority = ThreadPriority.AboveNormal;
- ThreadTracker.Add(HeartbeatThread);
- HeartbeatThread.Start();
- }
- /// <summary>
- /// Sets up references to modules required by the scene
- /// </summary>
- public void SetModuleInterfaces()
- {
- m_httpRequestModule = RequestModuleInterface<IHttpRequests>();
- m_xmlrpcModule = RequestModuleInterface<IXMLRPC>();
- m_worldCommModule = RequestModuleInterface<IWorldComm>();
- XferManager = RequestModuleInterface<IXfer>();
- m_AvatarFactory = RequestModuleInterface<IAvatarFactory>();
- m_serialiser = RequestModuleInterface<IRegionSerialiserModule>();
- m_interregionCommsOut = RequestModuleInterface<IInterregionCommsOut>();
- m_interregionCommsIn = RequestModuleInterface<IInterregionCommsIn>();
- }
- #endregion
- #region Update Methods
- /// <summary>
- /// Performs per-frame updates regularly
- /// </summary>
- /// <param name="sender"></param>
- /// <param name="e"></param>
- private void Heartbeat(object sender)
- {
- Update();
- }
- /// <summary>
- /// Performs per-frame updates on the scene, this should be the central scene loop
- /// </summary>
- public override void Update()
- {
- int maintc = 0;
- while (!shuttingdown)
- {
- maintc = System.Environment.TickCount;
- TimeSpan SinceLastFrame = DateTime.Now - m_lastupdate;
- // Aquire a lock so only one update call happens at once
- //updateLock.WaitOne();
- float physicsFPS = 0;
- //m_log.Info("sadfadf" + m_neighbours.Count.ToString());
- int agentsInScene = m_sceneGraph.GetRootAgentCount() + m_sceneGraph.GetChildAgentCount();
- if (agentsInScene > 21)
- {
- if (m_update_entities == 1)
- {
- m_update_entities = 5;
- m_statsReporter.SetUpdateMS(6000);
- }
- }
- else
- {
- if (m_update_entities == 5)
- {
- m_update_entities = 1;
- m_statsReporter.SetUpdateMS(3000);
- }
- }
- frameMS = System.Environment.TickCount;
- try
- {
- // Increment the frame counter
- m_frame++;
- // Loop it
- if (m_frame == Int32.MaxValue)
- m_frame = 0;
- physicsMS2 = System.Environment.TickCount;
- if ((m_frame % m_update_physics == 0) && m_physics_enabled)
- m_sceneGraph.UpdatePreparePhysics();
- physicsMS2 = System.Environment.TickCount - physicsMS2;
- if (m_frame % m_update_entitymovement == 0)
- m_sceneGraph.UpdateEntityMovement();
- physicsMS = System.Environment.TickCount;
- if ((m_frame % m_update_physics == 0) && m_physics_enabled)
- physicsFPS = m_sceneGraph.UpdatePhysics(
- Math.Max(SinceLastFrame.TotalSeconds, m_timespan)
- );
- if (m_frame % m_update_physics == 0 && SynchronizeScene != null)
- SynchronizeScene(this);
- physicsMS = System.Environment.TickCount - physicsMS;
- physicsMS += physicsMS2;
- otherMS = System.Environment.TickCount;
- // run through all entities looking for updates (slow)
- if (m_frame % m_update_entities == 0)
- m_sceneGraph.UpdateEntities();
- // run through entities that have scheduled themselves for
- // updates looking for updates(faster)
- if (m_frame % m_update_entitiesquick == 0)
- m_sceneGraph.ProcessUpdates();
- // Run through scenepresences looking for updates
- if (m_frame % m_update_presences == 0)
- m_sceneGraph.UpdatePresences();
- // Delete temp-on-rez stuff
- if (m_frame % m_update_backup == 0)
- CleanTempObjects();
- if (Region_Status != RegionStatus.SlaveScene)
- {
- if (m_frame % m_update_events == 0)
- UpdateEvents();
- if (m_frame % m_update_backup == 0)
- {
- UpdateStorageBackup();
- }
- if (m_frame % m_update_terrain == 0)
- UpdateTerrain();
- if (m_frame % m_update_land == 0)
- UpdateLand();
- otherMS = System.Environment.TickCount - otherMS;
- // if (m_frame%m_update_avatars == 0)
- // UpdateInWorldTime();
- m_statsReporter.AddPhysicsFPS(physicsFPS);
- m_statsReporter.AddTimeDilation(m_timedilation);
- m_statsReporter.AddFPS(1);
- m_statsReporter.AddInPackets(0);
- m_statsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
- m_statsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
- m_statsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
- m_statsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
- frameMS = System.Environment.TickCount - frameMS;
- m_statsReporter.addFrameMS(frameMS);
- m_statsReporter.addPhysicsMS(physicsMS);
- m_statsReporter.addOtherMS(otherMS);
- m_statsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
- m_statsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
- }
- }
- catch (NotImplementedException)
- {
- throw;
- }
- catch (AccessViolationException e)
- {
- m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
- }
- //catch (NullReferenceException e)
- //{
- // m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
- //}
- catch (InvalidOperationException e)
- {
- m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
- }
- catch (Exception e)
- {
- m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
- }
- finally
- {
- //updateLock.ReleaseMutex();
- // Get actual time dilation
- float tmpval = (m_timespan / (float)SinceLastFrame.TotalSeconds);
- // If actual time dilation is greater then one, we're catching up, so subtract
- // the amount that's greater then 1 from the time dilation
- if (tmpval > 1.0)
- {
- tmpval = tmpval - (tmpval - 1.0f);
- }
- m_timedilation = tmpval;
- m_lastupdate = DateTime.Now;
- }
- maintc = System.Environment.TickCount - maintc;
- maintc = (int)(m_timespan * 1000) - maintc;
- if ((maintc < (m_timespan * 1000)) && maintc > 0)
- Thread.Sleep(maintc);
- }
- }
- private void SendSimStatsPackets(SimStats stats)
- {
- List<ScenePresence> StatSendAgents = GetScenePresences();
- foreach (ScenePresence agent in StatSendAgents)
- {
- if (!agent.IsChildAgent)
- {
- agent.ControllingClient.SendSimStats(stats);
- }
- }
- }
- private void UpdateLand()
- {
- if (LandChannel != null)
- {
- if (LandChannel.IsLandPrimCountTainted())
- {
- EventManager.TriggerParcelPrimCountUpdate();
- }
- }
- }
- private void UpdateTerrain()
- {
- EventManager.TriggerTerrainTick();
- }
- private void UpdateStorageBackup()
- {
- if (!m_backingup)
- {
- m_backingup = true;
- Thread backupthread = new Thread(Backup);
- backupthread.Name = "BackupWriter";
- backupthread.IsBackground = true;
- backupthread.Start();
- }
- }
- private void UpdateEvents()
- {
- m_eventManager.TriggerOnFrame();
- }
- /// <summary>
- /// Perform delegate action on all clients subscribing to updates from this region.
- /// </summary>
- /// <returns></returns>
- internal void Broadcast(Action<IClientAPI> whatToDo)
- {
- ForEachScenePresence(delegate(ScenePresence presence) { whatToDo(presence.ControllingClient); });
- }
- /// <summary>
- /// Backup the scene. This acts as the main method of the backup thread.
- /// </summary>
- /// <returns></returns>
- public void Backup()
- {
- lock (m_returns)
- {
- EventManager.TriggerOnBackup(m_storageManager.DataStore);
- m_backingup = false;
- foreach (KeyValuePair<UUID, ReturnInfo> ret in m_returns)
- {
- UUID transaction = UUID.Random();
- GridInstantMessage msg = new GridInstantMessage();
- msg.fromAgentID = new Guid(UUID.Zero.ToString()); // From server
- msg.toAgentID = new Guid(ret.Key.ToString());
- msg.imSessionID = new Guid(transaction.ToString());
- msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
- msg.fromAgentName = "Server";
- msg.dialog = (byte)19; // Object msg
- msg.fromGroup = false;
- msg.offline = (byte)1;
- msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
- msg.Position = Vector3.Zero;
- msg.RegionID = RegionInfo.RegionID.Guid;
- msg.binaryBucket = new byte[0];
- if (ret.Value.count > 1)
- msg.message = string.Format("Your {0} objects were returned from {1} in region {2} due to {3}", ret.Value.count, ret.Value.location.ToString(), RegionInfo.RegionName, ret.Value.reason);
- else
- msg.message = string.Format("Your object {0} was returned from {1} in region {2} due to {3}", ret.Value.objectName, ret.Value.location.ToString(), RegionInfo.RegionName, ret.Value.reason);
- IMessageTransferModule tr = RequestModuleInterface<IMessageTransferModule>();
- if (tr != null)
- tr.SendInstantMessage(msg, delegate(bool success) {} );
- }
- m_returns.Clear();
- }
- }
- public void AddReturn(UUID agentID, string objectName, Vector3 location, string reason)
- {
- lock (m_returns)
- {
- if (m_returns.ContainsKey(agentID))
- {
- ReturnInfo info = m_returns[agentID];
- info.count++;
- m_returns[agentID] = info;
- }
- else
- {
- ReturnInfo info = new ReturnInfo();
- info.count = 1;
- info.objectName = objectName;
- info.location = location;
- info.reason = reason;
- m_returns[agentID] = info;
- }
- }
- }
- #endregion
- #region Load Terrain
- public void ExportWorldMap(string fileName)
- {
- List<MapBlockData> mapBlocks =
- m_sceneGridService.RequestNeighbourMapBlocks((int)(RegionInfo.RegionLocX - 9),
- (int)(RegionInfo.RegionLocY - 9),
- (int)(RegionInfo.RegionLocX + 9),
- (int)(RegionInfo.RegionLocY + 9));
- List<AssetBase> textures = new List<AssetBase>();
- List<Image> bitImages = new List<Image>();
- foreach (MapBlockData mapBlock in mapBlocks)
- {
- AssetBase texAsset = AssetCache.GetAsset(mapBlock.MapImageId, true);
- if (texAsset != null)
- {
- textures.Add(texAsset);
- }
- else
- {
- texAsset = AssetCache.GetAsset(mapBlock.MapImageId, true);
- if (texAsset != null)
- {
- textures.Add(texAsset);
- }
- }
- }
- foreach (AssetBase asset in textures)
- {
- ManagedImage managedImage;
- Image image;
- if (OpenJPEG.DecodeToImage(asset.Data, out managedImage, out image))
- bitImages.Add(image);
- }
- Bitmap mapTexture = new Bitmap(2560, 2560);
- Graphics g = Graphics.FromImage(mapTexture);
- SolidBrush sea = new SolidBrush(Color.DarkBlue);
- g.FillRectangle(sea, 0, 0, 2560, 2560);
- for (int i = 0; i < mapBlocks.Count; i++)
- {
- ushort x = (ushort)((mapBlocks[i].X - RegionInfo.RegionLocX) + 10);
- ushort y = (ushort)((mapBlocks[i].Y - RegionInfo.RegionLocY) + 10);
- g.DrawImage(bitImages[i], (x * 128), (y * 128), 128, 128);
- }
- mapTexture.Save(fileName, ImageFormat.Jpeg);
- }
- public void SaveTerrain()
- {
- m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
- }
- /// <summary>
- /// Loads the World heightmap
- /// </summary>
- public override void LoadWorldMap()
- {
- try
- {
- double[,] map = m_storageManager.DataStore.LoadTerrain(RegionInfo.RegionID);
- if (map == null)
- {
- m_log.Info("[TERRAIN]: No default terrain. Generating a new terrain.");
- Heightmap = new TerrainChannel();
- m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
- }
- else
- {
- Heightmap = new TerrainChannel(map);
- }
- }
- catch (Exception e)
- {
- m_log.Warn("[TERRAIN]: Scene.cs: LoadWorldMap() - Failed with exception " + e.ToString());
- }
- }
- /// <summary>
- /// Register this region with a grid service
- /// </summary>
- /// <exception cref="System.Exception">Thrown if registration of the region itself fails.</exception>
- public void RegisterRegionWithGrid()
- {
- RegisterCommsEvents();
- // These two 'commands' *must be* next to each other or sim rebooting fails.
- m_sceneGridService.RegisterRegion(m_interregionCommsOut, RegionInfo);
- m_sceneGridService.InformNeighborsThatRegionisUp(RegionInfo);
- Dictionary<string, string> dGridSettings = m_sceneGridService.GetGridSettings();
- if (dGridSettings.ContainsKey("allow_forceful_banlines"))
- {
- if (dGridSettings["allow_forceful_banlines"] != "TRUE")
- {
- m_log.Info("[GRID]: Grid is disabling forceful parcel banlists");
- EventManager.TriggerSetAllowForcefulBan(false);
- }
- else
- {
- m_log.Info("[GRID]: Grid is allowing forceful parcel banlists");
- EventManager.TriggerSetAllowForcefulBan(true);
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- public void CreateTerrainTexture(bool temporary)
- {
- //create a texture asset of the terrain
- IMapImageGenerator terrain = RequestModuleInterface<IMapImageGenerator>();
- // Cannot create a map for a nonexistant heightmap yet.
- if (Heightmap == null)
- return;
- if (terrain == null)
- {
- #region Fallback default maptile generation
- int tc = System.Environment.TickCount;
- m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
- Bitmap mapbmp = new Bitmap(256, 256);
- double[,] hm = Heightmap.GetDoubles();
- bool ShadowDebugContinue = true;
- //Color prim = Color.FromArgb(120, 120, 120);
- //Vector3 RayEnd = new Vector3(0, 0, 0);
- //Vector3 RayStart = new Vector3(0, 0, 0);
- //Vector3 direction = new Vector3(0, 0, -1);
- //Vector3 AXOrigin = new Vector3();
- //Vector3 AXdirection = new Vector3();
- //Ray testRay = new Ray();
- //EntityIntersection rt = new EntityIntersection();
- bool terraincorruptedwarningsaid = false;
- float low = 255;
- float high = 0;
- for (int x = 0; x < 256; x++)
- {
- for (int y = 0; y < 256; y++)
- {
- float hmval = (float)hm[x, y];
- if (hmval < low)
- low = hmval;
- if (hmval > high)
- high = hmval;
- }
- }
- float mid = (high + low) * 0.5f;
- // temporary initializer
- float hfvalue = (float)m_regInfo.RegionSettings.WaterHeight;
- float hfvaluecompare = hfvalue;
- float hfdiff = hfvalue;
- int hfdiffi = 0;
- for (int x = 0; x < 256; x++)
- {
- //int tc = System.Environment.TickCount;
- for (int y = 0; y < 256; y++)
- {
- //RayEnd = new Vector3(x, y, 0);
- //RayStart = new Vector3(x, y, 255);
- //direction = Vector3.Norm(RayEnd - RayStart);
- //AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
- //AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
- //testRay = new Ray(AXOrigin, AXdirection);
- //rt = m_sceneGraph.GetClosestIntersectingPrim(testRay);
- //if (rt.HitTF)
- //{
- //mapbmp.SetPixel(x, y, prim);
- //}
- //else
- //{
- //float tmpval = (float)hm[x, y];
- float heightvalue = (float)hm[x, y];
- if (heightvalue > (float)m_regInfo.RegionSettings.WaterHeight)
- {
- // scale height value
- heightvalue = low + mid * (heightvalue - low) / mid;
- if (heightvalue > 255)
- heightvalue = 255;
- if (heightvalue < 0)
- heightvalue = 0;
- if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
- heightvalue = 0;
- try
- {
- Color green = Color.FromArgb((int)heightvalue, 100, (int)heightvalue);
- // Y flip the cordinates
- mapbmp.SetPixel(x, (256 - y) - 1, green);
- //X
- // .
- //
- // Shade the terrain for shadows
- if ((x - 1 > 0) && (y - 1 > 0))
- {
- hfvalue = (float)hm[x, y];
- hfvaluecompare = (float)hm[x - 1, y - 1];
- if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue))
- hfvalue = 0;
- if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
- hfvaluecompare = 0;
- hfdiff = hfvaluecompare - hfvalue;
- if (hfdiff > 0.3f)
- {
- }
- else if (hfdiff < -0.3f)
- {
- // We have to desaturate and blacken the land at the same time
- // we use floats, colors use bytes, so shrink are space down to
- // 0-255
- try
- {
- hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1;
- if (hfdiff % 1 != 0)
- {
- hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
- }
- }
- catch (System.OverflowException)
- {
- m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString());
- ShadowDebugContinue = false;
- }
- if (ShadowDebugContinue)
- {
- if ((256 - y) - 1 > 0)
- {
- Color Shade = mapbmp.GetPixel(x - 1, (256 - y) - 1);
- int r = Shade.R;
- int g = Shade.G;
- int b = Shade.B;
- Shade = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0, (g - hfdiffi > 0) ? g - hfdiffi : 0, (b - hfdiffi > 0) ? b - hfdiffi : 0);
- //Console.WriteLine("d:" + hfdiff.ToString() + ", i:" + hfdiffi + ", pos: " + x + "," + y + " - R:" + Shade.R.ToString() + ", G:" + Shade.G.ToString() + ", B:" + Shade.G.ToString());
- mapbmp.SetPixel(x - 1, (256 - y) - 1, Shade);
- }
- }
- }
- }
- }
- catch (System.ArgumentException)
- {
- if (!terraincorruptedwarningsaid)
- {
- m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", RegionInfo.RegionName);
- terraincorruptedwarningsaid = true;
- }
- Color black = Color.Black;
- mapbmp.SetPixel(x, (256 - y) - 1, black);
- }
- }
- else
- {
- // Y flip the cordinates
- heightvalue = (float)m_regInfo.RegionSettings.WaterHeight - heightvalue;
- if (heightvalue > 19)
- heightvalue = 19;
- if (heightvalue < 0)
- heightvalue = 0;
- heightvalue = 100 - (heightvalue * 100) / 19;
- if (heightvalue > 255)
- heightvalue = 255;
- if (heightvalue < 0)
- heightvalue = 0;
- if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
- heightvalue = 0;
- try
- {
- Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255);
- mapbmp.SetPixel(x, (256 - y) - 1, water);
- }
- catch (System.ArgumentException)
- {
- if (!terraincorruptedwarningsaid)
- {
- m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", RegionInfo.RegionName);
- terraincorruptedwarningsaid = true;
- }
- Color black = Color.Black;
- mapbmp.SetPixel(x, (256 - y) - 1, black);
- }
- }
- }
- //}
- //tc = System.Environment.TickCount - tc;
- //m_log.Info("[MAPTILE]: Completed One row in " + tc + " ms");
- }
-
- m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (System.Environment.TickCount - tc) + " ms");
- bool drawPrimVolume = true;
- try
- {
- IConfig startupConfig = m_config.Configs["Startup"];
- drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", true);
- }
- catch
- {
- m_log.Warn("[MAPTILE]: Failed to load StartupConfig");
- }
- if (drawPrimVolume)
- {
- tc = System.Environment.TickCount;
- m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
- List<EntityBase> objs = GetEntities();
- lock (objs)
- {
- foreach (EntityBase obj in objs)
- {
- // Only draw the contents of SceneObjectGroup
- if (obj is SceneObjectGroup)
- {
- SceneObjectGroup mapdot = (SceneObjectGroup)obj;
- Color mapdotspot = Color.Gray; // Default color when prim color is white
- // Loop over prim in group
- foreach (SceneObjectPart part in mapdot.Children.Values)
- {
- if (part == null)
- continue;
- // Draw if the object is at least 1 meter wide in any direction
- if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
- {
- // Try to get the RGBA of the default texture entry..
- //
- try
- {
- if (part == null)
- continue;
- if (part.Shape == null)
- continue;
- if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree)
- continue; // eliminates trees from this since we don't really have a good tree representation
- // if you want tree blocks on the map comment the above line and uncomment the below line
- //mapdotspot = Color.PaleGreen;
- if (part.Shape.Textures == null)
- continue;
- if (part.Shape.Textures.DefaultTexture == null)
- continue;
- Color4 texcolor = part.Shape.Textures.DefaultTexture.RGBA;
- // Not sure why some of these are null, oh well.
- int colorr = 255 - (int)(texcolor.R * 255f);
- int colorg = 255 - (int)(texcolor.G * 255f);
- int colorb = 255 - (int)(texcolor.B * 255f);
- if (!(colorr == 255 && colorg == 255 && colorb == 255))
- {
- //Try to set the map spot color
- try
- {
- // If the color gets goofy somehow, skip it *shakes fist at Color4
- mapdotspot = Color.FromArgb(colorr, colorg, colorb);
- }
- catch (ArgumentException)
- {
- }
- }
- }
- catch (IndexOutOfRangeException)
- {
- // Windows Array
- }
- catch (ArgumentOutOfRangeException)
- {
- // Mono Array
- }
- Vector3 pos = part.GetWorldPosition();
- // skip prim outside of retion
- if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
- continue;
- // skip prim in non-finite position
- if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) || Single.IsInfinity(pos.X)
- || Single.IsInfinity(pos.Y))
- continue;
- // Figure out if object is under 256m above the height of the terrain
- bool isBelow256AboveTerrain = false;
- try
- {
- isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
- }
- catch (Exception)
- {
- }
- if (isBelow256AboveTerrain)
- {
- // Translate scale by rotation so scale is represented properly when object is rotated
- Vector3 scale = part.Shape.Scale;
- Quaternion rot = part.GetWorldRotation();
- scale *= rot;
- // negative scales don't work in this situation
- scale.X = Math.Abs(scale.X);
- scale.Y = Math.Abs(scale.Y);
- scale.Z = Math.Abs(scale.Z);
- // This scaling isn't very accurate and doesn't take into account the face rotation :P
- int mapdrawstartX = (int)(pos.X - scale.X);
- int mapdrawstartY = (int)(pos.Y - scale.Y);
- int mapdrawendX = (int)(pos.X + scale.X);
- int mapdrawendY = (int)(pos.Y + scale.Y);
- // If object is beyond the edge of the map, don't draw it to avoid errors
- if (mapdrawstartX < 0 || mapdrawstartX > 255 || mapdrawendX < 0 || mapdrawendX > 255
- || mapdrawstartY < 0 || mapdrawstartY > 255 || mapdrawendY < 0
- || mapdrawendY > 255)
- continue;
- int wy = 0;
- bool breakYN = false; // If we run into an error drawing, break out of the
- // loop so we don't lag to death on error handling
- for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
- {
- for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
- {
- //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
- try
- {
- // Remember, flip the y!
- mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
- }
- catch (ArgumentException)
- {
- breakYN = true;
- }
- if (breakYN)
- break;
- }
- if (breakYN)
- break;
- }
- } // Object is within 256m Z of terrain
- } // object is at least a meter wide
- } // loop over group children
- } // entitybase is sceneobject group
- } // foreach loop over entities
- } // lock entities objs
- m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (System.Environment.TickCount - tc) + " ms");
- } // end if drawPrimOnMaptle
- byte[] data;
- try
- {
- data = OpenJPEG.EncodeFromImage(mapbmp, false);
- }
- catch (Exception)
- {
- return;
- }
- LazySaveGeneratedMaptile(data,temporary);
- #endregion
- }
- else
- {
- // Use the module to generate the maptile.
- byte[] data = terrain.WriteJpeg2000Image("defaultstripe.png");
- if (data != null)
- {
- LazySaveGeneratedMaptile(data,temporary);
- }
- }
- }
- public void LazySaveGeneratedMaptile(byte[] data, bool temporary)
- {
- // Overwrites the local Asset cache with new maptile data
- // Assets are single write, this causes the asset server to ignore this update,
- // but the local asset cache does not
- // this is on purpose! The net result of this is the region always has the most up to date
- // map tile while protecting the (grid) asset database from bloat caused by a new asset each
- // time a mapimage is generated!
- UUID lastMapRegionUUID = m_regInfo.lastMapUUID;
- int lastMapRefresh = 0;
- int twoDays = 172800;
- int RefreshSeconds = twoDays;
- try
- {
- lastMapRefresh = Convert.ToInt32(m_regInfo.lastMapRefresh);
- }
- catch (ArgumentException)
- {
- }
- catch (FormatException)
- {
- }
- catch (OverflowException)
- {
- }
- UUID TerrainImageUUID = UUID.Random();
- if (lastMapRegionUUID == UUID.Zero || (lastMapRefresh + RefreshSeconds) < Util.UnixTimeSinceEpoch())
- {
- m_regInfo.SaveLastMapUUID(TerrainImageUUID);
- m_log.Warn("[MAPTILE]: STORING MAPTILE IMAGE");
- }
- else
- {
- TerrainImageUUID = lastMapRegionUUID;
- m_log.Warn("[MAPTILE]: REUSING OLD MAPTILE IMAGE ID");
- }
- m_regInfo.RegionSettings.TerrainImageID = TerrainImageUUID;
- AssetBase asset = new AssetBase();
- asset.FullID = m_regInfo.RegionSettings.TerrainImageID;
- asset.Data = data;
- asset.Name = "terrainImage_" + m_regInfo.RegionID.ToString() + "_" + lastMapRefresh.ToString();
- asset.Description = RegionInfo.RegionName;
- asset.Type = 0;
- asset.Temporary = temporary;
- AssetCache.AddAsset(asset);
- }
- #endregion
- #region Load Land
- public void loadAllLandObjectsFromStorage(UUID regionID)
- {
- m_log.Info("[SCENE]: Loading land objects from storage");
- List<LandData> landData = m_storageManager.DataStore.LoadLandObjects(regionID);
- if (LandChannel != null)
- {
- if (landData.Count == 0)
- {
- EventManager.TriggerNoticeNoLandDataFromStorage();
- }
- else
- {
- EventManager.TriggerIncomingLandDataFromStorage(landData);
- }
- }
- else
- {
- m_log.Error("[SCENE]: Land Channel is not defined. Cannot load from storage!");
- }
- }
- #endregion
- #region Primitives Methods
- /// <summary>
- /// Loads the World's objects
- /// </summary>
- public virtual void LoadPrimsFromStorage(UUID regionID)
- {
- m_log.Info("[SCENE]: Loading objects from datastore");
- List<SceneObjectGroup> PrimsFromDB = m_storageManager.DataStore.LoadObjects(regionID);
- foreach (SceneObjectGroup group in PrimsFromDB)
- {
- if (group.RootPart == null)
- {
- m_log.ErrorFormat("[SCENE] Found a SceneObjectGroup with m_rootPart == null and {0} children",
- group.Children == null ? 0 : group.Children.Count);
- }
-
- AddRestoredSceneObject(group, true, true);
- SceneObjectPart rootPart = group.GetChildPart(group.UUID);
- rootPart.ObjectFlags &= ~(uint)PrimFlags.Scripted;
- rootPart.TrimPermissions();
- group.CheckSculptAndLoad();
- //rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
- }
- m_log.Info("[SCENE]: Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)");
- }
- public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
- {
- Vector3 pos = Vector3.Zero;
- if (RayEndIsIntersection == (byte)1)
- {
- pos = RayEnd;
- return pos;
- }
- if (RayTargetID != UUID.Zero)
- {
- SceneObjectPart target = GetSceneObjectPart(RayTargetID);
- Vector3 direction = Vector3.Normalize(RayEnd - RayStart);
- Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
- Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
- if (target != null)
- {
- pos = target.AbsolutePosition;
- //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString());
- // TODO: Raytrace better here
- //EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
- Ray NewRay = new Ray(AXOrigin, AXdirection);
- // Ray Trace against target here
- EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
- // Un-comment out the following line to Get Raytrace results printed to the console.
- // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
- float ScaleOffset = 0.5f;
- // If we hit something
- if (ei.HitTF)
- {
- Vector3 scaleComponent = new Vector3(ei.AAfaceNormal.X, ei.AAfaceNormal.Y, ei.AAfaceNormal.Z);
- if (scaleComponent.X != 0) ScaleOffset = scale.X;
- if (scaleComponent.Y != 0) ScaleOffset = scale.Y;
- if (scaleComponent.Z != 0) ScaleOffset = scale.Z;
- ScaleOffset = Math.Abs(ScaleOffset);
- Vector3 intersectionpoint = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
- Vector3 normal = new Vector3(ei.normal.X, ei.normal.Y, ei.normal.Z);
- // Set the position to the intersection point
- Vector3 offset = (normal * (ScaleOffset / 2f));
- pos = (intersectionpoint + offset);
- // Un-offset the prim (it gets offset later by the consumer method)
- pos.Z -= 0.25F;
- }
- return pos;
- }
- else
- {
- // We don't have a target here, so we're going to raytrace all the objects in the scene.
- EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
- // Un-comment the following line to print the raytrace results to the console.
- //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
- if (ei.HitTF)
- {
- pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
- } else
- {
- // fall back to our stupid functionality
- pos = RayEnd;
- }
- return pos;
- }
- }
- else
- {
- // fall back to our stupid functionality
- pos = RayEnd;
- return pos;
- }
- }
- public virtual void AddNewPrim(UUID ownerID, UUID groupID, Vector3 RayEnd, Quaternion rot, PrimitiveBaseShape shape,
- byte bypassRaycast, Vector3 RayStart, UUID RayTargetID,
- byte RayEndIsIntersection)
- {
- Vector3 pos = GetNewRezLocation(RayStart, RayEnd, RayTargetID, rot, bypassRaycast, RayEndIsIntersection, true, new Vector3(0.5f, 0.5f, 0.5f), false);
- if (Permissions.CanRezObject(1, ownerID, pos))
- {
- // rez ON the ground, not IN the ground
- pos.Z += 0.25F;
- AddNewPrim(ownerID, groupID, pos, rot, shape);
- }
- }
- public virtual SceneObjectGroup AddNewPrim(
- UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
- {
- //m_log.DebugFormat(
- // "[SCENE]: Scene.AddNewPrim() pcode {0} called for {1} in {2}", shape.PCode, ownerID, RegionInfo.RegionName);
-
- // If an entity creator has been registered for this prim type then use that
- if (m_entityCreators.ContainsKey((PCode)shape.PCode))
- return m_entityCreators[(PCode)shape.PCode].CreateEntity(ownerID, groupID, pos, rot, shape);
- // Otherwise, use this default creation code;
- SceneObjectGroup sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape);
- AddNewSceneObject(sceneObject, true);
- sceneObject.SetGroup(groupID, null);
- return sceneObject;
- }
- /// <summary>
- /// Add an object into the scene that has come from storage
- /// </summary>
- /// <param name="sceneObject"></param>
- /// <param name="attachToBackup">
- /// If true, changes to the object will be reflected in its persisted data
- /// If false, the persisted data will not be changed even if the object in the scene is changed
- /// </param>
- /// <param name="alreadyPersisted">
- /// If true, we won't persist this object until it changes
- /// If false, we'll persist this object immediately
- /// </param>
- /// <returns>
- /// true if the object was added, false if an object with the same uuid was already in the scene
- /// </returns>
- public bool AddRestoredSceneObject(
- SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
- {
- return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted);
- }
- /// <summary>
- /// Add a newly created object to the scene
- /// </summary>
- /// <param name="sceneObject"></param>
- /// <param name="attachToBackup">
- /// If true, the object is made persistent into the scene.
- /// If false, the object will not persist over server restarts
- /// </param>
- public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
- {
- return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup);
- }
- /// <summary>
- /// Delete every object from the scene
- /// </summary>
- public void DeleteAllSceneObjects()
- {
- lock (Entities)
- {
- ICollection<EntityBase> entities = new List<EntityBase>(Entities);
- foreach (EntityBase e in entities)
- {
- if (e is SceneObjectGroup)
- DeleteSceneObject((SceneObjectGroup)e, false);
- }
- }
- }
- /// <summary>
- /// Synchronously delete the given object from the scene.
- /// </summary>
- /// <param name="group"></param>
- public void DeleteSceneObject(SceneObjectGroup group, bool silent)
- {
- //SceneObjectPart rootPart = group.GetChildPart(group.UUID);
- // Serialise calls to RemoveScriptInstances to avoid
- // deadlocking on m_parts inside SceneObjectGroup
- lock (m_deleting_scene_object)
- {
- group.RemoveScriptInstances();
- }
- foreach (SceneObjectPart part in group.Children.Values)
- {
- if (part.IsJoint() && ((part.ObjectFlags&(uint)PrimFlags.Physics) != 0) )
- {
- PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
- }
- else if (part.PhysActor != null)
- {
- PhysicsScene.RemovePrim(part.PhysActor);
- part.PhysActor = null;
- }
- }
- // if (rootPart.PhysActor != null)
- // {
- // PhysicsScene.RemovePrim(rootPart.PhysActor);
- // rootPart.PhysActor = null;
- // }
- if (UnlinkSceneObject(group.UUID, false))
- {
- EventManager.TriggerObjectBeingRemovedFromScene(group);
- EventManager.TriggerParcelPrimCountTainted();
- }
- group.DeleteGroup(silent);
- }
- /// <summary>
- /// Unlink the given object from the scene. Unlike delete, this just removes the record of the object - the
- /// object itself is not destroyed.
- /// </summary>
- /// <param name="uuid"></param>
- /// <returns>true if the object was in the scene, false if it was not</returns>
- public bool UnlinkSceneObject(UUID uuid, bool resultOfLinkingObjects)
- {
- if (m_sceneGraph.DeleteSceneObject(uuid, resultOfLinkingObjects))
- {
- if (!resultOfLinkingObjects)
- m_storageManager.DataStore.RemoveObject(uuid,
- m_regInfo.RegionID);
- return true;
- }
- return false;
- }
- /// <summary>
- /// Move the given scene object into a new region depending on which region its absolute position has moved
- /// into.
- ///
- /// This method locates the new region handle and offsets the prim position for the new region
- /// </summary>
- /// <param name="attemptedPosition">the attempted out of region position of the scene object</param>
- /// <param name="grp">the scene object that we're crossing</param>
- public void CrossPrimGroupIntoNewRegion(Vector3 attemptedPosition, SceneObjectGroup grp, bool silent)
- {
- if (grp == null)
- return;
- if (grp.IsDeleted)
- return;
- if (grp.RootPart.DIE_AT_EDGE)
- {
- // We remove the object here
- try
- {
- DeleteSceneObject(grp, false);
- }
- catch (Exception)
- {
- m_log.Warn("[DATABASE]: exception when trying to remove the prim that crossed the border.");
- }
- return;
- }
- int thisx = (int)RegionInfo.RegionLocX;
- int thisy = (int)RegionInfo.RegionLocY;
- ulong newRegionHandle = 0;
- Vector3 pos = attemptedPosition;
- if (attemptedPosition.X > Constants.RegionSize + 0.1f)
- {
- pos.X = ((pos.X - Constants.RegionSize));
- newRegionHandle
- = Util.UIntsToLong((uint)((thisx + 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize));
- // x + 1
- }
- else if (attemptedPosition.X < -0.1f)
- {
- pos.X = ((pos.X + Constants.RegionSize));
- newRegionHandle
- = Util.UIntsToLong((uint)((thisx - 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize));
- // x - 1
- }
- if (attemptedPosition.Y > Constants.RegionSize + 0.1f)
- {
- pos.Y = ((pos.Y - Constants.RegionSize));
- newRegionHandle
- = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy + 1) * Constants.RegionSize));
- // y + 1
- }
- else if (attemptedPosition.Y < -0.1f)
- {
- pos.Y = ((pos.Y + Constants.RegionSize));
- newRegionHandle
- = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy - 1) * Constants.RegionSize));
- // y - 1
- }
- // Offset the positions for the new region across the border
- Vector3 oldGroupPosition = grp.RootPart.GroupPosition;
- grp.OffsetForNewRegion(pos);
- // If we fail to cross the border, then reset the position of the scene object on that border.
- if (!CrossPrimGroupIntoNewRegion(newRegionHandle, grp, silent))
- {
- grp.OffsetForNewRegion(oldGroupPosition);
- grp.ScheduleGroupForFullUpdate();
- }
- }
- /// <summary>
- /// Move the given scene object into a new region
- /// </summary>
- /// <param name="newRegionHandle"></param>
- /// <param name="grp">Scene Object Group that we're crossing</param>
- /// <returns>
- /// true if the crossing itself was successful, false on failure
- /// FIMXE: we still return true if the crossing object was not successfully deleted from the originating region
- /// </returns>
- public bool CrossPrimGroupIntoNewRegion(ulong newRegionHandle, SceneObjectGroup grp, bool silent)
- {
- bool successYN = false;
- grp.RootPart.UpdateFlag = 0;
- int primcrossingXMLmethod = 0;
- if (newRegionHandle != 0)
- {
- string objectState = grp.GetStateSnapshot();
- successYN
- = m_sceneGridService.PrimCrossToNeighboringRegion(
- newRegionHandle, grp.UUID, m_serialiser.SaveGroupToXml2(grp), primcrossingXMLmethod);
- if (successYN && (objectState != "") && m_allowScriptCrossings)
- {
- successYN = m_sceneGridService.PrimCrossToNeighboringRegion(
- newRegionHandle, grp.UUID, objectState, 100);
- }
- if (successYN)
- {
- // We remove the object here
- try
- {
- DeleteSceneObject(grp, silent);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[INTERREGION]: Exception deleting the old object left behind on a border crossing for {0}, {1}",
- grp, e);
- }
- }
- else
- {
- if (!grp.IsDeleted)
- {
- if (grp.RootPart.PhysActor != null)
- {
- grp.RootPart.PhysActor.CrossingFailure();
- }
- }
- m_log.ErrorFormat("[INTERREGION]: Prim crossing failed for {0}", grp);
- }
- }
- else
- {
- m_log.Error("[INTERREGION]: region handle was unexpectedly 0 in Scene.CrossPrimGroupIntoNewRegion()");
- }
- return successYN;
- }
- /// <summary>
- /// Handle a scene object that is crossing into this region from another.
- /// </summary>
- /// <param name="regionHandle"></param>
- /// <param name="primID"></param>
- /// <param name="objXMLData"></param>
- /// <param name="XMLMethod"></param>
- /// <returns></returns>
- public bool IncomingInterRegionPrimGroup(UUID primID, string objXMLData, int XMLMethod)
- {
-
- if (XMLMethod == 0)
- {
- m_log.DebugFormat("[INTERREGION]: A new prim {0} arrived from a neighbor", primID);
- SceneObjectGroup sceneObject = m_serialiser.DeserializeGroupFromXml2(objXMLData);
- // If the user is banned, we won't let any of their objects
- // enter. Period.
- //
- if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID))
- {
- m_log.Info("[INTERREGION]: Denied prim crossing for "+
- "banned avatar");
- return false;
- }
- // Force allocation of new LocalId
- //
- foreach (SceneObjectPart p in sceneObject.Children.Values)
- p.LocalId = 0;
- if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
- {
- if (sceneObject.RootPart.Shape.State != 0)
- {
- // Fix up attachment Parent Local ID
- //
- ScenePresence sp = GetScenePresence(sceneObject.OwnerID);
- uint parentLocalID = 0;
- if (sp != null)
- parentLocalID = sp.LocalId;
- sceneObject.RootPart.IsAttachment = true;
- sceneObject.RootPart.SetParentLocalId(parentLocalID);
- AddRestoredSceneObject(sceneObject, false, false);
- // Handle attachment special case
- //
- SceneObjectPart RootPrim = GetSceneObjectPart(primID);
- if (RootPrim != null)
- {
- SceneObjectGroup grp = RootPrim.ParentGroup;
- RootPrim.SetParentLocalId(parentLocalID);
- if (grp != null)
- {
- m_log.DebugFormat("[ATTACHMENT]: Received "+
- "attachment {0}, inworld asset id {1}",
- grp.RootPart.LastOwnerID.ToString(),
- grp.UUID.ToString());
- if (sp != null)
- {
- grp.SetFromAssetID(grp.RootPart.LastOwnerID);
- m_log.DebugFormat("[ATTACHMENT]: Attach "+
- "to avatar {0}",
- sp.UUID.ToString());
- AttachObject(sp.ControllingClient,
- grp.LocalId, (uint)0,
- grp.GroupRotation,
- grp.AbsolutePosition, false);
- grp.SendGroupFullUpdate();
- }
- else
- {
- RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
- RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
- }
- }
- }
- }
- else
- {
- AddRestoredSceneObject(sceneObject, true, false);
- if (!Permissions.CanObjectEntry(sceneObject.UUID,
- true, sceneObject.AbsolutePosition))
- {
- // Deny non attachments based on parcel settings
- //
- m_log.Info("[INTERREGION]: Denied prim crossing "+
- "because of parcel settings");
- DeleteSceneObject(sceneObject, false);
- return false;
- }
- }
- }
- }
- else if ((XMLMethod == 100) && m_allowScriptCrossings)
- {
- m_log.Warn("[INTERREGION]: Prim state data arrived from a neighbor");
- XmlDocument doc = new XmlDocument();
- doc.LoadXml(objXMLData);
- XmlNodeList rootL = doc.GetElementsByTagName("ScriptData");
- if (rootL.Count == 1)
- {
- XmlNode rootNode = rootL[0];
- if (rootNode != null)
- {
- XmlNodeList partL = rootNode.ChildNodes;
- foreach (XmlNode part in partL)
- {
- XmlNodeList nodeL = part.ChildNodes;
- switch (part.Name)
- {
- case "Assemblies":
- foreach (XmlNode asm in nodeL)
- {
- string fn = asm.Attributes.GetNamedItem("Filename").Value;
- Byte[] filedata = Convert.FromBase64String(asm.InnerText);
- string path = Path.Combine("ScriptEngines", RegionInfo.RegionID.ToString());
- path = Path.Combine(path, fn);
- if (!File.Exists(path))
- {
- FileStream fs = File.Create(path);
- fs.Write(filedata, 0, filedata.Length);
- fs.Close();
- }
- }
- break;
- case "ScriptStates":
- foreach (XmlNode st in nodeL)
- {
- string id = st.Attributes.GetNamedItem("UUID").Value;
- UUID uuid = new UUID(id);
- XmlNode state = st.ChildNodes[0];
- XmlDocument sdoc = new XmlDocument();
- XmlNode sxmlnode = sdoc.CreateNode(
- XmlNodeType.XmlDeclaration,
- "", "");
- sdoc.AppendChild(sxmlnode);
- XmlNode newnode = sdoc.ImportNode(state, true);
- sdoc.AppendChild(newnode);
- string spath = Path.Combine("ScriptEngines", RegionInfo.RegionID.ToString());
- spath = Path.Combine(spath, uuid.ToString());
- FileStream sfs = File.Create(spath + ".state");
- System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
- Byte[] buf = enc.GetBytes(sdoc.InnerXml);
- sfs.Write(buf, 0, buf.Length);
- sfs.Close();
- }
- break;
- }
- }
- }
- }
- SceneObjectPart RootPrim = GetSceneObjectPart(primID);
- RootPrim.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, 1);
- return true;
- }
- return true;
- }
- #endregion
- #region Add/Remove Avatar Methods
- public override void AddNewClient(IClientAPI client)
- {
- SubscribeToClientEvents(client);
- ScenePresence presence;
- if (m_restorePresences.ContainsKey(client.AgentId))
- {
- m_log.DebugFormat("[SCENE]: Restoring agent {0} {1} in {2}", client.Name, client.AgentId, RegionInfo.RegionName);
- presence = m_restorePresences[client.AgentId];
- m_restorePresences.Remove(client.AgentId);
- // This is one of two paths to create avatars that are
- // used. This tends to get called more in standalone
- // than grid, not really sure why, but as such needs
- // an explicity appearance lookup here.
- AvatarAppearance appearance = null;
- GetAvatarAppearance(client, out appearance);
- presence.Appearance = appearance;
- presence.initializeScenePresence(client, RegionInfo, this);
- m_sceneGraph.AddScenePresence(presence);
- lock (m_restorePresences)
- {
- Monitor.PulseAll(m_restorePresences);
- }
- }
- else
- {
- m_log.DebugFormat(
- "[SCENE]: Adding new child agent {0} for new user connection in {1}",
- client.Name, RegionInfo.RegionName);
- CommsManager.UserProfileCacheService.AddNewUser(client.AgentId);
- CreateAndAddScenePresence(client);
- }
-
- m_LastLogin = System.Environment.TickCount;
- EventManager.TriggerOnNewClient(client);
- }
- protected virtual void SubscribeToClientEvents(IClientAPI client)
- {
- client.OnRegionHandShakeReply += SendLayerData;
- client.OnAddPrim += AddNewPrim;
- client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimPosition;
- client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
- client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimRotation;
- client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimRotation;
- client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
- client.OnUpdatePrimScale += m_sceneGraph.UpdatePrimScale;
- client.OnUpdatePrimGroupScale += m_sceneGraph.UpdatePrimGroupScale;
- client.OnUpdateExtraParams += m_sceneGraph.UpdateExtraParam;
- client.OnUpdatePrimShape += m_sceneGraph.UpdatePrimShape;
- client.OnUpdatePrimTexture += m_sceneGraph.UpdatePrimTexture;
- client.OnTeleportLocationRequest += RequestTeleportLocation;
- client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
- client.OnObjectSelect += SelectPrim;
- client.OnObjectDeselect += DeselectPrim;
- client.OnGrabUpdate += m_sceneGraph.MoveObject;
- client.OnDeRezObject += DeRezObject;
- client.OnRezObject += RezObject;
- client.OnRezSingleAttachmentFromInv += RezSingleAttachment;
- client.OnDetachAttachmentIntoInv += DetachSingleAttachmentToInv;
- client.OnObjectAttach += m_sceneGraph.AttachObject;
- client.OnObjectDetach += m_sceneGraph.DetachObject;
- client.OnObjectDrop += m_sceneGraph.DropObject;
- client.OnNameFromUUIDRequest += CommsManager.HandleUUIDNameRequest;
- client.OnObjectDescription += m_sceneGraph.PrimDescription;
- client.OnObjectName += m_sceneGraph.PrimName;
- client.OnObjectClickAction += m_sceneGraph.PrimClickAction;
- client.OnObjectMaterial += m_sceneGraph.PrimMaterial;
- client.OnLinkObjects += m_sceneGraph.LinkObjects;
- client.OnDelinkObjects += m_sceneGraph.DelinkObjects;
- client.OnObjectDuplicate += m_sceneGraph.DuplicateObject;
- client.OnObjectDuplicateOnRay += doObjectDuplicateOnRay;
- client.OnUpdatePrimFlags += m_sceneGraph.UpdatePrimFlags;
- client.OnRequestObjectPropertiesFamily += m_sceneGraph.RequestObjectPropertiesFamily;
- client.OnRequestGodlikePowers += handleRequestGodlikePowers;
- client.OnGodKickUser += HandleGodlikeKickUser;
- client.OnObjectPermissions += HandleObjectPermissionsUpdate;
- client.OnCreateNewInventoryItem += CreateNewInventoryItem;
- client.OnCreateNewInventoryFolder += HandleCreateInventoryFolder;
- client.OnUpdateInventoryFolder += HandleUpdateInventoryFolder;
- client.OnMoveInventoryFolder += HandleMoveInventoryFolder;
- client.OnFetchInventoryDescendents += HandleFetchInventoryDescendents;
- client.OnPurgeInventoryDescendents += HandlePurgeInventoryDescendents;
- client.OnFetchInventory += HandleFetchInventory;
- client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
- client.OnCopyInventoryItem += CopyInventoryItem;
- client.OnMoveInventoryItem += MoveInventoryItem;
- client.OnRemoveInventoryItem += RemoveInventoryItem;
- client.OnRemoveInventoryFolder += RemoveInventoryFolder;
- client.OnRezScript += RezScript;
- client.OnRequestTaskInventory += RequestTaskInventory;
- client.OnRemoveTaskItem += RemoveTaskInventory;
- client.OnUpdateTaskInventory += UpdateTaskInventory;
- client.OnMoveTaskItem += ClientMoveTaskInventoryItem;
- client.OnGrabObject += ProcessObjectGrab;
- client.OnDeGrabObject += ProcessObjectDeGrab;
- client.OnMoneyTransferRequest += ProcessMoneyTransferRequest;
- client.OnParcelBuy += ProcessParcelBuy;
- client.OnAvatarPickerRequest += ProcessAvatarPickerRequest;
- client.OnObjectIncludeInSearch += m_sceneGraph.MakeObjectSearchable;
- client.OnTeleportHomeRequest += TeleportClientHome;
- client.OnSetStartLocationRequest += SetHomeRezPoint;
- client.OnUndo += m_sceneGraph.HandleUndo;
- client.OnObjectGroupRequest += m_sceneGraph.HandleObjectGroupUpdate;
- client.OnParcelReturnObjectsRequest += LandChannel.ReturnObjectsInParcel;
- client.OnParcelSetOtherCleanTime += LandChannel.SetParcelOtherCleanTime;
- client.OnObjectSaleInfo += ObjectSaleInfo;
- client.OnScriptReset += ProcessScriptReset;
- client.OnGetScriptRunning += GetScriptRunning;
- client.OnSetScriptRunning += SetScriptRunning;
- client.OnRegionHandleRequest += RegionHandleRequest;
- client.OnUnackedTerrain += TerrainUnAcked;
- client.OnObjectOwner += ObjectOwner;
-
- if (m_statsReporter != null)
- client.OnNetworkStatsUpdate += m_statsReporter.AddPacketsFromClientStats;
- // EventManager.TriggerOnNewClient(client);
- }
- /// <summary>
- /// Teleport an avatar to their home region
- /// </summary>
- /// <param name="agentId"></param>
- /// <param name="client"></param>
- public virtual void TeleportClientHome(UUID agentId, IClientAPI client)
- {
- UserProfileData UserProfile = CommsManager.UserService.GetUserProfile(agentId);
- if (UserProfile != null)
- {
- RegionInfo regionInfo = CommsManager.GridService.RequestNeighbourInfo(UserProfile.HomeRegionID);
- if (regionInfo == null)
- {
- regionInfo = CommsManager.GridService.RequestNeighbourInfo(UserProfile.HomeRegion);
- if (regionInfo != null) // home region can be away temporarily, too
- {
- UserProfile.HomeRegionID = regionInfo.RegionID;
- CommsManager.UserService.UpdateUserProfile(UserProfile);
- }
- }
- if (regionInfo == null)
- {
- // can't find the Home region: Tell viewer and abort
- client.SendTeleportFailed("Your home-region could not be found.");
- return;
- }
- RequestTeleportLocation(
- client, regionInfo.RegionHandle, UserProfile.HomeLocation, UserProfile.HomeLookAt,
- (uint)(TPFlags.SetLastToTarget | TPFlags.ViaHome));
- }
- }
- public void doObjectDuplicateOnRay(uint localID, uint dupeFlags, UUID AgentID, UUID GroupID,
- UUID RayTargetObj, Vector3 RayEnd, Vector3 RayStart,
- bool BypassRaycast, bool RayEndIsIntersection, bool CopyCenters, bool CopyRotates)
- {
- Vector3 pos;
- const bool frontFacesOnly = true;
- //m_log.Info("HITTARGET: " + RayTargetObj.ToString() + ", COPYTARGET: " + localID.ToString());
- SceneObjectPart target = GetSceneObjectPart(localID);
- SceneObjectPart target2 = GetSceneObjectPart(RayTargetObj);
- if (target != null && target2 != null)
- {
- Vector3 direction = Vector3.Normalize(RayEnd - RayStart);
- Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
- Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
- if (target2.ParentGroup != null)
- {
- pos = target2.AbsolutePosition;
- //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString());
- // TODO: Raytrace better here
- //EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
- Ray NewRay = new Ray(AXOrigin, AXdirection);
- // Ray Trace against target here
- EntityIntersection ei = target2.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, CopyCenters);
- // Un-comment out the following line to Get Raytrace results printed to the console.
- //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
- float ScaleOffset = 0.5f;
- // If we hit something
- if (ei.HitTF)
- {
- Vector3 scale = target.Scale;
- Vector3 scaleComponent = new Vector3(ei.AAfaceNormal.X, ei.AAfaceNormal.Y, ei.AAfaceNormal.Z);
- if (scaleComponent.X != 0) ScaleOffset = scale.X;
- if (scaleComponent.Y != 0) ScaleOffset = scale.Y;
- if (scaleComponent.Z != 0) ScaleOffset = scale.Z;
- ScaleOffset = Math.Abs(ScaleOffset);
- Vector3 intersectionpoint = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
- Vector3 normal = new Vector3(ei.normal.X, ei.normal.Y, ei.normal.Z);
- Vector3 offset = normal * (ScaleOffset / 2f);
- pos = intersectionpoint + offset;
- // stick in offset format from the original prim
- pos = pos - target.ParentGroup.AbsolutePosition;
- if (CopyRotates)
- {
- Quaternion worldRot = target2.GetWorldRotation();
- // SceneObjectGroup obj = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
- m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
- //obj.Rotation = worldRot;
- //obj.UpdateGroupRotation(worldRot);
- }
- else
- {
- m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID);
- }
- }
- return;
- }
- return;
- }
- }
- public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
- {
- UserProfileData UserProfile = CommsManager.UserService.GetUserProfile(remoteClient.AgentId);
- if (UserProfile != null)
- {
- // I know I'm ignoring the regionHandle provided by the teleport location request.
- // reusing the TeleportLocationRequest delegate, so regionHandle isn't valid
- UserProfile.HomeRegionID = RegionInfo.RegionID;
- // TODO: The next line can be removed, as soon as only homeRegionID based UserServers are around.
- // TODO: The HomeRegion property can be removed then, too
- UserProfile.HomeRegion = RegionInfo.RegionHandle;
- UserProfile.HomeLocation = position;
- UserProfile.HomeLookAt = lookAt;
- CommsManager.UserService.UpdateUserProfile(UserProfile);
- // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
- remoteClient.SendAgentAlertMessage("Home position set.",false);
- }
- else
- {
- remoteClient.SendAgentAlertMessage("Set Home request Failed",false);
- }
- }
- /// <summary>
- /// Create a child agent scene presence and add it to this scene.
- /// </summary>
- /// <param name="client"></param>
- /// <returns></returns>
- protected virtual ScenePresence CreateAndAddScenePresence(IClientAPI client)
- {
- AvatarAppearance appearance = null;
- GetAvatarAppearance(client, out appearance);
- ScenePresence avatar = m_sceneGraph.CreateAndAddChildScenePresence(client, appearance);
- //avatar.KnownRegions = GetChildrenSeeds(avatar.UUID);
- return avatar;
- }
- /// <summary>
- /// Get the avatar apperance for the given client.
- /// </summary>
- /// <param name="client"></param>
- /// <param name="appearance"></param>
- public void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance)
- {
- appearance = new AvatarAppearance();
- try
- {
- if (m_AvatarFactory != null)
- {
- if (m_AvatarFactory.TryGetAvatarAppearance(client.AgentId, out appearance))
- return;
- }
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("[APPEARANCE]: Problem fetching appearance for avatar {0}, {1}",
- client.Name, e);
- }
-
- m_log.Warn("[APPEARANCE]: Appearance not found, returning default");
- }
- /// <summary>
- /// Remove the given client from the scene.
- /// </summary>
- /// <param name="agentID"></param>
- public override void RemoveClient(UUID agentID)
- {
- bool childagentYN = false;
- ScenePresence avatar = GetScenePresence(agentID);
- if (avatar != null)
- {
- childagentYN = avatar.IsChildAgent;
- }
- try
- {
- m_log.DebugFormat(
- "[SCENE]: Removing {0} agent {1} from region {2}",
- (childagentYN ? "child" : "root"), agentID, RegionInfo.RegionName);
- m_sceneGraph.removeUserCount(!childagentYN);
- RemoveCapsHandler(agentID);
- if (avatar.Scene.NeedSceneCacheClear(avatar.UUID))
- {
- m_log.InfoFormat("[SCENE]: User {0} is going to another region, profile cache removed in {1}", avatar.UUID, RegionInfo.RegionName);
- CommsManager.UserProfileCacheService.RemoveUser(agentID);
- }
- if (!avatar.IsChildAgent)
- {
- m_sceneGridService.LogOffUser(agentID, RegionInfo.RegionID, RegionInfo.RegionHandle, avatar.AbsolutePosition, avatar.Lookat);
- //List<ulong> childknownRegions = new List<ulong>();
- //List<ulong> ckn = avatar.KnownChildRegionHandles;
- //for (int i = 0; i < ckn.Count; i++)
- //{
- // childknownRegions.Add(ckn[i]);
- //}
- List<ulong> regions = new List<ulong>(avatar.KnownChildRegionHandles);
- regions.Remove(RegionInfo.RegionHandle);
- m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
- }
- m_eventManager.TriggerClientClosed(agentID);
- }
- catch (NullReferenceException)
- {
- // We don't know which count to remove it from
- // Avatar is already disposed :/
- }
- m_eventManager.TriggerOnRemovePresence(agentID);
- Broadcast(delegate(IClientAPI client)
- {
- try
- {
- client.SendKillObject(avatar.RegionHandle, avatar.LocalId);
- }
- catch (NullReferenceException)
- {
- //We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway.
- }
- });
- ForEachScenePresence(
- delegate(ScenePresence presence) { presence.CoarseLocationChange(); });
- IAgentAssetTransactions agentTransactions = this.RequestModuleInterface<IAgentAssetTransactions>();
- if (agentTransactions != null)
- {
- agentTransactions.RemoveAgentAssetTransactions(agentID);
- }
- m_sceneGraph.RemoveScenePresence(agentID);
- try
- {
- avatar.Close();
- }
- catch (NullReferenceException)
- {
- //We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway.
- }
- catch (Exception e)
- {
- m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
- }
- // Remove client agent from profile, so new logins will work
- if (!childagentYN)
- {
- m_sceneGridService.ClearUserAgent(agentID);
- }
- //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
- //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
- }
- public void HandleRemoveKnownRegionsFromAvatar(UUID avatarID, List<ulong> regionslst)
- {
- ScenePresence av = GetScenePresence(avatarID);
- if (av != null)
- {
- lock (av)
- {
- for (int i = 0; i < regionslst.Count; i++)
- {
- av.KnownChildRegionHandles.Remove(regionslst[i]);
- }
- }
- }
- }
- public override void CloseAllAgents(uint circuitcode)
- {
- // Called by ClientView to kill all circuit codes
- ClientManager.CloseAllAgents(circuitcode);
- }
- public void NotifyMyCoarseLocationChange()
- {
- ForEachScenePresence(delegate(ScenePresence presence) { presence.CoarseLocationChange(); });
- }
- #endregion
- #region Entities
- public void SendKillObject(uint localID)
- {
- SceneObjectPart part = GetSceneObjectPart(localID);
- if (part != null) // It is a prim
- {
- if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid
- {
- if (part.ParentGroup.RootPart != part) // Child part
- return;
- }
- }
- Broadcast(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); });
- }
- #endregion
- #region RegionComms
- /// <summary>
- /// Register the methods that should be invoked when this scene receives various incoming events
- /// </summary>
- public void RegisterCommsEvents()
- {
- m_sceneGridService.OnExpectUser += NewUserConnection;
- m_sceneGridService.OnAvatarCrossingIntoRegion += AgentCrossing;
- m_sceneGridService.OnCloseAgentConnection += CloseConnection;
- m_sceneGridService.OnRegionUp += OtherRegionUp;
- //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
- m_sceneGridService.OnExpectPrim += IncomingInterRegionPrimGroup;
- //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar;
- m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid;
- m_sceneGridService.KiPrimitive += SendKillObject;
- m_sceneGridService.OnGetLandData += GetLandData;
- if (m_interregionCommsIn != null)
- {
- m_log.Debug("[SCENE]: Registering with InterregionCommsIn");
- m_interregionCommsIn.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
- }
- else
- m_log.Debug("[SCENE]: Unable to register with InterregionCommsIn");
- }
- /// <summary>
- /// Deregister this scene from receiving incoming region events
- /// </summary>
- public void UnRegisterRegionWithComms()
- {
- m_sceneGridService.KiPrimitive -= SendKillObject;
- m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid;
- //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar;
- m_sceneGridService.OnExpectPrim -= IncomingInterRegionPrimGroup;
- //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
- m_sceneGridService.OnRegionUp -= OtherRegionUp;
- m_sceneGridService.OnExpectUser -= NewUserConnection;
- m_sceneGridService.OnAvatarCrossingIntoRegion -= AgentCrossing;
- m_sceneGridService.OnCloseAgentConnection -= CloseConnection;
- m_sceneGridService.OnGetLandData -= GetLandData;
- if (m_interregionCommsIn != null)
- m_interregionCommsIn.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
- m_sceneGridService.Close();
- }
- /// <summary>
- /// Do the work necessary to initiate a new user connection for a particular scene.
- /// At the moment, this consists of setting up the caps infrastructure
- /// </summary>
- /// <param name="regionHandle"></param>
- /// <param name="agent"></param>
- public void NewUserConnection(AgentCircuitData agent)
- {
- if (m_regInfo.EstateSettings.IsBanned(agent.AgentID))
- {
- m_log.WarnFormat(
- "[CONNECTION DEBUGGING]: Denied access to: {0} at {1} because the user is on the region banlist",
- agent.AgentID, RegionInfo.RegionName);
- }
- /// Diva: Horrible stuff!
- capsPaths[agent.AgentID] = agent.CapsPath;
- childrenSeeds[agent.AgentID] = ((agent.ChildrenCapSeeds == null) ? new Dictionary<ulong, string>() : agent.ChildrenCapSeeds);
- ScenePresence sp = m_sceneGraph.GetScenePresence(agent.AgentID);
- if (sp != null)
- {
- m_log.DebugFormat("[CONNECTION DEBUGGING]: Updated agent {0} in {1}", agent.AgentID, RegionInfo.RegionName);
- sp.AdjustKnownSeeds();
- sp.AbsolutePosition = agent.startpos;
- return;
- }
- m_log.DebugFormat("[CONNECTION DEBUGGING]: Adding NewUserConnection for {0} in {1} with CC of {2}, pos={3}", agent.AgentID,
- RegionInfo.RegionName, agent.circuitcode, agent.startpos.ToString());
- AddCapsHandler(agent.AgentID);
- if (!agent.child)
- {
- // Honor parcel landing type and position.
- ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
- if (land != null)
- {
- if (land.landData.LandingType == (byte)1 && land.landData.UserLocation != Vector3.Zero)
- {
- agent.startpos = land.landData.UserLocation;
- }
- }
- }
- m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
-
- // rewrite session_id
- CachedUserInfo userinfo = CommsManager.UserProfileCacheService.GetUserDetails(agent.AgentID);
-
- if (userinfo != null)
- {
- userinfo.SessionID = agent.SessionID;
- }
- else
- {
- m_log.WarnFormat("[USERINFO CACHE]: We couldn't find a User Info record for {0}. This is usually an indication that the UUID we're looking up is invalid", agent.AgentID);
- }
- }
- public void UpdateCircuitData(AgentCircuitData data)
- {
- m_authenticateHandler.UpdateAgentData(data);
- }
- public bool ChangeCircuitCode(uint oldcc, uint newcc)
- {
- return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc);
- }
- protected void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message)
- {
- ScenePresence loggingOffUser = null;
- loggingOffUser = GetScenePresence(AvatarID);
- if (loggingOffUser != null)
- {
- if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId)
- {
- m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, new List<ulong>(loggingOffUser.KnownRegions.Keys));
- loggingOffUser.ControllingClient.Kick(message);
- // Give them a second to receive the message!
- System.Threading.Thread.Sleep(1000);
- loggingOffUser.ControllingClient.Close(true);
- }
- else
- {
- m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate");
- }
- }
- else
- {
- m_log.InfoFormat("[USERLOGOFF]: Got a logoff request for {0} but the user isn't here. The user might already have been logged out", AvatarID.ToString());
- }
- }
- /// <summary>
- /// Add a caps handler for the given agent. If the CAPS handler already exists for this agent,
- /// then it is replaced by a new CAPS handler.
- ///
- /// FIXME: On login this is called twice, once for the login and once when the connection is made.
- /// This is somewhat innefficient and should be fixed. The initial login creation is necessary
- /// since the client asks for capabilities immediately after being informed of the seed.
- /// </summary>
- /// <param name="agentId"></param>
- /// <param name="capsObjectPath"></param>
- public void AddCapsHandler(UUID agentId)
- {
- if (RegionInfo.EstateSettings.IsBanned(agentId))
- return;
- String capsObjectPath = GetCapsPath(agentId);
- m_log.DebugFormat(
- "[CAPS]: Setting up CAPS handler for agent {0} in {1}",
- agentId, RegionInfo.RegionName);
- Caps cap = null;
- if (m_capsHandlers.TryGetValue(agentId, out cap))
- {
- m_log.DebugFormat("[CAPS] Attempt at registering twice for the same agent {0}. {1}. Ignoring.", agentId, capsObjectPath);
- return;
- }
- cap = new Caps(AssetCache, m_httpListener, m_regInfo.ExternalHostName, m_httpListener.Port,
- capsObjectPath, agentId, m_dumpAssetsToFile, RegionInfo.RegionName);
- cap.RegisterHandlers();
- EventManager.TriggerOnRegisterCaps(agentId, cap);
- cap.AddNewInventoryItem = AddUploadedInventoryItem;
- cap.ItemUpdatedCall = CapsUpdateInventoryItemAsset;
- cap.TaskScriptUpdatedCall = CapsUpdateTaskInventoryScriptAsset;
- cap.CAPSFetchInventoryDescendents = HandleFetchInventoryDescendentsCAPS;
- cap.GetClient = m_sceneGraph.GetControllingClient;
- m_capsHandlers[agentId] = cap;
- }
- public Caps GetCapsHandlerForUser(UUID agentId)
- {
- lock (m_capsHandlers)
- {
- if (m_capsHandlers.ContainsKey(agentId))
- {
- return m_capsHandlers[agentId];
- }
- }
- return null;
- }
- /// <summary>
- /// Remove the caps handler for a given agent.
- /// </summary>
- /// <param name="agentId"></param>
- public void RemoveCapsHandler(UUID agentId)
- {
- if (childrenSeeds.ContainsKey(agentId))
- {
- //Console.WriteLine(" !!! Removing seeds for {0} in {1}", agentId, RegionInfo.RegionName);
- childrenSeeds.Remove(agentId);
- }
- lock (m_capsHandlers)
- {
- if (m_capsHandlers.ContainsKey(agentId))
- {
- m_log.DebugFormat(
- "[CAPS]: Removing CAPS handler for root agent {0} in {1}",
- agentId, RegionInfo.RegionName);
- m_capsHandlers[agentId].DeregisterHandlers();
- EventManager.TriggerOnDeregisterCaps(agentId, m_capsHandlers[agentId]);
- m_capsHandlers.Remove(agentId);
- }
- else
- {
- m_log.WarnFormat(
- "[CAPS]: Received request to remove CAPS handler for root agent {0} in {1}, but no such CAPS handler found!",
- agentId, RegionInfo.RegionName);
- }
- }
- }
- /// <summary>
- /// Triggered when an agent crosses into this sim. Also happens on initial login.
- /// </summary>
- /// <param name="agentID"></param>
- /// <param name="position"></param>
- /// <param name="isFlying"></param>
- public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying)
- {
- ScenePresence presence;
-
- lock (m_scenePresences)
- {
- m_scenePresences.TryGetValue(agentID, out presence);
- }
-
- if (presence != null)
- {
- try
- {
- presence.MakeRootAgent(position, isFlying);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("[SCENE]: Unable to do agent crossing, exception {0}", e);
- }
- }
- else
- {
- m_log.ErrorFormat(
- "[SCENE]: Could not find presence for agent {0} crossing into scene {1}",
- agentID, RegionInfo.RegionName);
- }
- }
- public virtual bool IncomingChildAgentDataUpdate(AgentData cAgentData)
- {
- //Console.WriteLine(" XXX Scene IncomingChildAgentDataUpdate in " + RegionInfo.RegionName);
- ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID);
- if (childAgentUpdate != null)
- {
- // I can't imagine *yet* why we would get an update if the agent is a root agent..
- // however to avoid a race condition crossing borders..
- if (childAgentUpdate.IsChildAgent)
- {
- uint rRegionX = (uint)(cAgentData.RegionHandle >> 40);
- uint rRegionY = (((uint)(cAgentData.RegionHandle)) >> 8);
- uint tRegionX = RegionInfo.RegionLocX;
- uint tRegionY = RegionInfo.RegionLocY;
- //Send Data to ScenePresence
- childAgentUpdate.ChildAgentDataUpdate(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY);
- // Not Implemented:
- //TODO: Do we need to pass the message on to one of our neighbors?
- }
-
- return true;
- }
-
- return false;
- }
- /// <summary>
- /// Tell a single agent to disconnect from the region.
- /// </summary>
- /// <param name="regionHandle"></param>
- /// <param name="agentID"></param>
- public bool CloseConnection(UUID agentID)
- {
- ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
- if (presence != null)
- {
- // Nothing is removed here, so down count it as such
- // if (presence.IsChildAgent)
- // {
- // m_sceneGraph.removeUserCount(false);
- // }
- // else
- // {
- // m_sceneGraph.removeUserCount(true);
- // }
- // Don't do this to root agents on logout, it's not nice for the viewer
- if (presence.IsChildAgent)
- {
- // Tell a single agent to disconnect from the region.
- IEventQueue eq = RequestModuleInterface<IEventQueue>();
- if (eq != null)
- {
- OSD Item = EventQueueHelper.DisableSimulator(RegionInfo.RegionHandle);
- eq.Enqueue(Item, agentID);
- }
- else
- presence.ControllingClient.SendShutdownConnectionNotice();
- }
- presence.ControllingClient.Close(true);
- }
- return true;
- }
- /// <summary>
- /// Tell neighboring regions about this agent
- /// When the regions respond with a true value,
- /// tell the agents about the region.
- ///
- /// We have to tell the regions about the agents first otherwise it'll deny them access
- ///
- /// </summary>
- /// <param name="presence"></param>
- public void InformClientOfNeighbours(ScenePresence presence)
- {
- m_sceneGridService.EnableNeighbourChildAgents(presence, m_neighbours);
- }
- /// <summary>
- /// Tell a neighboring region about this agent
- /// </summary>
- /// <param name="presence"></param>
- /// <param name="region"></param>
- public void InformClientOfNeighbor(ScenePresence presence, RegionInfo region)
- {
- m_sceneGridService.InformNeighborChildAgent(presence, region, m_neighbours);
- }
- /// <summary>
- /// Requests information about this region from gridcomms
- /// </summary>
- /// <param name="regionHandle"></param>
- /// <returns></returns>
- public RegionInfo RequestNeighbouringRegionInfo(ulong regionHandle)
- {
- return m_sceneGridService.RequestNeighbouringRegionInfo(regionHandle);
- }
- /// <summary>
- /// Requests textures for map from minimum region to maximum region in world cordinates
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="minX"></param>
- /// <param name="minY"></param>
- /// <param name="maxX"></param>
- /// <param name="maxY"></param>
- public void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY)
- {
- m_log.InfoFormat("[MAPBLOCK]: {0}-{1}, {2}-{3}", minX, minY, maxX, maxY);
- m_sceneGridService.RequestMapBlocks(remoteClient, minX, minY, maxX, maxY);
- }
- /// <summary>
- /// Tries to teleport agent to other region.
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="regionName"></param>
- /// <param name="position"></param>
- /// <param name="lookAt"></param>
- /// <param name="teleportFlags"></param>
- public void RequestTeleportLocation(IClientAPI remoteClient, string regionName, Vector3 position,
- Vector3 lookat, uint teleportFlags)
- {
- RegionInfo regionInfo = m_sceneGridService.RequestClosestRegion(regionName);
- if (regionInfo == null)
- {
- // can't find the region: Tell viewer and abort
- remoteClient.SendTeleportFailed("The region '" + regionName + "' could not be found.");
- return;
- }
- RequestTeleportLocation(remoteClient, regionInfo.RegionHandle, position, lookat, teleportFlags);
- }
- /// <summary>
- /// Tries to teleport agent to other region.
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="regionHandle"></param>
- /// <param name="position"></param>
- /// <param name="lookAt"></param>
- /// <param name="teleportFlags"></param>
- public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, Vector3 position,
- Vector3 lookAt, uint teleportFlags)
- {
- lock (m_scenePresences)
- {
- if (m_scenePresences.ContainsKey(remoteClient.AgentId))
- {
- m_sceneGridService.RequestTeleportToLocation(m_scenePresences[remoteClient.AgentId], regionHandle,
- position, lookAt, teleportFlags);
- }
- }
- }
- /// <summary>
- /// Tries to teleport agent to landmark.
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="regionHandle"></param>
- /// <param name="position"></param>
- public void RequestTeleportLandmark(IClientAPI remoteClient, UUID regionID, Vector3 position)
- {
- RegionInfo info = CommsManager.GridService.RequestNeighbourInfo(regionID);
- if (info == null)
- {
- // can't find the region: Tell viewer and abort
- remoteClient.SendTeleportFailed("The teleport destination could not be found.");
- return;
- }
- lock (m_scenePresences)
- {
- if (m_scenePresences.ContainsKey(remoteClient.AgentId))
- {
- m_sceneGridService.RequestTeleportToLocation(m_scenePresences[remoteClient.AgentId], info.RegionHandle,
- position, Vector3.Zero, (uint)(TPFlags.SetLastToTarget | TPFlags.ViaLandmark));
- }
- }
- }
- /// <summary>
- /// Agent is crossing the border into a neighbouring region. Tell the neighbour about it!
- /// </summary>
- /// <param name="regionHandle"></param>
- /// <param name="agentID"></param>
- /// <param name="position"></param>
- /// <param name="isFlying"></param>
- /// <returns></returns>
- public bool InformNeighbourOfCrossing(ulong regionHandle, UUID agentID, Vector3 position, bool isFlying)
- {
- return m_sceneGridService.CrossToNeighbouringRegion(regionHandle, agentID, position, isFlying);
- }
- public void SendOutChildAgentUpdates(AgentData cadu, ScenePresence presence)
- {
- m_sceneGridService.SendChildAgentDataUpdate(cadu, presence);
- }
- #endregion
- #region Module Methods
- /// <summary>
- /// Add a module to this scene.
- /// </summary>
- /// <param name="name"></param>
- /// <param name="module"></param>
- public void AddModule(string name, IRegionModule module)
- {
- if (!Modules.ContainsKey(name))
- {
- Modules.Add(name, module);
- }
- }
- public void RegisterModuleCommander(string name, ICommander commander)
- {
- lock (m_moduleCommanders)
- {
- m_moduleCommanders.Add(name, commander);
- }
- }
- public ICommander GetCommander(string name)
- {
- lock (m_moduleCommanders)
- {
- return m_moduleCommanders[name];
- }
- }
- public Dictionary<string, ICommander> GetCommanders()
- {
- return m_moduleCommanders;
- }
- /// <summary>
- /// Register an interface to a region module. This allows module methods to be called directly as
- /// well as via events. If there is already a module registered for this interface, it is not replaced
- /// (is this the best behaviour?)
- /// </summary>
- /// <param name="mod"></param>
- public void RegisterModuleInterface<M>(M mod)
- {
- if (!ModuleInterfaces.ContainsKey(typeof(M)))
- {
- List<Object> l = new List<Object>();
- l.Add(mod);
- ModuleInterfaces.Add(typeof(M), l);
- if (mod is IEntityCreator)
- {
- IEntityCreator entityCreator = (IEntityCreator)mod;
- foreach (PCode pcode in entityCreator.CreationCapabilities)
- {
- m_entityCreators[pcode] = entityCreator;
- }
- }
- }
- }
- public void StackModuleInterface<M>(M mod)
- {
- List<Object> l;
- if (ModuleInterfaces.ContainsKey(typeof(M)))
- l = ModuleInterfaces[typeof(M)];
- else
- l = new List<Object>();
- if (l.Contains(mod))
- return;
- l.Add(mod);
-
- if (mod is IEntityCreator)
- {
- IEntityCreator entityCreator = (IEntityCreator)mod;
- foreach (PCode pcode in entityCreator.CreationCapabilities)
- {
- m_entityCreators[pcode] = entityCreator;
- }
- }
-
- ModuleInterfaces[typeof(M)] = l;
- }
- /// <summary>
- /// For the given interface, retrieve the region module which implements it.
- /// </summary>
- /// <returns>null if there is no registered module implementing that interface</returns>
- public override T RequestModuleInterface<T>()
- {
- if (ModuleInterfaces.ContainsKey(typeof(T)))
- {
- return (T)ModuleInterfaces[typeof(T)][0];
- }
- else
- {
- return default(T);
- }
- }
- /// <summary>
- /// For the given interface, retrieve an array of region modules that implement it.
- /// </summary>
- /// <returns>an empty array if there are no registered modules implementing that interface</returns>
- public override T[] RequestModuleInterfaces<T>()
- {
- if (ModuleInterfaces.ContainsKey(typeof(T)))
- {
- List<T> ret = new List<T>();
- foreach (Object o in ModuleInterfaces[typeof(T)])
- ret.Add((T)o);
- return ret.ToArray();
- }
- else
- {
- return new T[] { default(T) };
- }
- }
- public void SetObjectCapacity(int objects)
- {
- if (m_statsReporter != null)
- {
- m_statsReporter.SetObjectCapacity(objects);
- }
- objectCapacity = objects;
- }
- public List<FriendListItem> GetFriendList(UUID avatarID)
- {
- return CommsManager.GetUserFriendList(avatarID);
- }
- public Dictionary<UUID, FriendRegionInfo> GetFriendRegionInfos(List<UUID> uuids)
- {
- return CommsManager.GetFriendRegionInfos(uuids);
- }
- public List<UUID> InformFriendsInOtherRegion(UUID agentId, ulong destRegionHandle, List<UUID> friends, bool online)
- {
- return CommsManager.InformFriendsInOtherRegion(agentId, destRegionHandle, friends, online);
- }
- public bool TriggerTerminateFriend(ulong regionHandle, UUID agentID, UUID exFriendID)
- {
- return CommsManager.TriggerTerminateFriend(regionHandle, agentID, exFriendID);
- }
- #endregion
- #region Other Methods
- /// <summary>
- ///
- /// </summary>
- /// <param name="phase"></param>
- public void SetTimePhase(int phase)
- {
- m_timePhase = phase;
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="avatarID"></param>
- /// <param name="objectName"></param>
- /// <param name="objectID"></param>
- /// <param name="ownerID"></param>
- /// <param name="groupOwned"></param>
- /// <param name="message"></param>
- /// <param name="url"></param>
- public void SendUrlToUser(UUID avatarID, string objectName, UUID objectID, UUID ownerID, bool groupOwned,
- string message, string url)
- {
- lock (m_scenePresences)
- {
- if (m_scenePresences.ContainsKey(avatarID))
- {
- m_scenePresences[avatarID].ControllingClient.SendLoadURL(objectName, objectID, ownerID, groupOwned,
- message, url);
- }
- }
- }
- public void SendDialogToUser(UUID avatarID, string objectName, UUID objectID, UUID ownerID, string message, UUID TextureID, int ch, string[] buttonlabels)
- {
- lock (m_scenePresences)
- {
- if (m_scenePresences.ContainsKey(avatarID))
- {
- m_scenePresences[avatarID].ControllingClient.SendDialog(
- objectName, objectID, ownerID, message, TextureID, ch, buttonlabels);
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="url"></param>
- /// <param name="type"></param>
- /// <param name="body"></param>
- /// <returns></returns>
- public UUID MakeHttpRequest(string url, string type, string body)
- {
- if (m_httpRequestModule != null)
- {
- return m_httpRequestModule.MakeHttpRequest(url, type, body);
- }
- return UUID.Zero;
- }
- public virtual void StoreAddFriendship(UUID ownerID, UUID friendID, uint perms)
- {
- m_sceneGridService.AddNewUserFriend(ownerID, friendID, perms);
- }
- public virtual void StoreUpdateFriendship(UUID ownerID, UUID friendID, uint perms)
- {
- m_sceneGridService.UpdateUserFriendPerms(ownerID, friendID, perms);
- }
- public virtual void StoreRemoveFriendship(UUID ownerID, UUID ExfriendID)
- {
- m_sceneGridService.RemoveUserFriend(ownerID, ExfriendID);
- }
- public void AddPacketStats(int inPackets, int outPackets, int unAckedBytes)
- {
- m_statsReporter.AddInPackets(inPackets);
- m_statsReporter.AddOutPackets(outPackets);
- m_statsReporter.AddunAckedBytes(unAckedBytes);
- }
- public void AddAgentTime(int ms)
- {
- m_statsReporter.addFrameMS(ms);
- m_statsReporter.addAgentMS(ms);
- }
- public void AddAgentUpdates(int count)
- {
- m_statsReporter.AddAgentUpdates(count);
- }
- public void AddPendingDownloads(int count)
- {
- m_statsReporter.addPendingDownload(count);
- }
- #endregion
- #region Console Commands
- #region Alert Methods
- private void SendPermissionAlert(UUID user, string reason)
- {
- SendAlertToUser(user, reason, false);
- }
- /// <summary>
- /// Send an alert messages to all avatars in this scene.
- /// </summary>
- /// <param name="message"></param>
- public void SendGeneralAlert(string message)
- {
- List<ScenePresence> presenceList = GetScenePresences();
- foreach (ScenePresence presence in presenceList)
- {
- if (!presence.IsChildAgent)
- presence.ControllingClient.SendAlertMessage(message);
- }
- }
- /// <summary>
- /// Send an alert message to a particular agent.
- /// </summary>
- /// <param name="agentID"></param>
- /// <param name="message"></param>
- /// <param name="modal"></param>
- public void SendAlertToUser(UUID agentID, string message, bool modal)
- {
- lock (m_scenePresences)
- {
- if (m_scenePresences.ContainsKey(agentID))
- {
- m_scenePresences[agentID].ControllingClient.SendAgentAlertMessage(message, modal);
- }
- }
- }
- /// <summary>
- /// Handle a request for admin rights
- /// </summary>
- /// <param name="agentID"></param>
- /// <param name="sessionID"></param>
- /// <param name="token"></param>
- /// <param name="controllingClient"></param>
- public void handleRequestGodlikePowers(UUID agentID, UUID sessionID, UUID token, bool godLike,
- IClientAPI controllingClient)
- {
- lock (m_scenePresences)
- {
- // User needs to be logged into this sim
- if (m_scenePresences.ContainsKey(agentID))
- {
- if (godLike == false)
- {
- m_scenePresences[agentID].GrantGodlikePowers(agentID, sessionID, token, godLike);
- return;
- }
- // First check that this is the sim owner
- if (Permissions.IsGod(agentID))
- {
- // Next we check for spoofing.....
- UUID testSessionID = m_scenePresences[agentID].ControllingClient.SessionId;
- if (sessionID == testSessionID)
- {
- if (sessionID == controllingClient.SessionId)
- {
- //m_log.Info("godlike: " + godLike.ToString());
- m_scenePresences[agentID].GrantGodlikePowers(agentID, testSessionID, token, godLike);
- }
- }
- }
- else
- {
- m_scenePresences[agentID].ControllingClient.SendAgentAlertMessage("Request for god powers denied", false);
- }
- }
- }
- }
- /// <summary>
- /// Sends a Big Blue Box message on the upper right of the screen to the client
- /// for all agents in the region
- /// </summary>
- /// <param name="FromAvatarID">The person sending the message</param>
- /// <param name="fromSessionID">The session of the person sending the message</param>
- /// <param name="FromAvatarName">The name of the person doing the sending</param>
- /// <param name="Message">The Message being sent to the user</param>
- public void SendRegionMessageFromEstateTools(UUID FromAvatarID, UUID fromSessionID, String FromAvatarName, String Message)
- {
- List<ScenePresence> presenceList = GetScenePresences();
- foreach (ScenePresence presence in presenceList)
- {
- if (!presence.IsChildAgent)
- presence.ControllingClient.SendBlueBoxMessage(FromAvatarID, FromAvatarName, Message);
- }
- }
- /// <summary>
- /// Sends a Big Blue Box message on the upper right of the screen to the client
- /// for all agents in the estate
- /// </summary>
- /// <param name="FromAvatarID">The person sending the message</param>
- /// <param name="fromSessionID">The session of the person sending the message</param>
- /// <param name="FromAvatarName">The name of the person doing the sending</param>
- /// <param name="Message">The Message being sent to the user</param>
- public void SendEstateMessageFromEstateTools(UUID FromAvatarID, UUID fromSessionID, String FromAvatarName, String Message)
- {
- ClientManager.ForEachClient(delegate(IClientAPI controller)
- {
- controller.SendBlueBoxMessage(FromAvatarID, FromAvatarName, Message);
- }
- );
- }
- /// <summary>
- /// Kicks User specified from the simulator. This logs them off of the grid
- /// If the client gets the UUID: 44e87126e7944ded05b37c42da3d5cdb it assumes
- /// that you're kicking it even if the avatar's UUID isn't the UUID that the
- /// agent is assigned
- /// </summary>
- /// <param name="godID">The person doing the kicking</param>
- /// <param name="sessionID">The session of the person doing the kicking</param>
- /// <param name="agentID">the person that is being kicked</param>
- /// <param name="kickflags">This isn't used apparently</param>
- /// <param name="reason">The message to send to the user after it's been turned into a field</param>
- public void HandleGodlikeKickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason)
- {
- // For some reason the client sends this seemingly hard coded UUID for kicking everyone. Dun-know.
- UUID kickUserID = new UUID("44e87126e7944ded05b37c42da3d5cdb");
- lock (m_scenePresences)
- {
- if (m_scenePresences.ContainsKey(agentID) || agentID == kickUserID)
- {
- if (Permissions.IsGod(godID))
- {
- if (agentID == kickUserID)
- {
- ClientManager.ForEachClient(delegate(IClientAPI controller)
- {
- if (controller.AgentId != godID)
- controller.Kick(Utils.BytesToString(reason));
- }
- );
- // This is a bit crude. It seems the client will be null before it actually stops the thread
- // The thread will kill itself eventually :/
- // Is there another way to make sure *all* clients get this 'inter region' message?
- ClientManager.ForEachClient(delegate(IClientAPI controller)
- {
- ScenePresence p = GetScenePresence(controller.AgentId);
- bool childagent = p != null && p.IsChildAgent;
- if (controller.AgentId != godID && !childagent)
- // Do we really want to kick the initiator of this madness?
- {
- controller.Close(true);
- }
- }
- );
- }
- else
- {
- m_sceneGraph.removeUserCount(!m_scenePresences[agentID].IsChildAgent);
- m_scenePresences[agentID].ControllingClient.Kick(Utils.BytesToString(reason));
- m_scenePresences[agentID].ControllingClient.Close(true);
- }
- }
- else
- {
- if (m_scenePresences.ContainsKey(godID))
- m_scenePresences[godID].ControllingClient.SendAgentAlertMessage("Kick request denied", false);
- }
- }
- }
- }
- public void HandleObjectPermissionsUpdate(IClientAPI controller, UUID agentID, UUID sessionID, byte field, uint localId, uint mask, byte set)
- {
- // Check for spoofing.. since this is permissions we're talking about here!
- if ((controller.SessionId == sessionID) && (controller.AgentId == agentID))
- {
- // Tell the object to do permission update
- if (localId != 0)
- {
- SceneObjectGroup chObjectGroup = GetGroupByPrim(localId);
- if (chObjectGroup != null)
- {
- chObjectGroup.UpdatePermissions(agentID, field, localId, mask, set);
- }
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="firstName"></param>
- /// <param name="lastName"></param>
- /// <param name="message"></param>
- /// <param name="modal"></param>
- public void SendAlertToUser(string firstName, string lastName, string message, bool modal)
- {
- List<ScenePresence> presenceList = GetScenePresences();
- foreach (ScenePresence presence in presenceList)
- {
- if (presence.Firstname == firstName && presence.Lastname == lastName)
- {
- presence.ControllingClient.SendAgentAlertMessage(message, modal);
- break;
- }
- }
- }
- /// <summary>
- /// Handle an alert command from the console.
- /// FIXME: Command parsing code really shouldn't be in this core Scene class.
- /// </summary>
- /// <param name="commandParams"></param>
- public void HandleAlertCommand(string[] commandParams)
- {
- if (commandParams[0] == "general")
- {
- string message = CombineParams(commandParams, 1);
- SendGeneralAlert(message);
- }
- else
- {
- string message = CombineParams(commandParams, 2);
- SendAlertToUser(commandParams[0], commandParams[1], message, false);
- }
- }
- private string CombineParams(string[] commandParams, int pos)
- {
- string result = String.Empty;
- for (int i = pos; i < commandParams.Length; i++)
- {
- result += commandParams[i] + " ";
- }
- return result;
- }
- #endregion
- /// <summary>
- /// Causes all clients to get a full object update on all of the objects in the scene.
- /// </summary>
- public void ForceClientUpdate()
- {
- List<EntityBase> EntityList = GetEntities();
- foreach (EntityBase ent in EntityList)
- {
- if (ent is SceneObjectGroup)
- {
- ((SceneObjectGroup)ent).ScheduleGroupForFullUpdate();
- }
- }
- }
- /// <summary>
- /// This is currently only used for scale (to scale to MegaPrim size)
- /// There is a console command that calls this in OpenSimMain
- /// </summary>
- /// <param name="cmdparams"></param>
- public void HandleEditCommand(string[] cmdparams)
- {
- Console.WriteLine("Searching for Primitive: '" + cmdparams[0] + "'");
- List<EntityBase> EntityList = GetEntities();
- foreach (EntityBase ent in EntityList)
- {
- if (ent is SceneObjectGroup)
- {
- SceneObjectPart part = ((SceneObjectGroup)ent).GetChildPart(((SceneObjectGroup)ent).UUID);
- if (part != null)
- {
- if (part.Name == cmdparams[0])
- {
- part.Resize(
- new Vector3(Convert.ToSingle(cmdparams[1]), Convert.ToSingle(cmdparams[2]),
- Convert.ToSingle(cmdparams[3])));
- Console.WriteLine("Edited scale of Primitive: " + part.Name);
- }
- }
- }
- }
- }
- /// <summary>
- /// Shows various details about the sim based on the parameters supplied by the console command in openSimMain.
- /// </summary>
- /// <param name="showParams">What to show</param>
- public void Show(string[] showParams)
- {
- switch (showParams[0])
- {
- case "users":
- m_log.Error("Current Region: " + RegionInfo.RegionName);
- m_log.ErrorFormat("{0,-16}{1,-16}{2,-25}{3,-25}{4,-16}{5,-16}{6,-16}", "Firstname", "Lastname",
- "Agent ID", "Session ID", "Circuit", "IP", "World");
- foreach (ScenePresence scenePresence in GetAvatars())
- {
- m_log.ErrorFormat("{0,-16}{1,-16}{2,-25}{3,-25}{4,-16},{5,-16}{6,-16}",
- scenePresence.Firstname,
- scenePresence.Lastname,
- scenePresence.UUID,
- scenePresence.ControllingClient.AgentId,
- "Unknown",
- "Unknown",
- RegionInfo.RegionName);
- }
- break;
- case "modules":
- m_log.Error("The currently loaded modules in " + RegionInfo.RegionName + " are:");
- foreach (IRegionModule module in Modules.Values)
- {
- if (!module.IsSharedModule)
- {
- m_log.Error("Region Module: " + module.Name);
- }
- }
- break;
- }
- }
- #endregion
- #region Script Handling Methods
- /// <summary>
- /// Console command handler to send script command to script engine.
- /// </summary>
- /// <param name="args"></param>
- public void SendCommandToPlugins(string[] args)
- {
- m_eventManager.TriggerOnPluginConsole(args);
- }
- public double GetLandHeight(int x, int y)
- {
- return Heightmap[x, y];
- }
- public UUID GetLandOwner(float x, float y)
- {
- ILandObject land = LandChannel.GetLandObject(x, y);
- if (land == null)
- {
- return UUID.Zero;
- }
- else
- {
- return land.landData.OwnerID;
- }
- }
- public LandData GetLandData(float x, float y)
- {
- return LandChannel.GetLandObject(x, y).landData;
- }
- public LandData GetLandData(uint x, uint y)
- {
- m_log.DebugFormat("[SCENE] returning land for {0},{1}", x, y);
- return LandChannel.GetLandObject((int)x, (int)y).landData;
- }
- public void SetLandMusicURL(float x, float y, string url)
- {
- ILandObject land = LandChannel.GetLandObject(x, y);
- if (land == null)
- {
- return;
- }
- else
- {
- land.landData.MusicURL = url;
- land.sendLandUpdateToAvatarsOverMe();
- return;
- }
- }
- public void SetLandMediaURL(float x, float y, string url)
- {
- ILandObject land = LandChannel.GetLandObject(x, y);
- if (land == null)
- {
- return;
- }
- else
- {
- land.landData.MediaURL = url;
- land.sendLandUpdateToAvatarsOverMe();
- return;
- }
- }
- public RegionInfo RequestClosestRegion(string name)
- {
- return m_sceneGridService.RequestClosestRegion(name);
- }
- #endregion
- #region Script Engine
- private List<ScriptEngineInterface> ScriptEngines = new List<ScriptEngineInterface>();
- private bool m_dumpAssetsToFile;
- /// <summary>
- ///
- /// </summary>
- /// <param name="scriptEngine"></param>
- public void AddScriptEngine(ScriptEngineInterface scriptEngine)
- {
- ScriptEngines.Add(scriptEngine);
- scriptEngine.InitializeEngine(this);
- }
- public void TriggerObjectChanged(uint localID, uint change)
- {
- m_eventManager.TriggerOnScriptChangedEvent(localID, change);
- }
- public void TriggerAtTargetEvent(uint localID, uint handle, Vector3 targetpos, Vector3 currentpos)
- {
- m_eventManager.TriggerAtTargetEvent(localID, handle, targetpos, currentpos);
- }
- public void TriggerNotAtTargetEvent(uint localID)
- {
- m_eventManager.TriggerNotAtTargetEvent(localID);
- }
- private bool ScriptDanger(SceneObjectPart part,Vector3 pos)
- {
- ILandObject parcel = LandChannel.GetLandObject(pos.X, pos.Y);
- if (part != null)
- {
- if (parcel != null)
- {
- if ((parcel.landData.Flags & (uint)Parcel.ParcelFlags.AllowOtherScripts) != 0)
- {
- return true;
- }
- else if ((parcel.landData.Flags & (uint)Parcel.ParcelFlags.AllowGroupScripts) != 0)
- {
- if (part.OwnerID == parcel.landData.OwnerID || (parcel.landData.IsGroupOwned && part.GroupID == parcel.landData.GroupID) || Permissions.IsGod(part.OwnerID))
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- else
- {
- if (part.OwnerID == parcel.landData.OwnerID)
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- }
- else
- {
- if (pos.X > 0f && pos.X < Constants.RegionSize && pos.Y > 0f && pos.Y < Constants.RegionSize)
- {
- // The only time parcel != null when an object is inside a region is when
- // there is nothing behind the landchannel. IE, no land plugin loaded.
- return true;
- }
- else
- {
- // The object is outside of this region. Stop piping events to it.
- return false;
- }
- }
- }
- else
- {
- return false;
- }
- }
- public bool ScriptDanger(uint localID, Vector3 pos)
- {
- SceneObjectPart part = GetSceneObjectPart(localID);
- if (part != null)
- {
- return ScriptDanger(part, pos);
- }
- else
- {
- return false;
- }
- }
- public bool PipeEventsForScript(uint localID)
- {
- SceneObjectPart part = GetSceneObjectPart(localID);
- if (part != null)
- {
- // Changed so that child prims of attachments return ScriptDanger for their parent, so that
- // their scripts will actually run.
- // -- Leaf, Tue Aug 12 14:17:05 EDT 2008
- SceneObjectPart parent = part.ParentGroup.RootPart;
- if (parent != null && parent.IsAttachment)
- return ScriptDanger(parent, parent.GetWorldPosition());
- else
- return ScriptDanger(part, part.GetWorldPosition());
- }
- else
- {
- return false;
- }
- }
- #endregion
- #region SceneGraph wrapper methods
- /// <summary>
- ///
- /// </summary>
- /// <param name="localID"></param>
- /// <returns></returns>
- public UUID ConvertLocalIDToFullID(uint localID)
- {
- return m_sceneGraph.ConvertLocalIDToFullID(localID);
- }
- public void SwapRootAgentCount(bool rootChildChildRootTF)
- {
- m_sceneGraph.SwapRootChildAgent(rootChildChildRootTF);
- }
- public void AddPhysicalPrim(int num)
- {
- m_sceneGraph.AddPhysicalPrim(num);
- }
- public void RemovePhysicalPrim(int num)
- {
- m_sceneGraph.RemovePhysicalPrim(num);
- }
- //The idea is to have a group of method that return a list of avatars meeting some requirement
- // ie it could be all m_scenePresences within a certain range of the calling prim/avatar.
- /// <summary>
- /// Return a list of all avatars in this region.
- /// This list is a new object, so it can be iterated over without locking.
- /// </summary>
- /// <returns></returns>
- public List<ScenePresence> GetAvatars()
- {
- return m_sceneGraph.GetAvatars();
- }
- /// <summary>
- /// Return a list of all ScenePresences in this region. This returns child agents as well as root agents.
- /// This list is a new object, so it can be iterated over without locking.
- /// </summary>
- /// <returns></returns>
- public List<ScenePresence> GetScenePresences()
- {
- return m_sceneGraph.GetScenePresences();
- }
- /// <summary>
- /// Request a filtered list of ScenePresences in this region.
- /// This list is a new object, so it can be iterated over without locking.
- /// </summary>
- /// <param name="filter"></param>
- /// <returns></returns>
- public List<ScenePresence> GetScenePresences(FilterAvatarList filter)
- {
- return m_sceneGraph.GetScenePresences(filter);
- }
- /// <summary>
- /// Request a scene presence by UUID
- /// </summary>
- /// <param name="avatarID"></param>
- /// <returns></returns>
- public ScenePresence GetScenePresence(UUID avatarID)
- {
- return m_sceneGraph.GetScenePresence(avatarID);
- }
- public override bool PresenceChildStatus(UUID avatarID)
- {
- ScenePresence cp = GetScenePresence(avatarID);
-
- // FIXME: This is really crap - some logout code is relying on a NullReferenceException to halt its processing
- // This needs to be fixed properly by cleaning up the logout code.
- //if (cp != null)
- // return cp.IsChildAgent;
-
- //return false;
-
- return cp.IsChildAgent;
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="action"></param>
- public void ForEachScenePresence(Action<ScenePresence> action)
- {
- // We don't want to try to send messages if there are no avatars.
- if (m_scenePresences != null)
- {
- try
- {
- List<ScenePresence> presenceList = GetScenePresences();
- foreach (ScenePresence presence in presenceList)
- {
- action(presence);
- }
- }
- catch (Exception e)
- {
- m_log.Info("[BUG]: " + e.ToString());
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="action"></param>
- // public void ForEachObject(Action<SceneObjectGroup> action)
- // {
- // List<SceneObjectGroup> presenceList;
- //
- // lock (m_sceneObjects)
- // {
- // presenceList = new List<SceneObjectGroup>(m_sceneObjects.Values);
- // }
- //
- // foreach (SceneObjectGroup presence in presenceList)
- // {
- // action(presence);
- // }
- // }
- /// <summary>
- /// Get a named prim contained in this scene (will return the first
- /// found, if there are more than one prim with the same name)
- /// </summary>
- /// <param name="name"></param>
- /// <returns></returns>
- public SceneObjectPart GetSceneObjectPart(string name)
- {
- return m_sceneGraph.GetSceneObjectPart(name);
- }
- /// <summary>
- /// Get a prim via its local id
- /// </summary>
- /// <param name="localID"></param>
- /// <returns></returns>
- public SceneObjectPart GetSceneObjectPart(uint localID)
- {
- return m_sceneGraph.GetSceneObjectPart(localID);
- }
- /// <summary>
- /// Get a prim via its UUID
- /// </summary>
- /// <param name="fullID"></param>
- /// <returns></returns>
- public SceneObjectPart GetSceneObjectPart(UUID fullID)
- {
- return m_sceneGraph.GetSceneObjectPart(fullID);
- }
- internal bool TryGetAvatar(UUID avatarId, out ScenePresence avatar)
- {
- return m_sceneGraph.TryGetAvatar(avatarId, out avatar);
- }
- internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
- {
- return m_sceneGraph.TryGetAvatarByName(avatarName, out avatar);
- }
- public void ForEachClient(Action<IClientAPI> action)
- {
- m_sceneGraph.ForEachClient(action);
- }
- /// <summary>
- /// Returns a list of the entities in the scene. This is a new list so operations perform on the list itself
- /// will not affect the original list of objects in the scene.
- /// </summary>
- /// <returns></returns>
- public List<EntityBase> GetEntities()
- {
- return m_sceneGraph.GetEntities();
- }
- #endregion
- #region BaseHTTPServer wrapper methods
- public bool AddHTTPHandler(string method, GenericHTTPMethod handler)
- {
- return m_httpListener.AddHTTPHandler(method, handler);
- }
- public bool AddXmlRPCHandler(string method, XmlRpcMethod handler)
- {
- return m_httpListener.AddXmlRPCHandler(method, handler);
- }
- public void AddStreamHandler(IRequestHandler handler)
- {
- m_httpListener.AddStreamHandler(handler);
- }
- public bool AddLLSDHandler(string path, LLSDMethod handler)
- {
- return m_httpListener.AddLLSDHandler(path, handler);
- }
- public void RemoveStreamHandler(string httpMethod, string path)
- {
- m_httpListener.RemoveStreamHandler(httpMethod, path);
- }
- public void RemoveHTTPHandler(string httpMethod, string path)
- {
- m_httpListener.RemoveHTTPHandler(httpMethod, path);
- }
- public bool RemoveLLSDHandler(string path, LLSDMethod handler)
- {
- return m_httpListener.RemoveLLSDHandler(path, handler);
- }
- #endregion
- #region Avatar Appearance Default
- public static void GetDefaultAvatarAppearance(out AvatarWearable[] wearables, out byte[] visualParams)
- {
- visualParams = GetDefaultVisualParams();
- wearables = AvatarWearable.DefaultWearables;
- }
- private static byte[] GetDefaultVisualParams()
- {
- byte[] visualParams;
- visualParams = new byte[218];
- for (int i = 0; i < 218; i++)
- {
- visualParams[i] = 100;
- }
- return visualParams;
- }
- #endregion
- public void ParcelMediaSetTime(float time)
- {
- //should be doing this by parcel, but as its only for testing
- // The use of Thread.Sleep here causes the following compiler error under mono 1.2.4
- // OpenSim/Region/Environment/Scenes/Scene.cs(3675,17): error CS0103: The name `Thread' does not exist
- // in the context of `<>c__CompilerGenerated17'
- // MW said it was okay to comment the body of this method out for now since the code is experimental
- // and will be replaced anyway
- // ForEachClient(delegate(IClientAPI client)
- // {
- // client.SendParcelMediaCommand((uint)(2), ParcelMediaCommandEnum.Pause, 0);
- // Thread.Sleep(10);
- // client.SendParcelMediaCommand((uint)(64), ParcelMediaCommandEnum.Time, time);
- // Thread.Sleep(200);
- // client.SendParcelMediaCommand((uint)(4), ParcelMediaCommandEnum.Play, 0);
- // });
- }
- public void RegionHandleRequest(IClientAPI client, UUID regionID)
- {
- RegionInfo info;
- if (regionID == RegionInfo.RegionID)
- info = RegionInfo;
- else
- info = CommsManager.GridService.RequestNeighbourInfo(regionID);
- if (info != null)
- client.SendRegionHandle(regionID, info.RegionHandle);
- }
- public void TerrainUnAcked(IClientAPI client, int patchX, int patchY)
- {
- //Console.WriteLine("Terrain packet unacked, resending patch: " + patchX + " , " + patchY);
- client.SendLayerData(patchX, patchY, Heightmap.GetFloatsSerialised());
- }
- public void SetRootAgentScene(UUID agentID)
- {
- IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>();
- if (inv == null)
- return;
- inv.SetRootAgentScene(agentID, this);
- EventManager.TriggerSetRootAgentScene(agentID, this);
- }
- public bool NeedSceneCacheClear(UUID agentID)
- {
- IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>();
- if (inv == null)
- return true;
- return inv.NeedSceneCacheClear(agentID, this);
- }
- public void ObjectSaleInfo(IClientAPI client, UUID agentID, UUID sessionID, uint localID, byte saleType, int salePrice)
- {
- SceneObjectPart part = GetSceneObjectPart(localID);
- if (part == null || part.ParentGroup == null)
- return;
- if (part.ParentGroup.IsDeleted)
- return;
- part = part.ParentGroup.RootPart;
- part.ObjectSaleType = saleType;
- part.SalePrice = salePrice;
- part.ParentGroup.HasGroupChanged = true;
- part.GetProperties(client);
- }
- public bool PerformObjectBuy(IClientAPI remoteClient, UUID categoryID,
- uint localID, byte saleType)
- {
- SceneObjectPart part = GetSceneObjectPart(localID);
- if (part == null)
- return false;
- if (part.ParentGroup == null)
- return false;
- SceneObjectGroup group = part.ParentGroup;
- switch (saleType)
- {
- case 1: // Sell as original (in-place sale)
- uint effectivePerms=group.GetEffectivePermissions();
- if ((effectivePerms & (uint)PermissionMask.Transfer) == 0)
- {
- remoteClient.SendAgentAlertMessage("This item doesn't appear to be for sale", false);
- return false;
- }
- group.SetOwnerId(remoteClient.AgentId);
- group.SetRootPartOwner(part, remoteClient.AgentId,
- remoteClient.ActiveGroupId);
- List<SceneObjectPart> partList =
- new List<SceneObjectPart>(group.Children.Values);
- if (Permissions.PropagatePermissions())
- {
- foreach (SceneObjectPart child in partList)
- {
- child.Inventory.ChangeInventoryOwner(remoteClient.AgentId);
- child.ApplyNextOwnerPermissions();
- }
- }
- part.ObjectSaleType = 0;
- part.SalePrice = 10;
- group.HasGroupChanged = true;
- part.GetProperties(remoteClient);
- part.ScheduleFullUpdate();
- break;
- case 2: // Sell a copy
- string sceneObjectXml = group.ToXmlString();
- CachedUserInfo userInfo =
- CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
- if (userInfo != null)
- {
- uint perms=group.GetEffectivePermissions();
- if ((perms & (uint)PermissionMask.Transfer) == 0)
- {
- remoteClient.SendAgentAlertMessage("This item doesn't appear to be for sale", false);
- return false;
- }
- AssetBase asset = CreateAsset(
- group.GetPartName(localID),
- group.GetPartDescription(localID),
- (sbyte)AssetType.Object,
- Utils.StringToBytes(sceneObjectXml));
- AssetCache.AddAsset(asset);
- InventoryItemBase item = new InventoryItemBase();
- item.Creator = part.CreatorID;
- item.ID = UUID.Random();
- item.Owner = remoteClient.AgentId;
- item.AssetID = asset.FullID;
- item.Description = asset.Description;
- item.Name = asset.Name;
- item.AssetType = asset.Type;
- item.InvType = (int)InventoryType.Object;
- item.Folder = categoryID;
- uint nextPerms=(perms & 7) << 13;
- if ((nextPerms & (uint)PermissionMask.Copy) == 0)
- perms &= ~(uint)PermissionMask.Copy;
- if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
- perms &= ~(uint)PermissionMask.Transfer;
- if ((nextPerms & (uint)PermissionMask.Modify) == 0)
- perms &= ~(uint)PermissionMask.Modify;
- item.BasePermissions = perms & part.NextOwnerMask;
- item.CurrentPermissions = perms & part.NextOwnerMask;
- item.NextPermissions = part.NextOwnerMask;
- item.EveryOnePermissions = part.EveryoneMask &
- part.NextOwnerMask;
- item.GroupPermissions = part.GroupMask &
- part.NextOwnerMask;
- item.CurrentPermissions |= 8; // Slam!
- item.CreationDate = Util.UnixTimeSinceEpoch();
- userInfo.AddItem(item);
- remoteClient.SendInventoryItemCreateUpdate(item);
- }
- else
- {
- remoteClient.SendAgentAlertMessage("Cannot buy now. Your inventory is unavailable", false);
- return false;
- }
- break;
- case 3: // Sell contents
- List<UUID> invList = part.Inventory.GetInventoryList();
- bool okToSell = true;
- foreach (UUID invID in invList)
- {
- TaskInventoryItem item = part.Inventory.GetInventoryItem(invID);
- if ((item.CurrentPermissions &
- (uint)PermissionMask.Transfer) == 0)
- {
- okToSell = false;
- break;
- }
- }
- if (!okToSell)
- {
- remoteClient.SendAgentAlertMessage("This item's inventory doesn't appear to be for sale", false);
- return false;
- }
- if (invList.Count > 0)
- MoveTaskInventoryItems(remoteClient.AgentId, part.Name,
- part, invList);
- break;
- }
- return true;
- }
- public void CleanTempObjects()
- {
- List<EntityBase> objs = GetEntities();
- foreach (EntityBase obj in objs)
- {
- if (obj is SceneObjectGroup)
- {
- SceneObjectGroup grp = (SceneObjectGroup)obj;
- if (!grp.IsDeleted)
- {
- if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
- {
- if (grp.RootPart.Expires <= DateTime.Now)
- DeleteSceneObject(grp, false);
- }
- }
- }
- }
- }
- public void DeleteFromStorage(UUID uuid)
- {
- m_storageManager.DataStore.RemoveObject(uuid, m_regInfo.RegionID);
- }
- public int GetHealth()
- {
- int health=1; // Start at 1, means we're up
- // A login in the last 4 mins? We can't be doing too badly
- //
- if ((System.Environment.TickCount - m_LastLogin) < 240000)
- health++;
- return 0;
- }
- // This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and
- // update non-physical objects like the joint proxy objects that represent the position
- // of the joints in the scene.
- // This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene
- // WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called
- // from within the OdePhysicsScene.
- protected internal void jointMoved(PhysicsJoint joint)
- {
- // m_parentScene.PhysicsScene.DumpJointInfo(); // non-thread-locked version; we should already be in a lock (OdeLock) when this callback is invoked
- // FIXME: this causes a sequential lookup of all objects in the scene; use a dictionary
- SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene);
- if (jointProxyObject == null)
- {
- jointErrorMessage(joint, "WARNING, joint proxy not found, name " + joint.ObjectNameInScene);
- return;
- }
- // now update the joint proxy object in the scene to have the position of the joint as returned by the physics engine
- SceneObjectPart trackedBody = GetSceneObjectPart(joint.TrackedBodyName); // FIXME: causes a sequential lookup
- if (trackedBody == null) return; // the actor may have been deleted but the joint still lingers around a few frames waiting for deletion. during this time, trackedBody is NULL to prevent further motion of the joint proxy.
- jointProxyObject.Velocity = trackedBody.Velocity;
- jointProxyObject.RotationalVelocity = trackedBody.RotationalVelocity;
- switch (joint.Type)
- {
- case PhysicsJointType.Ball:
- {
- PhysicsVector jointAnchor = PhysicsScene.GetJointAnchor(joint);
- Vector3 proxyPos = new Vector3(jointAnchor.X, jointAnchor.Y, jointAnchor.Z);
- jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update
- }
- break;
- case PhysicsJointType.Hinge:
- {
- PhysicsVector jointAnchor = PhysicsScene.GetJointAnchor(joint);
- // Normally, we would just ask the physics scene to return the axis for the joint.
- // Unfortunately, ODE sometimes returns <0,0,0> for the joint axis, which should
- // never occur. Therefore we cannot rely on ODE to always return a correct joint axis.
- // Therefore the following call does not always work:
- //PhysicsVector phyJointAxis = _PhyScene.GetJointAxis(joint);
- // instead we compute the joint orientation by saving the original joint orientation
- // relative to one of the jointed bodies, and applying this transformation
- // to the current position of the jointed bodies (the tracked body) to compute the
- // current joint orientation.
- if (joint.TrackedBodyName == null)
- {
- jointErrorMessage(joint, "joint.TrackedBodyName is null, joint " + joint.ObjectNameInScene);
- }
- Vector3 proxyPos = new Vector3(jointAnchor.X, jointAnchor.Y, jointAnchor.Z);
- Quaternion q = trackedBody.RotationOffset * joint.LocalRotation;
- jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update
- jointProxyObject.ParentGroup.UpdateGroupRotation(q); // schedules the entire group for a terse update
- }
- break;
- }
- }
- // This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and
- // update non-physical objects like the joint proxy objects that represent the position
- // of the joints in the scene.
- // This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene
- // WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called
- // from within the OdePhysicsScene.
- protected internal void jointDeactivated(PhysicsJoint joint)
- {
- //m_log.Debug("[NINJA] SceneGraph.jointDeactivated, joint:" + joint.ObjectNameInScene);
- // FIXME: this causes a sequential lookup of all objects in the scene; use a dictionary
- SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene);
- if (jointProxyObject == null)
- {
- jointErrorMessage(joint, "WARNING, trying to deactivate (stop interpolation of) joint proxy, but not found, name " + joint.ObjectNameInScene);
- return;
- }
- // turn the proxy non-physical, which also stops its client-side interpolation
- bool wasUsingPhysics = ((jointProxyObject.ObjectFlags & (uint)PrimFlags.Physics) != 0);
- if (wasUsingPhysics)
- {
- jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
- }
- }
- // This callback allows the PhysicsScene to call back to its caller (the SceneGraph) and
- // alert the user of errors by using the debug channel in the same way that scripts alert
- // the user of compile errors.
- // This routine is normally called from within a lock (OdeLock) from within the OdePhysicsScene
- // WARNING: be careful of deadlocks here if you manipulate the scene. Remember you are being called
- // from within the OdePhysicsScene.
- public void jointErrorMessage(PhysicsJoint joint, string message)
- {
- // FIXME: this causes a sequential lookup of all objects in the scene; use a dictionary
- if (joint != null)
- {
- if (joint.ErrorMessageCount > PhysicsJoint.maxErrorMessages)
- return;
- SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene);
- if (jointProxyObject != null)
- {
- SimChat(Utils.StringToBytes("[NINJA] " + message),
- ChatTypeEnum.DebugChannel,
- 2147483647,
- jointProxyObject.AbsolutePosition,
- jointProxyObject.Name,
- jointProxyObject.UUID,
- false);
- joint.ErrorMessageCount++;
- if (joint.ErrorMessageCount > PhysicsJoint.maxErrorMessages)
- {
- SimChat(Utils.StringToBytes("[NINJA] Too many messages for this joint, suppressing further messages."),
- ChatTypeEnum.DebugChannel,
- 2147483647,
- jointProxyObject.AbsolutePosition,
- jointProxyObject.Name,
- jointProxyObject.UUID,
- false);
- }
- }
- else
- {
- // couldn't find the joint proxy object; the error message is silently suppressed
- }
- }
- }
- }
- }
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